Fixed a runtime with crates animation when closing.
Updated closets door animation code, renamed one var to be more clear,
some minor DMDoc, moved some procs around.
This reduces the explosion radius of standstills. Currently, standstill
landmines blow a hole in the ship so large that it can take engineering
an extremely long time to fix it, even with full staffing. If a
standstill goes off inside service, for instance, nobody is using
service for a very large portion of the round, if ever - between the
venting, the broken floors, walling, windows, furniture, and machines. I
think it'd benefit as a tool without its users having to worry about the
insane blast radius disrupting more than they intended.
This reduces the heavy and light impact ranges, so they'll do less
structural damage, but maintains their devastation range - so, if you're
caught at the epicentre of the blast, you should still be about as
immediately critical as before. Lethality shouldn't be strongly
influenced, just structural damage. The blast radius is still large
enough that, in my testing, it's impossible to fully escape the blast.
Current blast radius:

PR blast radius:

Changes the sink/reagent dispenser (i.e. water tanks)' filling system to
be intent-based rather than opening a window every time. Should make
filling/emptying containers at least 10x quicker. :)
Use **HELP** intent to fill from a container. Any other intent (i.e.
HARM) will have you try to empty the container into the dispenser/sink
instead.
Additional examination info has been added to both the sink and reagent
dispensers to give such information.
-Adds 12 new food dishes to the game (4 Unathi dishes, 2 Galatean, 1
Tretian, 5 misc.) including some requested dishes such as unathi
desserts and fettucini alfredo. Expands the use of Nakarka
-fixes bug where konaqu wasn't displaying right in the codex
-fixes phrasing on nakarka cheese wheels to be more in line with how
Vaucra talk
-fixes incorrectly named muffin types
---------
Signed-off-by: tomixcomics <tomi.lifelesslosers@gmail.com>
Co-authored-by: Pirouette <57296132+listerla@users.noreply.github.com>
Refactored portals, improved handling.
Telescience console can now target overmap zlevels, provided deep scan
is not enabled and the contact is completely scanned.
Telescience portals now properly delete when the timer expires.
Greatly increased power usage for the telescience portals, especially if
aiming outside targets.
Refactored telescience console backend.
Added various DMDocs.
* Most hivebots now create sparks when they teleport in, instead of
smoke. The smokescreen created by beacons remain.
* Smoke now renders over mobs again.
* Barricades will now send a chat message if you can't climb them due to
there being barbed wire.
* Fixed barbed wire overlays not appearing on barricades.
* Animal traps now work based off mob size, instead of having a specific
mapped in list for animals it can or cannot capture.
* Added new examine text to traps that help explain how to use them.
* Added a verb to deploy / undeploy traps.
* Tweaked a couple interactions with traps, mechanically and
grammatically.
* Fixed a lot of bugs and issues with traps.
- [x] Finish looking over the file and removing the bad.
- [x] Clear out the TO-DO's I left in the file.
- [x] Add ability to examine the item to figure out how to use the item.
- [x] Test changes.
This re-adds the Anomalist alt-title for Xenoarchaeologist, alongside
some uniforms for them (They're just Xenoarch radios and uniforms which
are renamed to say "Anomalist")
The justification for this is that Xenoarchaeology and Anomaly research
are pretty distinct mechanically and lorewise. This isn't to say
necessarily that a Xenoarchaeologist is incapable of doing research on
anomalies or vise versa, and I don't want to tell people that they
can't!
However, I would like to have a way for Science characters with
specialisations in anomaly research to be able to distinguish themselves
from Xenoarchaeology, because their field wouldn't really have much to
do with doing anthropological research or fossils or archaeology,
really.
Refactored Life() to receive seconds per tick and times fired as
parameters.
Life() now cannot be slept in, turned various sleepings into async calls
procs.
Optimized mob AI subsystems, gave them new priorities levels and flags.
Grab upgrades are now elaborated asynchronously, tweaked them to avoid
stacking multiple upgrades.
Fixed plains tyrants keeping sending messages about stomping even if
dead.
Removed the gelf logging infrastructure.
Refactored the various logging procs to be a direct call in light of the
above.
Removed ancilliary UDP related things.
Splits the current survey probes into two types: Atmosphere and Ground,
as well as adding a Geomagnetic variant. Replaces some of the currently
mapped in atmosphere probes with the two other types.
As titled. It sets the idea that the cubed animals aren't exactly the
same as their regular counterparts. This might be something for lore to
decide though, not me. So this PR should probably stay up for a bit.
For those too scared of clicking the "files changed" section. The
description is as follows.
"The manufacture of a cubed animal produces subjects that are similar
but have marked differences compared to their ordinary cousins. Higher
brain functions are all but destroyed and the life expectancy of the
cubed animal is greatly reduced, with most expiring only a few days
after introduction with water."
---------
Co-authored-by: WickedCybs <wickedcybs@gmail.com>
Resprites various IDs that used the original Nanotrasen ID despite being
separate organizations. Complete changes are:
-Resprited guest pass
--Fixed description to specify we are on a ship now
-Resprited Legion ID
-Resprited Centcom and CCIA ID
-3 new IDs for Command (silver stripe), Bridge Crew (no stripe), and
Captain (gold stripe)
All sprites are either made by myself, or modification of existing ID
sprites.

- bugfix: "Fixed tents not allowing assembly/disassembly by someone who
was interrupted."
- bugfix: "Fixed tents having invisible walls inside of them."
- bugfix: "Fixed ghosts being unable to see inside tents."
- bugfix: "Fixed tent sprites to be 3/4th compliant."
- bugfix: "Fixed tent roofs not disappering when you disassemble one you
are inside of."
- bugfix: "Fixed tent canvas not having a description."
- bugfix: "Fixed pre-fabricated tents not being disassembleable."
* Puts all the items that were manually mapped into head of staff
lockers into the code. Also deletes some dupe items (why do I have two
megaphones, etc)
* Also very minorly changes the CMO office after I deleted the rack with
a stethoscope, medbelt, and medHUD on it.
---------
Co-authored-by: La Villa Strangiato <mangodeity@gmail.com~>
Trying to bring both in line with this PR:
https://github.com/Aurorastation/Aurora.3/pull/18708
Maglights have the same force as binoculars, multitools, etc - other
formerly 5-force items. They are still outclassed by crowbars and guns
in melee, so they shouldn't revert to being the default weapon of
choice.
Energy weapons were not buffed in the above PR, so I've simply adjusted
active_force by the formula above.
Made relaymoves uniform in function header and non sleepable.
Improved IPC/borg recharger, made it time constant.
Tweaked client/Move() to avoid a range(), moved a relaymove around to
fix a bug, some minor tweaks.
Fixed IPC/borg recharge station not taking the IPC/Borg in on bump.
Adds tents, in two variants (A larger and smaller one). These utilise a
new large structure framework allowing a single item to spawn multiple
structures (The parts of the tent) in the correct places. The tents
count as inside, so can be used to shelter from weather. Tents have
roofs which become semi-transparent when entered. There are also
mappable effects which generate a tent at round start for mapping.
Adds sleeping bags, which can be attached to the outside of bags for
easy carrying. Ideally this would be an accessories interaction, but
backpacks aren't clothing and converting them to be such is outside of
the scope of this PR.
Adds foldable tables, for setting up on expeditions.
Ported SSThrowing from TG, to handle throwings.
Updated movement system to the latest iteration, made it a datum as per
latest iteration.
Updated pass/hit handling of atoms, introduced pass_flag_self to
determine what atoms allow to pass.
Moved procs and defines around to make them more organized.
- rscadd: "Adds Sedantis Water to the Zo'ra Soda vendor."
- rscadd: "Adds Skye'mok in a V'krexi organ to the Booze-o-Mat"
- rscdel: "Adds a new sprite for the Flagsdale Mule drink."
Basically, you get vendored the organ in a wrapper, you open the wrapper
and pull the organ (which is in-code the bottle) out.
---------
Signed-off-by: senorsapo <70925284+senorsapo@users.noreply.github.com>
Co-authored-by: Fluffy <65877598+FluffyGhoster@users.noreply.github.com>
This PR brings back the more accurate title for First Responders, of
Paramedic, to bring it in line with some snippets of the SOP and to be
more accurate to the role itself, as both Security Officers and the rare
and elusive Firefighting Atmospherics Technician can be considered first
responders.
also I just like it better.
Changes any mentions of first responder in gear/access/etc to Paramedic
or PARAMEDIC where applicable.
i accidentally left this thing a normal item; assumed toys would just be
smaller
- bugfix: "Changes the stress ball to be the correct size. It's now a
small item."
NT ruins at Ouerea no longer has certain loot that was acquirable from
the RD locker (esp the radios....)
Minor refactor of locker code to allow this
---------
Co-authored-by: Ben10083 <Ben10083@users.noreply.github.com>
* 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.