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.
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
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>
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.
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."
changes:
- qol: "Mobs in animal traps can now be transferred directly to Stasis
Cages by click-dragging rather than requiring them to be in a net."
- bugfix: "Mobs can no longer use their ranged attacks while contained
inside objects (including animal traps)."
- bugfix: "Stasis cages now apply stasis only while powered and
correctly clear it when releasing simplemobs."
- bugfix: "Fixes stasis cage transfers race condition freeing trapped
animals randomly."
- bugfix: "Corrects stasis cage safety-wire status display."
RPEDS now work on most machinery via attackby() handler.
Part matching checks circuit-board requirements and the machine's
component_types which fixes the science telepad RPED compatability.
Alt-clicking an autolathe with an RPED now recycles the materials in the
autolathe.
Normal lmb activity is preserved on the autolathe.
Signed-off-by: mineymonkey <brandontanner63@outlook.com>
Fixes https://github.com/Aurorastation/Aurora.3/issues/21944
Spiritual successor of
https://github.com/Aurorastation/Aurora.3/pull/22352
Cherrypicked changes from the C3 Crew Management branch, this PR
contains all NTNet extensibility features, including Field Relay
construction, off-site camera usage (contingent on standing up remote
hardware and being out of jamming), etc. This also fixes a handful of
outstanding telecomms and view/mobeye-related bugs adjacent to where I
was working.
changes:
- rscadd: "Adds NTNet extensibility, requires new machinery constructed
on away-site z-levels."
- rscadd: "Breaks NTNet Relay machinery into Quantum Relay ('core' obj
on Horizon) and Field Relay (deployable off-site constructions)."
- qol: "Embedded cameras (basically every video camera EXCEPT those
which are installed on walls) can now be viewed from NTNet-connected
z-level, not just connected ones."
- rscadd: "Adds several public camera monitor consoles to the Horizon
(near where public sensor grid feed consoles already exist)."
- rscadd: "Adds some spare camera console boards to Horizon technical
storage."
- qol: "Adds action button for 'cancel-camera-view' verb while viewing
cameras or looking up/down z-level."
- bugfix: "Fixes Jockey comms (frequency was missing from ANTAG_FREQS)."
- bugfix: "Fixes look-up/look-down actions intermittently failing
without first using cancel-camera-view."
Again uploaded on the behalf of The_Ill_Fated.
changes:
- rscadd: "Adds Eris Flag and Banner to player loadout options."
- imageadd: "New sprites for the Eris Flag and Banner."
I had accidentally made doors unbreakable, except by anti_material
weapons, like the PEAC and ship weapons. This fixes that.
Two PEAC shots will still destroy any normal door.
This is mostly a bugfix, the increase to door armour only compensates
for them being mortal again. PEAC basically ignore armor with their 35AP
and 100+ damage to structures.
Regular weapons weaker than a laser rifle still cannot completely
destroy a door.
It takes an STS ~90 rounds to destroy a blast door.
https://github.com/user-attachments/assets/840514c1-b3a5-4de7-bd81-8651781502dd
changes:
- bugfix: "Doors and blast doors can be destroyed again with enough
sustained damage."
- bugfix: "Fixes doors 'breaking' repeatedly, when hit at 0 health."
- bugfix: "Fixes doors taking damage twice when hit by projectiles. This
also fixes projectiles ignoring a door's armour."
- balance: "Increased the armor values on blast doors and vault doors."
- rscadd: "Added a brief particle effect when a door is destroyed."
Remaps the machinist workshop to fulfil a few criteria missing from
https://github.com/Aurorastation/Aurora.3/pull/22718. Particularly aims
to make the workshop more functional for IPC medical gameplay.
- The surgical theatre has been expanded so two machinists can more
practically work in the same space at the same time. In the existing
design, this portion of the workshop is far too claustrophobic. It also
has a desk.
- The exosuit chargers no longer obstruct access from the garage door.
- Resolved a lot of awkward uses of decals and platforms, which should
also make for more useable space.
- Cleaned up the wiring - both rooms are now wired to the civilian
subgrid. Previously, the main workshop area was hooked via a very
awkward line to the operations subgrid, while the theatre was wired to
civilian.
- Shifted a lot of the clutter into the robotics vendor, such as the
empty first-aid kits for medbots.
- Shifted materials crates + the crate shelf to a central position, to
make them easier to track.
Things of note for maintainers:
- It's never ideal to remap something very soon after the original
implementation, but having given this remap a full month, I think it's
had a fair chance. Having played machinist in it, the layout is very
tough to work in. It's a very cluttered environment, which becomes much
harder to look at once there's a disassembled mech cluttering the centre
with a dozen or so objects. This aims to be more intuitive to play in
and less overwhelming for players.
- The surgical theatre contains one additional IV drip, one extra O-
bag, and one organ cooler for borgings, and there are now two roller
beds accessible by the front desk. I'd rather have a more unique
solution for this problem long-term, but in the short-term it very much
sucks to have to ask to borrow a roller from medical just so you can
move a damaged industrial, given you can no longer pick that industrial
up unless you're playing a huge species.
- Otherwise, the workshop has the same resources as before and will be
able to make the same things.
(screenshot taken after testing, and prior to further changes)
<img width="1081" height="1080" alt="image"
src="https://github.com/user-attachments/assets/a8eef0e3-630b-463d-b3c3-22769001b513"
/>
<img width="480" height="448" alt="image"
src="https://github.com/user-attachments/assets/535dc851-7bab-48f7-a916-a5a1f12bf650"
/>
adds window repair adhesive spray containing silicate. single use.
found in the engi-ved vending machines
for repairing cracked/damage windows without having to fully deconstuct
and reconstruct them.
can also strengthen windows
Fleshes out wire panel skill behavior and signaler management.
Electrical Engineering 4 was very OP for revealing all wire labels of
all machines, and it was super fun while it lasted.
Wire panels now have associated skills with their use, and increased
skill ranks will increase the proportion of wires (chosen at random)
that are easily recognizable on sight for certain types of wiring
panels.
**Professional:** 75% revealed
**Trained:** 50% revealed
**Familiar:** 30% revealed
_(note: having both Electrical and Mechanical engineering at least
Trained gives you that baseline 30%, reflecting how your knowledge can
probably translate to decent guesswork.)_
The following wire panels are affected:
**Electrical Engineering:**
- APCs
- Cameras
- IFF Beacons
- Radios
- Smartfridges
- SMES Units
**Mechanical Engineering**
- Airlocks
- Disposal Units
- Fabricators
- Vending Machines
**Atmospherics Systems**
- Air Alarms
**Reactor Systems**
- Particle Accelerator Control Boxes (lol)
**Robotics**
- Hardsuits
- Suit Storage Units (sharing the love is all)
- Robots
- Tag Scanners
**Xenobiology**
- Stasis Cages
Also, I made it possible to blow out all the lights in an APC's area by
snipping the power regulator cable and then pulsing the lights wire.
Great for signalers.
Speaking of signalers, new app deployed to all Engineering, Research,
and Robotics personal modular computers:
<img width="816" height="722" alt="Screenshot 2026-07-14 144049"
src="https://github.com/user-attachments/assets/3d588712-ebfd-47ac-b699-7cdac2c04907"
/>
Self-explanatory. Please only use corporate-provided software for
behavior within your contract regulations.
**The_Ill_Fated:** new flags/banners for heap of Solarian stuff
**Hazelmouse:** new flag/banner for Axiom
Stupid Solarian Canton officially gone, sickass stripe now. All worlds
affected (either updated or added):
Callisto
Ecclesiastical Axiom
Enceladus
Europa
Ganymede
Lhokgon
Luna
Lycoris
Lycoris (Provisional)
New Hai Phong
New Peoria
Northern Reconstruction Mandate
Novo Igman
Old Mars
Pluto
Provisional Mars
San Colette
Sankt Frederick
Silversun
Solarian Biesel
Early Solarian Biesel (Tau Cetian)
Solarian Mictlan
Solarian New Gibson
Solarian Xanu
Solarian Konyang
Southern Reconstruction Mandate
Sālamasian Republic
Unity Station
Venus
Visegrad
See icondiffbot for images.
This permits the impact drills to work for surgeries where a screwdriver
would work. For the regular uses that would be opening the hatches on
prosthetic limbs and prosthetic organ repairs. This was done as
machinists, who primarily do those surgeries, usually print an impact
drill for themself anyway so it was an annoyance to have a screwdriver
just for that one thing in their entire workshop.
While at it, I also changed a few hardcoded tool checks elsewhere to not
be as hardcoded.
- Adds the Caria origin, by request of human lore. Carians are vulnrable
to light, but have low light vision.
- Adds the Caria accent.
- Adds Carian flags, available in the loadout.
- Adds the Carian tribunal necklace, available in the loadout.
- All description are by Schwann.
- All sprites are by me.
---------
Signed-off-by: Fyni <itsfyni@gmail.com>
Signed-off-by: Wowzewow (Wezzy) <42310821+alsoandanswer@users.noreply.github.com>
Co-authored-by: Wowzewow (Wezzy) <42310821+alsoandanswer@users.noreply.github.com>
With this, cell chargers can be constructed and upgraded. They are about
double the power of a regular recharger with an equal tier of
capacitors, as that is roughly the difference they were at tier 1.
I take no responsibility for people forgetting to upgrade their power
supply to handle the extra drain. Go fetch a better cell in the APC for
that, as it worked fine in local testing when done so.
A regular recharger was added to the machinist's workshop, as they had
no way to recharge device batteries before.
The closest thing to a balance change is the hardsuit boots being
deployable without the chestpiece again.
The SFX can be moved with the recent update to armour sounds if someone
wants, but the slowdown is a heavy enough penalty to discourage it.
- bugfix: "Fixed the Retract All Hardsuit Parts verb, by making hardsuit
boots retractable with the chestpiece deployed, at a heavy slowdown"
- bugfix: "Fixed the stealth system module not decloaking when the user
fires a gun or hits a mob."
- bugfix: "Fixed being able to instantly remove your hardsuit if it had
a storage module in it."
- bugfix: "Fixed mounted energy guns being stuck in taser mode. Also
extends support to other guns with multiple firemods."
- bugfix: "Fixed most hardsuit modules not having an on-mob sprite."
- bugfix: "Fixed synthetic chargers not charging the hardsuit, if the
wearer was an IPC."
- bugfix: "Fixed the hardsuit UI not updating when toggling jetpack
stabalizers."
- bugfix: "Fixed the advanced hacking tool searching the wearer's entire
contents to see if it had been dropped every tick."
Adds a cool-looking subtype of the rescue axe for security and antags.
Spawns by default in security officer and head of security lockers. It
has also been added to some antag preps (mercs, burglars, raiders) and
to the uplink (tools section, 1 BC). Sprite by TheStryker.
<img width="366" height="276" alt="image"
src="https://github.com/user-attachments/assets/c034e454-60e0-4d0b-a5ff-fd1c22f4075f"
/>
---------
Co-authored-by: Matt Atlas <liermattia@gmail.com>
<img width="1549" height="857" alt="image"
src="https://github.com/user-attachments/assets/3830233d-0635-4942-b2aa-024651e6cffa"
/>
Limbs make up roughly half of the "Per additional player" processing
overhead, while Organs make up most of the other half.
Not every organ is an easy candidate for "Event-only processing", but
external limbs are significantly easier to do so.
So this PR makes it so that External Limbs no longer require Processing
unless an event happens that would justify them requiring processing.
Which SIGNIFICANTLY reduces the overall additional cost to the
Processing subsystem per player that joins the server.
Oh and I also made the Appendix and Kidneys not require constant
processing. The Appendix will only process if it is hit by an
Appendicitis event, and the Kidneys will only process if they are either
damaged, or you get poisoned.
Fixes several runtimes from the past few weeks, some additional material
repath regressions, and the fact that if I shoot you with a stream of
ionized deuterium particles, it doesn't riddle you with cancer.
changes:
- bugfix: "Fixes emergency shields runtiming when hit by thrown
objects."
- bugfix: "Fixes several stale global list runtimes."
- bugfix: "Fixes several health percentage checks that could use unset
initial health values."
- bugfix: "Fixes additional materials regressions in INDRA code."
- bugfix: "Fixes invalid fuel injector depletion math."
- bugfix: "Makes accelerated particles apply radiation damage to living
mobs they pass through."
This PR nukes the single largest and most common source of unnecessary
Process() calls, the Air Tanks. Air tanks now dynamically add and remove
themselves from processing only when actually required (such as by being
actively used) or they contain a "reactive" gas mixture.
Gas tanks made up the overwhelming majority of all process calls, and
without them always being on, the Processing subsystem becomes extremely
cheap.
<img width="394" height="33" alt="image"
src="https://github.com/user-attachments/assets/a973b863-56ad-46f6-ac34-e3cd479dd76d"
/>
I have also tested gas tanks to make sure that they still work, being
chargable, dischargable, able to breathe from them, and that opening the
valve works. All 4 actions add the gas tank to processing. When the
actions are finished, the tank exits processing.
<img width="686" height="388" alt="image"
src="https://github.com/user-attachments/assets/e91c96d3-9031-4720-8e21-aa4d4afa84fc"
/>
Soft-ish port of https://github.com/NebulaSS13/Nebula/pull/540. Except
we call them singletons.
Repaths all materials as singletons instead of datums, and replaces
material defines from strings to paths so that we can just run
GET_SINGLETON instead of needing to use SSMaterials. This is Step One.
This PR has no player-facing changes.
changes:
- refactor: "Repaths /material to /singleton/material."
- refactor: "Replaces all material string defines to path defines,
replacing SSmaterials procs w/ GET_SINGLETON instead."
- refactor: "Removes all material var edited objects from all maps,
adding new presets where necessary."
- refactor: "Updates recipes unit test to run all recipes against all
material singletons."
---------
Signed-off-by: Batrachophreno <Batrochophreno@gmail.com>
Co-authored-by: kano-dot <bhutanlikanoxy@gmail.com>
## About PR
- Adds a looping sound for the lore consoles which can be heard in a 11
tile radius in 6 second intervals. The loop stops once a human mob has
interacted with the console
- Removes abstract macro from loreconsole base types, since these are
intended to be spawned
- Slightly decreased font size of the body text so it feels less like
you're in your 60s and this is the font size of your phone
- Fixed being able to interact with power reliant loreconsoles without
power
## Images
https://github.com/user-attachments/assets/69c94128-d84a-426b-bc8c-27d94c5974cb
### Asset Licenses
The following assets that **have not** been created by myself are
included in this PR:
| Path | Original Author | License |
| --- | --- | --- |
| sound/machines/data_ping.ogg | Timbre
(https://freesound.org/people/Timbre/sounds/444876/) | CC BY-NC 4.0 |
A much-less "Honey, I Overhauled The Horizon" remap of Service which
brings the Bar and Kitchen closer together, while also opening up the
Service part of the ship so that it's less of a dead end hallway and
more of someplace where crew can hang out.
The bar remains its own room, but shutters and dividers between the bar
and the kitchen allow for easier cooperation between the two sides.
idk how to put it on the changelog but major props and credit to
Hazelrat for helping with hydroponics, decor, and details on this
rework, couldn't have done it alone
---------
Co-authored-by: Hazelrat <ric.whe.don@gmail.com>
Unused vars take up memory and worsen proc overhead. By far the worst
offenders to this are vars on /atom and /mob since they more or less
globally stack lots and lots and lots and lots of proc overhead. So I'm
cleaning up unused vars on these to save resources. I also noted several
vars that are excellent candidates for making components or elements.
When I'm not drowning in school work anymore, their time is numbered.
Mfw every space carp forever has a CCIA record, no wonder mobs are
laggy.
I've had extended logging for Incomplete Destroys for about 2 weeks now,
so there's the promised PR that fixes each and every single poisoned
destroy that was recorded in the past 2 weeks by the sentry logs.
Some QOL changes and mapping tweaks to Investigations and Forensics.
The Crime Scene kits now spawn in the investigators office, another
interrogation room has been added, Evidence Storage is larger and more
organized, Forensics and Autopsy have been neatened and enlarged.
The janitor closet in Security has been removed to make room for the
changes.
There's now a new decorative structure, the Evidence Shelf, with
included sprite (credit goes to the original creator of the Retail Shelf
sprite, I just added the impression of cardboard boxes onto it)
---------
Signed-off-by: ASmallCuteCat <neofelisnebulosa128@gmail.com>
Co-authored-by: TGW <CasperMC@hotmail.dk>
Co-authored-by: Casper3667 <8396443+Casper3667@users.noreply.github.com>
- renames/redescs/etc existing stuff to fit new TCAF lore
- lots of 4 years defunct TCFL stuff has been deleted or
repathed/renamed
- the tcfl peacekeeper ship that was soft-removed has been deleted
- the uniforms has also been modified and have had the necessary amount
of blue added. essentially i kitbashed the old TCFL uniforms with the
new TCAF uniforms
i probably missed a lot of tcfl stuff still.
---------
Signed-off-by: c#min7 <sadkermit01@gmail.com>
Co-authored-by: Kano <89972582+kano-dot@users.noreply.github.com>
Adds circuit boards and parts for rechargers and wall rechargers.
Rechargers can be built, deconstructed and upgraded. Wall rechargers can
only be upgraded.
The required parts can be printed in R&D.
<img width="1086" height="613" alt="image"
src="https://github.com/user-attachments/assets/9deb7917-4c59-4149-b1db-85e53b0447d3"
/>