Oh look at that, every modular computer in existence was always
processing at all times, regardless of if it was actually needed.
There's a couple more small examples I caught in my first pass, but all
of the rest are very low incidence. There are of course a very large
number of modular computers at any one point in time.
- Adds Psiren meat
- Tentacles can be easily gotten, a proper butcher is needed to get
rings of body meat.
- The meat is extremely dangerous, consume at your own peril.
- Recipes will be added later, when the Horizon learns some (soon(tm))
- Maybe these future recipes won't cause you health problems.
---------
Signed-off-by: Fyni <itsfyni@gmail.com>
Co-authored-by: Wowzewow (Wezzy) <42310821+alsoandanswer@users.noreply.github.com>
Co-authored-by: hazelrat <83198434+hazelrat@users.noreply.github.com>
## About PR
- Adds a looping sound for the lore consoles which can be heard in a 11
tile radius in 6 second intervals. The loop stops once a human mob has
interacted with the console
- Removes abstract macro from loreconsole base types, since these are
intended to be spawned
- Slightly decreased font size of the body text so it feels less like
you're in your 60s and this is the font size of your phone
- Fixed being able to interact with power reliant loreconsoles without
power
## Images
https://github.com/user-attachments/assets/69c94128-d84a-426b-bc8c-27d94c5974cb
### Asset Licenses
The following assets that **have not** been created by myself are
included in this PR:
| Path | Original Author | License |
| --- | --- | --- |
| sound/machines/data_ping.ogg | Timbre
(https://freesound.org/people/Timbre/sounds/444876/) | CC BY-NC 4.0 |
These were some of the first given feedback for skills, so I may as well
implement it.
Piloting is now split into three levels like other skills which note
what pilot class of vessel you may comfortably pilot.
(Familiar) **Shuttle Pilot** is for all landables: Spark, Canary,
Intrepid, the Quark, and the like are all equal under it.
(Trained) **Class II Pilot** covers most ships, which are "overmap-only"
and unable to land or dock.
(Professional) **Class IV Pilot** covers only the Horizon normally, but
design-wise extends to whatever is the main player ship, or for anything
massive
**Antags get Professional Pilot, so they can always do ship hijack
gimmicks without worry.**
As a convenience to make Bridge personnel stand out, Professional/Class
IV Pilots can deduce their current overmap coordinate from examining
space on help intent for 3s. There's no way to directly link to the
overmap, so on the backend, this ability briefly references an existing
ship console.
### Design
Class II and IV are pre-existing terms in-lore, used on the Interstellar
Travel page to refer to civilian size classes.
With how important each level of piloting is, they cost _+4 points_ each
instead of going 2 -> 4 -> 8. This lets there exist the occasional pilot
character from any background, but it's _always_ an investment and
piloting the Horizon stays hard without training.
As Familiar currently costs 6 points, this is effectively a 2-point buff
for most cases as you'll rarely have to pilot non-shuttles.
(**EDIT**: Piloting levels are now 4 -> 8 -> 10 so there's a bit of
flexibility to have an extra skill for Professional Pilots from
Expeditionary Trade)
#### The _**real meat**_ of this PR...
is that you can now attempt to pilot vessels a level higher than you
with penalties, so there's now a failure spectrum should you manage to
access an adjacent-class ship rather than always being hard-locked. The
penalties affect acceleration, slowing, turning, and rolling. They're
most extreme for Shuttle and Class IV to represent how clueless an
unlicensed pilot would be and how complex the Horizon realistically is
to operate.
With smart usage of autopilot, you can actually find a way to travel
normal-ish. I think this is a fun interaction to have for underskilled
characters, and makes autopilot actually have a use as it otherwise
kills you. Maybe Bridge personnel can give lessons to Class II pilots
with it.
### Piloting Education Backgrounds
Coming are THREE piloting education backgrounds: Flight Academy, Fleet
Training, and Expeditionary Trade.
#### ALL GET _Familiar Electrical Engineering,_ _Familiar Atmospheric_
(EDIT: Flight Academy is now the only background that gets Familiar
Mechanical Engineering, this makes them stand out as being notably
handy/utility-ready for emergencies, but other backgrounds can still
easily match them with points.
Fleet Training has Tenacity down to Trained for character variety,
though tenacity is very slight buffs and hard to notice.
Expeditionary Trade now uses Familiar Firearms over Familiar Armed
Combat as it's more immediately important.)
Electrical Engineering now lets you use a power cell on an unpowered
ship console to give it emergency battery life based on the charge. This
helps with cases of being stranded from an APC broken by a meteor, a
high-capacity cell can give 10m or more based on Electrical level. I may
expand this bypass mechanic to all consoles in the future.
Atmospherics skill has no implementation currently, but dealing with
breaches or cycling on shuttles is too important.
Flight Academy - BC, XO, Captain
*Professional Piloting, Trained Leadership, Familiar Mechanical
Engineering*
> "You are at least 25 years of age, with the best navigation training
the Spur can offer, vessel handiness in a pinch, and the know-how for
reining in or assuring passengers for the voyage."
Flight Academy has Leadership honestly just because I didn't want Fleet
Training to look too good, and because I think they can rock the "this
is your pilot speaking" in a cool way. Bridge personnel are usually the
ones that have to wraggle people on away sites, especially during
events.
Mechanical Engineering allows them to make machine frames of ship
consoles in emergencies.
Fleet Training - BC, XO, Captain
*Professional Piloting, Trained Firearms, Trained Tenacity*
> "You are at least 25 years of age, with the most extensive navigation
training possible and military discipline to back it up. You're a steady
shot in emergencies and, damn it-- You. Go. Down. With. The. Ship."
This was made because a player informed me many BC and XOs choose
military backgrounds, and the +4 points design would prevent that. Fleet
Training isn't the same as Military Training, but having all of Piloting
gives you 6 points free to match MT if wanted. The high Tenacity is
primarily for surviving in ship combat, where you'll probably
bleed/suffocate to death.
Expeditionary Trade - Miners, Xenology roles, OM, RD
*Familiar Piloting, Familiar Firearms, Familiar Medicine*
> "You've developed trade skills for a career of expeditions. You are at
home in a shuttle piloting to and from for an average day's work. You
can even hit a shot or tend to wounds when things eventually get
unsafe."
This is for Miner and Xenoarch primarily. An expedition is just any
journey with an objective, all roles revolving around piloting shuttles
to an objective needs to be able to hold their own if they ever find
carp or have an accident, especially since they'll likely be alone.
#### MISC stuff
corrected shaper gear comments I left wrong
Hotwiring piloting consoles now checks for Familiar in Electrical
Engineering. Its visible emote also now looks identical to attempting an
emergency bypass at first glance, so you can sneakily attempt one with
an unpowered console.
The Doctor of Psychology education background now gives Trained in
Leadership. This was intended to be uncommented, but the person forgot
to do it.
Research Directors now need to have Familiar/Shuttle Pilot. According to
the Guide to Piloting wikipage, they're supposed to be able to fly the
Intrepid and Quark for expeditions, and likely mirroring how the OM can
fly the Spark, but an RD can spawn completely incapable of piloting
currently.
---------
Signed-off-by: runecap <43975590+runecap@users.noreply.github.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
A much-less "Honey, I Overhauled The Horizon" remap of Service which
brings the Bar and Kitchen closer together, while also opening up the
Service part of the ship so that it's less of a dead end hallway and
more of someplace where crew can hang out.
The bar remains its own room, but shutters and dividers between the bar
and the kitchen allow for easier cooperation between the two sides.
idk how to put it on the changelog but major props and credit to
Hazelrat for helping with hydroponics, decor, and details on this
rework, couldn't have done it alone
---------
Co-authored-by: Hazelrat <ric.whe.don@gmail.com>
Energy shields weren't updating their sprite when they overloaded.
Only one held shield was ever checked for block chance.
Adds a colour change from red to blue as the shield power gets lower.
Also adds it's current strength to the examine text.
https://github.com/user-attachments/assets/9f378084-f529-4138-bcaf-5e5e66f5377a
As title. They still have access to the lockers, but officers are
currently gated from the room the lockers are in. An oversight from the
recent investigations remap.
So one of the most important 'features' of the Skills System is that
Skills are supposed to have a fairly interconnected web of **Opportunity
Costs** against each other. EG: Points spent in Surgery are points not
spent in Xenobiology and vice versa.
A significant problem with this however is that from the start we were
very wishy-washy about having skills actually tell the players what they
do, and were intentionally refraining from telling the players the
actual numbers behind them. This creates a few major problems:
1. It creates a knowledge difference between players who can code-dive
to find out what the skills do, and those who can't, effectively turning
skills into the same problem as "Secret Chem Recipes".
2. It prevents players from making informed decisions about how they
build their characters.
3. It turns out players are extremely unlikely to put points into a
skill if they don't know what it does.
4. It sabotages the "Opportunity Cost" factor of skills. If a player
doesn't know that Xenobiology for instance has some niche uses for their
role, they won't ever consider taking it over something more 'useful'
like Surgery.
There is also a side issue that players generally tend to overwhelmingly
despise skills that are 'reverse ordered', giving them penalties if they
don't buy the skill. They feel like this punishes them for not picking
something. In the case of Firearms/Unarmed/Armed my hands are tied right
now because of how the combat system is (not) balanced. But I can at
least fix that for the Mech piloting skill with some clever small tweaks
to the math. Players currently strongly don't like the new mech movement
because the non-forward directions tend to be too punishing. So I'm
tweaking the Pilot: Mechs math to be more player-friendly by actually
improving the handling experience of mechs.
The bulk of this PR is of course making as many skills as possible fully
transparent about what they do. Wherever possible, Skills now openly
state what they modify, and by how much at a given rank.
<img width="1270" height="982" alt="image"
src="https://github.com/user-attachments/assets/9619f2fa-8dd6-4021-8482-43a1f76f33f4"
/>
Adds a variety of loadout origin items from Reade and New Gibson.
_All sprites by Alsoandanswer/Wezzy._
---
**New Gibsonite Uranium Glass Accessories:**
- Adds a bracelet, ring, and necklace that are an emissive green.
- Only selectable by characters with the New Gibson origin, incl. Tau
Ceti Skrell and Tau Ceti IPCs (for lack of New Gibson-specific
skrell/ipc origins).
<img width="965" height="101" alt="accessories"
src="https://github.com/user-attachments/assets/4a235dee-28ce-485f-931d-4913853a22ef"
/>
---
**Readic Personalised Breath Mask:**
- Adds a recolourable breath mask with an oni mask-like design.
- Only selectable by characters with the Reade origin.
<img width="1331" height="107" alt="mask"
src="https://github.com/user-attachments/assets/ef500fed-bf0f-4b22-a037-0a21938e2928"
/>
---
**Reade Extreme Racing Jackets:**
- Adds an extreme racing jacket with a bi-colour design and various
decals that can be selected.
- The jacket has an action that temporarily hardens the wearer against
heat/near-void conditions for 1 to 2 minutes (though only covers the
torso and so cannot replace a soft/voidsuit).
- Only selectable by characters with the Reade or New Gibson origins,
incl. Tau Ceti Skrell and Tau Ceti IPCs (for lack of New Gibson-specific
skrell/ipc origins).
<img width="1393" height="97" alt="jacket"
src="https://github.com/user-attachments/assets/20ec051e-3fe5-49b0-ace3-5159ec8a9938"
/>
Coloured Example:
<img width="654" height="309" alt="image"
src="https://github.com/user-attachments/assets/0fc81d89-c1b3-452a-87c7-374cc1e6dd18"
/>
---
**New Gibsonite Voidsuit and Modkit:**
- Adds a sleek/high-tech engineering/ops voidsuit to contrast against
the lower tech ones.
- A modkit to convert engineering/atmospheric/mining/hangartech
voidsuits is available in the loadout.
- Has human, skrell, and tajara variants.
- A unathi variant has also been sprited but is not available ingame.
- Only selectable by characters with the New Gibson, incl. Tau Ceti
Skrell (for lack of New Gibson-specific skrell/ipc origins)
<img width="1625" height="110" alt="suit"
src="https://github.com/user-attachments/assets/330db8cd-2bc2-4745-a720-6a0409b97332"
/>
Unused vars take up memory and worsen proc overhead. By far the worst
offenders to this are vars on /atom and /mob since they more or less
globally stack lots and lots and lots and lots of proc overhead. So I'm
cleaning up unused vars on these to save resources. I also noted several
vars that are excellent candidates for making components or elements.
When I'm not drowning in school work anymore, their time is numbered.
Mfw every space carp forever has a CCIA record, no wonder mobs are
laggy.
## About PR
General improvements and bugfixes for the machinist workshop, namely:
- Fixes garage shutters and a single window in the fabrication section
missing firelocks
- Hull window shutters are now down by default. Fabrication and surgery
rooms now have their own shutters
- Re-arranges the piping and the vents in the area, so they're simple
and no longer obscured
- Re-positions some wall objects
- Adds two portable cooling units and a power outlet to the workshop
surgery room as per TGW's feedback
- Adds a recharger inside the workshop
- Slight changes to the tile-work
## Images
<img width="996" height="933" alt="1"
src="https://github.com/user-attachments/assets/beac9b51-bb94-48ae-af59-97cb866e0673"
/>
<img width="480" height="448" alt="2"
src="https://github.com/user-attachments/assets/7db2fb5a-fa3c-46b4-801c-0bf9eb48c38b"
/>
I've had extended logging for Incomplete Destroys for about 2 weeks now,
so there's the promised PR that fixes each and every single poisoned
destroy that was recorded in the past 2 weeks by the sentry logs.
Some QOL changes and mapping tweaks to Investigations and Forensics.
The Crime Scene kits now spawn in the investigators office, another
interrogation room has been added, Evidence Storage is larger and more
organized, Forensics and Autopsy have been neatened and enlarged.
The janitor closet in Security has been removed to make room for the
changes.
There's now a new decorative structure, the Evidence Shelf, with
included sprite (credit goes to the original creator of the Retail Shelf
sprite, I just added the impression of cardboard boxes onto it)
---------
Signed-off-by: ASmallCuteCat <neofelisnebulosa128@gmail.com>
Co-authored-by: TGW <CasperMC@hotmail.dk>
Co-authored-by: Casper3667 <8396443+Casper3667@users.noreply.github.com>
This PR adds a set_machine call to the base ship computer's attack_ai
procs, allowing AIs and borgs to view the overmap without their view
immediately being reset by the next life() call.
Fixes#22467
Mind blankers and psi-protect pills now display messages roughly every 2
minutes and 1 min respectively.
Mind blankers have a random chance for the message to also display on
the screen, as they're more invasive, being implants, but also safer.
A warning timer was also added for seizures from psi-protect, so people
have a short moment to react in.
Swaps the Chapel and the Machinist's Lab positions on D2.
This allows the Machinist to actually be connected to the department
they are a part of and also allows the Chapel to be in a much more
relevant area of the station, as it is now connected to the central ring
and you literally have to walk past it when you come off the elevator.
The Machinist lab also has some new additions, such as garage bay doors,
a whiteboard and a Gwokbuzz vendor in the surgical theatre. I also put a
locker with SBS and a single O- bag for augmented patients receiving
repairs.
Since it would be odd for the mass driver to be sitting in the machinist
lab, I have moved it to the security checkpoint between the two docks.
This shouldn't impede the merchant shuttle docking, I don't think. Yes,
it still has exclusively Chaplain access on the buttons, don't worry.
Machinist Lab
<img width="2100" height="1916" alt="image"
src="https://github.com/user-attachments/assets/e0eb1c07-88ec-47c2-86ec-12a24dece604"
/>
Chapel
<img width="2176" height="2029" alt="image"
src="https://github.com/user-attachments/assets/fc621454-afb5-46d6-8094-4cfb860f859e"
/>
Mass Driver
<img width="1793" height="1785" alt="image"
src="https://github.com/user-attachments/assets/21bab375-3c18-43ba-a4d4-430fb1a4ca46"
/>
## About PR
- Adds a latejoin landmark, this was causing a runtime when
`LateSpawn()` weren't able to find any (somehow missed this after the
remap, oops)
- Adds some sections for kitchen and disposal testing, among a few other
qol changes
- Removes some ancient area definitions (most of it unused) from the
code. Some of these were used in the old runtime map and
`vault_unique.dmm`, which is also removed in this pr since it no longer
spawns
Antagonists can now see what other types of antagonists there are and
how many in the Status tab.
Additionally, the Captain now receive this blurb when spawning in a
gamemode that contains revs:
> You are a Captain in a Revolution round!
> Remember that you are supposed to comply with all orders from SCC
Command. Although you may not spawn as a Loyalist, you are the person on
the ship that is most beholden to Central Command orders.
> This is both due to your status in the hierarchy of the SCC, and also
to allow the gamemode as a whole to work. Only very extreme factors may
justify you not joining the Loyalists. If this is the case, confirm it
with admins via adminhelp first!
---------
Co-authored-by: Matt Atlas <liermattia@gmail.com>
Modified the name and description of the portable cooling unit to
reflect its importance for keeping synthetics alive after their coolers
get shot up, and fixed its on-mobs not appearing on characters' backs.
Now you can see when someone is wearing it!
<img width="208" height="137" alt="image"
src="https://github.com/user-attachments/assets/d768d31b-d0aa-4fb8-8a67-4e1817355f6e"
/>
The new runtime test map didn't have spawn points for all jobs.
Adds spawnpoints for all jobs.
I think this was one of the things causing mapping tests to fail.
The admin commands to set off events that end the round (Supermatter
cascade and Summon Narsie) were in a category with a problematic name
(redid the PR after i broke it with a bad merge oops)
Human shields are no longer a 100% chance to block any frontal damage.
The opposite arm, legs and head are always exposed and can hit despite
the human shield, though this comes with the additional miss-chance from
targeting limbs.
Additionally, destroyed limbs allow shots to damage both the hostage and
the hostage taker when hit.
This doesn't make the situation much better for the hostage, but it does
mean that carrying around a corpse as a shield in combat is no longer
viable.
Size also matters, a Ta holding up a human as a shield isn't going to
get much cover.
<img width="1390" height="325" alt="image"
src="https://github.com/user-attachments/assets/cfe61f99-89bb-428d-9f96-4b1fff32c646"
/>
https://github.com/user-attachments/assets/593acc65-f327-4058-ba8d-9bb596a43d3b
- renames/redescs/etc existing stuff to fit new TCAF lore
- lots of 4 years defunct TCFL stuff has been deleted or
repathed/renamed
- the tcfl peacekeeper ship that was soft-removed has been deleted
- the uniforms has also been modified and have had the necessary amount
of blue added. essentially i kitbashed the old TCFL uniforms with the
new TCAF uniforms
i probably missed a lot of tcfl stuff still.
---------
Signed-off-by: c#min7 <sadkermit01@gmail.com>
Co-authored-by: Kano <89972582+kano-dot@users.noreply.github.com>