88 Commits

Author SHA1 Message Date
Batrachophreno eebb8b971c Materials Repath (#22388)
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>
2026-07-10 18:45:58 +00:00
FabianK3 50eb01db6e Lobby track and background machine ambience (#22789)
# Summary

This PR adds a new grim spatial sound track to the lobby track list +
lemurian sea sector and adds an ambience loop tracks to vents+scrubbers
as well as SMES's.

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

| Path | Original Author | License |
| --- | --- | --- |
| sound/music/lobby/spatial_audio.ogg | [spatial audio 2 by
BadWolf23/freesound.org](https://freesound.org/people/BadWolf23/sounds/723957/)
| CC BY 4.0 |
| sound/machines/ventilation_humming.ogg | [humming machinery by
Lewooz/freesound.org](https://freesound.org/people/Lewooz/sounds/545952/)
| CC0 1.0 |
| sound/machines/electrical_humming.ogg |
[SFX_GEOFON-HUM-ELECTRICAL-BOARD_4824_01 by
pblzr/freesound.org](https://freesound.org/people/pblzr/sounds/785942/)
| CC0 1.0 |

**Changes made to original sounds:**

- Added fadein/out to spatial_audio, reduced volume, corrected file
metadata (author, trackname, comment).
- Cut background noise in ventilation_humming, shortened soundfile,
corrected file metadata (author, trackname, comment).
- Shortened electrical_humming soundfile, corrected file metadata
(author, trackname, comment).
2026-07-09 21:04:01 +00:00
VMSolidus 75dfa30013 More Atom Cleanup (#22777)
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.
2026-07-07 14:13:51 +00:00
Matt Atlas f759aebad3 Ports TG attack animations. (#22319)
https://github.com/user-attachments/assets/0af58b65-552e-48c2-ab97-56ebf0794127

To-do:

- [x] Simple mobs
- [ ] Icon angles for most icons
- [x] Attack effects for kicking/biting/etc

---------

Co-authored-by: Matt Atlas <liermattia@gmail.com>
2026-06-05 10:12:43 +00:00
Batrachophreno 4ecb0bc21c Repath obj/machinery to obj/structure/machinery [MDB Ignore] (#22500)
Repaths obj/machinery to obj/structure/machinery. **Note for
reviewers:** the only meaningful changed code exists within
**code/game/objects/structures.dm** and
**code/game/objects/structures/_machinery.dm**, largely concerning
damage procs. With the exception of moving airlock defines to their own
file, ALL OTHER CHANGES ARE STRICTLY PATH CHANGES.

Objects, _categorically_, are largely divided between those you can hold
in your hand/inventory and those you can't. Machinery objects are
already subtypes of Structures behaviorally, this PR just makes their
pathing reflect that, and allows for future work (tool actions, more
health/destruction functionality) to be developed without unnecessary
code duplication.

I have tested this PR by loading up the Horizon and dismantling various
machines and structures with tools, shooting guns of various types
throughout the ship, and detonating a bunch of explosions throughout the
ship.
2026-05-26 19:35:48 +00:00
Kano c9f6cc623c Remaps casino.dmm (#22460)
## About PR

Changes:

- Remapped casino ship map and turned it into a station instead
- Coatracks now can hold mapped in clothings
- Removed a duplicate type of lattice (dark grate and gunmetal grate
were the same thing)
- Added beige coloured light type

It doesn't have much in it as is, but I believe this will be good
candidate when we have smarter npcs that players can fight against, one
day

## Images

Before:
<img width="2016" height="1856" alt="img-1"
src="https://github.com/user-attachments/assets/3f6b9146-67db-449e-ab35-3f2bb4b3aa26"
/>

After:

<img width="2560" height="2656" alt="img-2"
src="https://github.com/user-attachments/assets/77de31ab-43d2-4a14-b396-a142c3b755da"
/>
2026-05-18 21:46:05 +00:00
Batrachophreno 0a8e73af8d Binary atmos devices alt-click toggle fix, space heater feedback text fix (#22328)
Fixes https://github.com/Aurorastation/Aurora.3/issues/22246
changes:
- bugfix: "Binary atmos devices are again able to be toggled on/off by
alt-clicking them."
- bugfix: "Temp control units now display correct 'turned on/off'
balloon text when toggled."
2026-04-24 21:42:08 +00:00
Arrow768 80945f374c Atmos GUI Update (#22121)
Updates the atmos GUIs using Claude Code

Oxygen Regenerator:
<img width="380" height="320" alt="image"
src="https://github.com/user-attachments/assets/25da98e9-b1d0-4cec-b7bf-254c0997481d"
/>


Air Alarm:
<img width="381" height="609" alt="image"
src="https://github.com/user-attachments/assets/0d8bba24-8eb0-4571-b69f-15f3c694e7b2"
/>
<img width="381" height="609" alt="image"
src="https://github.com/user-attachments/assets/68b94262-8456-4e43-b8b0-b44c8004da77"
/>
<img width="380" height="580" alt="image"
src="https://github.com/user-attachments/assets/21df1247-12f8-4bf4-af57-081bef33552e"
/>
<img width="380" height="580" alt="image"
src="https://github.com/user-attachments/assets/4217f40c-f549-4c8f-91ee-acfddfd58c6a"
/>
<img width="380" height="580" alt="image"
src="https://github.com/user-attachments/assets/ea44abae-5167-47e5-b352-b45b0fd8d102"
/>
<img width="270" height="156" alt="image"
src="https://github.com/user-attachments/assets/acc3bb15-3876-4957-a38f-6d86abb12605"
/>

Atmos Alert Computer:
<img width="400" height="400" alt="image"
src="https://github.com/user-attachments/assets/dfd0da2d-2bd6-4818-b82f-25baee9bbf45"
/>

Omni Filter:
<img width="430" height="360" alt="image"
src="https://github.com/user-attachments/assets/9f19c7a7-abaa-4bdb-8ae3-016c54ae5c05"
/>


Omni Mixer:
<img width="430" height="360" alt="image"
src="https://github.com/user-attachments/assets/48c79763-a45b-4e74-bb01-e51c1944fa9d"
/>

---------

Co-authored-by: Werner <Arrow768@users.noreply.github.com>
2026-04-11 12:00:10 +00:00
Arrow768 13fa715edd Pump GUI Update (#22100)
Updates the GUI of the Atmos Pumps to include a normalized flow rate
(normalized to 1ATM and 20C) and measurement functionality.

---------

Co-authored-by: Werner <Arrow768@users.noreply.github.com>
2026-03-29 02:08:38 +00:00
Batrachophreno eb6c7ff844 Update TEG NanoUI to TGUI, rename TEG to Stirling engine (#21933)
As title. TEGs are basically just thermopiles IRL; a Stirling engine
more accurately reflects its functionality.
<img width="551" height="303" alt="image"
src="https://github.com/user-attachments/assets/eb0f0c73-c1cc-4a04-85bc-13a413d8ac48"
/>

---------

Signed-off-by: Batrachophreno <Batrochophreno@gmail.com>
Co-authored-by: Cody Brittain <1779662+Generalcamo@users.noreply.github.com>
2026-03-02 09:41:29 +00:00
Batrachophreno 8e602afb32 Paint gun consolidation and crate/locker painting (#21902)
We don't need a million paint guns. Makes it so a single paint gun can
paint whatever you want. Which now also includes crates and lockers.

changes:
- rscadd: "Paint sprayers can now be used on unpainted crates and
lockers to give them a custom appearance."
  - rscadd: "Adds paint sprayers to Hangar Tech lockers."
- qol: "Moves pipe painter functionality to paint sprayers; pipe
painters now just flavor objects on some offsites."
- qol: "Adds paint sprayers to allowed items list for utility
toolbelts."
- imageadd: "Codersprites pipe painter with recolorable paint storage
component indicating current color (used by paint sprayer)."
  - imagedel: "Removes old paint sprayer sprite."
- bugfix: "Removes old runtime caused by targeting turfs w/ paint
sprayers that don't have flooring singletons assigned."

<img width="496" height="505" alt="Screenshot 2026-02-20 142403"
src="https://github.com/user-attachments/assets/152ea63a-4baf-48e5-864e-400caef9efc6"
/>
<img width="515" height="429" alt="Screenshot 2026-02-20 142424"
src="https://github.com/user-attachments/assets/cb05b674-ac4f-4e2f-8f17-9d8654f099ff"
/>
<img width="450" height="102" alt="image"
src="https://github.com/user-attachments/assets/aa6e51b5-a325-4e8c-baf8-21134843fbf2"
/>
2026-02-27 01:12:05 +00:00
Wildkins e1770df81e Lag War Day 4: Under Pressure, High Voltage (#21878)
Replace /datum/gas_mixture/proc/return_pressure with XGM_PRESSURE(xgm)
macro. Having such a relatively simple statement contributing proc
overhead to procs called millions of times is ridiculous

Rename /datum/gas_mixture/proc/zburn to react, deleting the old react
which was just an alias for it. Free proc overhead

Turn check_combustibility into a macro CHECK_COMBUSTIBLE(is_cmb, xgm).
also rewrite it slightly so that it only needs to do one pass. Its a bit
nasty so I apologize for that, but speeeeed.

Delete most powernet and obj/machinery/power procs for handling power,
replacing them with macros. The fact that we were unironically calling a
draw_power() on APCs to call draw_power() on their terminals to call
draw_power() on their powernet every single process tick was insane.

Turn `between` into a macro alias for clamp() since the param order is
different

turn `Percent` into a macro AS_PCT

Rewrite significant chunks of update_canmove so its not quite as
horrifying of a proc and hopefully doesn't eat the entire mob subsystem
every movement now
2026-02-27 00:35:41 +00:00
Wildkins e4192f9b8f Lag War Day 5.5: are you serious dude (#21889)
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
2026-02-21 01:41:50 +00:00
Cody Brittain 93ea0a977a Added passive vents (#21796)
Passive vents, as the name suggests, passively interact with the
atmosphere. Basically think of them as an open pipe.

This makes them useful to vent a pipe network to a vacuum, or equalize
the atmospheres of two otherwise unconnected rooms. Being passive
however, they are just as capable of intaking air as they are outputting
air, with no way to control it. If you want to guarantee that air only
goes -out-, use an injector or a pump vent.
2026-02-08 22:03:47 +00:00
Cody Brittain 3f62424312 [MDB Ignore] [IDB Ignore] Kills off /obj/item/device (#21774)
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>
2026-02-01 05:14:26 +00:00
Batrachophreno 5277251959 Tool behaviors port (#21663)
For a robust crafting system, I need a new materials framework.
For a new materials framework, I need to clean up reagents.
To clean up reagents, I need to pare down foods from reagent holders.
To pare down foods from reagent holders, I need to port edibility
components.
To port edibility components, I need to port processing components.
To port processing components, I need to port tool behaviors.

This is all back-end code, no new features or functionality from this.
2026-01-27 08:44:49 +00:00
Kano 22e1d93b39 Adds a new Odyssey map: Decrepit Shipyard (#21500)
## About PR

Adds an industrial themed away site for Odyssey scenarios. The map
starts with a shuttle, broken by a randomized destruction feature.
Actors or the crew may choose to repair it to make it fly once more

### Detailed Changelog
<details><summary>Details</summary>
<p>

- Added a new map_effect, randomized destruction. It comes with two
varieties and different impact ranges. The way it work is the effect
chooses a random amount of turfs in the area it's placed on, and calls
`ex_act` on applicable contents in the turf.
- Added unused sprites for low railing and documented relevant functions
in the existing code.
- Made it so when a railing has an open end that doesn't connect to
anywhere, it'll apply an end cap, making it look more smooth.
- Added ceiling lattices.
- Adjusted unit tests to avoid conflicts that may occur with ceiling
lattices.
- Fixed a bug where the Odyssey subsystem repeatedly added lastly loaded
z-level to the scenario z-levels, instead of all relevant levels to the
site. This was causing issues in Odyssey maps with shuttles.
- Fixed hydrogen tank not using its sprite. Also recoloured the tank to
match modern hydrogen canister colour.
- Fixed `/obj/machinery/door/airlock/maintenance` not using its intended
appearance.

</p>
</details> 

## Images

<img width="4128" height="2528" alt="StrongDMM-2025-11-10 21 33 47"
src="https://github.com/user-attachments/assets/09d8b671-457c-4ec5-88ac-e503641a0531"
/>
<img width="3424" height="2016" alt="StrongDMM-2025-11-10 21 34 27"
src="https://github.com/user-attachments/assets/943b8529-7f2a-41db-a7be-e57d5d30ead7"
/>
<img width="1312" height="800" alt="StrongDMM-2025-11-10 21 34 52"
src="https://github.com/user-attachments/assets/f665800a-367b-466e-a16e-a6f0b122e3bd"
/>
<img width="997" height="999" alt="Screenshot_54"
src="https://github.com/user-attachments/assets/c06667c6-0dfc-4dc4-af67-821f36ad2933"
/>
<img width="997" height="1001" alt="Screenshot_55"
src="https://github.com/user-attachments/assets/848a2847-9eb0-450a-87e9-08c371aaf78a"
/>
<img width="998" height="992" alt="Screenshot_61"
src="https://github.com/user-attachments/assets/e6174cb5-d4d6-4afc-82ab-bbf412eda607"
/>
<img width="998" height="990" alt="Screenshot_63"
src="https://github.com/user-attachments/assets/cc838bdc-9e22-4aed-ad16-0f8722442b8a"
/>
2025-12-24 13:17:24 +00:00
Matt Atlas cca0dfe7b6 Ports /tg/ and CM planemasters to replace our renderers. (#21458)
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>
2025-10-16 11:39:15 +00:00
Batrachophreno b3b4f4b9c6 INDRA, general nuclear fusion update (#21285)
Fixes https://github.com/Aurorastation/Aurora.3/issues/18951
Fixes https://github.com/Aurorastation/Aurora.3/issues/19447
Fixes https://github.com/Aurorastation/Aurora.3/issues/20283
Fixes https://github.com/Aurorastation/Aurora.3/issues/21395

Overhauls a wide variety of INDRA behaviors and related gas/material
properties.
changes:
- balance: "Fusion reaction modifications. Higher radiation and
temperature output, comparable power output."
- balance: "Increased rad resistance modifier of Borosilicate Windows
from 1 -> 4 and (closed) Blast Doors from 1 -> 6."
- balance: "INDRA Field Strength minima/maxima changed from 1-100 ->
20-120. Power costs increased significantly."
- balance: "INDRA instability increase per tick now limited, similar to
Supermatter (prevents sudden instability spike from instantly nuking
it)."
  - balance: "APC cell charge rate increased 10x."
  - balance: "Rebalanced contents of INDRA hard storage compartment."
  - balance: "SMES coils capacities halved, throughputs doubled."
  - balance: "SMES unit maximum coil capacity increased from 6 -> 8."
- balance: "TEG maximum power output increased from 500000 -> 2500000."
- balance: "Power wasted from exceeding TEG maximum power output
decreased from 50% to 33%."
- balance: "Portable generators of all types have had their power
generation capacity doubled."
- rscadd: "New 'Fusion Codex' app added for all crew with ACCESS_ENGINE
that details all available nuclear fusion chains."
- rscadd: "Boron added as a singleton/reagent. Poisonous to vaurca,
still usable in nuclear fusion as fuel assembly rods."
- rscadd: "INDRA Field Strength now scales plasma temperature entropy,
power output from temperature multiplier, and instability increase per
tick."
- refactor: "'Boron' gas renamed to 'Helium-3'. Boron is not a gas. Deal
with it."
  - refactor: "'Steam' gas renamed to 'Water Vapor'."
  - code_imp: "Descriptions added to gas singletons for future use."
  - qol: "Minor remap of INDRA control room for usability."
  - qol: "Standardized gas canister naming conventions."
- qol: "INDRA and APC TGUI interfaces now use use kW, MW abbreviations
for high wattages."
- bugfix: "INDRA Kinetic Harvester no longer rapidly deselects materials
for harvest when too many are being generated at once."
- bugfix: "INDRA EM Field effect no longer considers the camera within
its reactor chamber a destabilizing influence."
  - bugfix: "INDRA reactor core now produces radiation as intended."
- bugfix: "Deuterium and Tritium canisters no longer contain 50%
standard hydrogen (inheritance issue)."

---------

Signed-off-by: Batrachophreno <Batrochophreno@gmail.com>
Co-authored-by: Matt Atlas <mattiathebest2000@hotmail.it>
Co-authored-by: Geeves <22774890+Geevies@users.noreply.github.com>
2025-10-05 20:13:06 +00:00
Wildkins 0496789c54 Fix installing atmos pipes (#21445)
See title

obj/machinery/atmospherics/pipe and co. were expecting to only
LateInitialize during mapload, but the recent power signals change
caused them to always fire LateInitialize, which because of pipe
shitcode resulted in a ton of errors
2025-10-05 17:23:22 +00:00
Batrachophreno b743c82739 Signals update to power_change() (#21421)
As title. Makes area/power_change() and area on_enter/on_exit procs both
rely on signals for machinery handling where they draw power from.
2025-10-03 15:50:29 +00:00
hazelrat eee7c2104b Service QoL improvements & assorted changes (#21270)
Does a bunch of stuff relating to service. 

- Adds noticeboards to the bar, kitchen, hydroponics bay, and custodial
closet.
- Adds the microwave meals vendor to the commissary, and expands its
rear maintenance with a crate filled with various bags for all your
retail needs.
- Adds a paper bin to the kitchen.
- Replaces the high power pump feeding the trays in hydroponics with an
enabled regulator, so people don't overflood the pipes thinking higher
pressure is better + so it fills at roundstart. Also replaces all manual
valves with digital valves, so shipbounds can use hydroponics properly.
- Adds better lighting to the public garden so you can grow more stuff
there.
- Fixes a misplaced var with the bar tinted window.
- Makes some assorted layout tweaks to the bar to make the backroom a
more cohesive space, plus adding tinted windows between it and the
cafeteria. This is the most significant change, I'm curious to see if
it'll change much for the bartender to have vision over the cafeteria.
<img width="320" height="288" alt="image"
src="https://github.com/user-attachments/assets/bc8721c5-1f16-4753-8be1-bbef5173b9e1"
/>
2025-09-04 19:07:57 +00:00
Batrachophreno 387cee9243 Object Examine Text Overhaul (#20923)
Extends and reworks how various extended information text (desc_info,
desc_build, desc_upgrades) are handled to make object interactions and
mechanics A.) much more clearly documented in-game and B.) much easier
to support from the back-end.

Almost certainly a candidate for test merge.

Assembly/Disassembly instructions are noticeably sporadic, largely due
to our current lack of a unified framework. That's a future thing I'd
like to attack so that it can be handled programmatically, but for now I
only targeted the biggest culprits as I came across them.

---------

Signed-off-by: Batrachophreno <Batrochophreno@gmail.com>
2025-07-21 15:35:14 +00:00
Batrachophreno 27b5079066 Stock parts power usage and examine handling (#20892)
In preparation for future development, both A.) increased the power draw
of upgraded machines in more predictable ways and B.) reformated Examine
text output to handle displaying machines' upgradeable parts and what
they do in a more user-friendly way.

A.) is important because it opens the door to adding upgrade components
available for more machines.

B.) is important because not only do we need to communicate those sorts
of mechanics in a clean, clear, consistent way, but it also opens the
doors to being able to communicate more types of interaction mechanics
similarly well (such as assembly/disassembly tips).

Examples of new Examine boxes:
![Screenshot 2025-06-26
102050](https://github.com/user-attachments/assets/d7aa8b4c-b35f-4477-a1a2-b2846e92e06c)
![Screenshot 2025-06-26
102140](https://github.com/user-attachments/assets/0abb0a4c-a373-4427-af47-cadd192dfdc7)
![Screenshot 2025-06-26
102109](https://github.com/user-attachments/assets/886e4298-8a60-4cbb-be69-3de4cc8254d5)
![Screenshot 2025-06-26
102030](https://github.com/user-attachments/assets/5752da8c-b567-4337-94d4-b2ac2ca7ac36)

Note- while updating, made get_examine_text() also give Antagonism text
boxes to ghosts and storytellers, not just active Antags. This seemed
like a no-brainer thing but can be split into a separate PR if
requested.

---------

Signed-off-by: Batrachophreno <Batrochophreno@gmail.com>
Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>
2025-06-30 18:02:57 +00:00
SleepyGemmy 5f9201fdf0 Transferred Typo Fixes (#20879)
this PR fixes transferred being spelled as "transfered".
2025-06-25 21:10:01 +00:00
Fluffy f3dab68568 Area tweaks (#20391)
Reworked area changes and power define channels

No player visible changes (hopefully)
2025-02-16 18:53:46 +00:00
Wowzewow (Wezzy) 2d4b7de686 New Cryogenics animations and sprites (#20413)
Title.


![dreamseeker_ql89bz8lQY](https://github.com/user-attachments/assets/96ef8e5b-889c-423d-8842-85de18bfbb2f)
2025-02-05 13:08:50 +00:00
Fluffy 1ba0b35838 New opendream pragmas (#20260)
Enabled new opendream pragmas
Fixed some runtime access check operators (`:`) around the codebase (not
all, some are unfixable as they're used in macros)

No player facing changes (hopefully)
2024-12-29 11:12:09 +00:00
hazelrat acb227f24e SCCV Intrepid remap (#20249)
**This is up for review**. The theory behind the redesign can be
reviewed in the [feedback
thread](https://forums.aurorastation.org/topic/21474-sccv-intrepid-remap-feedback-thread/),
but for quicknotes:

- Designed to be able to carry more people and more stuff more smoothly.
- Maintains access for xenoarchs, should still be very usable for their
purposes.
- Should avoid chokepoints.
- Adjusts scc air tank airlock variant's pressure, airlock shouldn't go
dry.
- Airlock is 3x3, 9 turfs total. 5/9 regular vent coverage, 3/9 out vent
coverage. Cycles out in roughly 12 ticks in my testing, it seems like
the size isn't slowing it down much.
- Field kitchen crate variant added so you can set up a miniature
kitchen inside the cargo bay. Should cover essentially everything you
need.
- Nixed the RTG parts - I want to keep the storage space as open as
possible and I've never seen them used, the Intrepid practically can
never run out of power.
- For similar storage concerns, three emergency softsuits are now in a
wall ecloset, instead of two inside suit storage units. It's a little
haggard, but it saves two turfs of storage space.
- Atmos is mostly functionally the same as it was. You can no longer
feed into fuel or air from outside, but in my experience this
functionality of the Intrepid has never seen much use anyway. Only other
thing missing is the ability to directly feed air into the main air tank
or the main fuel tank off a canister - can be achieved just by swapping
a regulator/pump around in both cases.
- Medical should be identical.
- The three tile wide hallway is meant to avoid congestion, people can
go in and out of it into the side seating compartments without being
forced into any single tile doorways.
- Navigation console was hard to fit in, ideally I think I'd want to
make a wall-mounted variation so it can be incorporated more easily.


![image](https://github.com/user-attachments/assets/66ec82c8-334c-4770-b6e4-080863ce8c3e)
2024-12-24 16:04:11 +00:00
Matt Atlas 1da20ad33f Adds the Odyssey gamemode. (#18972)
https://forums.aurorastation.org/topic/20198-mission-briefing-auroras-gamemode-revolution

To-do:

- [x] Finish storyteller verbs.
- [x] Storyteller landmarks.
- [x] Proper storyteller spawning. Right now the gamemode system is
happy with just picking one storyteller and no actors.
- [x] Antagonist whitelists code.
- [x] Adding the Storyteller whitelist.
- [x] Mission map loading code.
- [x] Map in a bunch of missions.
- [ ] Storyteller adminhelps.

---------

Co-authored-by: Matt Atlas <liermattia@gmail.com>
Co-authored-by: DreamySkrell <>
2024-11-26 20:18:43 +00:00
DreamySkrell 5c344e36a3 SCCV Quark - new xenoarch/science shuttle (#20127)
feedback thread:
-
https://forums.aurorastation.org/topic/21275-sccv-quark-new-xenoarch-shuttle-feedback-thread/#comment-178259

changes:
- rscadd: "Adds SCCV Quark, new shuttle for xenoarch/science, on
Horizon."
- rscadd: "Small remap of the aux hangar on Horizon, adding some
expedition supplies there."
 
reasoning and explanation:
- The idea is that xenoarchs/science use this if they want to go on a
solo adventure for whatever reason (and die to random simplemobs),
without stealing the intrepid (that could be used to go to the odyssey
scenario site).
- Xenoarchs would still be allowed to use the intrepid, if it's not used
for odyssey or whatever and they want to organize a bigger expedition
with more crew (or at least I hope so, I don't make the rules).
- It's a small shuttle, but it has more than enough seating and some
cargo space. I think, at least, it is fine for a xenoarch or two and a
few passengers.
- We need a xenoarch/science shuttle like yesterday, and no one's really
shown any interest in mapping it in the past few months, so I made this.
- If anyone has a different idea and wants to map their own shuttle,
it's fine ofc. This is just my PR, anyone is free to open their own, and
the best shuttle will be merged



![image](https://github.com/user-attachments/assets/269f6369-c95a-4e78-8305-0525df30058b)

![image](https://github.com/user-attachments/assets/507fca8c-ea38-4a7b-b268-8b62acc7f543)

![image](https://github.com/user-attachments/assets/fc7857a6-2a4a-414a-a49b-3610a123c812)

![image](https://github.com/user-attachments/assets/984cfcc1-756b-4963-b6fe-b01912326eb6)

![image](https://github.com/user-attachments/assets/ca803886-925a-4449-a343-4c4f3acdbeba)

(explanation on top of description)

---------

Co-authored-by: DreamySkrell <>
2024-11-08 15:35:04 +00:00
Fluffy d9c44532fc Refactored directionals (#20082)
Refactored directionals, ported lists of directions from TG, got rid of
useless proc to get the reverse direction.
2024-10-25 17:56:02 +00:00
hazelrat 7127a71e8f Mining QoL tweaks (#19741)
Remaps the mining refineries to have three separate refinery lines, to
match the three miner slots. It's also more compact, which should speed
up refining quite drastically.

This also adds an airlock variation of the SCC pressure tank and adds it
to the Spark. There's been issues with the Spark airlock needing to
perform an outward cycle to be able to cycle inward, so if it's
currently forced out it can jam going back in. With a pressure tank
rather than a canister, it can comfortably cycle inward twice without
any outward.
2024-08-26 22:00:35 +00:00
Fluffy 1345beac4b Added the z-level manager system from TG (#19532)
Added the z-level manager system from TG, mostly
2024-07-22 13:00:38 +00:00
naut d63d63d78c Visual / layering fixes (#19547)
Package of a few visual changes to make things prettier-er. Also added a
helper for mapping purposes.

  - bugfix: "Carpets now show proper edges again."
- bugfix: "Fixed layering of several map items, like disposal pipes,
that were previously buried underneath turfs in the map editor (and were
invisible as a result)."
- bugfix: "Fixed observer sprites occasionally going underneath certain
objects. Their layering has been fixed."
- bugfix: "Reinforced plastic tables now show up correctly in the map
editor."
- rscadd: "Added a special 'lock' door helper that automatically locks
doors underneath it so mappers don't have to edit variables/icon states
manually."


![image](https://github.com/Aurorastation/Aurora.3/assets/55491249/53d97049-0104-491a-9a56-4d677afec536)

![image](https://github.com/Aurorastation/Aurora.3/assets/55491249/a26c9cf6-1ea9-4654-bc5c-954c878efda3)

![image](https://github.com/Aurorastation/Aurora.3/assets/55491249/6dbee17e-6a24-4cc9-b194-4c46530020be)

Fixes #18762 
Fixes #18840 
Fixes #19101
2024-06-29 09:02:23 +00:00
DreamySkrell 5ae3436695 Tret Industrial Complex + Away Site Exoplanet Generation (#19054)
![image](https://github.com/Aurorastation/Aurora.3/assets/107256943/38e68d9f-8ab4-414b-bbf2-ac107e943172)

![image](https://github.com/Aurorastation/Aurora.3/assets/107256943/896f8448-42be-49d3-8e1f-58e4a1569b10)


![image](https://github.com/Aurorastation/Aurora.3/assets/107256943/889d0e0c-b2cd-4c8f-9a2c-4eff90586d61)

![image](https://github.com/Aurorastation/Aurora.3/assets/107256943/b9cd0ae4-25f5-44ee-9298-48a46cb46399)

![image](https://github.com/Aurorastation/Aurora.3/assets/107256943/6f4b5f75-3c29-4486-b808-7bc13c36807c)

---------

Co-authored-by: DreamySkrell <>
2024-06-02 01:49:11 +00:00
Fluffy 7fb282adf0 Refactored the machinery operable procs (#19274)
Refactored the machinery operable procs into a single one, DMDoc'd, SDMM
marked, made more readable.
Fixed suspension field generator not being able to be used as it was not
checking the power cell for operability.

Fixes #19249
2024-05-31 21:23:30 +00:00
Fluffy 3dc4cce9c2 Minor span refactoring (#19177)
Minor span refactoring
2024-05-19 16:37:29 +00:00
Geeves 3e43bea584 Cable/Pipe Color Examining (#19041)
* Examining a pipe or cable will now display its color as text.


![image](https://github.com/Aurorastation/Aurora.3/assets/22774890/4c7ffcc9-85f7-437b-aaaf-4290e080b0d4)

![image](https://github.com/Aurorastation/Aurora.3/assets/22774890/c1505ae5-e594-4b95-b982-3016fb947d32)

![image](https://github.com/Aurorastation/Aurora.3/assets/22774890/df9b1d01-974e-42fa-85fb-83e283b10405)
2024-05-01 22:34:15 +00:00
Cody Brittain 9983fca311 Update SSOverlays (ported from Baystation) (#19051)
Our SSOverlays system is outdated, and is likely the cause of many of
the issues seen in #18895. It has also been linked to a massive server
performance decrease.

This brings an updated system from Baystation, hopefully with speed
increases.

Should be testmerged, ideally with #18895.

---------

Co-authored-by: Cody Brittain <cbrittain10@live.com>
2024-05-01 07:46:27 +00:00
Fluffy 1f759338d8 Processing subsystems improvements (#18961)
Refactored the use of the isprocessing var into the datum flag
DF_ISPROCESSING.
Updated SSprocessing and SSmachinery to have a constant fire rate.
Updated gas cooler to be time-constant thanks to the above.
2024-04-20 20:16:08 +02:00
Fluffy ab23fbdb70 Function overloads condensation (#18939)
Unified most of the procs into one definition, so there are no duplicate
around the codebase.
Marked some of the above as overridable if a good enough case can be
made for them (eg. external dependency or unlikely to be used).
2024-04-19 21:19:41 +00:00
Cody Brittain c1d241594b Planes & Layers part 2: Plane Masters (#18749)
Part 2 of the PR series to bring /tg/'s and bay's plane masters to
Aurora, the lack of which is blocking several features we want.

This ports over the easier to understand Bay version of plane masters,
which is detailed in the relevant readme file in the code. Example
effect code for a warp effect is also in, which has been implemented for
gravity catapults.

Relies on #18741

---------

Signed-off-by: Matt Atlas <mattiathebest2000@hotmail.it>
Co-authored-by: Cody Brittain <cbrittain10@live.com>
Co-authored-by: Matt Atlas <mattiathebest2000@hotmail.it>
2024-04-13 18:07:51 +00:00
Cody Brittain 03c61e542c Fixes various issues with layers (#18846)
Fixes #18842, among other misc issues

---------

Co-authored-by: Cody Brittain <cbrittain10@live.com>
2024-04-03 20:17:21 +00:00
Cody Brittain ddb14f4036 Planes & Layers part 1: The Re-Layering Redux (#18741)
This is part 1 of a project to, eventually, bring the render planes
system from /tg/ and bay into Aurora. This is a prerequisite and blocker
for many things the development team and community want to have, and
this was long overdue.

Many objects have been re-assigned layers, which are now thoroughly
defined. Maps have had their custom layer defines purged, as we should
be moving away from this in favor of saner definitions in the base
items.

This should be a test-merge due to the sheer amount of layers changed,
which will very likely create issues that I cannot possibly discover and
debug in a reasonable amount of time myself.

---------

Co-authored-by: Cody Brittain <cbrittain10@live.com>
2024-04-01 14:50:27 +00:00
DreamySkrell 91974cf2f8 Large Tank Marker (#18801)
* tt

* 2

* www

* h

* c

* c

* 4

---------

Co-authored-by: DreamySkrell <>
2024-04-01 14:45:14 +00:00
Fluffy 1b40dbce82 Updated the sound system (#18724)
* sdaf

* sdaf

* sdfa

* sadf

* sfda

* gfd

* reduce thrusters volume

* sdafsadsdaf

* sdfa

* Reduced some sound ranges and made some/more not ignore walls for loops

* health analyzers too

* ivdrip adjustment

* most tools now use play_tool_sound to have the sound played, reduced range for it
2024-03-25 20:40:36 +00:00
Matt Atlas fec6dbe24f Adjusts the force of all items to be multiplied. (#18708)
* force balancing?

* force

* cl & maglight nerf

---------

Co-authored-by: DreamySkrell <>
Co-authored-by: Matt Atlas <liermattia@gmail.com>
2024-03-24 17:10:31 +00:00
DreamySkrell 6437fe3f13 Supply and scrubber pipe connectors and pumps (#18571)
* a

* 4

* 45

* 6

---------

Co-authored-by: DreamySkrell <>
2024-03-04 09:25:35 +00:00
Fluffy 9afe761db3 Some refactors, DMDoc and UT (#18365)
* dsfa

* accessories fix

* fixed "has been hit by" message with intent check

* sdfa
2024-02-12 15:32:23 +00:00