By popular request, this PR adds a new minor skill to the Everyday
category. The "Resolve" skill is relatively straightforwards, providing
a small permanent morale point bonus. Which by virtue of how the Morale
system works, it also does double-duty as a "Psychic Damage Resistance",
since it allows you to take that many extra points of psychic damage
from psirens before the penalties kick in. At maximum ranks in Resolve,
you can take 3 shots from an Omen before the next shot inflicts the
psi-panic condition. Effectively giving a soak pool of 1 hit per rank
bought in the skill.
<img width="1274" height="527" alt="image"
src="https://github.com/user-attachments/assets/ac3da1fd-8053-42d5-97bb-38633d420921"
/>
---------
Signed-off-by: VMSolidus <evilexecutive@gmail.com>
So one of the most important 'features' of the Skills System is that
Skills are supposed to have a fairly interconnected web of **Opportunity
Costs** against each other. EG: Points spent in Surgery are points not
spent in Xenobiology and vice versa.
A significant problem with this however is that from the start we were
very wishy-washy about having skills actually tell the players what they
do, and were intentionally refraining from telling the players the
actual numbers behind them. This creates a few major problems:
1. It creates a knowledge difference between players who can code-dive
to find out what the skills do, and those who can't, effectively turning
skills into the same problem as "Secret Chem Recipes".
2. It prevents players from making informed decisions about how they
build their characters.
3. It turns out players are extremely unlikely to put points into a
skill if they don't know what it does.
4. It sabotages the "Opportunity Cost" factor of skills. If a player
doesn't know that Xenobiology for instance has some niche uses for their
role, they won't ever consider taking it over something more 'useful'
like Surgery.
There is also a side issue that players generally tend to overwhelmingly
despise skills that are 'reverse ordered', giving them penalties if they
don't buy the skill. They feel like this punishes them for not picking
something. In the case of Firearms/Unarmed/Armed my hands are tied right
now because of how the combat system is (not) balanced. But I can at
least fix that for the Mech piloting skill with some clever small tweaks
to the math. Players currently strongly don't like the new mech movement
because the non-forward directions tend to be too punishing. So I'm
tweaking the Pilot: Mechs math to be more player-friendly by actually
improving the handling experience of mechs.
The bulk of this PR is of course making as many skills as possible fully
transparent about what they do. Wherever possible, Skills now openly
state what they modify, and by how much at a given rank.
<img width="1270" height="982" alt="image"
src="https://github.com/user-attachments/assets/9619f2fa-8dd6-4021-8482-43a1f76f33f4"
/>
Mind blankers and psi-protect pills now display messages roughly every 2
minutes and 1 min respectively.
Mind blankers have a random chance for the message to also display on
the screen, as they're more invasive, being implants, but also safer.
A warning timer was also added for seizures from psi-protect, so people
have a short moment to react in.
This PR adds new Cross-Skill Interactions for both Cooking and
Xenobiology, the latter of which now provides a new Situational Skill
Modifier.
Cooking Skill now causes animals butchered by the character to drop
additional meat. A pretty simple small interaction that doesn't change
much in the grand scheme of things.
Xenobiology has gained two new interactions, aimed at making it a skill
"potentially useful" for players who think their character might be
fighting Space Fauna. The first is that it provides a melee damage
modifier (which can offset the penalties from low melee skill), but only
when attacking Space Fauna (that aren't player controlled). Normally
direct damage modifiers are very hard to balance as a consequence of
brainmed, but since this applies exclusively to a PVE interaction, the
balance concerns are significantly lessened. Its second new interaction
is to situationally modify the amount of butchering products gained from
Space Fauna (and only Space Fauna).
Particularly in the case of Xenobiology, this helps position the skill
in such a way that it provides Opportunity Cost for characters in
Cooking, Mining, and Security (to a much lesser extent, given they
almost never engage carp in melee). If points spent in Xenobiology helps
a miner fight off space fauna, then points spent in Surgery are not
points they're spending on being better at fighting carp. Almost all of
the skills in general should have care put into making sure that they
can provide viable Opportunity Cost against other skills in their same
category. Cross-Skill Interactions like this are an incredibly effective
method of doing so.
---------
Signed-off-by: VMSolidus <evilexecutive@gmail.com>
This PR "gently refactors" surgery doafter timers to be deterministic
and variable. Instead of being simply a random number of seconds between
an upper and lower bounds, surgeries now have a base amount of time they
take to perform (in fractional seconds). This doafter time can then be
modified via signal interactions, such as coming from components.
The Morale component, Surgery skill, Anatomy skill, and Xenobiology
skill all have had signal hooks for surgery speed added, while the
latter two are uniquely conditional signal modifiers. Anatomy only
provides its modifier if the target's species matches your own, while
Xenobiology only applies its modifier if the target is an alien. Morale
can situationally either give a bonus or a penalty depending on your
current amount of morale points.
So to offset that this is now significantly more variable and that 4
different sources of bonus surgical speed exist, I've actually made the
base surgery times always on the upper end of what their previous
doafter duration range was, so surgeries are in general slower if you
aren't taking advantage of specializing in it.
Signed-off-by: VMSolidus <evilexecutive@gmail.com>
I've audited the entire destroy path between datum and human, this time
paying attention to byond's built-in vars to make sure that the built-in
refs are correctly being cleared. I've also gone and corrected some
null-access mistakes, which are most prominently caused by as anything
casts not being null checked, since as anything allows null entries in a
list to be read.
By far the worst offender I've found was the lack of clearing of the
atom.underlays var, which contains a list of refs. And when searching
for uses of this var across the repo, I've discovered it's associated
with an overwhelming majority of the remaining objects still in the hard
del trackers.
Having had a chance to observe player behavior around morale during
events, it's become clear to me that the current actual mechanical
effects of morale are too small for anyone to notice, as it seems I
undershot their effects too much. Additionally, I realized from
experiencing it myself that the duration of the Leadership buff in
particular was too short to be able to last throughout a single combat
encounter, as there's a surprising amount of downtime in our event
combats. Plus the travel time eats into that timer.
So this PR does a few things to make Morale a bit more impactful and
noticeable. The first is to increase the pre-existing effects (other
than unarmed combat chances) by 50%. Players will never actually have
100% of the modifiers provided by the nature of these math equations,
and they tend to in-practice only go into fights with between 20% and
50% modifiers. The second part of this PR is adding two more
interactions for it, both for Engineering/Science and Hydroponics
characters. These being crafting speed and plant harvesting efficiency.
That should help make the effects more enticing to have for non-combat
characters.
DO_UNIQUE prevented a second person scanning the same patient at the
same time.
This does let you spam the medscanner and get multiple scans in progress
at the same time, but that's much less of an issue than getting your
scan canceled by a second well meaning doctor.
changes:
- refactor: "Refactors Gravity Generator UI from HTML to TGUI."
- rscadd: "Adds sector-based modifier var 'overmap_hazards_multiplier'
for generating total overmap hazard count."
- soundadd: "Adds new Lemurian Sea 'welcome' announcements."
- rscadd: "Added Lemurian Sea gravitic anomalies as overmap hazards and
random events."
- rscadd: "Adds ADPI/The Voices."
- rscadd: "Adds ADPI Panel for modmins to send ADPI messages to a single
character or all characters from their respective pools, or custom
messages."
- balance: "Vaurca Hivenet communication, the Hivenet Manifest, and
Hivenet Echoes are now disabled while the ship is in Lemurian Sea
sectors."
Re-creation of https://github.com/Aurorastation/Aurora.3/pull/21046 to
skip merge conflict hell. Brings us modern TGUI.
**ALTERNATE TITLE: TGUI HELLSCAPE PR
ABANDON ALL HOPE YE WHO ENTER HERE**
- [x] Migrate build tools (javascript -> typescript, bun for package
management).
- [x] Upgrade all TGUI dependencies and associated root files to
TG-congruent versions (axios, babel, dompurify, eslint, highlight,
marked, prettier, sass, source-map, stacktrace-parser, typescript).
- [x] InfernoJS -> React migrations
- [x] React cleanup and polish (migrate all remaining .js files to
appropriate .ts or .tsx filetype, all remaining hooks, linting, error
corrections, etc.)
- [ ] Test all remaining TGUI interfaces
This was kind of a harsh mechanic to surprise players with, and turns
out it doesn't feel that great to tell them "Surprise your skill points
don't matter here". So this PR tweaks the "Empathy Penalty" from
Mindblanker and PsiProtect pills to 'only' cut the morale modifier from
those skills in half, rather than fully negating it.
Fixes health analyzers NOT mounted on hardsuits (handheld, observer) not
displaying TGUI on scan due to casting runtime. Fixes unrelated bug with
self-scanning not playing nice.
Various fixes and cleanups for hardsuits following the rework.
changes:
- bugfix: "Adds additional safety checks to hardsuit deployment logic to
better handle boot checks."
- bugfix: "Hardsuit Health Analyzer module works again."
- rscadd: "Adds 'Retract All Parts' verb for hardsuits."
- rscdel: "Removes Vitals Scanner module; hardsuits which had this
module by default have had it replaced with the Health Analzyer module."
- rscdel: "Removes hardsuit Maneuvering Jets onmob sprites."
- bugfix: "Synthetic external armour now deteriorates with the actual
damage taken. Previously, the calculation led to the armour instead
taking less damage the less it was blocked."
- bugfix: "Fixing the synthetic endoskeleton now fixes the permanent
paincrit effect on IPCs. This was caused by the self preservation status
being toggled when the endoskeleton was destroyed, but it was never
reset when the endoskeleton was fixed."
- bugfix: "Species components are now added and removed properly,
meaning you can switch from IPC to human and back and forth as a
mercenary once more."
- bugfix: "The Bishop internal PDA now uses your actual ID on your
person as its own ID."
- bugfix: "Fixed the endoskeleton welder repair surgery. You can do this
surgery by using a welder while aiming chest and after having opened the
chest fully."
- bugfix: "The endoskeleton now takes damage from EMPs as well. This
should make them A LOT more effective against IPCs."
- qol: "The posibrain will now show up in diagnostics."
- rscadd: "Posibrains can now be destroyed by hitting them. This will
completely kill the IPC's consciousness!"
Co-authored-by: Matt Atlas <liermattia@gmail.com>
fixes#22249
- bugfix: "Leaning on the north side of a wall now correctly hides your
lower body behind the wall instead of drawing you on top of it."
- code_imp: "Adds a COMSIG_MOB_LYING_DOWN signal, sent when a mob
transitions into lying down."
Cutout was previously only cutting out the base because KEEP_TOGETHER
wasn't being applied. Adds the flag on lean, removes it on stop_lean.
Animated the cutout while here. Applies a mask to the whole sprite, then
animates it upwards in step with the lean itself, so the feet
progressively disappear as they should.
https://github.com/user-attachments/assets/fec0a852-247a-4570-a6d1-60dda6fe6a3c
This PR fixes a bunch of skills related bugs, the biggest of which were
the result of the system being overly trusting of the database, when in
reality due to a bunch of unpredictable edge cases, the database is not
guaranteed to always have what I think it has. To fix these bugs, I've
had to slightly refactor how skills are generated on player characters
and antagonists, such that the burden of proof for skills is with the
Skills Subsystem rather than the Database.
Skills generated for a fresh character that has NO preferences saved
(Worst case scenario):
<img width="1491" height="849" alt="image"
src="https://github.com/user-attachments/assets/683fb538-106a-4679-8e2a-30dd45f456a1"
/>
Promoting that same character to Antagonist now increases certain skills
to a minimum baseline:
<img width="1315" height="830" alt="image"
src="https://github.com/user-attachments/assets/94bcc69e-cbbe-45fa-956e-f53b7f5d2779"
/>
By Mel's request, Bluespace Technicians spawn with all skills fully
maxed out for debugging purposes:
<img width="1909" height="985" alt="image"
src="https://github.com/user-attachments/assets/db4f3f65-3d87-47fc-907e-c68eae6d4cdb"
/>
**Modular laser changes**
- tl:dr Shooting mod laser at a mob counts up an improvement potential
variable, which when the gun is disassembled, gets spread across the
components.
- When the components are repaired, by someone with high skill, there is
a chance to increase a variable, such as damage, shot count, accuracy.
- Players give the biggest increase, followed by non-player humans
(protohumans & mechs fall in this catagory), then simple mobs and
finally monkeys. Non combat modlasers improve slowly when used for their
intended task (betarays slowly tick up when shooting hydroponics bays)
The philosophy for these changes is that research should continue to be
involved with the equipment they give out.
It should also be difficult (but not impossible) for research to upgrade
their weapons without support from other departments.
Xenobio slimes, protohumans, medical help to keep the protohuman alive
while you shoot it, security help to actually use the guns on real
targets (this gives the biggest increases).
The more powerful a weapon is the harder it is to upgrade, as it'll kill
it's targets quicker. The more upgraded a weapon is the more difficult
it is to upgrade further, improvement potential will get wasted on
components that have already hit their cap.
On their own, by the time the 5 monkeys research start with are dead,
it's possible for a max skill scientist to improve one gun's worth of
components by ~25%.
The weapons research can now make at roundstart (with max tech) are
significantly worse than what spawns in the armoury.
The weapons research can make with gold, silver, uranium and phoron are
equal to what spawns in the armoury.
The weapons research can make with diamonds are better than what spawns
in the armoury.
Major nerfs to heat vents, auxiliary capacitor and capacitor overcharge,
these were the problem children.
It is now impossible to make a weapon that does not take damage through
use. Safe designs will only break with heavy use, by people who don't
bring them back to research for repairs.
Powerful designs break quickly and need repeated repairs.
Adds two side grade capacitors that can be made at roundstart (with max
tech), one higher damage and fewer shots. One lower damage and more
shots.
High skill characters get much more information when examining modular
lasers and a chance to throw the gun away before it explodes.
Adds some defines to help balance these changes:
Improvement cap (the total percent a component can increase) Currently
100%.
Increase & Decrease Cap, how much an individual variable can be
increased or decreased. Currently 2x and 0.2x.
Improvement multiplier, multiplies all improvement gains. Currently 1x.
**Firing Pin fixes & changes**
Fixed ID locked firing pins and adds them to R&D.
Adds the inner research department to the firing range locked pins. This
is so xenobotanists, xenobiologists & xenoarchs can use the modular
lasers. Freeze rays for slimes, betarays for xenobotanists, laser
activation for artifacts for xenoarch.
It is still impossible for a scientist to make a weapon they can use
anywhere, but they can give them to security who can use them freely.
**Misc bug fixes**
The weapon analyzer UI now updates and only shows relevant statistics,
instead of displaying every variable even when they do nothing.
Replaces the buggy tesla zap with just electrocuting the holder.
Fixes a few broken visual messages.
Fixes the vermin modulator not killing anything, now it also works on
grems.
Fixes click delay on malfunction.
Fixes radiation damage numbers.
Fixes the temperature modulator.
Fixes the report printout showing the wrong numbers.
---------
Co-authored-by: Copilot <copilot@github.com>
The lag from the event yesterday was because this triggered without
getting valid lists because Matt didn't add them to the config yet.
Probably won't happen again, but safety never hurts.
EDIT: This also fixes a bug where an extra broadcast echo would generate
for whatever reason.
This PR extends the functionality of the Morale Component to also
provide a UI element. Which is dynamically controlled by the component.
Players can click on it to view their current morale modifiers, and what
percentage effect said modifiers are currently providing. Morale is not
actually new, the mechanic has been on the server for over a month now,
though the players had no way of knowing it was there unless they
closely follow along with the github history.
I have extensively tested this over the course of 6 hours of work, and
have attached video proof of said testing.
https://github.com/user-attachments/assets/c0d3ca3a-0a52-46e1-8e46-9d1e5ef46e4f
### Asset Licenses
The following assets that **have not** been created by myself are
included in this PR:
| Path | Original Author | License |
| icons/mob/screen/morale_ui.dmi |
https://github.com/BeeStation/NSV13/commit/b6b1e2bf2cc60455851317d8e82cca8716d9dac1
| CC-BY-SA-3.0 |
First PR. Adds mechanical representation of faint Hivenet echoes for
Vaurcae. Like the lore, only they can pick them up.
It's designed for a lot of variety so as to trigger every 3-5 minutes
without boring players. All together, there's 500 different echoes.
There are three categories of broadcasts (gossip, happy, tense) split
between "starter" and "response" messages to imitate two vaurcae
talking. These make up 380/500.
Gossip can occasionally have a singular, joined echo to represent only a
single vaurcae talking for extra variety. Happy is less common and tense
is the rarest, implying possible danger.
There's also echoes of projections, on a separate 4-8m timer with 120
different sensations for the remaining echoes.
Hivenet should never feel empty again and echoes extend past being
fluff, they can prompt roleplay since they'd ICly be just as valid as an
in-round broadcast. Echoes are automatically disabled in the Lemurian
Sea to represent the Fog there and can be manually toggled by Admins &
Storytellers for gimmicks or events.
---------
Signed-off-by: runecap <43975590+runecap@users.noreply.github.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
This PR adds a framework for Tool Qualities. This is done via adding a
new Tool Quality Container Component, which allows any arbitrary datum
to have tool qualities, which can be checked for by other systems as
desired. These are handled as key/value pairs in an associative list,
allowing atoms to have different quality levels as a given tool, such as
being a "level 3 crowbar" and a "level 1 hammer" at the same time.
---------
Signed-off-by: Batrachophreno <Batrochophreno@gmail.com>
Co-authored-by: Batrachophreno <Batrochophreno@gmail.com>
This PR adds a new Combat skill largely designed for non-combat
characters called Tenacity. It's fairly analagous to traits like Will to
Live from Shadowrun. Ranks in this skill make a character take a little
bit longer to "bleed out in crit", but do nothing to actually change how
hard they are to take down in combat. Effectively this means that ranks
put in this skill give you a little bit more of a buffer of time to be
picked up by a paramedic and rescued.
For actual combat characters it's very undesireable since it does
nothing to actually help win you fights, so this skill is largely more
to serve as an option for characters outside of security who don't
actually want to spend any points on direct combat capabilities. All of
the numerical modifiers from the skill are rather small, and make use of
pre-existing signal hooks that I've made previously for Brainmed to
allow component based modifiers to organ code.
<img width="1069" height="243" alt="image"
src="https://github.com/user-attachments/assets/92d6c19a-a0f2-4cc8-b490-df4538fd2b3d"
/>
# Summary
This PR adds persistent supply packages and a specialized charge card
for lore arcs.
Both can only be created using admin permissions and are not intended
for general availability.
## Changes
- Added a new package type, persistent supplies.
- Abstracted existing orion deliveries for shared code.
- Added a new persistent charge card variant.
- Added exceptions and specific logging for new card variant.
## Notes
Depends on PR #22367. Specific merge order not relevant.
Icons by @Fyniiy.
Relevant information for the current arc can be found on the forum
thread [Operation Deep
Dive](https://forums.aurorastation.org/topic/22921-all-crew-thread-operation-deep-dive/).
---------
Signed-off-by: FabianK3 <21039694+FabianK3@users.noreply.github.com>
Co-authored-by: Copilot <copilot@github.com>
Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>
Skills being based on "Hard Requirements" absolutely suck, and I wasn't
happy with the surgery code being essentially hardcoded around them. So
this PR refactors surgery to use soft requirement checks, based on
modifiers to the success rate probability. Surgeries still state what
skills (if any) they require and at what level, but rather than blocking
the surgery, it instead imposes a penalty(or bonus) on the success
chance based on how much the user's surgical skill differs from the
required level. This actually stacks with the penalties for "non ideal
tools", so if you're completely unskilled in surgery and you attempt to
make an incision with a shard of glass, you're going to have an
extremely hard time.
Individual surgeries also can define how much the success rate is
modified by "skill diff", with the more advanced "surgeon exclusive"
surgeries having extremely large potential modifiers.
I have also added a signal based check for modifiers, which the Morale
component now hooks into. This can also allow for other components,
implants, drugs, etc to modify the surgery chances in the future.
I have manually tested this PR and verified by examining debug
breakpoints in VSCode that the system correctly applies its modifiers.
Fixes projectiles always hitting.
When a projectile rolled a 'miss', and returned Null as it's bodypart to
hit, it was being defaulted to hit the torso.
This meant that a low accuracy weapon, was not more likely to miss than
a high accuracy one.
In fact, low accuracy was a significant buff, because it made your shots
scatter to random limbs 30% of the time.
There was also no reason ever to aim for the torso, shooting the head or
hands was mechanically correct.
This is why mercs one handing the STS in burst mode were breaking so
many hands.
<img width="386" height="226" alt="image"
src="https://github.com/user-attachments/assets/a0c2992f-ca5b-41cb-84c9-c6a3f74e09d0"
/>
This is the table of the chance to hit the torso, after this fix.
Point blank shots (range 1 and 2) always hit.
Almost all lasers have 2 accuracy (when wielded, if they are 2 handed)
Almost all ballistics have 1 accuracy (likewise when wielded, if
possible)
Snipers have up to 4 accuracy. (When scoped)
Burst fire imposes an accuracy malus, the STS-35 is the heaviest malus
outside of admin spawn guns like the L6 SAW.
burst=5, burst_accuracy=list(1,0,0,-1,-1)
This means the first shot of the burst is accuracy 1, then it falls off.
If you aim for a different body part, these are the base chances to
miss:
BP_HEAD = 70,
BP_CHEST = 10,
BP_GROIN = 20,
BP_L_LEG = 40,
BP_R_LEG = 40,
BP_L_ARM = 40,
BP_R_ARM = 40,
BP_L_HAND = 60,
BP_R_HAND = 60,
BP_L_FOOT = 60,
BP_R_FOOT = 60
There is a minimum 30% chance to hit, regardless of any modifiers.
This PR is a revisit to the previously derelict PR #20159 that has been
unfinished for sometime now. More details about it in general can be
found here:
https://github.com/orgs/Aurorastation/projects/2?pane=issue&itemId=53167153
For awhile I've been talking about "Things I've been doing but it would
be really nice to do them with a skills system", or "And here's how I
would put this into the skills system when it's done". The main thing
that was stopping me from building it myself was having poor real life
skills in UI code and in DB code. However, I've gotten permission to
resume this PR, which has already completed the steps I would not have
been able to do myself. The rest of the PR fits well into my skillset as
a dev.
I'm opening this PR as a draft so as to enable my dev environment to
locally track all the previously modified files. I'll take this PR out
of draft and give this a full writeup when I have more work to show for
the PR this weekend.
### TODO
- [x] Rework a decent chunk of the currently existing skills to no
longer require hardcoded inserts into other systems. EG, converting from
classical ss13 methods, to modern /tg/-style ECS coding methods that
work off of component-signal patterns.
- [x] Make sure all of the existing skills have actual game
functionality (I won't PR a 2016 Baystation12 situation where 90% of the
skills are fluff only)
- [x] Add the various skills not yet made but are necessary for
completion sake, EG: Pilot (Spacecraft), Gunnery, Pilot (Walkers).
- [x] Examine each existing job in the game and assess whether it should
have a skill made with it in mind, or if it's covered by an existing
skill.
- [x] TO DISCUSS, BUT NOT ESSENTIAL: Additional skill proposals not
currently in the pre-existing TODO list, proposing subcategories.
- [x] Ensure that the previous TODO list is completed.
### Current Skills
The current list of skills, checkmarked for if I've completed them/they
have actual game mechanics. Or if we're just relegating them to separate
PRs. Originally this list was going to be forced to visit for a bare
minimum "does at least one thing" requirement, but now that is being
forgone due to this PR ballooning out of control and in complexity, as
well as development time overruns.
- [x] Bartending
- [x] Cooking
- [x] Gardening
- [x] Entertaining
- [x] Electrical Engineering
- [x] Mechanical Engineering
- [x] Atmospherics Systems
- [x] Reactor Systems
- [x] Medicine
- [x] Surgery
- [x] Pharmacology
- [x] Anatomy
- [x] Forensics
- [x] Robotics
- [x] Pilot: Spacecraft
- [x] Pilot: Exosuits
- [x] Research
- [x] Xenobotany
- [x] Xenoarchaeology
- [x] Xenobiology
- [x] Unarmed Combat
- [x] Armed Combat
- [x] Firearms
- [x] Leadership
---------
Signed-off-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: Matt Atlas <liermattia@gmail.com>
Co-authored-by: FabianK3 <21039694+FabianK3@users.noreply.github.com>
Co-authored-by: Matt Atlas <mattiathebest2000@hotmail.it>
We think the culprit behind this one was VSCode autofilling Destroy()
with . = ..()
which is improper. There's a **surprising** number of improper order
Destroy() procs in the repo, so I might as well get all of them in one
pass. Several of these files are associated with currently known hard
dels, such as the modular computer and organ related dels. More than a
couple were my own mistakes, since the Destroy() or Removed() . = ..()
behavior on signal registering objects also prevents the signal from
being unregistered, which similarly creates a hard del.
Signed-off-by: VMSolidus <evilexecutive@gmail.com>
The /tg/-style movespeed_modifier datums were not incorporated into the
original smooth movement PR. While
https://github.com/Aurorastation/Aurora.3/pull/22043 restores that
functionality, the original values no longer feel good now that we're on
smooth movement. This PR halves ALL movespeed_modifier/slowdown datums,
with the exception of species-native, as a baseline before more
individual adjustments are made.
we have a gorillion hard deletions and it turns out half of them are
because we set the "ALWAYS HARD DELETE THIS" flag rather than just like.
fixing the hard delete.
cool
I spent the entirety of today's event looking at hard dels with my new
digital minions. This was *nearly* every Hard Del that came up during
2/7/2026's event. It turns out that AI is extremely well suited to
hunting down circular references like this across an entire repo. This
PR was made with Antigravity-Gemini3Pro.
I have not yet tested this PR.
---------
Signed-off-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: Wildkins <john.wildkins@gmail.com>
The next step in the Psi Reworks is here, this time adding all of the
remaining sources and applications of Psi-sensitivity and Psi-protection
that were on my To-Do list. Aside from a variety of tweaks and bugfixes
to powers, the most player-facing addition is the new Psi-sensitivity
related traits, which are High Psi-sensitivity, and Low Psi-sensitivity.
These traits modify the character's psi-sensitivity, which messes with
their interactions with psionics in a variety of ways.
All of these new sources and interactions with psionics are handled
entirely through components, which operate on the previously added
COMSIG_PSI signals.
Check the changelog file for more specific details on what all was
fixed. I've fixed quite a lot of bugs and issues with the various psi
powers.
I have actually tested this PR and verified that it works as advertised.
<img width="1902" height="1015" alt="image"
src="https://github.com/user-attachments/assets/e922593c-0595-4b63-bee4-36080d9cb8b4"
/>
This has zero reason to exist in our code base. We have no procs or
variables tied to this. I removed it to make future modifications
cleaner.
---------
Signed-off-by: Cody Brittain <1779662+Generalcamo@users.noreply.github.com>
V2 of [previous music playing
PR](https://github.com/Aurorastation/Aurora.3/pull/21466). TLDR no
longer uses the connect_range component for implementation because it
turned out a bit too inflexible for overlapping music players.
Removes a NanoUI template for the [TGUI
update](https://github.com/Aurorastation/Aurora.3/pull/21046).
New changelog:
- refactor: "Ported Jukebox's NanoUI interface to TGUI."
- refactor: "Ported Jukebox audio playing functionality to a component."
- refactor: "Sound keys refactored from singletons to datums, along with
larger breakout of sound.dm to allow for easier SFX updates in future."
- code_imp: "Expanded track datums to include track lengths."
- code_imp: "Reorganized music file folders for more intuitive access."
- rscadd: "Earphone status feedback text now includes track length."
- rscadd: "Added autoplay functionality to earphones."
- bugfix: "Fixed earphones' 'Previous Song' verb not sending you to the
end of the playlist when used while the first track is selected."
- bugfix: "Fixed gain adjustment for 'Konyang-1' (-23 dB -> standard
-9.8 dB)."
- bugfix: "Fixed y-offset of audioconsole-running overlay animation to
line up with the actual screen."
---------
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
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>
## About PR
Adds some building/planning mechanics typically seen in
base-building/survival games such as Grounded. Hopefully this will ease
the away base construction process. Happy base buildings!
Currently, this allows placing blueprint objects that players can click
on with the required materials to build whatever the blueprint
represents. You can place templates, edit them or build your own
glorious base from ground.
Sprites for `blueprints` and `blueprints_unfolded` inside
`base_planning_blueprints.dmi` are ported from SS20 Russian Paradise
Station.
## Images
https://youtu.be/FCrZn8BkISU?si=Fst0ksAgi47D_wN7
### Asset Licenses
The following assets that **have not** been created by myself are
included in this PR:
| Path | Original Author | License |
| --- | --- | --- |
| icons/obj/item/base_planning_blueprints.dmi | vovakons (SS20 Russian
Paradise Station) | AGPLv3 |
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 |
Part one of our nefarious plans to destroy lag forever, and also
accomplish some cool shit.
This replaces our renderer system with plane masters, this will also be
used to turn skyboxes into backdrops and thus totally remove skybox
updating lag. Additionally, this will let us manipulate entire planes
very easily to do all sorts of zany shit. All credit goes to the
original coders, this is some seriously cool stuff.
Also fixes some bizarre smoothing behaviour, reduces updateoverlays
calls since now not every single structure in the game tries smoothing
with nothing.
<img width="1349" height="1349" alt="image"
src="https://github.com/user-attachments/assets/9b7cecd7-3c47-448b-9dd8-9b904640bf82"
/>
<img width="1349" height="1349" alt="image"
src="https://github.com/user-attachments/assets/647d75a2-1bff-45ca-ab92-0aea10631afd"
/>
---------
Co-authored-by: Matt Atlas <liermattia@gmail.com>