Small handful of obj/item size adjustments for common sense, QoL, and
standardization.
changes:
- balance: "Decreases size of Dosimeter from Normal to Small."
- balance: "Decreases size of Bomb Defusal Wirecutters and Music
Cartridge from Small to Tiny."
- balance: "Increases size of Airlock Electronics from Tiny to Small
(matches other circuitboards)."
Fix for https://aurorastation.sentry.io/issues/7405225650
Which is a significant cause for server lag during "ship combat events".
I can no joke see the exact times ship combats occcured just by looking
at the timing chart for when this runtime gets reported.
This PR extends the functionality of the Morale Component to also
provide a UI element. Which is dynamically controlled by the component.
Players can click on it to view their current morale modifiers, and what
percentage effect said modifiers are currently providing. Morale is not
actually new, the mechanic has been on the server for over a month now,
though the players had no way of knowing it was there unless they
closely follow along with the github history.
I have extensively tested this over the course of 6 hours of work, and
have attached video proof of said testing.
https://github.com/user-attachments/assets/c0d3ca3a-0a52-46e1-8e46-9d1e5ef46e4f
### Asset Licenses
The following assets that **have not** been created by myself are
included in this PR:
| Path | Original Author | License |
| icons/mob/screen/morale_ui.dmi |
https://github.com/BeeStation/NSV13/commit/b6b1e2bf2cc60455851317d8e82cca8716d9dac1
| CC-BY-SA-3.0 |
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.
## 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"
/>
Adds 3 previously available accents to ZH megacorporate owned IPCs,
after a quick chat with synth lore. These are:
- Assunzione
- Aemaq
- Valkyrie
---------
Signed-off-by: Fyni <itsfyni@gmail.com>
First PR. Adds mechanical representation of faint Hivenet echoes for
Vaurcae. Like the lore, only they can pick them up.
It's designed for a lot of variety so as to trigger every 3-5 minutes
without boring players. All together, there's 500 different echoes.
There are three categories of broadcasts (gossip, happy, tense) split
between "starter" and "response" messages to imitate two vaurcae
talking. These make up 380/500.
Gossip can occasionally have a singular, joined echo to represent only a
single vaurcae talking for extra variety. Happy is less common and tense
is the rarest, implying possible danger.
There's also echoes of projections, on a separate 4-8m timer with 120
different sensations for the remaining echoes.
Hivenet should never feel empty again and echoes extend past being
fluff, they can prompt roleplay since they'd ICly be just as valid as an
in-round broadcast. Echoes are automatically disabled in the Lemurian
Sea to represent the Fog there and can be manually toggled by Admins &
Storytellers for gimmicks or events.
---------
Signed-off-by: runecap <43975590+runecap@users.noreply.github.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
The last time the Light Sensitivity code was changed, I remarked in a
review that "This should probably be a component so that its code isn't
being run on every mob forever". Well I've gotten around to doing that
myself, except I figured out it's even better off as an Element in this
situation rather than a Component. So this is now my first time adding
Elements to the repo. It turns out they're really awesome when paired
with signals.
This PR removes the hardcoded check for the light senstivity and dark
phobia traits from the Life() path, replacing them instead with two
Elements which hook into the pre-existing signal used to handle vision
updates for human mobs. I've mainly done this to help cut down on the
overwhelmingly high cost of the Life() codepath, which is currently one
of the most expensive paths we have.
While I was at it with refactoring these two, I noticed that there
wasn't a trait selection for either of them, so I added selections for
both traits to the disabilities tab so that players can opt-in to being
light sensitive or afraid of the dark!
<img width="318" height="336" alt="image"
src="https://github.com/user-attachments/assets/a1e60e83-d899-44df-8ea3-0cd5a87c231c"
/>
**Summary**
Converts hardsuit NanoUI to TGUI and overhauls much of the associated UI
and module code.
The conversion alone is what necessitated quite a bit of cleanup of our
11-year-old hardsuit code, for which I leaned heavily upon tg's
implementation of MODsuits. Therefore, this is a PARTIAL (???) port of
both https://github.com/tgstation/tgstation/pull/59109 and
https://github.com/tgstation/tgstation/pull/77022. While a lot of
wonderful code and UI design was ported 1:1 (for which I am grateful!),
our hardsuits are still NOT MODsuits. Most of our back-end remains the
same.
Fixes https://github.com/Aurorastation/Aurora.3/issues/22071
changes:
- refactor: "Migrates Hardsuit NanoUI to TGUI."
- refactor: "Updates Hardsuit module type definitions, configuration
data, many misc other functions for the purpose of the UI refactor
(general utility and readability improvements)."
- balance: "Hardsuits now passively consume a small amount of energy
while online, even when retracted."
- balance: "Hardsuit boots can no longer be retracted without also
retracting the chest piece first."
- balance: "Mounted hardsuit storage module max space increased from 9
to 14."
- balance: "Plasma cutter (standalone and mounted) damage increased and
range decreased by 50% each."
- soundadd: "Adds several new sounds for hardsuit use (attribution
located w/ files)."
- code_imp: "Makes power_wattage_readable() a global proc and adds
power_joules_readable()."
- code_imp: "Lots of misc DMdoc updates."
- bugfix: "Synthetic Charging Stations now charge hardsuit power cells
as intended."
**Old UI**
<img width="804" height="1321" alt="Screenshot 2026-05-04 135705"
src="https://github.com/user-attachments/assets/f01957a0-7cec-4fcc-b862-c9dfde0dcc43"
/>
**New UI**
<img width="998" height="782" alt="Screenshot 2026-05-04 174658"
src="https://github.com/user-attachments/assets/ad402902-d489-435a-9c16-82150ed82618"
/>
### Asset Licenses
The following assets that **have not** been created by myself are
included in this PR:
| Path | Original Author | License |
| --- | --- | --- |
| icons/mob/rig_modules.dmi (mounted-plasmacutter)|
[Ghostsheet](https://github.com/ghostsheet) | CC-BY-SA |
---------
Signed-off-by: Batrachophreno <Batrochophreno@gmail.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
This PR adds a new abstract kind of component, called a Timed Life
Component, which acts like a component version of a timer. It has some
significant advantages over a traditional timer, namely that unlike a
timer, a TLC can do things like call RegisterSignal() and thus inject
code dynamically into other codepaths. Unlike a timer, it also inherits
the lifetime handling of components, meaning it will never produce a
memory leak.
I needed this for a giant list of things that several lore teams have
asked me to make, as well as several stuff related to the current Event
Arc. Please don't leave me hanging on this.
Moves all HUD screen object icon files from various scattered locations
to icons/hud. No changes made to any icon_states in this PR, no
player-facing changes. Part of larger icon organization work and in
preparation for action button rework.
Fix for a hard del caused by overmap projectiles failing to clear their
walk cycle and timers consistently. This hard delete is relatively rare,
except in any kind of event involving ship combat....
The hangar now announces when the lockdown is initiated, to make it less
confusing for crew and to make it more official it is active.
The pilot lounge lockdown button was moved to the OM office, as
operations are in charge of fuelling the shuttles and hangar
maintenance.
The security checkpoint now also got a separate button for the shutters
by the entrance, instead of it sharing a button with the window
shutters.
<img width="458" height="115" alt="image"
src="https://github.com/user-attachments/assets/0d3f1479-9992-4d31-8868-27827bf297db"
/>
Changes the message that appears when you respawn - given an update ot
the rules, it was slightly out of date.
---------
Signed-off-by: Fyni <itsfyni@gmail.com>
Regression from BYOND versions <=515 because find/refresh was always
enabled on browser windows even when it wasn't supposed to be.
Enable find (Ctrl+F) and refresh (F5) on browser windows.
Fixes a runtime error with Read Mind that was caused by byond having a
different order of operations for ternary operators than I normally
expect. Seriously it's kinda dumb.
Commune can now send snapshot popups of paper & photo contents to
targets, similar to how Show-Held-Item can let others see the items'
contents. This was originally planned for the initial PR and only didn't
make it in because I didn't know how to get the functionality. There's
more unique psi-sensitivity interactions in this.
There is a 45% chance for psi-deaf targets to even get the photo popup.
Photo scribbles fittingly appear scrambled to the psi-deaf.
<img width="969" height="232" alt="image"
src="https://github.com/user-attachments/assets/84105c37-6c1d-4da2-83bb-738ce6651977"
/>
On the chance psi-deaf even get the photo popup, there is a 60% chance
the photo will be in greyscale.
<img width="476" height="195" alt="image"
src="https://github.com/user-attachments/assets/030407b7-ce51-4b20-a1e2-6eb93fb21be7"
/>
Psi-sensitive targets receiving a paper popup will have it translated
based on what the sender understands. This is a fun form of translation
because it's possible for the target to _not_ understand a written
language they actually know simply because the sender doesn't.
<img width="1411" height="656" alt="image"
src="https://github.com/user-attachments/assets/9d4fe196-2593-4535-b062-bbdfa8e1e819"
/>
There is also a QoL adjacency check for writing scribbles on photos now
because it bugged me I needed to use both hands while testing.
NEW: If a psi-deaf target doesn't get it in greyscale, they may also get
photos with randomized colors
<img width="443" height="444" alt="image"
src="https://github.com/user-attachments/assets/f9a1f1c0-a6af-4d1e-95e3-260231d57643"
/>
This can seriously reframe some photos. Lots of fun with possible
misunderstandings. Both the above and below are the same photo with
Skrell blood, but the above looks like vaurca blood while the below one
doesn't look to even have blood at first glance.
<img width="444" height="447" alt="image"
src="https://github.com/user-attachments/assets/166b40f2-6ed7-49af-95e1-989ffbb69e60"
/>
---------
Signed-off-by: runecap <43975590+runecap@users.noreply.github.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
This PR adds a framework for Tool Qualities. This is done via adding a
new Tool Quality Container Component, which allows any arbitrary datum
to have tool qualities, which can be checked for by other systems as
desired. These are handled as key/value pairs in an associative list,
allowing atoms to have different quality levels as a given tool, such as
being a "level 3 crowbar" and a "level 1 hammer" at the same time.
---------
Signed-off-by: Batrachophreno <Batrochophreno@gmail.com>
Co-authored-by: Batrachophreno <Batrochophreno@gmail.com>
# Summary
This PR fixes an exception during saving persistent contents caused by
the base proc persistent_objects_get_content returning nothing instead
of a default list.
## Changes
- Fixed parent proc to return an empty list instead of null.
- Refactored stickers to use own list instead of parent proc.
Bumps [postcss](https://github.com/postcss/postcss) from 8.4.14 to
8.5.13.
<details>
<summary>Release notes</summary>
<p><em>Sourced from <a
href="https://github.com/postcss/postcss/releases">postcss's
releases</a>.</em></p>
<blockquote>
<h2>8.5.13</h2>
<ul>
<li>Fixed <code>postcss-scss</code> commend regression.</li>
</ul>
<h2>8.5.12</h2>
<ul>
<li>Fixed reading any file via user-generated CSS.</li>
<li>Added <code>opts.unsafeMap</code> to disable checks.</li>
</ul>
<h2>8.5.11</h2>
<ul>
<li>Fixed nested brackets parsing performance (by <a
href="https://github.com/offset"><code>@offset</code></a>).</li>
</ul>
<h2>8.5.10</h2>
<ul>
<li>Fixed XSS via unescaped <code></style></code> in non-bundler
cases (by <a
href="https://github.com/TharVid"><code>@TharVid</code></a>).</li>
</ul>
<h2>8.5.9</h2>
<ul>
<li>Speed up source map encoding paring in case of the error.</li>
</ul>
<h2>8.5.8</h2>
<ul>
<li>Fixed <code>Processor#version</code>.</li>
</ul>
<h2>8.5.7</h2>
<ul>
<li>Improved source map annotation cleaning performance (by CodeAnt
AI).</li>
</ul>
<h2>8.5.6</h2>
<ul>
<li>Fixed <code>ContainerWithChildren</code> type discriminating (by <a
href="https://github.com/Goodwine"><code>@Goodwine</code></a>).</li>
</ul>
<h2>8.5.5</h2>
<ul>
<li>Fixed <code>package.json</code>→<code>exports</code> compatibility
with some tools (by <a
href="https://github.com/JounQin"><code>@JounQin</code></a>).</li>
</ul>
<h2>8.5.4</h2>
<ul>
<li>Fixed Parcel compatibility issue (by <a
href="https://github.com/git-sumitchaudhary"><code>@git-sumitchaudhary</code></a>).</li>
</ul>
<h2>8.5.3</h2>
<ul>
<li>Added more details to <code>Unknown word</code> error (by <a
href="https://github.com/hiepxanh"><code>@hiepxanh</code></a>).</li>
<li>Fixed types (by <a
href="https://github.com/romainmenke"><code>@romainmenke</code></a>).</li>
<li>Fixed docs (by <a
href="https://github.com/catnipan"><code>@catnipan</code></a>).</li>
</ul>
<h2>8.5.2</h2>
<ul>
<li>Fixed end position of rules with semicolon (by <a
href="https://github.com/romainmenke"><code>@romainmenke</code></a>).</li>
</ul>
<h2>8.5.1</h2>
<ul>
<li>Fixed backwards compatibility for complex cases (by <a
href="https://github.com/romainmenke"><code>@romainmenke</code></a>).</li>
</ul>
<h2>8.5 “Duke Alloces”</h2>
<!-- raw HTML omitted -->
<p>PostCSS 8.5 brought API to work better with non-CSS sources like
HTML, Vue.js/Svelte sources or CSS-in-JS.</p>
<p><a
href="https://github.com/romainmenke"><code>@romainmenke</code></a>
during <a
href="https://redirect.github.com/postcss/postcss/issues/1995">his
work</a> on <a href="https://stylelint.io">Stylelint</a> added
<code>Input#document</code> in additional to <code>Input#css</code>.</p>
<pre lang="js"><code></tr></table>
</code></pre>
</blockquote>
<p>... (truncated)</p>
</details>
<details>
<summary>Changelog</summary>
<p><em>Sourced from <a
href="https://github.com/postcss/postcss/blob/main/CHANGELOG.md">postcss's
changelog</a>.</em></p>
<blockquote>
<h2>8.5.13</h2>
<ul>
<li>Fixed <code>postcss-scss</code> commend regression.</li>
</ul>
<h2>8.5.12</h2>
<ul>
<li>Fixed reading any file via user-generated CSS.</li>
<li>Added <code>opts.unsafeMap</code> to disable checks.</li>
</ul>
<h2>8.5.11</h2>
<ul>
<li>Fixed nested brackets parsing performance (by <a
href="https://github.com/offset"><code>@offset</code></a>).</li>
</ul>
<h2>8.5.10</h2>
<ul>
<li>Fixed XSS via unescaped <code></style></code> in non-bundler
cases (by <a
href="https://github.com/TharVid"><code>@TharVid</code></a>).</li>
</ul>
<h2>8.5.9</h2>
<ul>
<li>Speed up source map encoding paring in case of the error.</li>
</ul>
<h2>8.5.8</h2>
<ul>
<li>Fixed <code>Processor#version</code>.</li>
</ul>
<h2>8.5.7</h2>
<ul>
<li>Improved source map annotation cleaning performance (by CodeAnt
AI).</li>
</ul>
<h2>8.5.6</h2>
<ul>
<li>Fixed <code>ContainerWithChildren</code> type discriminating (by <a
href="https://github.com/Goodwine"><code>@Goodwine</code></a>).</li>
</ul>
<h2>8.5.5</h2>
<ul>
<li>Fixed <code>package.json</code>→<code>exports</code> compatibility
with some tools (by <a
href="https://github.com/JounQin"><code>@JounQin</code></a>).</li>
</ul>
<h2>8.5.4</h2>
<ul>
<li>Fixed Parcel compatibility issue (by <a
href="https://github.com/git-sumitchaudhary"><code>@git-sumitchaudhary</code></a>).</li>
</ul>
<h2>8.5.3</h2>
<ul>
<li>Added more details to <code>Unknown word</code> error (by <a
href="https://github.com/hiepxanh"><code>@hiepxanh</code></a>).</li>
<li>Fixed types (by <a
href="https://github.com/romainmenke"><code>@romainmenke</code></a>).</li>
<li>Fixed docs (by <a
href="https://github.com/catnipan"><code>@catnipan</code></a>).</li>
</ul>
<h2>8.5.2</h2>
<ul>
<li>Fixed end position of rules with semicolon (by <a
href="https://github.com/romainmenke"><code>@romainmenke</code></a>).</li>
</ul>
<!-- raw HTML omitted -->
</blockquote>
<p>... (truncated)</p>
</details>
<details>
<summary>Commits</summary>
<ul>
<li><a
href="https://github.com/postcss/postcss/commit/af58cf1b7af02e9b9fcb138a4a2d7ef3450158b1"><code>af58cf1</code></a>
Release 8.5.13 version</li>
<li><a
href="https://github.com/postcss/postcss/commit/f227dbd0e9443e5f33e18e633b8b4d2b55aac5ee"><code>f227dbd</code></a>
Temporary ignore pnpm 11 config</li>
<li><a
href="https://github.com/postcss/postcss/commit/d3abd40d723cf3559e5ddb5fc738b7cb64e92bb0"><code>d3abd40</code></a>
Update dependencies</li>
<li><a
href="https://github.com/postcss/postcss/commit/dd06c3e11362087bc18f9c20cee30fd82bda3de9"><code>dd06c3e</code></a>
Revert stringifier changes because of the conflict with
postcss-scss</li>
<li><a
href="https://github.com/postcss/postcss/commit/ae889c815fb88d785401a88f1a7dfc8cb11915fb"><code>ae889c8</code></a>
Try to fix CI</li>
<li><a
href="https://github.com/postcss/postcss/commit/e0093e49bcf00347383a13e40bb1f67bc823ca15"><code>e0093e4</code></a>
Move to pnpm 11</li>
<li><a
href="https://github.com/postcss/postcss/commit/9bc81c48f054a630c9a2e3868263b7ad4fc15013"><code>9bc81c4</code></a>
Release 8.5.12 version</li>
<li><a
href="https://github.com/postcss/postcss/commit/85c4d7dab830be366f8a96047f9e5b7944e101d8"><code>85c4d7d</code></a>
Another try to fix coverage</li>
<li><a
href="https://github.com/postcss/postcss/commit/94484cae6d4308167939f2ac888d166bd80dff01"><code>94484ca</code></a>
Try to fix coverage</li>
<li><a
href="https://github.com/postcss/postcss/commit/c64b7488d2731dfa16213739b42c34faf5a9eba3"><code>c64b748</code></a>
Load only .map source maps</li>
<li>Additional commits viewable in <a
href="https://github.com/postcss/postcss/compare/8.4.14...8.5.13">compare
view</a></li>
</ul>
</details>
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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"
/>
Stasis beds are a little too good at keeping people alive. Reduces
default stasis levels for both stasis beds and sleepers. Both should be
tools for a given situation with comparable usefulness, with stasis beds
remaining able to be upgraded to become Very Powerful.
changes:
- balance: "Nerfs stasis beds to provide 6x stasis per part level, down
from 10x stasis."
- balance: "Nerfs sleeper stasis settings options to 1x,2x,4x, down from
1x,2x,5x,10x."
# Summary
This PR fixes the carry logic and persistence register of persistent
supply packages.
## Changes
- Fixed proc path of additional pickup checks that was still pointing at
only delivery packages.
- Fixed eager location check on persistence register. Objects finalize
will do the same, but this will allow objects to be brought to the
Horizon with persistence registered.