* Added power cores, a type of large battery cell that get used by
exosuits. The nuclear and phoron variants are self-charging.
* Combat mechs now start with nuclear power cores, allowing them to
sustain themselves indefinitely, so long as they stay out of the action
for a bit.
* Removed basic power cells from the mechfab, replaced with the mech
powercores.
* Mech cell statuses now instantly update as soon as the cell charges or
discharges.
* Added a stack of 10 uranium to the machinist's workshop, which can
print two nuclear power cores.
Fixed certain bugs on the sensor relay as well as tidied up and moved a
few things around.
Also added a generic version of the sensor relay's large sensor suite,
for use by other away sites/ships. See IDB for the sprite.
CL:
- bugfix: Fixed the sensor relay away site having locked airlocks and
undeconstructable windows, alongside other misc changes.
- rscadd: Performed other various map tweaks and cleanup to the sensor
relay.
- imageadd: Added a generic variant of the sensor relay's sensor suite,
intended for other away sites. Replaced the sensor relay's Solarian
paintjob into its own variant.
The Vaurca integrated mag-claw augment now mimics magboot functionality
(not slipping, etc) rather than deploying an entire pair of magboots
onto the user. Code shamelessly copied from #18875
From
https://github.com/Citadel-Station-13/Citadel-Station-13-RP/pull/6109
To address the elephant in the room; yes, these are reference hairs. I
think they should get in anyway because they look good, we don't have
enough good hairstyles, and we literally have Vegeta hair titled
'Vegeta' ingame already. I can rename them if you suggest new names, if
that is preferred. I just couldn't think of any.
Accidentally deleted the branch. Oopsies! Old PR:
https://github.com/Aurorastation/Aurora.3/pull/19204
Added some notifications of proximity to the plains tyrant.
Reduced health and auto-brute-healing of the plains tyrant.
Fixed traps pathing so that mobs should now pass in them.
Optimized SA_attackable proc.
Mechs are no longer opaque, this fixes the simplemobs not attacking them
(because the line of sight check fails as the turf they stand on is
opaque if they are opaque too) as well as avoid lighting recomputing on
every step.
---------
Signed-off-by: Fluffy <65877598+FluffyGhoster@users.noreply.github.com>
Co-authored-by: Matt Atlas <mattiathebest2000@hotmail.it>
Ported the various matrix procs and defines from TG.
Updated our snowflake procs with the Bay's current version.
Refactor of our orbit proc to align with the updated procs, tesla energy
ball too.
Bridge Crew could already access some, but not all of the Zeng-Hu
exclusive augments. If this was intentional, I will roll back adding
them to the rest. Corporate Reporter, however, could formerly access
none - they may now access all, seeing as they are also a role that is
now employed by Zeng-Hu (but was not at the time of the augments being
added.)
---------
Signed-off-by: Pirouette <57296132+listerla@users.noreply.github.com>
Adds a new augment, available in loadout to non-Vaurca members of the
Ve'katak Phalanx, which can receive Hivenet broadcasts and transmit from
a selection of preset messages. Sprites done by @GMR25
---------
Signed-off-by: RustingWithYou <63625389+RustingWithYou@users.noreply.github.com>
Co-authored-by: GMR25 <GMR25@users.noreply.github.com>
Co-authored-by: Cody Brittain <cbrittain10@yahoo.com>
I changed add_antag to add_antag_mind in borer/LateLogin because the
former proc re-created the borer, causing it to drop the src/client
reference. The only notable difference I observe is the antag noise
doesn't play, which could be added manually if needed. Alternative
methods to solve this would be welcome, though. I did have an
alternative method
[here](5d4157588b),
but that only "fixed" the ghost spawner, not admin possession. I also
say "fixed" because that method does not give the post ghost-spawn
message.
Fixes#18600
- The implant check was only checking for objs, which the borer implant
is not. The borer was also erroneously being removed from the implants
list when releasing control back to their host.
Fixes#18281
- This had a few pain points. psi was null, so it made the callback for
activating powers fail. Once that was fixed, it caused many RTEs when
trying to draw the HUD/screen for the powers. Refactoring a few
encoding/decoding procs fixed that.
Fixing these issues fixed borer monkeys not being able to speak TCB,
which is strange because I thought I'd seen a borer monkey speaking TCB
during a round where the psychic bug existed.
Fixes#9621
- For this, I switched rejuvenate to revive. This lets them move, and
also does not kill them again due to brain damage. If it proves to be
too strong, it can be tweaked, but I did want to get brain devouring
working for this PR.
- There's also the jumpstart verb, which seems will never be used with
this revive in place (or even before, with the rejuvenate). I suppose it
can be used if they die again after reviving.
- Should a message be added to the revive given during the devouring
process? Jumpstart gives one:
`visible_message(SPAN_WARNING("With a hideous, rattling moan, [src]
shudders back to life!"))`
Fixes#9523
Also fixes borers not being able to infest someone they are being held
by.
Existing Issues not addressed by this PR:
- Infesting a monkey does not give you the monkey's health HUD (because
it doesn't exist?). Assuming and releasing control will show it, though.
- Borer antag overlay icons on Mobs seems inconsistent. potentially due
to testing methods with clientless mobs
- Borers cannot use psychic lance while being held
- Psi aura on first receiving powers. Equip first ability and drop to
fix.
---------
Signed-off-by: AlaunusLux <89751433+AlaunusLux@users.noreply.github.com>
Added rotating alarm lights, ported (with modifications) from Baystation
12.
Cleaned up some code around visual flags and renamed one layer to align
with bay's name.
- bugfix: "Antennas can now be locked when equipped on the head slot."
- spellcheck: "Corrected the name of IPC antennae to antennas."
`the plural, antennas, is used to refer to electrical instruments, and
antennae, to the protuberances found on the heads of insects.`
Title. Particularly useful while we're on Moghes, as other than those
mapped in engineering/in the engineering vendor, there is no way to
acquire these.
As stated in da lore: 'The Kosmostrelki are usually trained in the
martial art of Baghrar, both to instill discipline and help with their
balance. '
To reflect this, ERT and Kosmostrelki ghostroles now have the martial
art of Baghrar.
---------
Co-authored-by: Ben10083 <Ben10083@users.noreply.github.com>
Fixed srom not working properly.
Fixed a runtime with translators implants.
Aligned runechat correctly in srom mobs.
Turned the srom entry points into a GLOB list.
Fixes#19207
fixes https://github.com/Aurorastation/Aurora.3/issues/19343
Fixes butanol becoming strength 0 after being ingested by Humans, due to
a mistake in handling the strength variable. I've removed the code
responsible, and made a small change that makes that part unnecessary
anyway. Tested and now working as intended.
Adds blueprints to most ships, as well as several away sites and ruins.
The only ships not to get blueprints were ones that still don't have
proper power/atmospherics setups as new areas created by blueprints will
be unpowered.
Circuit imprinter now uses a queue system to build circuits, avoid the
need to keep processing to check the queue.
Refactored some of the circuit imprinter code.
Fixed some issues with the R&D console in regards to the circuit
imprinter.
Standard examination was in an examine box. This makes it so fluff
examines are also in a box.
Fixes#18438
---------
Co-authored-by: Cody Brittain <cbrittain10@live.com>
The main reason for this was because Bulwark wrist icon states were not
working as intended and I wasn't able to figure out why. There aren't
that many wrist items to begin with so hopefully it is okay.
This ports smooth scrolling, the new icon, and the new font for status
displays from /tg/station.
### Asset Licenses
The following assets that **have not** been created by myself are
included in this PR:
| Path | Original Author | License |
| --- | --- | --- |
| icons/obj/status_display.dmi | [DrDiasyl](https://github.com/DrDiasyl)
/tg/station) | CC-BY-SA |
---------
Signed-off-by: Cody Brittain <cbrittain10@yahoo.com>
Co-authored-by: Cody Brittain <cbrittain10@live.com>
Made hardsuits maintenance panel pryable open, large chance it will
shock you if you don't have insulating gloves, takes a while to do.
Minor refactoring of the attackby code for the hardsuits, DMDoc'd and
minor refactor of the electrocute_mob proc.
Fixes#19173
Cleaned up the examination code a bit, added signal for atom
examination, DMDoc'd, SDMM headers.
Refactored mech missing parts code to be included in the examination.
Moved atom examine code to a separate file.
Refactored the machinery operable procs into a single one, DMDoc'd, SDMM
marked, made more readable.
Fixed suspension field generator not being able to be used as it was not
checking the power cell for operability.
Fixes#19249