Commit Graph
5519 Commits
Author SHA1 Message Date
runecapandGitHub 9d67a6afbf Wearing Shaper gear removes Hive name and color from Hivenet. (#22311)
Mechanically representing its pre-existing lore and description.
Mechanical description added on the item too.

<img width="416" height="97" alt="image"
src="https://github.com/user-attachments/assets/e70da937-30ab-42f3-bf85-5a8da5accddf"
/>

NEW:
Shaper Helmet now also removes Hive name when physically speaking.
<img width="330" height="65" alt="image"
src="https://github.com/user-attachments/assets/a56af02c-0494-4589-bf15-4d59f6d0767e"
/>

NEWER: Helmet affects visible name and messages. It ignores worn ID for
obvious reasons, but some Shapers may hide their ID while talking to
other Vaurcae.
<img width="533" height="225" alt="image"
src="https://github.com/user-attachments/assets/da85914d-52bc-4036-9616-66e479794fa3"
/>

Full Preimminent Shapers should wear robes and helmet with TTS accent to
be as anonymized as possible. Parts of your carapace that peek through
can be easily hidden as well.

NEWEST: Robes and helmet functionality have been swapped, as it makes
more sense for the robes that cover you up to remove from physical
messages.
2026-05-07 00:16:43 +00:00
4e3d5c42a5 Ops restock pack changes (#22351)
- rscadd: "Added several new restock packs avaiable from the operations
ordering console."
  - balance: "Rebalanced the prices of the restock packs."
  - rscadd: "Made the restock packs come with cargo access locks."
  - rscadd: "Restock packs are now actual boxes that can be opened."
- rscadd: "The commissary restock crate was moved to the operations
loading bay."
- rscadd: "The toy shelf can now also hold cap gun mags, card packs,
card boxes and music cartridges."

---------

Signed-off-by: Casper3667 <8396443+Casper3667@users.noreply.github.com>
Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>
2026-04-29 20:08:49 +00:00
BatrachophrenoandGitHub ed7df070f3 Add light meters to the autolathe (#22330)
Adds light meters to the autolathe and fixes their inhand sprites.
2026-04-28 23:41:57 +00:00
VMSolidusandGitHub aa2afd0039 Revert "Materials And Stack Harddel" (#22364)
Reverts Aurorastation/Aurora.3#22313

Somehow made a race condition that causes the protolathe to delete
stacks if and only if the stack would have been "finished" by fully
placing the stack in the protolathe.
2026-04-27 00:13:14 +00:00
VMSolidusandGitHub 2f3276ba0d Remove Unused Circuit Boards (#22322)
Removes a bunch of unused circuit boards that corresponded to machinery
that didn't exist in the game anymore. These would turn up in spawners
on offsites and in random contents crates regularly, essentially
"wasting" the spawns.
2026-04-27 00:13:03 +00:00
Casper3667andGitHub 3f63ade08a Fixes a couple more bugs with the sheet snatcher (#22348)
Mostly in relation to it showing the incorrect amount in certain
circumstances.
2026-04-26 10:55:40 +00:00
BatrachophrenoandGitHub 43da5d898d Light sensitivity tweaks (#22302)
Having played with it for a couple weeks, made additional changes to
light sensitivity effects. Less frequent and less sensitive, alongside
tweak to cigarette lights (the only common light source that seemed to
have an outsized impact on turf corner light calcs).
2026-04-24 21:47:15 +00:00
VMSolidusandGitHub 425567a43b Materials And Stack Harddel (#22313)
To clarify I have recently cancelled my subscription to google's coding
agents, so this is my first hard del PR in several weeks that was done
completely by hand. This PR fixes a hard del on Materials (and their
parent Stacks), which was being caused by up to 4 different vars
potentially containing references that were not being cleared during
their Destroy() procs.

I have also tested this by hand, by spawning and deleting stacks, then
waiting to see if the hard del triggers or not.

---------

Signed-off-by: VMSolidus <evilexecutive@gmail.com>
2026-04-24 21:43:21 +00:00
SleepyGemmyandGitHub 0e60f00038 Tajaran Cigarettes Fix (#22292)
fixes the tajaran cigarettes being named differently in the loadout.
also makes the menthol variant more clearly named.
2026-04-23 00:35:04 +00:00
BatrachophrenoandGitHub 98d00638ce Horizon maint access rights and contents variety (#22262)
Two major changes to Horizon maints:
1. Updated maint door access to actually be consistent across the ship.
That is to say, you should have access to the maints behind your own
department, you should be able to make meaningful use out of them (no
random useless dead ends), but you shouldn't automatically get free
access to the entirety of the ship maints due to lack of hatch access
control. This was a non-issue until the Horizon expansion that greatly
increased maint interconnectivity. Now, everyone has consistent maint
access, and free access remains for Code Blue (or manually Command
disabling access controls).

2. Maint loot should be more interesting. Static contraband spawns were
reduced but a large number of new spawners were added that should make
loot, contraband, tools, trash, etc., spawn in more varied places. This
should make maint travel involve more Happy Surprises rather than
strictly being a rote process of 'lets see what spawned in XYZ room this
time).

Miscellaneous other bugfixes and spawn tweaks based on my observation;
on repeatedly re-loading the Horizon, the numbers chosen seemed to
repeatedly give me the most satisfying results. See file changes.
2026-04-21 14:19:40 +00:00
33b8164013 Radiation Damage Rebalance (#22238)
Adds: 
- Dosimeter, keeps track of how many rads a person has absorbed as well
as showing the dose after armour.
- Adds a message to shelter in maint to the supermatter explosion.
- Adds a flag that makes damage not apply to robotic limbs, useful for
preventing radiation burns to metal parts. Should also be added to
chemicals that deal brute damage, such as arithrazine and the the burns
from chemical exposure to chlorine, but that's another PR.
- Added radiation resistance values to makeshift armour. As it only
covers the chest, this isn't very useful, but better than nothing.

Balance:

- Re-scaled radiation damage.
- Radiation now maxes out at 1000, from the previous 100.
- Radiation damage when at maximum rads is converted directly into burn
damage.
- Radiation sources decay slowly, so all the old numbers were maxing
people's radiation values instantaneously.
- Re-scaled organ damage from radiation. Previously you would take no
organ damage till 75% rads, then lose your liver almost immediately. Now
organ damage ramps up from 500-1000, with 750-1000 being about 1/3rd the
organ damage of 75-100.
- Added debilitating, but not lethal, effects to moderate and high
radiation levels. Lots of pain events instead of straight damage.
- Reduced speed and stamina for high radiation doses.
- Hyronalin and Arithrazine both remove much more radiation.


The intent: People should now be able to work in low radiation zones,
without using the radiation suit for short periods of time.

The geiger counter is no longer an 'if this is ticking you are at max
rads' detector.

With the engineering voidsuit, 75% rads, I could stand next to a charged
supermatter ~50rads a second, for about 2 minutes before I hit lethal
radiation levels.

If people stay in a radiation zone, or are exposed to extreme radiation
100+ rads a second, radiation is much more lethal, but not by just
killing your organs. Conventional medicine will help a lot.

---------

Signed-off-by: FenodyreeAv <fenodyree.av@gmail.com>
Co-authored-by: Batrachophreno <Batrochophreno@gmail.com>
2026-04-21 12:43:25 +00:00
Casper3667andGitHub f39068ba1d Fixes some sheet snatcher material bugs (#22280)
This fixes dumping the contents of the sheet snatcher would make the mat
stacks look like they only had 1 item. It also fixes so picking up
material/steel will merge with material/steel/full. And fixes that the
quick pickup method did not merge item stacks.
2026-04-20 11:31:55 +00:00
VMSolidusandGitHub 8df12c8e29 Even More Misc HardDels (#22299)
Just a few more misc hard dels I found from the logs today. Not counting
the event round which inexplicably had hundreds of them.
2026-04-20 11:31:39 +00:00
aaea5d8a57 Assunzione & Port Volturno (#22258)
Contains assets, code, maps, etc. for Assunzione and Port Volturno. This
is something like v0.9 for live unit testing, etc. Do not merge yet.

### Asset Licenses
The following assets that **have not** been created by myself are
included in this PR:

| Path | Original Author | License |
| --- | --- | --- |
| icons/obj/structure/urban/arches.dmi |
[Fyni](https://github.com/Fyniiy) | CC-BY-SA |
| icons/obj/structure/urban/assunzione_neon.dmi |
[Fyni](https://github.com/Fyniiy) | CC-BY-SA |
| icons/obj/structure/urban/assunzione_signs.dmi (stafylia_sign) |
[Fyni](https://github.com/Fyniiy) | CC-BY-SA |
| icons/obj/structure/urban/billboard.dmi (sign_assunzione1 & 2) |
[Fyni](https://github.com/Fyniiy) | CC-BY-SA |
| icons/obj/structure/urban/poles.dmi (radial_floodlight) |
[Fyni](https://github.com/Fyniiy) | CC-BY-SA |
| icons/obj/structure/urban/restaurant.dmi (menu_gyro) |
[Fyni](https://github.com/Fyniiy) | CC-BY-SA |
| icons/obj/structure/urban/statues.dmi (aec_small) |
[Fyni](https://github.com/Fyniiy) | CC-BY-SA |
| icons/obj/pottedplants_big.dmi (luce-vine-plant) |
[Fyni](https://github.com/Fyniiy) | CC-BY-SA |
| icons/obj/pottedplants_small.dmi (luce-vine-plant) |
[Fyni](https://github.com/Fyniiy) | CC-BY-SA |
| icons/obj/structure/urban/billboard.dmi (sign_assunzione3) | Minzeyes
| CC-BY-SA |
| icons/obj/structure/urban/assunzione_96x110.dmi | Minzeyes | CC-BY-SA
|
| icons/turf/smooth/composite_brick.dmi |
[nauticall](https://github.com/nauticall) | CC-BY-SA |

---------

Signed-off-by: Batrachophreno <Batrochophreno@gmail.com>
Co-authored-by: Kano <89972582+kano-dot@users.noreply.github.com>
2026-04-19 19:50:20 +00:00
VMSolidusandGitHub 90ceccb06b ID Card Hard Del (#22276)
Fixes a hard del related to ID cards. Yet another of the "extremely tiny
hard dels".
2026-04-19 05:28:28 +00:00
260f744906 Skills System Revival: The Things She Remembered Had Never Been Her Own (#21853)
This PR is a revisit to the previously derelict PR #20159 that has been
unfinished for sometime now. More details about it in general can be
found here:
https://github.com/orgs/Aurorastation/projects/2?pane=issue&itemId=53167153

For awhile I've been talking about "Things I've been doing but it would
be really nice to do them with a skills system", or "And here's how I
would put this into the skills system when it's done". The main thing
that was stopping me from building it myself was having poor real life
skills in UI code and in DB code. However, I've gotten permission to
resume this PR, which has already completed the steps I would not have
been able to do myself. The rest of the PR fits well into my skillset as
a dev.

I'm opening this PR as a draft so as to enable my dev environment to
locally track all the previously modified files. I'll take this PR out
of draft and give this a full writeup when I have more work to show for
the PR this weekend.

### TODO

- [x] Rework a decent chunk of the currently existing skills to no
longer require hardcoded inserts into other systems. EG, converting from
classical ss13 methods, to modern /tg/-style ECS coding methods that
work off of component-signal patterns.
- [x] Make sure all of the existing skills have actual game
functionality (I won't PR a 2016 Baystation12 situation where 90% of the
skills are fluff only)
- [x] Add the various skills not yet made but are necessary for
completion sake, EG: Pilot (Spacecraft), Gunnery, Pilot (Walkers).
- [x] Examine each existing job in the game and assess whether it should
have a skill made with it in mind, or if it's covered by an existing
skill.
- [x] TO DISCUSS, BUT NOT ESSENTIAL: Additional skill proposals not
currently in the pre-existing TODO list, proposing subcategories.
- [x] Ensure that the previous TODO list is completed.

### Current Skills
The current list of skills, checkmarked for if I've completed them/they
have actual game mechanics. Or if we're just relegating them to separate
PRs. Originally this list was going to be forced to visit for a bare
minimum "does at least one thing" requirement, but now that is being
forgone due to this PR ballooning out of control and in complexity, as
well as development time overruns.

- [x] Bartending
- [x] Cooking
- [x] Gardening
- [x] Entertaining
- [x] Electrical Engineering
- [x] Mechanical Engineering
- [x] Atmospherics Systems
- [x] Reactor Systems
- [x] Medicine
- [x] Surgery
- [x] Pharmacology
- [x] Anatomy
- [x] Forensics
- [x] Robotics
- [x] Pilot: Spacecraft
- [x] Pilot: Exosuits
- [x] Research
- [x] Xenobotany
- [x] Xenoarchaeology
- [x] Xenobiology
- [x] Unarmed Combat
- [x] Armed Combat
- [x] Firearms
- [x] Leadership

---------

Signed-off-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: Matt Atlas <liermattia@gmail.com>
Co-authored-by: FabianK3 <21039694+FabianK3@users.noreply.github.com>
Co-authored-by: Matt Atlas <mattiathebest2000@hotmail.it>
2026-04-18 14:33:48 +00:00
d5931c5ffe Adds an universal object health system. (#21266)
https://www.youtube.com/watch?v=ZpUYjpKg9KY

As per title. The goal is to add health to most objects in the game and
thus allow them to be dynamically destructible, while also avoiding
shitcode like each structure having its own snowflake health update
proc.

---------

Signed-off-by: Matt Atlas <mattiathebest2000@hotmail.it>
Co-authored-by: Matt Atlas <liermattia@gmail.com>
Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>
2026-04-16 23:22:08 +00:00
SleepyGemmyandGitHub d04d14532d Fix Watches and Add Ashtrays Examine Hint (#22219)
fixes watches referring to bluespace during the roundend timer, ashtrays
not having a examine hint about emptying vs putting it into a disposal,
and ashtrays not giving a feedback message when trying to empty a empty
one.

fixes #22209 and fixes #22215.
2026-04-15 15:06:40 +00:00
BatrachophrenoandGitHub c50a2d9c69 Internals tank co2 check (#22224)
Fixes https://github.com/Aurorastation/Aurora.3/issues/22170

This PR disqualifies any tank with distribute_pressure set to 0 from
being considered by Internals when determining the 'best' tank
available. This currently only affects CO2 jetpacks.

This PR also adds a few cases where using the atmos analyzer on a tank
didn't update its manipulated_by var.
2026-04-15 15:06:38 +00:00
03f313a19d Moves various things to the new DBCore (#21544)
```
- server: "Changed the synthsprites to use the new DBCore"
- server: "Changed the MalfAI to use the new DBCore"
- server: "Changed the Alien Whitelists to use the new DBCore"
- server: "Changed the Requests Console to use the new DBCore"
- server: "Changed the Contracts Uplink to use the new DBCore"
- server: "Changed the Admin Ranks to use the new DBCore"
- server: "Changed the Job Bans to use the new DBCore"
- server: "Changed the Tickets to use the new DBCore"
- server: "Changed the Create Command Report to use the new DBCore"
- server: "Changed the WebInterface interconnect to use the new DBCore"
- server: "Changed the CCIA Recorder to use the new DBCore"
- server: "Changed the IPCTags to use the new DBCore"
- server: "Changed the Main Menu Poll-Check to use the new DBCore"
- server: "Changed the Client-Procs to use the new DBCore"
```

---------

Co-authored-by: Werner <Arrow768@users.noreply.github.com>
2026-04-13 22:45:29 +02:00
VMSolidusandGitHub 49467a332f Stop Sheet Snatcher Spam (#22180)
There's like 8 different items in the game that go in a sheet snatcher.
If the intended purpose of the Sheet Snatcher is to grab all of the
material sheets from a giant pile of random crap in the warehouse, then
it spamming the chat is apparently incredibly useless. This PR was
requested to me by some warehouse mains.

<img width="425" height="85" alt="image"
src="https://github.com/user-attachments/assets/427c2426-6784-4377-8d59-1aa8d7469409"
/>
2026-04-12 22:19:54 +00:00
VMSolidusandGitHub c5a8107322 BST Hard Dels (#22212)
Another PR for Bluespace Techs, this time swapping them to hold a
weakref to their original mob. There's a ton of code in BSTs that can
create race conditions with all their associated Destroy() procs, so
swapping them to weakref methods should significantly cut down on that.
2026-04-12 22:19:35 +00:00
2012165f72 CCIA Universal Translator (#22192)
closes #22082

This PR makes it so that reading faxes via the admin commands bypasses
the language system, effectively giving Admins and CCIA a universal
translator for faxes.

---------

Signed-off-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>
2026-04-11 13:13:51 +00:00
FabianK3andGitHub 7174467756 Radiation refactor (#22158)
# Summary

This PR refactors radiation values and cleans up custom radiation values
without a definition.
This also fixes #22155.

## Changes

- Update ARMOR_RAD_STRONG 75 -> 70, now fits RAD_LEVEL_VERY_HIGH.
- Update radiation level defines:
  - NONE         = 0
  - VERY_LOW     = 1 (old LOW)
  - LOW          = 10
  - MODERATE     = 25
  - HIGH         = 40
  - VERY_HIGH    = 70 (old value was 100)
  - EXTREME      = 100
  - CATASTROPHIC = 120
- Update a couple of rad values to their respective define name (with
minor implicit balancing).
- Remove the super awkward/LRP hairloss with high radiation exposure.
2026-04-09 15:56:45 +00:00
90402ae86b buffs thermal vaurca execution blade and fixes operative hardsuit spawns (#22134)
Gives the thermal blade belt and back slots in order to make it more
competitive with a energy sword in portability, aswell as fixing some
hardsuits that failed to spawn properly.

---------

Signed-off-by: Matt Atlas <mattiathebest2000@hotmail.it>
Co-authored-by: Matt Atlas <mattiathebest2000@hotmail.it>
2026-04-08 16:30:42 +00:00
VMSolidusandGitHub a290281d14 Fix Improper Destroys (#22166)
We think the culprit behind this one was VSCode autofilling Destroy()
with . = ..()
which is improper. There's a **surprising** number of improper order
Destroy() procs in the repo, so I might as well get all of them in one
pass. Several of these files are associated with currently known hard
dels, such as the modular computer and organ related dels. More than a
couple were my own mistakes, since the Destroy() or Removed() . = ..()
behavior on signal registering objects also prevents the signal from
being unregistered, which similarly creates a hard del.

Signed-off-by: VMSolidus <evilexecutive@gmail.com>
2026-04-08 15:52:13 +00:00
FenodyreeAvandGitHub 5cce3fe664 Fixes flashbangs not damaging the hand they explode in (#22160)
Makes flashbangs damage the hand they explode in again.
2026-04-08 15:51:38 +00:00
FenodyreeAvandGitHub e8944e087d Modular laser fixes and nerfs (#22147)
**Fixes the bugs found on the recent nations round.**

- Fixed firedelay doing nothing on modlasers with the shotgun lens. Also
fixed the existing laser shotgun as a side effect. Fixes #22141 and
Fixes #22137
- Fixes the shotgun lens not having any dispersion.
- Fixes bluespace capacitors not teleporting you on a failure.
- Fixes phoron capacitors not hurting the user when they explode.
- Fixes messages about malfunctions not displaying to the user.
- Fixes a bunch of bugs related to repairing components
- Stops components getting qdeled but leaving their references on all
other components, breaking them if reused.

**Nerfs a few of the most problematic things.**

- Cut the damage of the blaster projectile by 20% and reduced it's AP
from 60 to 35, also drops it's incendiary value to 1.
This projectile was FAR more powerful than any other, ignored all armour
and set the user on fire without a damage penalty.
With this change, lasers are now better on unarmoured targets, the
blaster is better on 40+ armour, so Heavy and Specialist Ablative.

- Added an immediate electric shock to the user (and anyone within one
tile if the capacitor is unstable enough).
The previous low level failures all irradiated the user. This did more
damage in the long term, but didn't affect the outcome of any fights and
was easy to negate with suits.
The tesla shock is obvious to everyone nearby, causes immediate pain and
the gun to be dropped if the capacitor is overcharged.
This makes minor failures a significant factor mid fight, especially on
powerful guns.

- Makes the phoron capacitor directly damage the hand holding it when it
explodes.
This capacitor can be built with phoron and uranium, which both spawn at
roundstart, though uranium isn't accessible.
It's therefore the most common capacitor, and the second most powerful.
This increases downside a lot, in addition to the explosion being fixed,
it will break the hand that fires it when it malfunctions.
If the capacitor is unstable, such as in a 60 damage monster, it will
gib the hand that fires it on malfunction.


**Tweaks, aimed at making the guns easier to understand, repair and
test**

- Adds a locker and boxes of modlaser parts. Not mapped in, but easy to
spawn for testing.
- Adds big red warning messages, visible to everyone nearby, explaining
what happened to the gun, who was holding it and how bad the malfunction
was.
- Made the lenses repairable with glass, or reinforced glass. The
nanopaste cost of a repair was more than 50x the cost of just printing a
new lens.
2026-04-07 20:08:41 +00:00
BatrachophrenoandGitHub d313f70906 Not THAT Slow - Update Movespeed Modifiers for Smooth Movement (#22127)
The /tg/-style movespeed_modifier datums were not incorporated into the
original smooth movement PR. While
https://github.com/Aurorastation/Aurora.3/pull/22043 restores that
functionality, the original values no longer feel good now that we're on
smooth movement. This PR halves ALL movespeed_modifier/slowdown datums,
with the exception of species-native, as a baseline before more
individual adjustments are made.
2026-04-04 22:25:48 +00:00
Cody BrittainandGitHub 0f91d90eab Added large boxes to cardboard crafting (#22126)
As the title says.
2026-04-03 14:21:46 +00:00
BatrachophrenoandGitHub 71c18374db Bugfixes - Slowdowns, Sofa spinning, Turbolift squishing, and more (#22043)
Fixes https://github.com/Aurorastation/Aurora.3/issues/21669
Fixes https://github.com/Aurorastation/Aurora.3/issues/21951
Fixes https://github.com/Aurorastation/Aurora.3/issues/21972
Fixes https://github.com/Aurorastation/Aurora.3/issues/22077

changes:
- bugfix: "All movespeed_modifier slowdown data now applied correctly
post-smooth movement PR. IE: active magboots, duffel bags, etc. again
slow you down."
  - bugfix: "Sofas no longer able to be rotated while anchored."
- bugfix: "Attempting to use crowbars, fire axes, hammers on airlocks
while in the Hurt intent will now make you attack the airlock."
- bugfix: "Fixes graphical bug with open lid graphics for crates painted
in any engineering color variants."
- bugfix: "Individual butterfly knife parts are no longer larger than
butterfly knives themselves."
- bugfix: "Elevators that squish mobs (any type of mob/living) will now
appropriately gib instead of just quietly deleting them."
- rscadd: "Miniature fusion reactor explosions now use subsystem
radiation instead of manually applying rad damage to all mobs in range."
2026-03-30 18:44:39 +00:00
Casper3667andGitHub f09bcd6cdd Replaces security disruptors with ballistics and removes all disruptors (#21987)
Security officers and the warden each get a .45 pistol loaded with
rubbers, and a spare rubber mag in their lockers.
The investigator get a new .45 revolver loaded with rubbers, based on
the konyang revolver, and a speedloader, also with rubbers.

The armory has had .45 speedloaders added to it, but is otherwise
untouched.

Also the autolathe gets to print .45 speedloaders now for the
investigator gun.

Practice ammo has been added to the autolathe.

The Elyran ERT had their disruptors replaced with plasma pistols.
Other non-Horizon disruptors were replaced with lethal .45.
Horizon disruptors were replaced with rubber .45.
2026-03-25 21:19:47 +00:00
Cody BrittainandGitHub 23789d4113 Sorts out existing projectile weapons (#22059)
This PR is intended to sort out our existing guns into something
resembling organization. In addition, ancient decrepit guns are removed,
and abstract paths are labeled as such.

In addition, all guns are now standardized to refer to their model.
Considering the huge number of weapons we have, a `pistol` is not
descriptive enough.

NOTE: At over 200 files touched, this is being split. Not everything was
sorted, but this is already a monster to sort through. The rest can
wait.
2026-03-25 15:37:50 +00:00
Casper3667andGitHub c60d1b819d Fixes headphone sprites and tent roofs (#22083)
The headphones had some invisible pixels that made selecting other items
next to it in a bag more annoying.
Items inside of a tent can now be clicked on properly as well.
2026-03-25 14:27:19 +00:00
FabianK3andGitHub aff736cda2 Persistence code refactoring (#22044)
# Summary

This PR refactores code and structure of the current persistence
subsystem, in preparation for Persistency: Circles, Squares and
Triangles.

This should not contain any user facing changes.

~~This PR is based of branch #21925 and **needs** to be merged in order.
The files changed display will be meaningless until then.~~ *Done.*

## Changes

- Split subsystem in partial files.
- Refactored proc names, added "persistentObject" format for current
code.
- Renamed SQL table.
- Refactored logging and call hiearachy.
- Fix CI labeler adding DB label on non-SQL files.
2026-03-24 19:53:37 +01:00
Cody BrittainandGitHub 77aca119d9 Added screen alerts (#22051)
Ports screen alerts from CM13. This enables an immediate reference to
whether you are cuffed or buckled. It also provides an easy way to get
out of said situation by simply clicking on the alert.

<img width="430" height="454" alt="image"
src="https://github.com/user-attachments/assets/0c20abf2-0901-49e0-ac29-492ba7c6dbe5"
/>


### Asset Licenses
The following assets that **have not** been created by myself are
included in this PR:

| Path | Original Author | License |
| --- | --- | --- |
| icons/mob/screen_alert.dmi (buckle, succumb) | CM13Devs (CM-13) |
CC-BY-SA 3.0 |
2026-03-23 09:16:23 +00:00
Casper3667andGitHub 07ea1ab294 Adds a tea set box to the loadout and reduces the point cost of cigs (#22067)
Adds a 2 point box to the loadout that allows one to have a tin of tea,
teapot and 4 cups to properly share tea with people. Inspired after I
saw similar elsewhere and thought how annoying it was to use 3 points
just to get the tea, teapot and 1 (potentially full) cup.
Tea tins were made a bit smaller as it seemed weird they were box sized,
and so that it would actually fit in the tea set box.

The point cost of cigs were reduced to 1 point, down from 2, as it seem
to make more sense. We have entire lunchboxes and augs for 2 points,
while cigs are more an aesthetic choice.
2026-03-23 09:16:03 +00:00
6c4e9254b2 Add ashtray persistence & fixes (#21925)
# Summary

This PR adds persistency to ash trays. This in turn fixes cigarettes
butts spawning a round later in locations where non-empty ash trays were
found.

## Changes

- Add persistence to ash trays and prevent (fixes) cigarette butt
persistence if in an ash tray.
- Fixed cigarette butts not being persistent if the cigarette was put
out on purpose and landing on the floor.
- Fixed loss of registered persistence track on item pickup.
- Fixed persistent tracks when item is held by player.
- Removed all ash trays on the Horizon as their existence is now
persistent. One-time job for operations after merge.
- Fixed matter configuration on `/obj/item/material` not being set
during `set_material()`.
- Fixed persistent trash on space turfs.
- Minor adjustments in SQL/Readme.md.

---------

Signed-off-by: FabianK3 <21039694+FabianK3@users.noreply.github.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
2026-03-17 13:12:57 +00:00
SleepyGemmyandGitHub 220d034cf5 Energy Net Attack Cooldown Fix (#22050)
fixes attacking energy nets with a weapon having no cooldown.

fixes #22028.
2026-03-16 21:10:21 +00:00
BatrachophrenoandGitHub 39f473bd31 Bugfixes - Shield Projectors, Luceian Items, Kinetic Harvester (#22042)
Fixes https://github.com/Aurorastation/Aurora.3/issues/22003
Fixes https://github.com/Aurorastation/Aurora.3/issues/22026

changes:
- bugfix: "Resolves some lingering weird behavior with emergency shield
projectors with regards to power draw."
- bugfix: "Updates Warding Spheres, Luminous Sceptres, and Azubarre
Torches to correctly emit light."
- bugfix: "Updates temp control unit to correctly use MOVABLE_LIGHT for
its light_system."
- bugfix: "Hull shield generator correctly checks for both capacitor
presence and activation state when toggling."
- qol: "INDRA Kinetic Harvester no longer disables harvesting a material
if it happens to drop to zero (less aggravation when staggering fuel
injection)."
2026-03-16 21:09:50 +00:00
Cody BrittainandGitHub b3762de674 Fix medical scans showing no wounds as minor wounds (#22031)
Yep..
2026-03-14 16:26:59 +00:00
VMSolidusandGitHub 8bafeb0fb8 Zeng-Hu Mind Shielding (#21996)
This PR was requested by @Fyniiy and @nauticall for the _A Dream for
Tomorrow_ lore arc, as one of two new options for the crew to take when
dealing with ADPI in the Lemurian Sea. As a new lore development,
Zeng-Hu Pharmaceuticals has begun offering their own take on Mind
Blankers (previously a bioaug invented by the Federal Technocracy of
Galatea) as a commercial product marketed towards SCC employees
traveling into the Lemurian Sea. These implants were previously
restricted only to Galatean Humans and Offworlders, but are now expanded
in availability to any Psi-sensitive species (So not including Diona,
Vaurca, and IPCs).

https://wiki.aurorastation.org/index.php/Lemurian_Sea

<img width="1616" height="765" alt="image"
src="https://github.com/user-attachments/assets/ff16606d-acfb-4c84-b06a-2ab4d97e3138"
/>
2026-03-13 16:28:26 +00:00
6c23b4ca76 A few medical fixes. (#22022)
- Pneumalin no longer fixes damage on robotic lungs.
- Fixed augments not processing. This means that HUD augments are fixed
as well.
  - Fixed health analyzers displaying damage between 0 and 1 as 'none'.

Co-authored-by: Matt Atlas <liermattia@gmail.com>
2026-03-12 20:04:12 +00:00
0c342878e5 Engineering spriting (detailing & port), portable shield balance, bugfixes (#21862)
EXTREMELY MINOR MISCELLANEOUS CHANGES TEEHEE

changes:
- imageadd: "Adds +bolted, +welded, +lights overlays to several large
machines for easier visual identification of whether or not clicking on
that emitter will kill you or not, etc."
- imageadd: "Modifies the base of the Shield Wall Generator sprite to
better match that of the Emergency Shield Projector (and so they can use
the same overlays mentioned above)."
- imageadd: "Tweaks the Emitter's directional sprites slightly so that
the base doesn't seem to change shape quite so drastically when
rotated."
- imageadd: "Ports very pretty space heater sprites made by Wallemations
and vinylspiders from /tg/."
  - imageadd: "Adds unique sprites for Old and Heavy-Duty power cells."
- balance: "Increases power draw and range of Emergency Shield
Projectors."
  - balance: "Increases power draw of Shield Wall Generators."
- balance: "Greatly reduces time for debugger to fix APCs corrupted by
electrical storms."
- balance: "Increases multi-z shield capacitor reserve charge and
maximum throughput, so that high-strength shields can actually be run
(at high power draw)."
- balance: "Tweaks the INDRA power output formula to scale better with
increasing temperature."
- balance: "Slight adjustments to space heater efficiency formula with a
friendly handwave to entropy."
- balance: "Old power cells have a 5% chance to be defective and have
slightly lower maxcharge than standard cells."
  - qol: "Adds extended examine hints to engineering objects."
- qol: "Extends list of object types which INDRA core field will
interact peacefully with."
- qol: "Improved space heater UX (chat msgs changed to balloon alerts,
audible feedback, etc.)"
  - code_imp: "Updates many code comments to use DMdocs."
- code_imp: "Consolidates various shield generation machine sprites in
scattered across multiple files into a single shield generator machines
sprite file."
  - bugfix: "Fixes Emergency Shield Projector hard del issue."
- bugfix: "Emergency Shield Projector now shuts down as intended if the
area's APC gets completely drained."
- bugfix: "Firing the gyrotron into the INDRA while no reactants are
present will no longer generate heat."
  - bugfix: "Fixes INDRA runtime."
- bugfix: "Fixes Power Monitoring app not displaying grid sensors when
run from a modular computer held in-hand."
  
  Bolted/welded down Emitter:
<img width="130" height="101" alt="Screenshot 2026-02-13 123842"
src="https://github.com/user-attachments/assets/8357b5ea-77e6-46f7-b4a0-724aaa141cef"
/>

Modified shieldwall sprites (with old ones for comparison)
<img width="667" height="103" alt="Screenshot 2026-02-13 111422"
src="https://github.com/user-attachments/assets/2b1e849e-f955-49cb-b094-0bef098a754f"
/>

Shields actually useful for damage control now (though they'll blow
through APC charge if you go as crazy as this):
<img width="804" height="891" alt="Screenshot 2026-02-13 124245"
src="https://github.com/user-attachments/assets/39268b42-5abe-4a3b-ba8a-a18bdc63873e"
/>

### Asset Licenses
The following assets that **have not** been created by myself are
included in this PR:

| Path | Original Author | License |
| --- | --- | --- |
| icons/obj/atmos.dmi (all "sheater*") | [Wallemations, VinylSpiders
(/tg/station #93800)](https://github.com/tgstation/tgstation/pull/93800)
| CC-BY-SA |

---------

Signed-off-by: Batrachophreno <Batrochophreno@gmail.com>
Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>
2026-03-11 16:39:54 +00:00
Cody BrittainandGitHub c0d0bb5492 Fixed floor tiles showing their quantity when not held. (#22009)
Invalid flags were set on tiles.
2026-03-11 16:38:40 +00:00
FabianK3andGitHub 183c95b3ee Fix negative stack amount (#21995)
# Summary

This PR fixes material stacks being able to drop into the negative.
Common occurrence are the synthetic fabricators.

## Changes

- Fixed new stack initialization overflow logic.
2026-03-10 10:18:23 +00:00
BatrachophrenoandGitHub 20e1b8b37a Buff flashlight battery lifespan (#21985)
I think flashlights drain unreasonably fast.

This PR reduces the power usage of all flashlights by 10x.

This makes them not drain unreasonably fast.
2026-03-09 21:47:27 +00:00
9eb93ace0b Add three more Dominian Banners (#21964)
Adds three new banners, for House Kaneko, von Sinzendorf and Seok. Yes I
am making a Seok character, how could you tell?

<img width="292" height="101" alt="image"
src="https://github.com/user-attachments/assets/2a95c5cc-b419-4625-8abe-63cc15a35277"
/>

All sprites by me.

Descriptions by Schwann / Human Lore.

---------

Signed-off-by: Fyni <itsfyni@gmail.com>
Co-authored-by: Kano <89972582+kano-dot@users.noreply.github.com>
2026-03-07 08:35:59 +00:00
FabianK3andGitHub ff133de35b Fix marshalling wands handheld sprite (#21943)
# Summary

This PR fixes the handhelds sprites after the recent rework of the
marshalling wands in #21921.

## Changes

- Refactored icon_update logic in marshalling wands to fix handheld
sprites, including overlay stacking.
2026-03-01 06:48:23 +00:00
VMSolidusandGitHub 1423fcd04e Various Delta Time Fixes (#21871)
Organs were being given ~3 seconds of DT per ~2 seconds of real time,
because they were being hit by Process() TWICE, once during processing
for the "Set of all objects", and again during processing for the "Set
of all mobs". No species was hit harder than this but IPCs, who suffered
from having wildly inconsistent temperature mechanics that seemingly
never matched the expected numbers.

I have actually tested this PR to verify that it works. I even went the
extra mile to more extensively test IPC temperature mechanics to find a
separate bug unrelated to DTs that was causing suit coolers to just
straight up not work at all (space suit or otherwise) on a majority of
all IPC subspecies. I then tested the numbers in the PR for IPC cooling
to verify that things work as intended.

<img width="969" height="623" alt="image"
src="https://github.com/user-attachments/assets/01c3aca7-b436-4e52-86f7-aed847dcba5e"
/>

I also tweaked all the subsystems to have a small performance
improvement.

---------

Signed-off-by: VMSolidus <evilexecutive@gmail.com>
2026-02-27 01:28:20 +00:00