- 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>
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>
Added armor defines
Converted raw strings use to defines
Added UT test to ensure people set the armor var correctly (to a list)
No player facing changes
Runtime map now has a bunch of new areas / items with often-tested
stuffs, and some hard-to-put-at-runtime stuffs.
Runtime map jobs now are positioned to make it faster to reach the
aforementioned often-tested stuffs.
Runtime map doesn't generate an overmap anymore by default, which speeds
up the process.
Runtime map now loads in ~11 seconds instead of ~40 seconds as it was
before.
Updated the maploader to be faster in parsing maps.
Bapi is not engaged anymore if we're only measuring the map size, which
speeds up the process.
In fastboot we do not generate the codexes anymore, which speeds up the
process.
In fastboot and if exoplanets and away sites are not enabled, we do not
parse the map templates anymore, which speeds up the process.
Updated the icon smoothing to be faster.
Optimized cargo area code.
Other optimizations.