Commit Graph
8 Commits
Author SHA1 Message Date
hazelratandGitHub 13a202ef7d Trinarism care package (#23008)
Adds new Trinarist coif variants, a resprite for the Trinarist robes and
stave, and new Trinarist tunics.

Credit for the bulk of the spritework goes to Wezzy, I cobbled the rest
haphazardly together.

<img width="329" height="986" alt="image"
src="https://github.com/user-attachments/assets/ce3b7d6c-3a76-443f-a8a6-50b25170766e"
/>

---

<img width="286" height="932" alt="image"
src="https://github.com/user-attachments/assets/d4b1bf4d-d9c4-4835-95f0-b67e0f5a92b3"
/>

---

<img width="478" height="131" alt="image"
src="https://github.com/user-attachments/assets/f9bd0954-c024-4944-aa2b-7a3cd6233bda"
/>

---

<img width="305" height="927" alt="image"
src="https://github.com/user-attachments/assets/9f2bc04d-70fd-4766-a119-7c9e9f6d715f"
/>

---

<img width="277" height="919" alt="image"
src="https://github.com/user-attachments/assets/7a065f3d-7514-48cf-a647-15c649133d86"
/>

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<img width="109" height="110" alt="image"
src="https://github.com/user-attachments/assets/0a5cfb66-5090-471c-b8c3-d4be8c5caab6"
/>

<img width="116" height="115" alt="image"
src="https://github.com/user-attachments/assets/8c4452d9-0a25-45d3-a763-bbdfded1d93e"
/>

<img width="115" height="108" alt="image"
src="https://github.com/user-attachments/assets/c50f8636-cde0-4290-a498-5ec6fe0bd799"
/>
2026-08-09 18:30:58 +00:00
hazelratandGitHub c080d4b5fe Machinist workshop remap (#22898)
Remaps the machinist workshop to fulfil a few criteria missing from
https://github.com/Aurorastation/Aurora.3/pull/22718. Particularly aims
to make the workshop more functional for IPC medical gameplay.

- The surgical theatre has been expanded so two machinists can more
practically work in the same space at the same time. In the existing
design, this portion of the workshop is far too claustrophobic. It also
has a desk.
- The exosuit chargers no longer obstruct access from the garage door.
- Resolved a lot of awkward uses of decals and platforms, which should
also make for more useable space.
- Cleaned up the wiring - both rooms are now wired to the civilian
subgrid. Previously, the main workshop area was hooked via a very
awkward line to the operations subgrid, while the theatre was wired to
civilian.
- Shifted a lot of the clutter into the robotics vendor, such as the
empty first-aid kits for medbots.
- Shifted materials crates + the crate shelf to a central position, to
make them easier to track.

Things of note for maintainers:

- It's never ideal to remap something very soon after the original
implementation, but having given this remap a full month, I think it's
had a fair chance. Having played machinist in it, the layout is very
tough to work in. It's a very cluttered environment, which becomes much
harder to look at once there's a disassembled mech cluttering the centre
with a dozen or so objects. This aims to be more intuitive to play in
and less overwhelming for players.
- The surgical theatre contains one additional IV drip, one extra O-
bag, and one organ cooler for borgings, and there are now two roller
beds accessible by the front desk. I'd rather have a more unique
solution for this problem long-term, but in the short-term it very much
sucks to have to ask to borrow a roller from medical just so you can
move a damaged industrial, given you can no longer pick that industrial
up unless you're playing a huge species.
- Otherwise, the workshop has the same resources as before and will be
able to make the same things.

(screenshot taken after testing, and prior to further changes)
<img width="1081" height="1080" alt="image"
src="https://github.com/user-attachments/assets/a8eef0e3-630b-463d-b3c3-22769001b513"
/>
<img width="480" height="448" alt="image"
src="https://github.com/user-attachments/assets/535dc851-7bab-48f7-a916-a5a1f12bf650"
/>
2026-07-30 14:48:50 +00:00
c#min7andGitHub d1f48dcd01 window repair adhesive spray (#22930)
adds window repair adhesive spray containing silicate. single use.
found in the engi-ved vending machines

for repairing cracked/damage windows without having to fully deconstuct
and reconstruct them.
can also strengthen windows
2026-07-29 16:33:52 +00:00
BatrachophrenoandGitHub c92d909534 Wires Panel and Signaler Expansion (#22846)
Fleshes out wire panel skill behavior and signaler management.

Electrical Engineering 4 was very OP for revealing all wire labels of
all machines, and it was super fun while it lasted.

Wire panels now have associated skills with their use, and increased
skill ranks will increase the proportion of wires (chosen at random)
that are easily recognizable on sight for certain types of wiring
panels.
**Professional:** 75% revealed
**Trained:** 50% revealed
**Familiar:** 30% revealed
_(note: having both Electrical and Mechanical engineering at least
Trained gives you that baseline 30%, reflecting how your knowledge can
probably translate to decent guesswork.)_

The following wire panels are affected:
**Electrical Engineering:**
- APCs
- Cameras
- IFF Beacons
- Radios
- Smartfridges
- SMES Units

**Mechanical Engineering**
- Airlocks
- Disposal Units
- Fabricators
- Vending Machines

**Atmospherics Systems**
- Air Alarms

**Reactor Systems**
- Particle Accelerator Control Boxes (lol)

**Robotics**
- Hardsuits
- Suit Storage Units (sharing the love is all)
- Robots
- Tag Scanners

**Xenobiology**
- Stasis Cages

Also, I made it possible to blow out all the lights in an APC's area by
snipping the power regulator cable and then pulsing the lights wire.
Great for signalers.

Speaking of signalers, new app deployed to all Engineering, Research,
and Robotics personal modular computers:
<img width="816" height="722" alt="Screenshot 2026-07-14 144049"
src="https://github.com/user-attachments/assets/3d588712-ebfd-47ac-b699-7cdac2c04907"
/>

Self-explanatory. Please only use corporate-provided software for
behavior within your contract regulations.
2026-07-26 18:05:15 +00:00
FenodyreeAvandGitHub a29fff6630 Fixes boozeomat description (#22653)
changes:
  - bugfix: "Fixes the booze-o-mat's description."
2026-06-10 16:11:03 +00:00
BatrachophrenoandGitHub 0d92359da7 Bun, Inferno->React migration (#22529)
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
2026-06-05 15:55:22 +02:00
cf585ef505 Ship combat rework (#22566)
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>
2026-06-03 16:52:13 +00:00
BatrachophrenoandGitHub 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