```
changes:
- rscadd: "Overmap sector list `initial_generic_waypoints` is now optional."
- refactor: "Small refactor of landmarks and docking markers on the SCC Scout Ship."
```
The `initial_generic_waypoints` could maybe be removed from all maps in
the future, but I didn't want a giga huge diff on this PR.
---------
Co-authored-by: DreamySkrell <>
Also generalizes autolathe recycling so that other containers can alt
click it to be recycled. Currently its still only circuits and the part
exchanger.
changes:
- qol: "Integrated circuit assemblies can now be recycled in autolathes.
They can't be recycled in the printer, because clicking the printer with
the circuit is required to scan it for cloning."
- qol: "Integrated circuits can now be charged in rechargers."
https://github.com/user-attachments/assets/1b8325a8-aca0-4df0-a2a3-763eb8cec989
By modifying power cell capacities,
https://github.com/Aurorastation/Aurora.3/pull/21285 inadvertently
tripled the amount of power available to IPCs in their roundstart power
core, going from 20000 --> 60000. This drags that down to 30000 with a
high-capacity power cell, still half again higher than the original
value, and increases the efficiency of recharge stations a little so
sitting in them is less tedious.
Tiny change, duffel bags can now be accessed in your hands as well as
while on the floor. They still cannot be accessed while on your back.
You still have to sacrifice a hand slot to use duffels, it just removes
some of the busywork involved in dropping it (and makes them more
useable during vents now that your own bag won't run away from you with
the moving air).
---------
Signed-off-by: hazelrat <83198434+hazelrat@users.noreply.github.com>
Co-authored-by: Kano <89972582+kano-dot@users.noreply.github.com>
Adds a new `do_after` flag for progress bar placement. Previously it was
placing the bar on `target` if it was provided in the arguments
(required by do_unique flags), with this flag we're now able to put the
bar on the user
This particular change fixes deployable kits not showing a progress bar.
Also documented some flags on the way
I mistakenly assumed mech armour was good.
Only combat armour reduces the damage of any rifle round, all other mech
armour is worthless against actual weapons.
Adds the stickbug of doom for admin use, plus a few QoL changes for
hivebots.
<img width="237" height="300" alt="image"
src="https://github.com/user-attachments/assets/7c8c1c29-f2f7-4532-b861-5674a3cd7ac5"
/>
- [x] Fix hivebot blood on the boss appearing red.
- [x] Verify the beacon creation ability is functional - could make it
spawn playables?
- [x] Implement the beacon boss sprite for future use.
Done on behalf of @VMSolidus. The reasoning is that the morale damage of
the omens and beckoners is balanced around there only being a couple,
while the gold slime core and the technomancer could spawn enough to
tank everyones morale damage to the ground. The matriarch was removed
from the gold slime core as an unintended spawn, due to its strength.
As title, ports some sprites from CM as a supplement for our generic
platforms. I wasn't able to find the authors due to how .dmi change
history is stored in git
## Images
<img width="731" height="797" alt="Screenshot_8"
src="https://github.com/user-attachments/assets/fb2cf11e-be85-4e16-b747-00d710fb9b1c"
/>
### Asset Licenses
The following assets that **have not** been created by myself are
included in this PR:
| Path | Original Author | License |
| --- | --- | --- |
| icons/obj/structure/platforms.dmi | Colonial Marines | CC 3.0 BY-SA |
Makes Greimorian egg implantation a little more fair, without removing
the intense danger factor.
1. Increases total incubation time by 33%.
2. Organ reroll chance is now not just for the head, but chest and groin
too (reduces odds of instakill, though still does not remove it.)
3. Removes late-stage reinfection chance from incubation stage 4.
NOTE: Helmizole is not just a medicine for curing greimorian parasites.
It's also an inoculation. So long as you have it in your system,
greimorian eggs might make you hungry and sleepy, but they WON'T be able
to start incubating, and they will be removed normally by your liver (or
by tox medicine).
Hey ISD! Tell Medical to make you medicine! It's their job!
# Summary
This PR removes the ambience sounds introduced in
https://github.com/Aurorastation/Aurora.3/pull/22789. Due to performance
degradation by the sheer amount of active sounds, these are removed
again. The sounds added in the original PR stay for re-use.
* Fixed ship munitions occasionally failing to enter their overmap
target when their original physical projectile no longer existed.
* Fixed several ship munitions reconstructing as the wrong projectile
after overmap travel, ensuring explosive rounds correctly detonate on
impact.
Also had the AI write a unit test that simulates ship combat using every
munition type, so we don't have more regressions here.
AI usage disclosure: The code for this was created using GPT 5.6 Sol.
Messages are now sent to both parties in IPC P2P communications, to make
the mechanic a little more responsive.
Also adjusts some of the code to get it functional on my machine.
See title. Players have been able to assign a custom description to the
loadout flag/banner selection since forever, but it never persisted over
to actual 'hung up' flag object and was essentially erased if ever used.
<img width="777" height="600" alt="image"
src="https://github.com/user-attachments/assets/6b80b6f0-a120-4ba2-a46d-a680b7e5fff5"
/>
---------
Co-authored-by: Jaraci <mirandatrasen@nt.net>
# Summary
This PR adjust welding packs and fryers. Welding packs now spawn empty
[on the Horizon] to encourage the persistent welding tanks and fryers
have their optimal oil level adjusted to balance out oil refills.
**Depends on https://github.com/Aurorastation/Aurora.3/pull/23005**.
## Changes
- Added new sprite for empty welding packs.
(Regular vs new low variant)
<img width="835" height="108" alt="image"
src="https://github.com/user-attachments/assets/a882bff1-901b-4b0e-8d1d-750ed4e1e83c"
/>
- Welding packs now spawn empty (only on the Horizon and during map
load).
- Deep fryer no longer contain 9 full tanks of cooking oil. They contain
100u now and make refills using the [persistent cooking oil
tanks](https://github.com/Aurorastation/Aurora.3/pull/23005) much more
reasonable. Added a wrench to the kitchen for tank handling.
The statpanel (alt-click pickup menu) now updates whenever an item in it
is moved.
The statpanel (alt-click pickup menu) previously only updates on the
subsystem firing, every 2 seconds.
This lets you interact with an object after it's already in the contents
of another object.
Eg. Pick up a bullet, load it into a magazine, pick up that same bullet
from the statpanel, load it again.
This is the source of nearly every inventory bug I've encountered.
(vanishing armor attachments, bullet pile duplication, double-click
triggering grenades, modlaser components being in two guns at the same
time).
It also just feels bad and makes the menu much less usable. (Have I
picked up that item? Which one of these 6 identical icons did I click on
last? Better wait 2 seconds for it to update).
This does NOT cause the panel to update when a new item is added, as
that causes an Icon/Image refresh, which is the expensive part of the
proc. (At least I hope it doesn't)
https://github.com/user-attachments/assets/f396d4bb-d9be-407a-ad66-0cbf8cd4490b
The disposal "mainline," the main trunk that wraps around the whole
ship, has been painted with a yellow stripe for better distinction with
both mapping and in-game diagnostics. Relevant code has been changed (a
microscopic amount) to make the stuff actually work, too.
The yellow stuff's currently not constructable due to the colossal
amount of additional codework to make them such for minimal return.
This PR additionally makes packages able to be mailed to the machinist's
workshop properly; due to a mapping error (very easy to miss) people
weren't able to do so before.
(CL)
* Painted the 'mainline' disposal pipes yellow for better distinction
with mapping.
* Adjusted some disposal piping to be tidier.
* Packages can now once again be mailed to the Machinist's Workshop.
## Images
<img width="1274" height="780" alt="image"
src="https://github.com/user-attachments/assets/51374227-f3e7-42ca-8a13-64d278ec0d0b"
/>
<img width="1343" height="1119" alt="image"
src="https://github.com/user-attachments/assets/4ae08fe7-ce09-44a9-8158-99dece757b47"
/>
<img width="1175" height="1092" alt="image"
src="https://github.com/user-attachments/assets/5a1b3aa4-1e51-4bc1-b1f4-2f341cef8ca1"
/>
<img width="449" height="594" alt="image"
src="https://github.com/user-attachments/assets/ba44fb77-8c81-41fc-b07f-a3593e063e41"
/>
# Summary
This PR adds visual fill levels for fuel, extinguisher, water, cooking
oil and lube tanks.
The cooking oil tank now is also persistent and was added to the cargo
order manifest.
Sprites by @alsoandanswer
## Preview
<img width="404" height="472" alt="image"
src="https://github.com/user-attachments/assets/4ff4a0dd-e790-4a63-bc1a-6e198199ee7c"
/>
With massive thanks to @JohnWildkins for help in touching a lot of
concepts I've never worked with before, as well as helping me get back
into contributing in general.
This PR allows crew transfers to be called during red alert and adds
support for weighted voting to help favour active participants in these
particular rounds.
Observers and players still in the lobby are given only half a vote
towards transfer/continue. There is also config support to define an
active 'participation time' in minutes, which is used to stop potential
abuse cases of players respawning/joining from the lobby just before (or
even during) the transfer to gain a full vote. By default, this is set
to 15 minutes, so anyone who's been actively playing in the round for at
least that long is eligible.
This is my first time touching things like the config file or any sort
of subsystem more advanced than, like, the far more basic PRs I'm used
to, but I was encouraged to look at this as a little project. It all
appears to work well locally.
---------
Signed-off-by: Matt Atlas <mattiathebest2000@hotmail.it>
Co-authored-by: Jaraci <mirandatrasen@nt.net>
Co-authored-by: Matt Atlas <mattiathebest2000@hotmail.it>
Co-authored-by: hazelrat <83198434+hazelrat@users.noreply.github.com>
Four major fixes. These are all pretty clearly bugs, but the result is a
substantial mech nerf (except EMPs against EM armor.)
First, EMP armour.
EMP armour did nothing, it was partially ported to use TG's Element flag
system, this finishes that.
Rather than make the EMP armour immune to EMP, it spends power to negate
it.
The cost is 1000 / severity. Heavy EMP is 1, Light EMP is 2. This is 5%
of a basic mech cell for light, 10% for heavy.
Also fixes the pilot getting EMP'd twice for every EMP act on the mech.
Second, open hatches let attacks hit the pilot. Chance is 80% from the
front, 20% from the sides.
The chance is mostly so that turrets that always aim torso don't shoot
mechs forever, always hitting the pilot inside.
Third, cockpit damage actually matters now. Previously shooting the mech
in the chest was nearly worthless, no important components were there
and destroying it did not destroy the mech.
Now if the cockpit is completely destroyed, attacks against it penetrate
through to hit the pilot.
These attacks still account for the mech's armour.
Combined with the hatch getting stuck closed, you can have tense rescues
of pilots bleeding out inside their suits.
Fourth, the mech running out of power actually stops it doing things.
Uranium and Phoron power cores allowed mechs to keep running forever,
even at fractional power, because they recharged slightly every tick.
Now if the mech ever cannot afford the power cost of an action it shuts
down.
It can be powered back up immediately if the power core recharges it,
but it cannot now do costly actions at single digit power.
I fixed mech combat shields.
They suck, they use the auras system which does not play nicely with the
new projectile code.
Recursive calls and spaghetti mess.
Works for now but could use a complete rewrite.
---------
Signed-off-by: FenodyreeAv <fenodyree.av@gmail.com>
# Summary
This PR adds a new verb to ping the storyteller in Odyssey rounds.
## Info
In the OOC tab a new verb can be found during Odyssey rounds allowing
players to notify the storyteller.
Given a required message, the storyteller will get a notification in
their chat with the player given message and a JMP button to quickly
move to the player.
The verb has a one minute cooldown.
## About PR
- Fixes an issue with exoplanet turf edge icons layering below the
adjacent turfs
- Exoplanet turfs no longer attempt to add edge icons by default,
instead this is specified wherever it's relevant (this is still enabled
by default in base floor type, and honestly shouldn't be the case since
there's maybe 10 turf types need this vs every single turf in existence,
but i don't have the energy to go through them all)
- Removed an icon edge irrelevant turf
- Fixes exoplanet chasm turfs appearing red (no name icon in the file)
because it was trying to add edge turfs that had no icons with that name
<img width="808" height="983" alt="Screenshot_22"
src="https://github.com/user-attachments/assets/c1605ba7-eec4-4f1e-8950-c51d943dde9e"
/>
<sub>the red eye sees all, remember our promise....</sub>
The timer on the nuke is increased to be between 10 and 15 min, so that
the Horizon has enough time to react to it. Furthermore, it can only be
deployed in a non-rad shielded area that is on the Horizon and not in
vacuum. Once it is deployed, its area will also be announced.
All of this should prevent an easy attempt to nuke the Horizon, and give
them a chance to fight back.
Atom health added damage handling at the base obj/structure level.
Many structures had their own damage handling code in bullet_act.
Bullet act requires that you call it's parent.
Fixes all of the double damage instances I could find, trying to keep
the behavior as close to the old as possible.
Added armour to a few things that had snowflake damage reductions.
Adds biesel citizenship to traverse due to the recent refugee influx
from Traverse.
I have the Pope's permission
https://discord.com/channels/724651070017765459/724652610778431490/1532928866795000009
* Please describe the intent of your changes in a clear fashion.
* Please make sure that, in the case of mapping changes, you include
images of these changes in the PR's description.
* Please make sure to mark your PR as wip or review required by making a
comment with !wip or !review required
* If you include sprites/sounds/... (assets) that you have not created
yourself specify the license and original author below.
* Ensure that you also credit them in the appropriate location /
changelog as specified in the contributor guidelines
### Asset Licenses
The following assets that **have not** been created by myself are
included in this PR:
| Path | Original Author | License |
| --- | --- | --- |
| icons/example.dmi | ExamplePerson (Example Station) | CC0 |
Reduces max phoron and steel storage potential of the IC Circuit
Printer. Particularly steel is reduced when the cloning disk is
installed and phoron is set to one bar instead of two.
Also put in some safety measures for importing being lost due to server
latency.
Oh and well the radio command receiver is built in now.
- bugfix: "Fixed window frames blocking thrown grenades and bullets."
- bugfix: "Fixed grenades launched instead of being thrown getting stuck
on railings and tables."