This site is something of an experiment. It features a special mineral
deposit with lots of phoron. When the deposit is drilled, it'll activate
four mob spawners some distance away that'll send fauna towards it.
There can be a total of 20 active fauna on the map at once (5 per
spawner.) There's no limit on how many mobs can spawn in total (for
now.)
The idea is to make an away site with a clear goal and challenge, which
requires multiple people across different departments to accomplish
safely. Security to defend against the waves of fauna, engineering to
construct and maintain barricades/other defenses (very important),
mining to handle the drill, and of course medical in case something goes
wrong. You can't do it solo, trust me I've tried.
Once the deposit has been fully depleted, (takes about 15 minutes or so)
the team will have to sally out of their barricades and fight their way
back to their shuttle. Cause again, the mobs won't stop coming. I think
it's more interesting that way. But it ends with LOTS of fauna corpses,
of which the performance impact on a populated server might be too
severe to justify? I've no clue.
I also added some atmospheric sound and music which plays once the
deposit is drilled. Hopefully sets the tone without being too
overbearing.
This required a lot of code. I do not know how to code. I've tried to be
thorough, but may still want to review it under some extra scrutiny.
See the changelog for some other small tweaks.
### Asset Licenses
The following assets that **have not** been created by myself are
included in this PR:
| sound/music/phoron_deposit.ogg | Reitanna Seishin & Zander Noriega
|CC0 & CC-BY 3.0 | https://creativecommons.org/publicdomain/zero/1.0/https://creativecommons.org/licenses/by/3.0/
Adds 3 Crescent Expanse regions due to how large a region it is:
- Crescent Expanse (West): Nralakk and Solarian heavy region.
- Crescent Expanse (East): Coalition and Solarian heavy region.
- Crescent Expanse (Uncharted): Deep Crescent expanse, independents and
certain surveyors only.
Also adds a Lemurian Sea (Uncharted) sector if we ever go there.
Adds a `ccia_link` variable for sectors. Only usage is to block outbound
faxes to Central Command. For uncharted sectors. EBS remains an option
due to necessary CCIA functions (eg. scuttling), per Bear's wishes.
Adds `low_supply` variants of most vending machines and dispensers. For
later use, none mapped in.
Removes the `TEMPLATE_FLAG_SPAWN_GUARANTEED` flag from the sensors
array, because it meant it wasn't affected by `sectors_blacklist`. The
sensors array isn't so important it needs to be in every sector anyway.
Removes Burzsia from the `ALL_DANGEROUS_SECTORS` list, as the crisis has
passed and humanitarian relief efforts completed.
Adds the `ALL_EVENT_ONLY_SECTORS` for limited usage during event
arcs/similar where canon odysseys or certain thirdparties may infringe
upon an arc's narrative. Allows selective enabling/disabling of canon
odysseys or third parties for said arcs. Not intended for liberal
application.
### Asset Licenses
The following assets that **have not** been created by myself are
included in this PR:
| Path | Original Author | License |
| --- | --- | --- |
sound/music/lobby/crescent_expanse/crescent_expanse_1.ogg | "Lüüü -
Weedance" by Lüüü, Obtained from
https://myprivateunderground.bandcamp.com/track/lu-u-u-weedance | CC
BY-NC-SA 3.0.
sound/music/lobby/crescent_expanse/crescent_expanse_2.ogg | "Little
Bradley - Sunset Drive" by Little Bradley, Obtained from
https://myprivateunderground.bandcamp.com/track/little-bradley-sunset-drive
| CC BY-NC 3.0
sound/music/lobby/dangerous_space/dangerous_space_1.ogg | "You Can't
Kill The Boogeyman" by Karl Casey. Obtained from
https://karlcasey.bandcamp.com/track/you-can-t-kill-the-boogeyman | CC
BY 3.0
sound/music/lobby/dangerous_space_2.ogg | "Prison Planet" by Karl Casey,
Obtained from https://karlcasey.bandcamp.com/track/prison-planet | CC BY
3.0
sound/music/lobby/lights_edge/lights_edge_1.ogg | "Is Anyone Left?" by
Karl Casey. Obtained from
https://karlcasey.bandcamp.com/track/is-anyone-left | CC BY 3.0
sound/music/lobby/lights_edge/lights_edge_2.ogg | "Running From The
Wendigo" by Karl Casey. Obtained from
https://karlcasey.bandcamp.com/track/running-from-the-wendigo | CC BY
3.0
Even worse code than the other PR. Item that, when initialized, opens up
an Actor role. Deletes itself once a player joins as one. Recycled
working code where-ever I could.
Again no changelog yet. I can't test this locally, would greatly
appreciate eyes on this if it ought to work or not.
## About PR
- Uses `locate()` instead of `get_step()` when determining banner's
location, while considering the set offset value (normally either 32 or
-32) to have an accurate result. This resolves banners having stands
while placed on walls after Init.
- Instead of checking where the user is standing, the banners now checks
the position it'll be placed upon, and whether this position has dense
objects except the ones that is fine to be placed upon. Resolves#18068
- Prevents banner duplication, resolves#18620
I am sorry for the shitcode in advance
---------
Signed-off-by: Kano <89972582+kano-dot@users.noreply.github.com>
Co-authored-by: Matt Atlas <mattiathebest2000@hotmail.it>
This PR gives you the ability to wash glassware (glasses, mugs, beakers,
vials, etc) and kitchenware (pots and pans) at the sink.
With the empty item in hand, left-click a sink on DISARM intent.
There are no mechanical or gameplay changes. Items don't get dirty, you
aren't required to wash anything after use, it's just a little text-only
interaction meant for roleplay and nothing more. However, there's
nothing stopping the Executive Officer from giving you the stink-eye if
you don't wash the trays before putting them away!
---------
Signed-off-by: ASmallCuteCat <neofelisnebulosa128@gmail.com>
Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>
Bugfixes- changes weren't committed in original PR :(
This PR makes component upgrade text viewable in all circumstances,
restores component detection text to RPED, and excludes ship sensors
from updating their power draws based on components (they all use a huge
number of stock components compared to most machines, so their power
draws turned whack. They can be tuned later.)
---------
Signed-off-by: Batrachophreno <Batrochophreno@gmail.com>
Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>
this PR fixes wallets and lanyards having a stray mob overlay and cleans
up the code a bit.
tested and made sure that ID cards still appear when worn by themselves
and that lanyards still appear with or without an ID card inside.
fixes#18678. fixes#20926.
## About PR
- Introduces a dropship-esque Intrepid, making it feel more like a
public transport in a overpopulous city, while trying to avoid
chokepoints.
- Ports the CM's double seats.
- Removes access restriction from Intrepid's side airlocks, to be in par
with the main airlock.
- Deletes some rogue pipes near hangar bay.
- Re-adds a small oven which was introduced in #16449. With slight
tweaks and different colour palette.
This is probably an awful way to port CM's vehicle seats, but in testing
only issue I've found is: when the chair occupant punches someone, their
own buckle off-set will get reset. I am not sure why.
The way the double seats work is, it'll let anyone pass through as long
as both of the seats aren't occupied at the same time.
## Images
<details><summary>Details</summary>
<p>

</p>
</details>
---------
Signed-off-by: Kano <89972582+kano-dot@users.noreply.github.com>
Co-authored-by: hazelrat <83198434+hazelrat@users.noreply.github.com>
First round of tuning after the addition of new electrical storms,
changes in behavior, etc. Details in the changelogs, but apart from
general balancing of event weights and effects, this PR also expands the
description info on Telecomms machinery to communicate that you need to
use Nanopaste to repair them (which I don't think was documented in-game
anywhere), and also adds a stack of Nanopaste to the TComms vestibule to
facilitate repairs if no one is around to produce the stuff.
Also you can beat Telecomms machinery with a stick to start garbling
them now! Take that, Medical channel!
There will probably be another round of balancing after this to make
sure the events all feel and play maximally right/fun.
---------
Signed-off-by: Batrachophreno <Batrochophreno@gmail.com>
Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>
this PR fixes some typos and increases the S'rendarr's Hand content in
the adhomian cigarette from 5 to 10 to match the total amount found in
other cigarettes. also removes "vanilla cigarettes" from the code
because it isn't used anywhere.
Stingers are, in my opinion, one of if not the single most lethal
grenade type in our codebase.
They are a LTL option.
Considering they're also standard armoury equiment, I think it's fair to
bring them down a little. Hopefully they'll see more use.
Recent changes moved all the glasses from the booze vendor to the
glasses vendor, but seem not to have brought over the number of pitchers
and regular glasses that used to be in there to compensate. This
reintroduces the lost glasses and pitchers so the bar doesn't run out so
easily.
---------
Signed-off-by: hazelrat <83198434+hazelrat@users.noreply.github.com>
Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>
Some functional updates to events:
**Comms Blackouts:** Now has a variant (min. 6 pop,
engineering-weighted) which gives each machine a 10% chance to take a
little integrity damage. Additionally, Telecomms Processors now factor
their integrity damage into their ability to decompress messages, so
this alternative comms blackout might cause radio transmissions (either
global or for a given department) to start getting a little garbled- not
enough to genuinely impede comms, but enough to justify Engi to fix them
up.
**Prison Break:** Given how rarely we actually have people sitting
around in the prison waiting for breakouts over the course of a given
round, this event has been changed to be more akin to the existing
Containment events- the entire department (minus armory, nuke storage,
checkpoints, etc.) are at risk of lights blown, access issues, etc. Just
a little more variety added to the mix.
**Space Vines:** Minimum 4 pop to fire. Shouldn't matter much in the
grand scheme of things, just reduces annoyance factor for extremely
low-pop if they roll some vines that fuck them up. Will look into
refactoring that event so that the danger factor of the vines increases
with population, and remove the min pop requirement again.
**Drone Revolution:** Minimum 4 pop to fire. Again, shouldn't matter
much in the grand scheme of things but this highest tier event will
seriously fuck up anyone who latejoins and uses the maints to, say, help
set the ship up during low pop! No I'm not salty!
**Electrical Storm:** Refactored this and restored the Mundane and Major
variants. While we want this event to keep Engineers on their toes and
provide openings for people to break regs if they so wished, most of the
event is theater (lots of flickering lights now!) While the Mundane and
Moderate variants are mostly flavorful and will just give Engineers a
few excuses to visit different departments and RP with people, Major
events will be your 'all hands on deck' affairs (as Major events are
ought) and in very rare circumstances could even cascade into more
serious issues. Did a ton of unit testing on this and feel very good
about how each variant actually looks, will make any additional tweaks
if needed once we see how it plays with an actual population!
The Event Probabilities sheet was also very out of date, missing Comet
Expulsion, had the old Viral Outbreak, lots of old values, etc. Updated
all the events, and also updated the % formulas to factor in minimum
population- changing the 'Assumed Personnel' values at the top to a
level below the minimum population for a given event will now correctly
set its probability to 0%, making it clearer what actual odds are given
different pop levels.
I also don't think pop_needed was working correctly: various changes in
there to get it behaving.
Obv this PR grew in scope from outset and touches a small handful of
different things, so lmk anything to mix and match and change and drop.
!review
Currently, the Custodial Supplies Locator app provided X and Y coords of
every single mop, bucket, janicart, and cleanbot on the entire server.
This PR makes it so that these objects will only be registered to the
global list of custodial supplies if they are present on the Horizon on
init, and it will also provide Z coords so you can tell if they're on a
different deck.
The app also has a weird built-in GPS function that tracks the reader's
movements instead of the device's. Instead of fixing this to follow the
device, I just removed GPS feedback text- a Janitor can grab one of the
GPS units that comes in their lockers, and this also allows them to be
tracked by other units.
This implements a bunch of little QoL improvements and a few substantial
expansions in hydroponics intended to deepen the job's interactions with
hydroponics mechanics.
- Adds k'ois spores to hydroponics! Note these are only available in
hydroponics proper, the seed storage machine for the garden has been
split into a separate subtype that does not contain k'ois. This is
packaged with a small hazardous containment chamber to safely grow
dangerous crops, in addition to a decontamination area and a hazmat
closet. K'ois is something the kitchen is continually in demand of, and
it is the sole foodstuff of an entire species - I don't see why
hydroponics wouldn't be able to grow it.
- D1 hydroponics now has the same atmos equipment for changing the
temperature of trays as xenobotany, allowing you to take air from distro
and change its temperature across two separate reservoirs feeding into
trays. Different crops grow optimally at different temperatures, this
lets hydroponicists engage with this mechanic.
- A bunch of misc code QoL changes, including shifting the crates in
hydroponics from mapping to code.
- Makes empty first-aid kits spawn with a minimum of 16 storage space.
Previously, the storage you'd see in empty first aid kits was well, well
below how much actual first-aid kits with prefilled contents had.
- Expanded hydroponicist maintenance access a little, so they can now
access the garden and hangars through adjacent maints.
- Seed storage machines have cranberry seeds now.
- A few more items are in the biogenerator, in the interest of making
the hydroponicist a better generalist.
- Shifted around some of the contents of the biogenerator to prioritise
more important stuff, including moving flags to the bottom of the list.
The only item actually removed is the money bag - I'm not sure what use
you'd find for that.
- Adds autoinjectors and autoinhalers to the hydroponicist's herbalism
crate.


Effects were made transparent at parent a while ago, iirc. This re-adds
being clickable to fake objects, so you can see their names and
descriptions again.
Adds a forearm crutch to the game, as well as the ability to select a
pair of crutches in the loadout.
The sprites for it are made by Plyushsune, and altered by me.
## About The Pull Request
OpenDream is adding `usr` and `args` to the `SoftReservedKeyword`
pragma: https://github.com/OpenDreamProject/OpenDream/pull/2307
This PR renames `var/usr` to `var/user` and `var/args` to
`var/arguments`.
## Why It's Good For The Game
This pragma is currently set as an error on Aurora, because using
internal var names for declared var names is cringe.
This PR was made at request of Kermit to slightly enhance the pharmacist
game-play loop by introducing selling medication OTC. Legally or
otherwise >;)
- Adds a quikpay to the pharmacy along with some shelving. Moves some
stuff around to accommodate this
- Fixes the hydroponics quikpay paying into the operations account
instead of the service account. That's a whoopsie on my part.
- Doubles the price of most drugs in the OTC/Wall vendor. Everything is
still very much affordable, but this should encourage pharmacist players
to undercut the vending machine without getting peanuts in return.
---------
Signed-off-by: courierbravo <73250577+courierbravo@users.noreply.github.com>
Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>
This PR (re?)adds Title3 as possible server music and to the jukebox
(not the audiconsoles).
This song is as old as the game. Personally I like it a lot and think we
can have it for the approx. 3 people who have the lobby music not muted.
I used an improved, remixed version of the classic Title3 (originally
"Tintin On The Moon", composed by Jeroen Tel), that is better quality
and not grating on your ears. Some of you may know this version from
SS14.
Tested and working locally.
All appropiate attributions have been made. It is all marked under
(YouTube's) CC BY (reuse allowed) license.
### Asset Licenses
The following assets that **have not** been created by myself are
included in this PR:
| Path | Original Author | License |
| sound/music/lobby/title3mk2 | Jeroen Tel (original)/PinkBlossom6
(remix) | CC0 (free reuse) |
Separates the rolling fog effect into its own type rather than relying
on varedits, shifts it up a few layers so it renders ingame. Currently,
it doesn't appear at all in the holodeck settings it's used in.
From the feedback I've been seeing while playing, the bar has become
*unfun* to play or to interact with. I don't think the scarcity PR has
helped improve player experience, at least for the bar. I've re-added
the drinks that were removed, including the cabinet of beer yokes in the
back.
HOWEVER. There are less of all of them, encouraging resupplies if
there's heavy use.
!!!! I have not touched any other changes the scarcity PR introduced.
Medbay and Engineering scarcity remain. Anything added to cargo remains
purchasable, and the lavatory vendor still exists. !!!!
Supersedes #20786
Port of https://github.com/Baystation12/Baystation12/pull/34190, though
a recolor and touchup was done by CormallenField/Steviii.
I've been concerned for a while that the cryopod and body scanner shared
the same sprites. For the most part, this merely bugged me, as generally
these machines wouldn't be in the same place, so the likelihood of
confusing the two is low. The merging of #20772 changed this, as there
is now a cryopod in medical.
This splits the cryopod, sleeper, and body scanner into their own files.
The body scanner now has a different sprite with a slightly different
shape, and a completely different coloration as well. I also ported the
animated (and smaller!) console from Baystation while I was at it.
Compared to the one in baystation, this has been recolored purple by
CormallenField/Steviii to fit better with our color theming for medical
equipment.

Note: Since this image was taken, a fix was done to fix the missing bits
on the broken state.
I noticed some incorrect states for sleeper panel icons, and an unused
sleeper working animation. I fixed up and implemented these during the
transition.
### Asset Licenses
The following assets that **have not** been created by myself are
included in this PR:
| Path | Original Author | License |
| --- | --- | --- |
| icons/obj/machinery/bodyscanner.dmi | Remission (Baystation12) |
CC-BY-SA 3.0 |
Updated balloon alerts with the latest changes from tgstation.
Improvements include a new plane for them, and their duration changes
depending on their length.
Unfortunately, since they were added, they have been abused for really
long text that is difficult to parse in-game (by myself included).
Balloon alerts are useful, but they are not smoking guns and have
limitations due to their lack of persistence. I have clamped down on
their abuse in favor of the standard established by tgstation, [seen
here](https://hackmd.io/0Cvr4hpcTe-KI6SbgfUWtw#balloon_alertballoon_alert_to_viewers).
We lack updated runechat so I will not propose this be a fully
implemented standard at this time, but I have cut down all existing
balloon alerts to size.
Adds a few new recipes to the biogenerator in the interest of making the
hydroponicist more useful, including synthetic blood which I didn't
notice had been removed until now.
Fixes broken handheld icons for horticultural magazines, and introduces
a simple set of handhelds for them.
Fixes dyn cartons being invisible out of the Condimaster.
Adds sounds for watering, weeding, and sampling hydroponics trays, in
addition to a one second timer for weeding and sampling specifically.
Intended to add more feedback to hydroponics work - right now it's very
mute and lacking in visible messages.
Adds a new functionality to hatchets! They can now uproot plants,
killing them instantly, on a two second timer. This is to avoid the
tedious and arthritis inducing process of clicking on a single tray
several times to kill one plant.
Transitioned some tray documentation to DMDocs.