Commit Graph

21279 Commits

Author SHA1 Message Date
Cody Brittain
184abfe6b7 Added Imogen Janse's custom item (#18965)
See thread at
https://forums.aurorastation.org/topic/20053-accepted-imogens-book-of-guilty-men/#comment-173401

---------

Co-authored-by: Cody Brittain <cbrittain10@live.com>
2024-04-19 10:28:38 +00:00
Fluffy
f9e8a7cd69 Refactored archeological finds to use Initialize() instead of New() where possible (#18964)
Refactored archeological finds to use Initialize() instead of New()
where possible
2024-04-18 23:35:07 +00:00
RustingWithYou
08945fb517 Bruiser Ammo Tweaks (#18955)
Real HE Bruiser rounds now make a bigger explosion, on par with similar
high-explosive ship ammunition. The old values have been applied to the
makeshift bruiser shell.

Renames the makeshift bruiser rounds to make the differences more
apparent, and adds new descriptions to the guns and shells providing
up-to-date lore.
2024-04-18 22:55:36 +00:00
Fluffy
958155bbe8 Reduced engine volume (#18959)
Reduced engine volume

Fixes #18946
2024-04-18 22:54:23 +00:00
Alberyk
c1fa6f7894 Two New Gibson ruins (#18962)
This pr adds two new gibson ruins:
-an abandoned mining site
-a supply outpost

Also changes New Gibson theme to be a polar tundra.
2024-04-18 22:54:18 +00:00
RustingWithYou
f4d6deaf23 Fixes Missing Open Space Landmarks (#18980)
Open space landmarks were placed on the wrong z-levels for shuttles not
using mapped zs. Fixes the issue of #18978
2024-04-18 22:50:58 +00:00
RustingWithYou
8c4b86349d Makes prosthetics editable in appearance editor (#18879)
The appearance editor can now change organs and limbs into
prosthetic/nymph/amputated versions.
As ghostroles can now edit their own limbs, the Tarwa Conglomerate
ghostroles no longer have random nymph limbs.
Height and speech bubbles no longer need the user to be able to change
their species to modify them

---------

Signed-off-by: RustingWithYou <63625389+RustingWithYou@users.noreply.github.com>
Co-authored-by: Matt Atlas <mattiathebest2000@hotmail.it>
2024-04-18 22:50:20 +00:00
RustingWithYou
eb63f6998b New Origin Traits (#18792)
Adds two new origin traits - small pain resistance and a minor stamina
increase. Currently Unathi from the Tza Prairie have the stamina boost
and Unathi from the Zazalai Mountains have the pain reduction.

Also adds drug & alcohol resistance to Crevan Tajara.
2024-04-18 22:50:13 +00:00
RustingWithYou
ad4df4f72b Fluff Paper Language Setting (#18850)
Fluff papers can now have a written language set, as the code for
translating things was copypasted in like 6 places.
2024-04-18 14:03:13 +00:00
RustingWithYou
a066384247 Uueoa-Esa, Part 1: Sector & Planets (#18941)
Adds the Uueoa-Esa system, its skybox and stargazer, and its lore
planets, currently without ruins for ease of review.
2024-04-18 14:03:05 +00:00
ChevyChevron
61668a3d58 Boots Armor Value Parity (#18932)
Workboots are objectively superior to jackboots at present; they have
melee, energy, bomb, and radiation armor. Jackboots only have melee
armor, at an equivalent value to workboots. I don't see any reason why
the shoes that engineers wear would be necessarily better armored than
those worn by dedicated security/military forces on the ship and
throughout the spur, so I have raised jackboot armor values to meet
those of workboots. Now they have identical armor values.

---------

Signed-off-by: ChevyChevron <62490016+ChevyChevron@users.noreply.github.com>
2024-04-18 14:02:18 +00:00
RustingWithYou
0974255058 Unathi Skeleton (#18943)
Adds an Unathi skeleton sprite, so the lizards can be turned undead
properly.
2024-04-18 14:02:08 +00:00
Fluffy
19e0a88d03 Fixed exoplanet turf icons for floors (#18976)
Fixed exoplanet turf icons for floors
2024-04-17 21:09:07 +00:00
SidVeld
63b56177e6 Translator augment (#18905)
Adds an augmented translator to the game, with which the user can
understand all human languages. I did not add a translator from xeno
languages, as it would have been very strong, given the difficulty of
translation and the peculiarities of their languages.

I have decomposed the original augment file to improve readability and
code handling. Hopefully this won't cause trouble in the future. (Sorry,
but an 800+ line file is a very large file.)
2024-04-17 09:45:58 +00:00
Cody Brittain
952036dbc0 Fix disposals layering in StrongDMM (#18973)
Co-authored-by: Cody Brittain <cbrittain10@live.com>
2024-04-17 09:44:26 +00:00
RustingWithYou
7ddea887b2 Adds More Exoplanet Turfs & Marble Walls (#18945)
Adds several more exoplanet versions of normal turfs, intended for use
in future Uueoa-Esa ruins.
These include diona biomass, silver, gold, more wood types and marble.

Also adds marble walls for mapping.
2024-04-17 08:25:06 +00:00
smellie
3777f0e90d Replaces EUM with the overhauled Hieroaetheria (#18832)
Replaces all things EUM with the overhauled Hieroaetheria.


![icons](https://github.com/Aurorastation/Aurora.3/assets/58568342/ced603c9-2d9d-425b-8357-31d6c75f00b4)

![icons2](https://github.com/Aurorastation/Aurora.3/assets/58568342/ee6c5cbd-d9f8-4e8a-b12c-e955f8b68711)

![icons3](https://github.com/Aurorastation/Aurora.3/assets/58568342/883ec620-a0ad-4f66-816a-85721373c41f)
Above accent icons by Caelphon.

![icons4](https://github.com/Aurorastation/Aurora.3/assets/58568342/34954a29-ba01-45b1-978b-7887960110cd)
Hieroaetherian accent icon by Hollyhock.
2024-04-16 20:05:22 +00:00
RustingWithYou
6e27f718aa Uueoa-Esa, Part 2: System Ruins (#18944)
Adds several ruins for the uninhabited planets of Uueoa-Esa.
Adds a pre-contact Unathi spacesuit for one of the ruins and potential
future use.
Voidsuits and other refittable clothing items (if any are added) can now
be set to refit to a species on initialize rather than copypasting code
for mapped-in suit variants.

Will require updating for #18850 and #18920 when merged.
2024-04-16 20:05:01 +00:00
Fluffy
9bb5a8ea09 Made the Destroy proc not sleepable (#18940)
Made the Destroy proc not sleepable

---------

Co-authored-by: FluffyGhost <FluffyGhost>
2024-04-16 20:03:23 +00:00
RustingWithYou
1c0318a7f4 Overmap shuttles no longer need empty sectors (#18898)
Overmap shuttles can now be mapped onto their "Open Space" z-level,
without the need for empty sectors
2024-04-16 09:39:50 +00:00
lavillastrangiato
ea83d359e4 Many Bug Fixes (#18938)
Fixeeeeees...

* Fixes #17501
* Fixes #15349
* Fixes #18772
* Fixes #15125
* Various incorrect usages of the demonym of Medina (they've been
changed to "Madani")
* Half-fixes #18878. The flak/plates/helmet are all added to the crates,
but I couldn't fix the non-existent wear sprites.
2024-04-16 06:43:48 +00:00
Fluffy
2cf2983507 Fixed a runtime error with the new gadpathur origin item (#18960)
Fixed a runtime error with the new gadpathur origin item
2024-04-15 20:11:29 +00:00
Geeves
de390533b0 Wrist Hide Fix (#18949)
* Wristwear now gets properly hidden by overwear that has the HIDEWRISTS
flag set.
* Spacesuits and voidsuits now hide wristwear.

Marking the spacesuit one as a bugfix, as I'm pretty sure it's an
oversight.

---------

Signed-off-by: Matt Atlas <mattiathebest2000@hotmail.it>
Co-authored-by: Matt Atlas <mattiathebest2000@hotmail.it>
Co-authored-by: Fluffy <65877598+FluffyGhoster@users.noreply.github.com>
2024-04-15 09:07:33 +00:00
LynxSolstice
4573d214a6 Bleeding is more easily examinable (#18913)
Removes a thin_clothing check, meaning all bleeding, regardless of
clothing, will now be more visible upon physical examinations of people
(shift click).

Intended to make physical examinations for bleeding without a handheld
scanner, better

---------

Signed-off-by: Matt Atlas <mattiathebest2000@hotmail.it>
Co-authored-by: Matt Atlas <mattiathebest2000@hotmail.it>
Co-authored-by: Fluffy <65877598+FluffyGhoster@users.noreply.github.com>
2024-04-15 08:59:23 +00:00
Fluffy
417be39b6a Character preferences / records html decoding (#17796)
Character preferences / records are now decoded correctly for the
computer UI and character preference.

Known issues, that already existed before this PR: Security incident
reports cannot be imported (nothing appears), charges and details of an
incident do not show up on the PDA application


![image](https://github.com/Aurorastation/Aurora.3/assets/65877598/86817f80-9026-49d7-92c7-57ebbffdf60c)
2024-04-15 08:43:52 +00:00
Alberyk
6a193f69a1 Adds Biesel as an exoplanet (#18902)
This pr adds biesel as a visitable exoplanet.

Animals and some ruins will come in their own prs.

---------

Signed-off-by: Alberyk <Alberyk@users.noreply.github.com>
Co-authored-by: Geeves <ggrobler447@gmail.com>
2024-04-15 08:39:08 +00:00
RustingWithYou
2f097a06fe Origin Trait Changes + Vaurca Language Traits (#18912)
Origin traits, as well as species natural armor, will correctly remove
themselves when culture/origin/species is changed.
Vaurca primary language processors (K'lax Sinta'Unathi and C'thur
Nral'malic) are now culture traits rather than loadout items. This means
that they can be added/removed from ghostroles automatically without
having to copypaste the same code 200 times.

Secondary language processors (Sinta'Azaziba, Freespeak, Tradeband) have
stayed as loadout items as some of them do not have distinct cultures or
origins they can be added to.
2024-04-15 08:37:05 +00:00
feartheblackout
722a55fba9 Adds 5 new varieties of Vaurca soda (#18931)
![image](https://github.com/Aurorastation/Aurora.3/assets/59633984/c6fd943d-2bcd-4b23-9b6e-99d6a1c7789d)

Credits go to @GMR25 for descriptions. Credits go to @desvenlafaxine for
names/sprites.
2024-04-15 08:34:31 +00:00
naut
37d7bda9d1 The Xanu Frigate (#18516)
WIP.

Adds the All-Xanu Spacefleet Shrike-class frigate, a comparatively
colossal warship in service with Xanu Prime's navy. Built for combat, it
has a myriad of features designed to make it stand toe-to-toe against
most enemy combatants.

It features:

- Separate navigation bridge and CIC, a la the Horizon's command bunker.
The CIC has its own air and power supply.
- Redundant thruster nacelles; even if one nacelle is destroyed, the
ship can continue operating on a single one.
- Two fusion reactors. The power required by this thing is just that
huge.
- Thiccccc armor plating and whipple shields made of grating to protect
against meteor and dust strikes.
- A Longbow and Grauwolf.
- A fightercraft shuttle, with a Francisca.
- A boarding shuttle.
- Fully-stocked medbay with operating room.
- A brig.

The ghostrole capacity for this is 7 (6 crew + 1 captain), but has
capacity for all the way up to 15 (14 crew + 1 captain) during events.

The intended purpose of this frigate is twofold: a reduced-power
"patrol" configuration for light skirmishes, and a full-armament
"battle" configuration so that the frigate can act as an offship ERT in
case the Horizon gets into trouble, either against another party or
against the Coalition. If used in its battle configuration it can
support 15 crew at full capacity.
<details>
<summary>Screenshots</summary>


![image](https://github.com/Aurorastation/Aurora.3/assets/55491249/8c8ade90-947e-49c8-b710-0997fcf1cb0f)

![image](https://github.com/Aurorastation/Aurora.3/assets/55491249/c105e515-abf4-42b1-8f8d-d8de5d6692fc)

![image](https://github.com/Aurorastation/Aurora.3/assets/55491249/e165eb14-6976-472a-b6ab-e243eca9d4ec)

![image](https://github.com/Aurorastation/Aurora.3/assets/55491249/b811e586-cb75-467b-ba38-2c737221d69e)

![image](https://github.com/Aurorastation/Aurora.3/assets/55491249/b198b50c-7753-4aaa-839e-eb57a6bcedec)

![image](https://github.com/Aurorastation/Aurora.3/assets/55491249/00029766-664c-41d0-b075-05cdca325dff)

![image](https://github.com/Aurorastation/Aurora.3/assets/55491249/bf552c19-7c3d-4d5d-b713-916e3e0b2de3)

![image](https://github.com/Aurorastation/Aurora.3/assets/55491249/3d92a57d-bb72-4c53-86de-fe218c5fe439)

</details>
2024-04-14 12:11:08 +00:00
RustingWithYou
effca26701 Buildable Fuel Ports (#18922)
Fuel ports can now be constructed out of steel and attached to walls.
This means that a shuttle losing its fuel port will no longer require
admin intervention to fix.

Fuel ports can also be now be removed from shuttles by welding and
wrenching them.
2024-04-14 06:54:21 +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
RustingWithYou
bb03336315 non-natural exoplanet turfs no longer generate resource deposits (#18937)
The exoplanet turf variants of non-exoplanet turfs (tiles, wooden
floors, etc) will no longer generate underground resource deposits. This
prevents underground resource images from showing up on these turfs,
because it generally looks weird to see a gold deposit pop up on
someone's floorboards.
2024-04-13 17:33:22 +00:00
smellie
11f8eff319 Cryonics Additions + IV Bag Stuff (#18415)
### Summary:
This PR fleshes out cryonics, both inside a cryotube and outside of a
cryotube, and gives a pharmacist a lot more to do during those high
energy rounds as they will be required to prepare and oversee any
cryonic mixes. Lots of ways you can go about doing with the biggest
reward being brain regeneration that bypasses oxygenation requirements,
at the cost of significant downsides if done improperly.

This generally empowers pharmacists and physicians and offers
non-surgical treatment alternatives, though often incurs a penalty or
takes a little longer than surgical treatment, so it doesn't make
surgeons redundant.

This list'll be exhaustive so medical players aren't left in the dark
and can just refer to this while a wiki update is worked on, instead of
digging through code.

 **Changes to Stasis/Cryotubes:**
- Stasis at temperates between 120K and 200K has been reduced to between
5 and 10, as opposed to 10 and 20. This means chemicals still have a
good chance of metabolising if you set a cryotube to above ~140K.
Cryotubes will still achieve good stasis if you cool below 120K -
upgraded stockparts from the workshop/R&D will help with this.
- (Bugfix) IPCs will not longer be knocked unconscious if they enter an
active cryotube.

**Misc. Reagent Additions/Tweaks:**
- Bicaridine now only requires 30u in the blood to begin attempting to
repair arterial bleeds, as opposed to 50u.
- Adds a Blood Thinning chemical effect. This prevents Coagzolug's blood
clotting effect from working and works in the opposite way - increasing
how much blood you lose per blood loss tick. Fluvectionem and
Synaptizine apply Blood Thinning at a strength of 25, translating to 25%
faster blood loss.

**Cryonic Chemicals:**
- Cryoxadone and Clonexadone both overdose at 5u. **_This is not a
problem when using a cryotube due to how cryotubes administer
reagents._** Overdosing either results in genetic damage and severe eye
damage.
- Cryoxadone and Clonexadone's organ healing capabilities have been
significantly nerfed. The organ healing is still noticable and useful
for pharmacist/surgeonless rounds; they cannot heal the brain though.
- Cryosurfactant has been renamed to Cryosilicate, mimicking
Pyrosilicate - the recipe now uses silicate instead of surfactant.
- Cryosilicate and Pyrosilicate now have an effect when used in the
body: cryosilicate will supercool a patient; pyrosilicate will
chemically incinerate someone. Leporazine will inhibit these functions.
- Bicaridine will repair arterial bleeds when used in cryogenic
conditions.
- Kelotane will repair disfigurement when used in cryogenic conditions.
- Peridaxon 2x effective in cryogenic conditions. Peridaxon can
denecrotise livers and kidneys in extracool cryogenic conditions - it
cannot denecrotise other organs. Using peridaxon in cryogenic conditions
will result in benign tumour growth (see below).
- Red Nightshade can repair bone breaks in cryogenic conditions. It will
still put a patient into a berserk state.
- Cataleptinol - see below.

**Cataleptinol Rework:**
Cataleptinol has been reworked from the ground up and is where
pharmacist's will be able to shine by making fancy cryotube beaker
mixers or cryonic mixtures for use in IV stands.
- The new recipe is 2 parts Alkysine, 0.5 parts Phoron, 1 part
Clonexadone and a 5u Cryosilicate catalyst. This translates to: 120u
Alkysine + 60u Clonexadone + 30u Phoron w/ 5u Cryosilicate = 60u (1
bottle) of Cataleptinol - expensive and lots of tricky precursors,
leaves enough left over to make a 2nd bottle without having to remake
all of the precursors.
- **In cryogenic conditions**, Cataleptinol will restore 7.5% brain
activity per metabolisation tick. This _bypasses the 85% oxygenation
requirement_, at the cost of hallucinations, blood thinning and liver
damage. The trade is roughly 40% brain activity (assuming nothing is
causing brain damage) for total liver failure.
- **Outside of cryogenic conditions**, Cataleptinol becomes a lot less
reliable and a lot more dangerous to use, with only a 75% chance of
restoring 2% brain activity per metabolisation tick. It will still
bypass oxygenation requirements, making it useful during _**severe
emergencies**_, at the cost of inducing painshock in addition to the
above hallucinations, blood thinning and liver damage. The trade is
roughly 25% brain activity (assuming nothing is causing brain damage)
for total liver failure.
- Cataleptinol _**overdoses at 3u**_ and has a fast metabolisation of
0.6u/tick - this makes it hard to dose without using an IV drip. If you
overdose Cataleptinol by using another method of administration, then
the patient's liver will crash, brain regeneration undone and the
patient will have severe seizures resulting in more pain. Using
Cataleptinol outside of cryogenic conditions **is high risk and only
potentially high reward**, but it could buy a couple more minutes.

**Tumours:**
- Adds Benign Tumours. Benign tumours simply drain nutrition and cause
frequent pain; they do not spread or affect nearby organs.
- Adds Malignant Tumours. Malignant tumours will begin by draining
nutrition then effecting symptoms based on the tumour's location (chest
tumours -> coughing, gasping, chest pain; brain tumours ->
disorientation, memory loss; abdominal -> vomiting, abdominal pain;
anywhere else -> lethargy). In the later stages, malignant tumours will
begin to damage the organs they are close to, then will eventually enter
the circulatory _~~and lymphatic~~_ system and spawn more malignant
tumours in other parts of the body.
- Peridaxon will result in benign tumour growth when overdosed or used
in cryogenic conditions.
- Genetic damage will result in malignant tumour growth.
- Ryetalyn is the anti-tumour drug and will put both benign and
malignant tumours into recession. You can also surgically intervene and
excise tumours as you would k'ois mycosis or fluke parasites.
- You cannot have more than 3 of any tumour - things won't get too out
of hand.

**IV Bag Stuff:**
- Adds 2 labels for IV bags: Cryonics Mixture, denoted by a CR; Other
Mixture, denoted by an M.
- Renames `blood packs` to `IV bags` and changes their formatting. What
was `blood pack O+` will now appear as `IV bag - O+ Blood`; `blood pack
Saline Plus` -> `IV bag - Saline Plus`.

**Misc.:**
- Only 20 genetic degradation on a limb is required to deform it instead
of 30. This should make it slightly more common, as 30 is a large number
to reach when this number is calculated per limb.
- Seizures can be given variable strengths.
- (Bugfix) Coolant tanks no longer just set a room's temperature to 0K
when destroyed. The amount it cools a room scales with the amount of
coolant still in the tank but cannot go below 173K/-100°C.
- Cryocells now have stockparts and can be upgraded/deconstructed.
2024-04-13 16:14:51 +00:00
RustingWithYou
34e3c3570c Ports Baystation Click Handling & Build Mode (#18896)
Ports the changes to clicking and build mode made in
https://github.com/Baystation12/Baystation12/pull/16292
2024-04-13 16:14:02 +00:00
QuestioningMark
6297045787 New INDRA Reaction: Iron+Phoron Nucleosynthesis (#18910)
Adds a new INDRA fusion reaction, allowing the production of lead,
uranium and borosilicate glass.

This requires cooperation across departments to receive iron and phoron
from either science or pharmacy.

This is to enable a slow, low yeild manner to obtain uranium, lead and
borosilicate glass in absence of miners, or to recieve a trickle of
uranium, lead, and borosilicate glass that doesn't outpace the payloads
miners can produce.

---------

Signed-off-by: QuestioningMark <49098034+QuestioningMark@users.noreply.github.com>
2024-04-13 16:13:52 +00:00
TheStryker
1ee286c3df Adds two Konyanger medals. (#18914)
Adds two Konyanger decorations, the Foreign Loyalty Medal and the
Spilled Blood medal, for use in lore events or whenever admins want to
spawn it.

![image](https://github.com/Aurorastation/Aurora.3/assets/19821403/bbfd0364-b780-463a-b206-08b86709ed61)

---------

Signed-off-by: TheStryker <thestryker289@gmail.com>
Co-authored-by: Geeves <ggrobler447@gmail.com>
2024-04-13 16:13:32 +00:00
RustingWithYou
7c113617f3 Adds TTS accent vocal cords to loadout (#18881)
The synthetic vocal cords loadout item is now a selection, which allows
players to pick the normal ones or cheaper/less advanced ones which set
their accent to TTS.

IPCs can also no longer take synthetic vocal cords because they're
robots and don't really have normal vocal cords for it to replace.
2024-04-12 22:22:19 +00:00
Fluffy
5888de6ea0 Implemented SI prefixes (KILO, MEGA, GIGA, TERA etc.) (#18874)
Implemented SI prefixes (KILO, MEGA, GIGA, TERA etc.)
2024-04-12 22:22:14 +00:00
CometBlaze
610d3daa44 Baseline Marking Fixes (#18907)
Fixes some of the issues described in #18876, namely:

- Hoplan using the wrong markings and having the option to add lights
- Markings not applying to the hands when selecting the "Primary Color"
option
- Torso and arm markings not being selectable
- Markings being lighter than the selected colour

Additionally, makes it so the "Primary Color" option doesn't add a head
marking to avoid applying the default TV head marking to the alternative
heads.
2024-04-12 22:21:43 +00:00
Fluffy
4e76fc5133 Ruins sanitization and unit test (#18923)
Properly split and use prefixes and suffixes, unit test to verify the
file exists and is not empty, and that the format convention is
respected
2024-04-12 22:21:34 +00:00
Fluffy
6f77b4d87b Update changelog generation (#18915)
Updated the changelog system


![image](https://github.com/Aurorastation/Aurora.3/assets/65877598/da2fc947-7179-4b57-9b6a-284b221529ed)
2024-04-11 23:34:18 +02:00
Alberyk
91d7507154 Back to home once again (#18720)
This pr adds some basic content for the Tau ceti system.

---------

Signed-off-by: Alberyk <Alberyk@users.noreply.github.com>
Co-authored-by: GMR25 <GMR25@users.noreply.github.com>
2024-04-08 17:58:12 +00:00
Alberyk
539e2fb01f Hailstorm fixes and console updates (#18863)
-fixes the hailstorm shuttle not docking
-fixes the hailstorm pipes not connecting to the vents
-added primitive versions for the ship computers using sprites we had
but were never implemented
2024-04-08 08:28:21 +00:00
Fluffy
25f28a8e69 Removes some additional waitfors and backgrounds (#18870)
Removes some additional waitfors and backgrounds, mark the relative
procs as should not sleep

---------

Co-authored-by: FluffyGhost <FluffyGhost>
2024-04-08 08:28:02 +00:00
Fluffy
75566d3911 Forgot purge atom movable destroy (#18872)
Forgot to remove the original implementation after moving it, this fixes
it, as that code is already in the other definition

---------

Co-authored-by: FluffyGhost <FluffyGhost>
2024-04-08 08:27:57 +00:00
RustingWithYou
58f4b508e5 Einstein ERT Rig Armor Changes & ID Fixes (#18888)
The Einstein ERT rigs now use the armor values of the SCC rigs instead
of the (terrible) values of the old NT ones, as well as having the same
initial modules.

Also fixes missing ID access on EE and Zeng ERTs
2024-04-07 19:54:46 +00:00
Greenjoe12345
0604f731c2 Fixes PRA diplomatic aide outfit (#18893)
Fixes PRA Diplomatic Aides having the DPRA Diplomatic Aide outfit and
backpack contents
Fixes https://github.com/Aurorastation/Aurora.3/issues/18882
2024-04-07 19:54:42 +00:00
RustingWithYou
d2eec222a2 Offship RND Servers (#18860)
RND servers and consoles will now only sync with each other if they are
on connected Z-levels. This allows for offship servers and RND equipment
to be mapped in without syncing with or erasing the Horizon's tech
levels.
2024-04-07 16:21:32 +00:00
Alberyk
b2dfb35453 Adds weather to the exoplanets (#18855)
This pr adds weather to some exoplanets:
-snow exoplanets, including adhomai, can go from calm to light snow,
medium snow, and heavy snow
-jungle planets, including konyang, can go from calm to light rain,
regular rain, and storm
-lava planets can go from calm to ash

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Co-authored-by: Matt Atlas <mattiathebest2000@hotmail.it>
Co-authored-by: Matt Atlas <liermattia@gmail.com>
2024-04-06 18:23:01 +00:00
Fluffy
0124154746 Buildmode help runtime fix (#18871)
Fixed buildmode help making a runtime due to empty to_chat() call

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Co-authored-by: FluffyGhost <FluffyGhost>
2024-04-06 01:24:04 +00:00