changes:
- bugfix: "Fixes C4 effects not correctly getting their parent item."
- bugfix: "Fixes C4 not being placed correctly."
- bugfix: "Fixes Dirty Bombs deleting their own radiation source."
- bugfix: "Fixes Dirty Bomb goop puddles disapearing long before the
radiation does."
- bugfix: "Fixes drinking radioactive waste not irradiating you."
3 dirty bombs set off. One on a floor, one on a wall one on a machine.
<img width="1191" height="1182" alt="image"
src="https://github.com/user-attachments/assets/584e7572-441c-4937-8e0e-7203010fcd54"
/>
---------
Signed-off-by: FenodyreeAv <fenodyree.av@gmail.com>
Might as well complete the set of solo antag jumpstarters. This PR adds
a Technomancer Jumpstarter, as a traitor exclusive item equivalent to
the Vampire and Changeling jumpstarters. It lets them trade all of their
TC to become a Technomancer instead of a traitor.
<img width="1902" height="988" alt="image"
src="https://github.com/user-attachments/assets/7f392d58-a3e2-47aa-9a79-b737a17ea94c"
/>
* The Autakh integrated stun baton can now be deployed and used like a
normal baton. The ten second cooldown between hits, reduced stats, and
nutrition loss for use remains as before.
AI usage disclosure: The code for this was created in-part using GPT 5.6
Sol. (Sprites done manually by myself.)
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
replaces some old irl chocolates with lore chocolates (mostly GetMore)
- GetMore Chocolate, replacing Hersheys/Hearsay
- GetMore Nuts, replacing the Crispy Crunch(?)/Crunchy Crisp
- GetMore Bubbles, replacing the Aero/Spacewind
- GetMore Kelp, new
- Readies, new
- basic recolour/redesc of the tau ceti bar
- basic recolour/redesc of 100k credits bar into Idris' colours
<img width="880" height="104" alt="Capture"
src="https://github.com/user-attachments/assets/7a3bb3b5-bd9f-4a92-84fb-0951f8228e95"
/>
also removes non-vegan chocolates from the vegan MRE
As the title says, it has bothered me for a bit. Now every PDA base
sprite has a screen instead of relying on the overlays to add one on
them.
This _somewhat_ unfortunately resulted in the PDAs which had any alpha
(transparency) on their screens to no longer have them. No big loss.
From the changelog:
> - bugfix: "The screens of unpowered PDAs no longer disappear"
Most likely should have done it it properly with overlays, but this also
works.
* Please describe the intent of your changes in a clear fashion.
The `check_tremor_surgery` proc in `psiblock_drugs.dm` was registered to
the `COMSIG_GET_SURGERY_SUCCESS_MODIFIERS` signal with an incorrect
signature. It was missing the `target` mob parameter, causing the
`success_rate` argument to incorrectly receive the `target` mob instead
of the `&success_rate` reference.
This led to a "bad pointer" error when attempting to dereference
`*success_rate` on a mob object.
This PR updates the `check_tremor_surgery` proc signature to
`(mob/living/user, mob/living/target, success_rate, duration)`, aligning
it with the signal's expected arguments and other similar handlers. This
ensures `success_rate` correctly receives the pointer reference,
resolving the bad pointer error.
* 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-2G4](https://aurorastation.sentry.io/issues/7636195708/?seerDrawer=true)
---------
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
Complete overhaul of Integrated Circuits Final Edition!
- Adds phoron cost to circuits (not assemblies).
- Printer searching capability.
- Changed names of assemblies to better match their description.
- Adds cloning and auto appending JSON for large builds.
- Adds database, debug, advanced math circuits.
- Reworks the list circuits to finally accept anything other than NUM.
- Adds plenty of list circuits to allow functional building and clearing
of lists.
- Reworks Complexity/Space to allow a bit better flexibility in creation
of devices.
- Adds a "Headroom" concept where space/complexity can go beyond the
maximum to a very slight degree. Concretely, unused space gives `2`
extra complexity per unused component slot, capped at `15%` of
`max_complexity`. Unused complexity gives `1` extra component slot per
`6` unused complexity, capped at `15%` of `max_components`.
- Groups math and logic circuits and adds subgroups.
- Doesn't mess with the circuit tool kit.
- Adds a xenoarch drill assembly with a nice sprite. Thank you
@EnchantedCrocolisk for the sprite!
- Changes activation limit time to 1 second from 2 seconds, adds a 1
second timer that is unique to the INTEGRATED CIRCUIT PRINTER with the
advanced design disk.
- Ports several Baystation integrated-circuit manipulation components,
primarily from
Baystation12/Baystation12https://github.com/Baystation12/Baystation12/pull/22458,
with anchoring bolts and hatch lock sourced from
Baystation12/Baystation12https://github.com/Baystation12/Baystation12/pull/25052.
- Changes the electronic ear piece into a workable radio headset with
working encryption keys capability and unique ways the Microphone and
TTS interacts with it.
- Removed the ability for all the electronic wearables to spawn with a
basic cell.
- Combines https://github.com/Aurorastation/Aurora.3/pull/22466,
https://github.com/Aurorastation/Aurora.3/pull/22456,
https://github.com/Aurorastation/Aurora.3/pull/22455,
https://github.com/Aurorastation/Aurora.3/pull/22446 that are now
closed.
Simple mobs don't dodge backwards anymore, it just doesn't really work
as an engaging mechanic.
To-do:
- [ ] Add armour to a bunch of simple mobs.
- [ ] Maybe make simple mobs attack with actual weapons instead of
magical damage numbers.
- [ ] Fix simplemob movement glide.
Co-authored-by: Matt Atlas <liermattia@gmail.com>
Heavy gauss now has anti-material properties, making it better in mech
vs mech fights.
It can also now destroy doors with repeated (3) hits.
It also now deals roughly the same damage as calling ex_act(2) on the
mob.
This is the same as if a mob was in the heavy explosion radius.
It doesn't use ex_act because that has a 70% chance to stun.
I didn't buff the explosion itself so that the mech's shots don't
destroy floors.
Before:
<img width="506" height="694" alt="image"
src="https://github.com/user-attachments/assets/a893b7ca-9c9a-4add-9688-70d1f15e7518"
/>
After:
<img width="525" height="742" alt="image"
src="https://github.com/user-attachments/assets/648e0fb2-3647-471a-94ae-bcda52b944a0"
/>
Psychic damage apparently felt toothless, while also being pretty opaque
to players on when it was effecting your skills.
So this PR makes the effects of psychic damage harsher than the opposing
bonuses from positive morale, while also adding new feedback messages to
better indicate to a player what and when psychic damage penalties are
occuring.
I've also taken the time to fill out missing DMdocs comments for the
morale component.
- Changes the Technomancer's starting gear. They now set of chameleon
armour, a normal agent ID and a raider headset.
- Techno is too vulnerable to the newly rolled out Security pistols, and
even two sec officers can take one down in less than a second.
- They can still be taken down by LTLs, but are slightly less vulnerable
to it.
- The bluespace ID and headset, while lovely sprites, are clunky as they
do not fit in with all gimmicks. Notably, the bluespace ID could not be
edited in a meaningful way to aid with gimmicks.
- Notably, the agent ID can swipe access and has access to the
Electronic Warfare Suite, making this a minor buff too.
- The agent ID can already be set to have the same appearance as the
bluespace ID, should you wish to be a classic technomagus.
- The headset does intercept comms, making this a buff also.
Should this prove too much, things can easily be edited. Notably, the
techno loses access to the rarely used bluespace comms channel, an
exclusive comms channel. Given this is a solo mode, this is not a major
loss but if required a workaround could be made.
---------
Signed-off-by: Fyni <itsfyni@gmail.com>
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.
# Summary
This PR fixes the dictionary sorting for num-values.
The number sort version didn't call itself during sort and fell back to
text search which isn't valid of number sorting operations.
Shipbound engineering players rejoice
This fixes the fuel injector for shipbound silicons (and for anything
that doesn't have hands and uses a magnetic gripper instead)
now you can finally insert your fuel assemblies into the INDRA's solid
fuel injectors without having a human do it.
---------
Co-authored-by: bovvv <kavbest11@gmail.com>
Vaurcae can use Hivenet in the Lemurian Sea, but only on connected
Horizon z-levels. This extends to any far sector with Hivenet echoes
disabled (currently only Crescent Expanse Uncharted), though echoes
themselves are still disabled because they mostly come from greater
Hivenet.
Supported by lore staff.
Vaurcae having Hivenet fully blocked actually wasn't pre-existing canon
but was allowed as an experiment. This PR is the preferred form of
Hivenet restriction.
" Vaurca are known to exhibit a strong sense of dread while inside the
Sea, cut off from the greater hivenet and limited only to their ship for
communicating with others."
<img width="755" height="309" alt="image"
src="https://github.com/user-attachments/assets/95b32658-5446-4b1f-be00-cc7476fcf051"
/>
Since the Fog is an anomaly already, this doesn't even have to be a
retcon.
Saw Cargo drones still weren't properly named Viax and realized the
namegen code hasn't been touched since it was added (bar adding C'thur
in hive names)
<img width="491" height="139" alt="image"
src="https://github.com/user-attachments/assets/698b9bc3-1b7a-435f-b9e8-4b697bc6c526"
/>
Namegen now checks species to assign caste (finally, Ta & Ra are in),
Bound status is an optional override which Cargo drones use, and
Warforms are automatically made Viax too. Namegen also has way more name
variety now because it stitches together name parts, and occasionally
the defined syllables for Hivenet (which were otherwise unused because
you can't _not_ understand Hivenet)
https://github.com/user-attachments/assets/62da735c-bc17-4e12-b63c-7f2baaaceb63
Warforms also get body color set when spawning in now, they're
exclusively Zoleth brood because she has the most on standby.
Fixes large cages destroying the universe.
changes:
- bugfix: "Fixed captured creatures in large animal traps/cages
potentially causing runtimes when the cage was placed on tables or
racks."
- bugfix: "Fixed dragging large animal traps/cages onto tables or racks
being treated as the mover trying to step through the trap."
Requested by Mineymonkey. This PR adds a door to Mining Maintenance that
allows access to the smelter, which will make it much easier for
Scientists to ugprade the smelters. Previously, they had to disassemble
a window or attempt to teleport in.
Door has the same access as the nearby one (Janitor, machinist, hangar
tech, miner, paramedic) so the Scientist will need one of the Operations
people to let them in.
Reduces the age for skrell consulars from 150 to 100.
- 100 is the same age requirement for Captain, and is a little past the
age at which skrell can have obtained up to 3 doctorate-level
qualifications (80).
- Human-skrell first contact was 138 years ago, so the 150 age
requirement gates out Republic-born skrell from the consular officer
role -> skrell should be able to be Republic of Biesel consulars.
approved by Pope Dave
Reduces the captain piloting skill requirement from Professional (Class
IV) to Trained (Class II).
The Professional requirement limited Captains to only 3 education
backgrounds, for a skill/duty that is:
1. 2 levels separated from the captain: the XO as first degree
separation, as bridge crew head of staff; then bridge crew, as second
degree separation. the captain is an administrator/manager, not someone
who should be hands-on outside of emergencies
2. can still be done (albeit clumsily) with the Trained skill.
It also affected captain characters who have other departmental
backgrounds that aren't fleet-trained (eg. promoted CMOs or captains who
had another managerial position in specialist work be it on the Horizon
or not).
Captains who came from cruiser-piloting background scan ofc still select
one of the Fleet roles. Those taking departmental educations will need
to spend their 8 occupational skill points in Trained Piloting:
- Do you have departmental skills for use in emergencies, but sacrifice
the ability to safely move the Horizon, or are you well-trained in
cruiser piloting at the cost of sparse knowledge in department
operations?
Phoron bolts are only used in modlasers now, so I felt comfortable
editing the base projectile.
It now checks bio armor, does more radiation to match the increased
radiation cap.
The two florarays got missed in being assigned damage malnuses and were
absurdly lethal if you shot people with them.
changes:
- bugfix: "Fixes flora rays dealing full toxin damage, despite not being
combat modulators. Also updates the message if they are powerful enough
to deal damage."
- bugfix: "Fixes flora rays not checking radiation armor, despite being
radiation beams."
- bugfix: "Fixes Phoron bolts dealing the wrong damage and respecting
the wrong armour type. They now do toxin and check bio armor. They also
irradiate more, as radiation now goes up to 1000."
Movement sounds for mobs are now handled by a single component. Movement
sounds are fed into it through signals, which contain both a movement
source (like an item for a mob, causing the sound) and a list of sounds
to pick from.
To-do:
- [x] Figure out how to do barefoot species sounds
- [x] Maybe movement sounds for simple mobs
- [x] More movement sounds for other items
---------
Signed-off-by: Matt Atlas <mattiathebest2000@hotmail.it>
Co-authored-by: Matt Atlas <liermattia@gmail.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
changes:
- bugfix: "Fixes airbubble pressure setting. It's now high enough that
you don't die from using one."
- bugfix: "Fixes airbubble blinding you forever when you get out of it."
- bugfix: "Fixes airbubble sprite not updating when it is opened from
inside."
---------
Signed-off-by: FenodyreeAv <fenodyree.av@gmail.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
**The_Ill_Fated:** new flags/banners for heap of Solarian stuff
**Hazelmouse:** new flag/banner for Axiom
Stupid Solarian Canton officially gone, sickass stripe now. All worlds
affected (either updated or added):
Callisto
Ecclesiastical Axiom
Enceladus
Europa
Ganymede
Lhokgon
Luna
Lycoris
Lycoris (Provisional)
New Hai Phong
New Peoria
Northern Reconstruction Mandate
Novo Igman
Old Mars
Pluto
Provisional Mars
San Colette
Sankt Frederick
Silversun
Solarian Biesel
Early Solarian Biesel (Tau Cetian)
Solarian Mictlan
Solarian New Gibson
Solarian Xanu
Solarian Konyang
Southern Reconstruction Mandate
Sālamasian Republic
Unity Station
Venus
Visegrad
See icondiffbot for images.