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.
Part 3 of the Mob Destroy Refactor, this time going through the entire
list of every ref stored up to a mob/human, and (attempting) to verify
and cleanup every possible circular ref. This PR also fixes some
mistakes made with cleaning up UI elements, namely that tgui's really
don't like it when you qdel them, and screen objects also weren't always
clearing their own references if Qdel'ed directly. There were several
niche situations too where circle refs might be retained by a mob. I
also found an issue where static lights were only cleaned up on
/atom/movable/ but actually existed farther up the chain on /atom. I
don't know if any /atoms that aren't /atom/movable ever get static
lights, but the fact that they can be needs to be correctly accounted
for.
I can't possibly have gotten all of them, but this is every single one I
could find after 3 hours of work.
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.
Makes ship combat significantly more destructive (and a bit deadlier),
especially with non-explosive projectiles.
**Additions:**
- A shell that penetrates a solid (dense) structure will cause spalling.
This spall does 2-30 damage, depending on range and has a high embed
chance. These embedded chunks are large enough to be ripped out by hand.
(But you probably shouldn't). The pilot's suit has 30 ballistic armor,
so a prepared bridge crew can survive a lot of spall.
- Adds a gun that shoots any ship weapon that admins can spawn. Useful
for testing, or for adminbus where they don't want to have to spawn a
whole overmap ship.
- Made several structures destructible, vending machines, computer
frames, grilles (these were just bugged) and watertanks (and their
children). These structures could just block infinite shots and were
common enough to serve as effective armor for the horizon. These now
spawn shrapnel (of their material if it's set), in addition to sheets of
steel when destroyed.
- Added support for negative maim chance. This allows chosen projectiles
to be prevented from decapitating. No more accidentally gibbing the
bridge crew's heads. (Unless they get hit with something really really
big).
**Balance:**
- All non-explosive anti ship rounds got significant buffs. Typically
2-3x Anti-Material numbers.
- Armour piercing anti-ship rounds got massively increased penetration
stats. Typically 4-8 from 1-2.
- Doors now get destroyed in less hits, if they are hit by anti-material
projectiles. Hits to destroy -= Antimaterial / 2
- Francisca frag shells now shoot less fragments but deal more damage.
394 projectiles for every shot was a bit laggy, now it's only 280.
**Shields:**
Shields now take more power. 13-14 megawatts for a 10 strength shield.
Just inside the ship's generation capacity with both the INDRA and
Supermatter running.
Instead of deleting any projectile they are hit by, shields now have
different failure modes.
- Firstly, a piercing projectile has it's penetration reduced by the
shield strength. Eg A shot that would go through 10 walls, only
penetrates 4 after going through a 6 strength shield.
- Secondly, a projectile has it's damage multiplied by 1 - shield
strength / 10, then has shield strength subtracted from it's damage. Eg.
A damage 100 projectile, hitting a 5 strength shield, has it's damaged
reduced to 50, (100 * 0.5), then to 45. (50-5)
- Thirdly, an explosive projectile (that does not penetrate per the
first step) does not explode, but instead deals it's full damage to the
shield.
Hits to the shield now also damage the field itself, not just the shield
tile. As such, a very big hit on the shield can bring the whole thing
down, requiring an engineer to reset it.
Shields can now be upgraded with research components. Additionally,
shield generators can now support more than one capacitor. The
roundstart capacitor on the Horizon is only good enough to support a 6
strength shield.
The upgrades increase efficiency, strength loss over time and charge
speed.
**Overmap Targetting**
Previously, shells would spawn within 20 tiles of their target and aim
directly forwards. This was bugged for shots with burst, which would
instead all aim inwards and mostly miss. This is the reason the Grauwolf
(in addition to the explosion bug below) and Fransisca felt so useless,
only one of every shell in a burst would hit.
Shots now spawn at the map edge, based on the orientation of the
projectile and ship. Diagonals are now accounted for.
Shots are then aimed directly at the target selected on the console,
with 3 degrees of dispersion.
**Bugfixes:**
- Fixes lots of explosions that didn't pass a turf to the explosions
subsystem. This caused the explosion not to happen if the thing hit got
qdeled before the subsystem could get the turf to spawn the explosion
on.
- Embedded shrapnel no longer gets the initial projectile name, this
prevents it getting named shrapnelshrapnel.
- Fixes a bunch of projectile piercing bugs, mostly with grilles and
windows. Shots now go past window frames without hitting them.
- Fixes shields not having a click delay when attacked.
---------
Signed-off-by: FenodyreeAv <fenodyree.av@gmail.com>
Co-authored-by: Matt Atlas <mattiathebest2000@hotmail.it>
Refactoring the entire destroy proc path from Mob Human all the way down
to Atom while trying to find the causes for the damn mob human hard
deletes. This PR comprehensively reorganizes every single stray
snowflake var used by /atom/ all the way to /mob/living/carbon/human,
and makes sure that every var that COULD store a reference, is now
cleared during the entirety of the Mob Destroy() parent hierarchy.
This may very well be the end of the lag war.
In total, I've hunted down and cleared 39 hanging references between
/atom and /mob/living/carbon/human
---------
Signed-off-by: VMSolidus <evilexecutive@gmail.com>
* Please describe the intent of your changes in a clear fashion.
The `handle_rejection()` proc in `code/modules/organs/organ.dm` was
attempting to access `owner.dna.b_type` without first verifying that
`owner` or `owner.dna` were non-null. This could happen if an organ's
`process()` chain continued to tick after the organ had been detached
from its mob, leading to a runtime error.
This change adds an early return guard `if(!owner || !owner.dna) return`
at the beginning of the `handle_rejection()` proc. This prevents the
null dereference and aligns the proc's behavior with similar checks
found in `handle_germ_effects()`.
* Please make sure that, in the case of mapping changes, you include
images of these changes in the PR's description.
* Please make sure to mark your PR as wip or review required by making a
comment with !wip or !review required
* If you include sprites/sounds/... (assets) that you have not created
yourself specify the license and original author below.
* Ensure that you also credit them in the appropriate location /
changelog as specified in the contributor guidelines
### Asset Licenses
The following assets that **have not** been created by myself are
included in this PR:
| Path | Original Author | License |
| --- | --- | --- |
| icons/example.dmi | ExamplePerson (Example Station) | CC0 |
Fixes SERVER-PROD-CN
---------
Co-authored-by: sentry[bot] <39604003+sentry[bot]@users.noreply.github.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
This is based on requests from the taj lore team. A future PR will do
more for the sensitive hearing as well, but the PR was growing by quite
a lot so it was best to split it up.
New:
- Tajaran eyes can now extend their vision by 3 tiles while they stand
still.
- Taj can hear people whispering and talking into radios from 1 tiles
further away, if they are listening intently.
Bugfixes:
- Flashbangs no longer fuck taj up as much unless they got intent listen
active.
- The message for autakh farseer eyes no longer gives the wrong message
if it is disabled by moving.
Balance & Change:
- Taj have new heights. Before it was 150 to 190 cm
- Hharar: 145-180
- M'sai: 155-175
- Zhan: 160-195
- The brute mod have been adjusted on tajara
- Zhan: 10% -> 5%
- Hharar: 20% -> 10%
- M'sai: 30% -> 15%
Backend stuff:
- Action buttons were changed to accept lists, so multiple actions can
be given to a single item.
* Please describe the intent of your changes in a clear fashion.
This PR addresses two related bugs concerning the universal access port
and cable:
**1. TOCTOU Race Condition Leading to Crash (SERVER-PROD-X9)**
* **Root Cause:** When inserting a universal access cable into an IPC's
access port, a check for `access_port.internal_port` occupancy occurs
before a `do_mob` delay (which can include a consent dialog and a
2-second wait). If another action or player inserts something into the
port during this delay, the subsequent call to `insert_item()` would
find `internal_port` already occupied and trigger a `crash_with()`,
leading to a server crash.
* **Fix:**
* A re-check for `access_port.internal_port` occupancy and the continued
existence of the `access_port` itself has been added immediately after
the `do_mob` delay in `access_cable/attack()`. If the port is now
occupied or no longer exists, the insertion attempt is gracefully
aborted with a user message.
* The `crash_with()` call in `insert_item()` has been replaced with a
`log_debug()` and an early return, ensuring that any future unexpected
state in `internal_port` leads to graceful degradation rather than a
server crash.
**2. Stale `internal_port` on Cable Disconnect**
* **Root Cause:** The `access_port` did not override the generic
`remove_cable()` proc. When a cable was retracted or removed,
`access_port.internal_port` was not explicitly cleared, causing the port
to appear permanently occupied even after the cable was gone.
* **Fix:**
* An override for `remove_cable()` has been added to
`/obj/item/organ/internal/machine/access_port`. This ensures that
`clear_port()` is called, properly nulling `internal_port` when the
cable is removed.
* Please make sure that, in the case of mapping changes, you include
images of these changes in the PR's description.
* Please make sure to mark your PR as wip or review required by making a
comment with !wip or !review required
* If you include sprites/sounds/... (assets) that you have not created
yourself specify the license and original author below.
* Ensure that you also credit them in the appropriate location /
changelog as specified in the contributor guidelines
### Asset Licenses
The following assets that **have not** been created by myself are
included in this PR:
| Path | Original Author | License |
| --- | --- | --- |
| icons/example.dmi | ExamplePerson (Example Station) | CC0 |
Fixes SERVER-PROD-X9
---------
Co-authored-by: sentry[bot] <39604003+sentry[bot]@users.noreply.github.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
- 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>
A not insignificant number of bugs caused when converting code to
calculus methods is me missing that a proc is getting called from a
different file entirely without passing in a seconds_per_tick value.
Byond will just gleefully let my calculus methods for code run with a
time delta of 0, which introduces all manner of exotic and fascinating
bugs.
So to better prevent this kind of issue from occuring, I'm adding a new
linter tag called ENFORCE_CALCULUS(seconds_per_tick) which loudly forces
unit test fails if a proc with the tag is called by a different proc
without correctly passing in the needed time delta. I have previously
run into this problem on occasion, such as in PR #22413
Several fixes to chemicals that deal brute or burn.
The problem was that their damage was being healed by autoheal faster
than it could add up.
Damage over time chemicals with more than 1dps would suddenly double in
how fast they killed you when they crossed the autoheal threshold.
This fixes that by adding a 60 second delay on wounds autohealing. This
also affects ALL wounds.
If a wound is bandaged it starts autohealing immediately, if it's still
under the authoheal threshold.
To compensate, I've reduced the damage of chlorine/phoron exposure, as
this change effectively increased the damage by 1.
Overall phoron/chlorine exposure is now more dangerous to naked people.
Less dangerous to clothed people.
Less dangerous to people who do the reasonable thing and put their
internals on, previously this was actually worse for you.
Also fixes contamination of items from chlorine and phoron:
- Contaminated items now only damage the bodyparts they cover.
- Contamination now checks if the item can be contaminated before
contaminating it.
- Contamination is now a 100% chance per tick, multiplied by the
permeability of an item. (Most items are permeability 1, labcoats &
other chem resistant medical clothing are 0.5, latex gloves are 0.1,
biosuits, gas masks, etc are 0).
- Contamination respects the permeability of your gloves, it's safe to
handle contaminated items with latex gloves now.
- Air tanks are now permeability 0, your internals won't get
contaminated and force you to take them off.
- Contaminated clothes now deal damage even if you put a spacesuit on
over the top of them.
- Life no longer checks every mob's internal organs for contamination
every tick.
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"
/>
Some of the prosthetics weren't ticking down EMP damage, which was
because they had overrides of Process() that weren't correctly passing
in the SPT value needed by the tick_surge_damage(seconds_per_tick) proc.
This PR fixes a few bugs that were recently reported both by players and
by our new bug monitoring system. An AI agent (specifically Gemini 3)
was used to do some of the code diving process, while the fixes were
tested and verified myself manually. Yes I have actually verified the
fixes in this PR in testing.
The swap to Calculus methods for organ EMP was done by me, no AI. I love
Calculus to much to let a bot do it for me. In particular my fix to
organ EMP was to make it so that EMP damage is handled directly as
"number of fractional seconds the EMP will last", and that they tick
down cleanly per second. I did this because after fixing mechanical
organs not doing ANY EMP effects at all, I tested them and discovered
that the EMP effects were extremely underwhelming. They were like, "Your
screen only briefly filling with static for like 2 ticks", and "your
heart skips a single beat", which was lame and nonthreatening.
Significantly more fun is making the static last for N number of
seconds, and for the Heart to fail to pump for N number of seconds (very
life threatening!)
The new organ EMP handling vars are per-organ rather than a define, so
if we want there to be different EMP times for hearts vs eyes, that's
totally doable. Just make the heart have a larger recovery rate, or the
eyes have a smaller recovery rate.
---------
Signed-off-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: Arrow768 <1331699+Arrow768@users.noreply.github.com>
This PR fixes a hard del related to any kind of direct organ replacement
via loadouts, which it turns out all of them were doing. But it was most
commonly showing up with bioaugs because the boosted heart and boosted
liver are the only organs besides custom items that replace an internal
organ during loadouts spawning.
closes#22079closes#21945
This bug was also my fault, and it happened when I decoupled organ
processing from the life() tick to prevent organs being processed twice.
Since Huds were generated during the Life() tick, but implants were
adding the Hud during Process(), a flicker occured whenever they fired
out of sync, with the Life() tick erasing the hud and Process() adding
it back. To significantly cut down on the time complexity of having to
iterate and fire every HUD producing implant and component during
Life(), I've instead reworked it into a Signal that permits the HUD
implants to inject hud elements into the Life() codepath dynamically.
Here is the fix in action now.
https://github.com/user-attachments/assets/18ccc80d-cb5f-4fd7-9ad5-28c91acf6ca5
Adds some signals to update the HUD when necessary.
The only one which will fire every tick is in remove_pain, which will
now only fire if there is pain to remove.
The extra update in robotize is necessary because robotize is called
after Initialize, so robot limbs were being set to the wrong colour.
Fixes: #22186
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>
Another smallish hard del fix, this time for external organs. Turns out
it really is pretty important that Destroy() procs need to close with
return ..() instead of open with . = ..()
I made this after watching an IPC ghostrole leave a round via cryo, and
then triggered 3s worth of hard dels all at once.
<img width="406" height="774" alt="image"
src="https://github.com/user-attachments/assets/096c084e-6953-4eb5-a708-0fa7018890d6"
/>
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.
Providing a damage value between 0 and 1 to the surgical fixing proc
would make it get rounded, and thus heal 0 damage.
Co-authored-by: Matt Atlas <liermattia@gmail.com>
- Pneumalin no longer fixes damage on robotic lungs.
- Fixed augments not processing. This means that HUD augments are fixed
as well.
- Fixed health analyzers displaying damage between 0 and 1 as 'none'.
Co-authored-by: Matt Atlas <liermattia@gmail.com>
Organs were being given ~3 seconds of DT per ~2 seconds of real time,
because they were being hit by Process() TWICE, once during processing
for the "Set of all objects", and again during processing for the "Set
of all mobs". No species was hit harder than this but IPCs, who suffered
from having wildly inconsistent temperature mechanics that seemingly
never matched the expected numbers.
I have actually tested this PR to verify that it works. I even went the
extra mile to more extensively test IPC temperature mechanics to find a
separate bug unrelated to DTs that was causing suit coolers to just
straight up not work at all (space suit or otherwise) on a majority of
all IPC subspecies. I then tested the numbers in the PR for IPC cooling
to verify that things work as intended.
<img width="969" height="623" alt="image"
src="https://github.com/user-attachments/assets/01c3aca7-b436-4e52-86f7-aed847dcba5e"
/>
I also tweaked all the subsystems to have a small performance
improvement.
---------
Signed-off-by: VMSolidus <evilexecutive@gmail.com>
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
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>
<img width="700" height="848" alt="image"
src="https://github.com/user-attachments/assets/e0db50af-35db-43c7-b78e-6c1ea5ac569c"
/>
you take a tiny little two year LOA and this happens
this PR hits some large lag culprits:
- UpdateOverlays() getting spammed by human/update_icon. This was 0.85%
of server CPU time during the event. Doesn't sound like a whole lot but
it's insane. 99% of it was caused by sloppy duplicate calls of
update_icon in set_dir (as well as update icon itself!). Refactored to
stop that
- Makes Follow menu update manually, which cuts down on the 2.8 million
REF() calls it made during the event. This was ~1% of CPU time including
ui_data as well.
- Gets rid of a bunch of random runtimes and some lighting-related
harddels.
- NanoUIs now clean themselves up when their owner qdels rather than
forcing the owner to do REF(src) and close all matching UIs. saves us
~0.1% server cpu time! wowza!
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>
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.
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>
changes:
- rscadd: "Spilled radium now generates (weakly) radioactive puddles of
green goo, just like Uranium."
- balance: "Extends Greimorian eggsac incubation time by 50%."
- balance: "Introduces a probability element to greimorian egg toxin
metabolism; after being injected with the reagent, each metabolism tick
only has a % chance to create the eggsac 'organ', meaning quick
helmizole injection (or dumb luck) can prevent incubation entirely."
- balance: "Introduces clamp on spiderling generation counter to prevent
RNG from causing outsized impact from single eggsac rupture."
- balance: "If the randomly chosen body part a Greimorian eggsac would
infest is the head, the victim will get an extra reroll of target body
part to avoid the associated instant death risk."
- balance: "Consuming radioactive waste is now MUCH unhealthier. Don't
eat radioactive waste."
- qol: "Updates some antagonist tips (removed old/deprecated ones, added
new one.)"
- bugfix: "Removed greimorian eggsacs now dissolve into goo as
intended."
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>
This PR includes several changes to bring our wound code up to date with
baystation, nebula, and modern standards. Highlights include:
- The usage of integers between 0 and 100 for ratios (expressed as a
percentage), instead of 0.0 to 1.0. Small decimal values are prone to
floating point precision errors, but by moving to a percentage instead,
we can reduce the impact of this.
- The untangling of damage flags and injury flags, which were used
interchangably in the code. This could have caused issues should we
expand any of these.
- Larger embedded objects now halt bleeding in wounds, until they are
pulled out. In exchange however, embedded objects will halt healing in
wounds (it is difficult to close an open wound that currently has a rod
stuck in it)
- A lot of data, such as implanted objects and organs, are now stored in
amputated limbs.
<img width="1701" height="292" alt="image"
src="https://github.com/user-attachments/assets/db1dbc50-1a6a-4549-b9e5-b838ec62f849"
/>
**This is but one of several PRs as part of Project Anabasis, and is a
necessary building-block for a Traits System and a Skills System**
This PR was essentially prompted by recent lore changes to Skrell that
weren't yet existing in the game, so I'm kicking off this as a PR to
start a series of more meaningful psionic reworks. With a focus on
Components and Signals as a way of dramatically increasing the systems
interactivity of psionics. With this PR, mobs have an effective
"Psi-Sensitivity" that can be checked by psionic effects, and influence
a wide variety of interactions.
Psi-Sensitivity is calculated based on a Signal interaction, whereby
multiple responding sources have a chance to respond to the signal and
influence the end result of the calculation. For now there still remains
a cutout specifically for owners of a Psi-Complexus(Which is just Skrell
and Antag Psions), who have a bonus to the psi-sensitivity check equal
to their PSI-RATING. That being 1 for Skrell, and 2 for antag psions.
But eventually in the future this should be replaced with a standalone
component separate from the concept of "Sending"
The other common sources of sensitivity currently are the Psionic
Receiver implant, MindShield, and Mind Blanker implants. With Psionic
Receivers giving a bonus to psi-sensitivity, and the latter two giving a
penalty to psi-sensitivity. Both MindShields and Mind Blankers are now
unified in how they interact with psionics, both using the same system
of Signals without a hardcoded check for the mindshield.
As an important distinction to make, Psi-Sensitivity is NOT the same
thing as being Psionic. Actually Psionic characters like Skrell have a
big bonus to their sensitivity. It's more a measurement of how receptive
a character is to Receiving (separate from Sending) psionic influences.
You can actually be capable of using psionic abilities, but have a
sensitivity of 0, effectively meaning such a character can "Send but not
Receive" psi influences.
- [x] I have tested this PR and have verified that it works, you're
welcome.
Fixes an issue where having a language processor from your origin gets
deleted if you also take a language processor in your loadouts. They're
intended to be parallel and not replacements for each other.