Commit Graph

21252 Commits

Author SHA1 Message Date
feartheblackout
722a55fba9 Adds 5 new varieties of Vaurca soda (#18931)
![image](https://github.com/Aurorastation/Aurora.3/assets/59633984/c6fd943d-2bcd-4b23-9b6e-99d6a1c7789d)

Credits go to @GMR25 for descriptions. Credits go to @desvenlafaxine for
names/sprites.
2024-04-15 08:34:31 +00:00
naut
37d7bda9d1 The Xanu Frigate (#18516)
WIP.

Adds the All-Xanu Spacefleet Shrike-class frigate, a comparatively
colossal warship in service with Xanu Prime's navy. Built for combat, it
has a myriad of features designed to make it stand toe-to-toe against
most enemy combatants.

It features:

- Separate navigation bridge and CIC, a la the Horizon's command bunker.
The CIC has its own air and power supply.
- Redundant thruster nacelles; even if one nacelle is destroyed, the
ship can continue operating on a single one.
- Two fusion reactors. The power required by this thing is just that
huge.
- Thiccccc armor plating and whipple shields made of grating to protect
against meteor and dust strikes.
- A Longbow and Grauwolf.
- A fightercraft shuttle, with a Francisca.
- A boarding shuttle.
- Fully-stocked medbay with operating room.
- A brig.

The ghostrole capacity for this is 7 (6 crew + 1 captain), but has
capacity for all the way up to 15 (14 crew + 1 captain) during events.

The intended purpose of this frigate is twofold: a reduced-power
"patrol" configuration for light skirmishes, and a full-armament
"battle" configuration so that the frigate can act as an offship ERT in
case the Horizon gets into trouble, either against another party or
against the Coalition. If used in its battle configuration it can
support 15 crew at full capacity.
<details>
<summary>Screenshots</summary>


![image](https://github.com/Aurorastation/Aurora.3/assets/55491249/8c8ade90-947e-49c8-b710-0997fcf1cb0f)

![image](https://github.com/Aurorastation/Aurora.3/assets/55491249/c105e515-abf4-42b1-8f8d-d8de5d6692fc)

![image](https://github.com/Aurorastation/Aurora.3/assets/55491249/e165eb14-6976-472a-b6ab-e243eca9d4ec)

![image](https://github.com/Aurorastation/Aurora.3/assets/55491249/b811e586-cb75-467b-ba38-2c737221d69e)

![image](https://github.com/Aurorastation/Aurora.3/assets/55491249/b198b50c-7753-4aaa-839e-eb57a6bcedec)

![image](https://github.com/Aurorastation/Aurora.3/assets/55491249/00029766-664c-41d0-b075-05cdca325dff)

![image](https://github.com/Aurorastation/Aurora.3/assets/55491249/bf552c19-7c3d-4d5d-b713-916e3e0b2de3)

![image](https://github.com/Aurorastation/Aurora.3/assets/55491249/3d92a57d-bb72-4c53-86de-fe218c5fe439)

</details>
2024-04-14 12:11:08 +00:00
RustingWithYou
effca26701 Buildable Fuel Ports (#18922)
Fuel ports can now be constructed out of steel and attached to walls.
This means that a shuttle losing its fuel port will no longer require
admin intervention to fix.

Fuel ports can also be now be removed from shuttles by welding and
wrenching them.
2024-04-14 06:54:21 +00:00
Cody Brittain
c1d241594b Planes & Layers part 2: Plane Masters (#18749)
Part 2 of the PR series to bring /tg/'s and bay's plane masters to
Aurora, the lack of which is blocking several features we want.

This ports over the easier to understand Bay version of plane masters,
which is detailed in the relevant readme file in the code. Example
effect code for a warp effect is also in, which has been implemented for
gravity catapults.

Relies on #18741

---------

Signed-off-by: Matt Atlas <mattiathebest2000@hotmail.it>
Co-authored-by: Cody Brittain <cbrittain10@live.com>
Co-authored-by: Matt Atlas <mattiathebest2000@hotmail.it>
2024-04-13 18:07:51 +00:00
RustingWithYou
bb03336315 non-natural exoplanet turfs no longer generate resource deposits (#18937)
The exoplanet turf variants of non-exoplanet turfs (tiles, wooden
floors, etc) will no longer generate underground resource deposits. This
prevents underground resource images from showing up on these turfs,
because it generally looks weird to see a gold deposit pop up on
someone's floorboards.
2024-04-13 17:33:22 +00:00
smellie
11f8eff319 Cryonics Additions + IV Bag Stuff (#18415)
### Summary:
This PR fleshes out cryonics, both inside a cryotube and outside of a
cryotube, and gives a pharmacist a lot more to do during those high
energy rounds as they will be required to prepare and oversee any
cryonic mixes. Lots of ways you can go about doing with the biggest
reward being brain regeneration that bypasses oxygenation requirements,
at the cost of significant downsides if done improperly.

This generally empowers pharmacists and physicians and offers
non-surgical treatment alternatives, though often incurs a penalty or
takes a little longer than surgical treatment, so it doesn't make
surgeons redundant.

This list'll be exhaustive so medical players aren't left in the dark
and can just refer to this while a wiki update is worked on, instead of
digging through code.

 **Changes to Stasis/Cryotubes:**
- Stasis at temperates between 120K and 200K has been reduced to between
5 and 10, as opposed to 10 and 20. This means chemicals still have a
good chance of metabolising if you set a cryotube to above ~140K.
Cryotubes will still achieve good stasis if you cool below 120K -
upgraded stockparts from the workshop/R&D will help with this.
- (Bugfix) IPCs will not longer be knocked unconscious if they enter an
active cryotube.

**Misc. Reagent Additions/Tweaks:**
- Bicaridine now only requires 30u in the blood to begin attempting to
repair arterial bleeds, as opposed to 50u.
- Adds a Blood Thinning chemical effect. This prevents Coagzolug's blood
clotting effect from working and works in the opposite way - increasing
how much blood you lose per blood loss tick. Fluvectionem and
Synaptizine apply Blood Thinning at a strength of 25, translating to 25%
faster blood loss.

**Cryonic Chemicals:**
- Cryoxadone and Clonexadone both overdose at 5u. **_This is not a
problem when using a cryotube due to how cryotubes administer
reagents._** Overdosing either results in genetic damage and severe eye
damage.
- Cryoxadone and Clonexadone's organ healing capabilities have been
significantly nerfed. The organ healing is still noticable and useful
for pharmacist/surgeonless rounds; they cannot heal the brain though.
- Cryosurfactant has been renamed to Cryosilicate, mimicking
Pyrosilicate - the recipe now uses silicate instead of surfactant.
- Cryosilicate and Pyrosilicate now have an effect when used in the
body: cryosilicate will supercool a patient; pyrosilicate will
chemically incinerate someone. Leporazine will inhibit these functions.
- Bicaridine will repair arterial bleeds when used in cryogenic
conditions.
- Kelotane will repair disfigurement when used in cryogenic conditions.
- Peridaxon 2x effective in cryogenic conditions. Peridaxon can
denecrotise livers and kidneys in extracool cryogenic conditions - it
cannot denecrotise other organs. Using peridaxon in cryogenic conditions
will result in benign tumour growth (see below).
- Red Nightshade can repair bone breaks in cryogenic conditions. It will
still put a patient into a berserk state.
- Cataleptinol - see below.

**Cataleptinol Rework:**
Cataleptinol has been reworked from the ground up and is where
pharmacist's will be able to shine by making fancy cryotube beaker
mixers or cryonic mixtures for use in IV stands.
- The new recipe is 2 parts Alkysine, 0.5 parts Phoron, 1 part
Clonexadone and a 5u Cryosilicate catalyst. This translates to: 120u
Alkysine + 60u Clonexadone + 30u Phoron w/ 5u Cryosilicate = 60u (1
bottle) of Cataleptinol - expensive and lots of tricky precursors,
leaves enough left over to make a 2nd bottle without having to remake
all of the precursors.
- **In cryogenic conditions**, Cataleptinol will restore 7.5% brain
activity per metabolisation tick. This _bypasses the 85% oxygenation
requirement_, at the cost of hallucinations, blood thinning and liver
damage. The trade is roughly 40% brain activity (assuming nothing is
causing brain damage) for total liver failure.
- **Outside of cryogenic conditions**, Cataleptinol becomes a lot less
reliable and a lot more dangerous to use, with only a 75% chance of
restoring 2% brain activity per metabolisation tick. It will still
bypass oxygenation requirements, making it useful during _**severe
emergencies**_, at the cost of inducing painshock in addition to the
above hallucinations, blood thinning and liver damage. The trade is
roughly 25% brain activity (assuming nothing is causing brain damage)
for total liver failure.
- Cataleptinol _**overdoses at 3u**_ and has a fast metabolisation of
0.6u/tick - this makes it hard to dose without using an IV drip. If you
overdose Cataleptinol by using another method of administration, then
the patient's liver will crash, brain regeneration undone and the
patient will have severe seizures resulting in more pain. Using
Cataleptinol outside of cryogenic conditions **is high risk and only
potentially high reward**, but it could buy a couple more minutes.

**Tumours:**
- Adds Benign Tumours. Benign tumours simply drain nutrition and cause
frequent pain; they do not spread or affect nearby organs.
- Adds Malignant Tumours. Malignant tumours will begin by draining
nutrition then effecting symptoms based on the tumour's location (chest
tumours -> coughing, gasping, chest pain; brain tumours ->
disorientation, memory loss; abdominal -> vomiting, abdominal pain;
anywhere else -> lethargy). In the later stages, malignant tumours will
begin to damage the organs they are close to, then will eventually enter
the circulatory _~~and lymphatic~~_ system and spawn more malignant
tumours in other parts of the body.
- Peridaxon will result in benign tumour growth when overdosed or used
in cryogenic conditions.
- Genetic damage will result in malignant tumour growth.
- Ryetalyn is the anti-tumour drug and will put both benign and
malignant tumours into recession. You can also surgically intervene and
excise tumours as you would k'ois mycosis or fluke parasites.
- You cannot have more than 3 of any tumour - things won't get too out
of hand.

**IV Bag Stuff:**
- Adds 2 labels for IV bags: Cryonics Mixture, denoted by a CR; Other
Mixture, denoted by an M.
- Renames `blood packs` to `IV bags` and changes their formatting. What
was `blood pack O+` will now appear as `IV bag - O+ Blood`; `blood pack
Saline Plus` -> `IV bag - Saline Plus`.

**Misc.:**
- Only 20 genetic degradation on a limb is required to deform it instead
of 30. This should make it slightly more common, as 30 is a large number
to reach when this number is calculated per limb.
- Seizures can be given variable strengths.
- (Bugfix) Coolant tanks no longer just set a room's temperature to 0K
when destroyed. The amount it cools a room scales with the amount of
coolant still in the tank but cannot go below 173K/-100°C.
- Cryocells now have stockparts and can be upgraded/deconstructed.
2024-04-13 16:14:51 +00:00
RustingWithYou
34e3c3570c Ports Baystation Click Handling & Build Mode (#18896)
Ports the changes to clicking and build mode made in
https://github.com/Baystation12/Baystation12/pull/16292
2024-04-13 16:14:02 +00:00
QuestioningMark
6297045787 New INDRA Reaction: Iron+Phoron Nucleosynthesis (#18910)
Adds a new INDRA fusion reaction, allowing the production of lead,
uranium and borosilicate glass.

This requires cooperation across departments to receive iron and phoron
from either science or pharmacy.

This is to enable a slow, low yeild manner to obtain uranium, lead and
borosilicate glass in absence of miners, or to recieve a trickle of
uranium, lead, and borosilicate glass that doesn't outpace the payloads
miners can produce.

---------

Signed-off-by: QuestioningMark <49098034+QuestioningMark@users.noreply.github.com>
2024-04-13 16:13:52 +00:00
TheStryker
1ee286c3df Adds two Konyanger medals. (#18914)
Adds two Konyanger decorations, the Foreign Loyalty Medal and the
Spilled Blood medal, for use in lore events or whenever admins want to
spawn it.

![image](https://github.com/Aurorastation/Aurora.3/assets/19821403/bbfd0364-b780-463a-b206-08b86709ed61)

---------

Signed-off-by: TheStryker <thestryker289@gmail.com>
Co-authored-by: Geeves <ggrobler447@gmail.com>
2024-04-13 16:13:32 +00:00
RustingWithYou
7c113617f3 Adds TTS accent vocal cords to loadout (#18881)
The synthetic vocal cords loadout item is now a selection, which allows
players to pick the normal ones or cheaper/less advanced ones which set
their accent to TTS.

IPCs can also no longer take synthetic vocal cords because they're
robots and don't really have normal vocal cords for it to replace.
2024-04-12 22:22:19 +00:00
Fluffy
5888de6ea0 Implemented SI prefixes (KILO, MEGA, GIGA, TERA etc.) (#18874)
Implemented SI prefixes (KILO, MEGA, GIGA, TERA etc.)
2024-04-12 22:22:14 +00:00
CometBlaze
610d3daa44 Baseline Marking Fixes (#18907)
Fixes some of the issues described in #18876, namely:

- Hoplan using the wrong markings and having the option to add lights
- Markings not applying to the hands when selecting the "Primary Color"
option
- Torso and arm markings not being selectable
- Markings being lighter than the selected colour

Additionally, makes it so the "Primary Color" option doesn't add a head
marking to avoid applying the default TV head marking to the alternative
heads.
2024-04-12 22:21:43 +00:00
Fluffy
4e76fc5133 Ruins sanitization and unit test (#18923)
Properly split and use prefixes and suffixes, unit test to verify the
file exists and is not empty, and that the format convention is
respected
2024-04-12 22:21:34 +00:00
Fluffy
6f77b4d87b Update changelog generation (#18915)
Updated the changelog system


![image](https://github.com/Aurorastation/Aurora.3/assets/65877598/da2fc947-7179-4b57-9b6a-284b221529ed)
2024-04-11 23:34:18 +02:00
Alberyk
91d7507154 Back to home once again (#18720)
This pr adds some basic content for the Tau ceti system.

---------

Signed-off-by: Alberyk <Alberyk@users.noreply.github.com>
Co-authored-by: GMR25 <GMR25@users.noreply.github.com>
2024-04-08 17:58:12 +00:00
Alberyk
539e2fb01f Hailstorm fixes and console updates (#18863)
-fixes the hailstorm shuttle not docking
-fixes the hailstorm pipes not connecting to the vents
-added primitive versions for the ship computers using sprites we had
but were never implemented
2024-04-08 08:28:21 +00:00
Fluffy
25f28a8e69 Removes some additional waitfors and backgrounds (#18870)
Removes some additional waitfors and backgrounds, mark the relative
procs as should not sleep

---------

Co-authored-by: FluffyGhost <FluffyGhost>
2024-04-08 08:28:02 +00:00
Fluffy
75566d3911 Forgot purge atom movable destroy (#18872)
Forgot to remove the original implementation after moving it, this fixes
it, as that code is already in the other definition

---------

Co-authored-by: FluffyGhost <FluffyGhost>
2024-04-08 08:27:57 +00:00
RustingWithYou
58f4b508e5 Einstein ERT Rig Armor Changes & ID Fixes (#18888)
The Einstein ERT rigs now use the armor values of the SCC rigs instead
of the (terrible) values of the old NT ones, as well as having the same
initial modules.

Also fixes missing ID access on EE and Zeng ERTs
2024-04-07 19:54:46 +00:00
Greenjoe12345
0604f731c2 Fixes PRA diplomatic aide outfit (#18893)
Fixes PRA Diplomatic Aides having the DPRA Diplomatic Aide outfit and
backpack contents
Fixes https://github.com/Aurorastation/Aurora.3/issues/18882
2024-04-07 19:54:42 +00:00
RustingWithYou
d2eec222a2 Offship RND Servers (#18860)
RND servers and consoles will now only sync with each other if they are
on connected Z-levels. This allows for offship servers and RND equipment
to be mapped in without syncing with or erasing the Horizon's tech
levels.
2024-04-07 16:21:32 +00:00
Alberyk
b2dfb35453 Adds weather to the exoplanets (#18855)
This pr adds weather to some exoplanets:
-snow exoplanets, including adhomai, can go from calm to light snow,
medium snow, and heavy snow
-jungle planets, including konyang, can go from calm to light rain,
regular rain, and storm
-lava planets can go from calm to ash

---------

Co-authored-by: Matt Atlas <mattiathebest2000@hotmail.it>
Co-authored-by: Matt Atlas <liermattia@gmail.com>
2024-04-06 18:23:01 +00:00
Fluffy
0124154746 Buildmode help runtime fix (#18871)
Fixed buildmode help making a runtime due to empty to_chat() call

---------

Co-authored-by: FluffyGhost <FluffyGhost>
2024-04-06 01:24:04 +00:00
lavillastrangiato
41ba9c9ee1 Lets Vaurca wear some other Skrell clothes (#18835)
Allows Vaurcae to equip Skrell wetshirts and more shoulder capes.
2024-04-05 23:24:30 +00:00
Geeves
b19982455e Shotgun Accuracy and Fixes (#18740)
* Shotguns are no longer extremely accurate when shot one-handed, and
must be wielded to be fired accurately.
* Firearms that set their accuracy, firing delay, or recoil to 0 when
wielded will now properly do that.
2024-04-05 22:34:56 +00:00
AlaunusLux
859c412d4b Fix messages not being bolded for nearby ghosts if the speaker is inside a location (held pAIs, inside exosuits, etc) (#18848)
Title. Performance concerns here, since this is called for each observer
each time a message is sent. Not sure if get_area or get_turf is more
performant.

May not be worth it if it effects performance.
2024-04-05 22:33:14 +00:00
Ben
f39411ed7e Adds Golden Deep Flag and Banner (#18824)
Golden Deep Flag and Banner added to loadout, given similar treatment to
Trinary flag to allow for maps to utilize it

Credit to Fyni for the sprites

---------

Co-authored-by: Ben10083 <Ben10083@users.noreply.github.com>
2024-04-05 22:30:33 +00:00
Avery Marie
fe14d644e4 Random Contraband and Cargo Lists Tweaks (#18799)
This PR does the following. 

- Removes Heroin, Cocaine (and it's subtypes), Raskara dust, and all
other Tier-1 drugs in our drug list (excpet from the Cargo reagent
spawner.

- Adds more contraband to the contraband loot table. For example - 
- Cocaine, Heroin, 9mm pistol, derringer revolver, sawn off shotgun
(improvised), paralysis pen, and the poison pen. I also added auto
injectors for drugs that are not in pill form, like imprednezene(?),
stimpack, beserk, and nightlife.
         
- Adds more contraband map spawns in maintenance areas. I believe it
adds 5 or 6 across all three z-levels in areas like the abandoned bar,
the poker table, a table in maintenance by science, the maintenance
under the bar, etc. The map diff bot will show. These are not always
guaranteed to spawn either upon my testing. I'm not sure why, but it
works better this way imo.

- Removes ambrosia and other non-contraband drugs from the loot table
for now.

If requested, I am open to adding one or two custom contraband spawners
for the brig. Just ask in the PR's comments.

---------

Signed-off-by: Avery Marie <98699252+Eyeveri@users.noreply.github.com>
Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>
2024-04-05 22:30:23 +00:00
RustingWithYou
6a6fde5705 Makes Barren Exoplanets Airless (#18822)
Barren exoplanets only lose 90% of their generated atmosphere, which
seems odd given that the planet description is "An exoplanet that
couldn't hold its atmosphere". This makes them properly airless.
2024-04-05 22:30:08 +00:00
RustingWithYou
18de68f654 More Bugfixes (#18838)
Fixes #18227 and #18172
Fixes the Tempest SMG not using its wielded icon state.
Fixes exoplanet plants looking for the wrong number of growth stages and
constantly runtiming.
2024-04-05 22:26:15 +00:00
Matt Atlas
97bda936f2 New baseline IPC sprites and different IPC heads. (#18800)
New IPC heads can be selected by changing the head's prosthetic type, as
you would with a robot limb. All sprites by Noble Row.

Relevant to everyone else, this PR adds functionality to whitelist
sprite_accessories to certain prosthetic types, so you could
theoretically add Bishop-only markings for humans.

To-do:

- [x] Facial hair sanitization so that selecting a new head properly
removes the screens.
- [x] Marking sanitization so that selecting an invalid head for the
markings resets them.

---------

Co-authored-by: Matt Atlas <liermattia@gmail.com>
2024-04-05 22:19:58 +00:00
Ben
ec234092a8 Hidden Item Table Layer Bugfix (#18858)
Fixes #18836

Items set with layer below tables will not have auto-align code adjust
layer. This prevents scenarios such as with Spybugs where item is
adjusted to a layer above the table, making them visible.

Co-authored-by: Ben10083 <Ben10083@users.noreply.github.com>
2024-04-04 17:21:06 +00:00
Fluffy
679a0c6442 Optimized some procs (#18766)
Optimized some procs, ported from Daedalus Dock
2024-04-04 10:45:26 +00:00
Fluffy
6e3ee53783 Fixed machine processing for ores going in the negatives for alloying (#18781)
Fixed a runtime found on mechs.
Fixed machine processing for ores going in the negatives for alloying.
Some more optimizations, DMdocs, turned a var into a global one, some
defines added and made into bitflags, yada yada you know the usual deal.
2024-04-04 10:45:07 +00:00
Fluffy
fad2849536 Reduced simple animal emote sounds to short range (#18806)
Reduced simple animal emote sounds to short range.
Turned the var that hold those sounds into a lazylist, saving memory (as
most simple animals don't have emote sounds).
2024-04-04 10:44:22 +00:00
SidVeld
453c9df8b0 Buttons for switching hairstyles and beards (#18748)
# Buttons for switching hairstyles and beards

I love that there are so many different hairstyles, but don't like at
all that they can't be quickly matched to a character.

So I decided to add buttons that can be used to sort of quickly switch
between hairstyles without using the select menu.


![изображение](https://github.com/Aurorastation/Aurora.3/assets/22749671/68cd3f3a-d2c3-4eff-b4b1-253058bf43ce)
2024-04-04 10:42:26 +00:00
RustingWithYou
d2366cc925 Konyang Guns & Armor (#18803)
Adds the three Konyang-themed guns used during Silicon Nightmares events
- the Konyang service pistol, Konyang police SMG, and Konyang rocket
launcher. These have been mapped in where appropriate, with the
exception of the rocket launcher.

---------

Signed-off-by: Werner <1331699+Arrow768@users.noreply.github.com>
Signed-off-by: RustingWithYou <63625389+RustingWithYou@users.noreply.github.com>
Co-authored-by: Werner <1331699+Arrow768@users.noreply.github.com>
Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>
2024-04-04 10:37:15 +00:00
Fluffy
51cd537cf0 Recharger backpacks improvements (#18831)
Recharger backpacks now intuitively handle the connection with a simple
item-on-backpack click.
Improved backend handling, cleanly handle ref dropping to gun, localized
management of the backpack, DMdoc, you know the deal.

Fixes #18538
2024-04-04 10:35:11 +00:00
Fluffy
33e1d658f0 More bugfixes (#18830)
Get_sfx() now also returns /sound types back, preventing some runtimes
without having to rewrite 300 lines.
Food containers like frosted donuts and meat nuggets now maintain the
proper icon.

Fixes #18324
2024-04-04 10:34:53 +00:00
Cody Brittain
65d7b07094 Added Galena and Bauxite to the map generation (#18827)
This should have been done when these ores were added. It's been done
now.

---------

Co-authored-by: Cody Brittain <cbrittain10@live.com>
2024-04-04 10:34:47 +00:00
TheStryker
1fbc17a065 Adds Golden Deep loadout items. (#18767)
Adds 19 new Golden Deep loadout items by Noble Row.

![lisan al
gaib](https://github.com/Aurorastation/Aurora.3/assets/19821403/27579fb9-8bc7-42c7-bb72-5bb9365a4b6e)
![the
peasantry](https://github.com/Aurorastation/Aurora.3/assets/19821403/3cfeb12f-579b-485a-a480-5966ae85a782)

---------

Signed-off-by: TheStryker <thestryker289@gmail.com>
Co-authored-by: Ben <91219575+Ben10083@users.noreply.github.com>
Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>
Co-authored-by: Geeves <ggrobler447@gmail.com>
2024-04-04 10:25:10 +00:00
Fluffy
c6dfed8400 Fix CI (#18856)
Fix the runtime seen in the CI, as well as standarize the apply_damage
proc header that leaded to those runtimes (and possibly others/more).
2024-04-03 20:17:55 +00:00
Cody Brittain
03c61e542c Fixes various issues with layers (#18846)
Fixes #18842, among other misc issues

---------

Co-authored-by: Cody Brittain <cbrittain10@live.com>
2024-04-03 20:17:21 +00:00
Alberyk
9f458cd0bc Revisits Adhomai and other sector content (#18703)
This pr fixes and updates some old space systems contents.

---------

Signed-off-by: Alberyk <Alberyk@users.noreply.github.com>
Co-authored-by: Greenjoe12345 <33647525+Greenjoe12345@users.noreply.github.com>
Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>
2024-04-02 01:46:14 +00:00
RustingWithYou
8ec5407027 Various bugfixes (#18823)
Fixes #18750, saving the lives of countless hangar technicians.
Prevents the Haneunim shuttle crash from leaving its thrusters behind.
Fixes ice exoplanet turfs being invisible.
Fixes the human mercenary helmet accidentally using the old sprites.
2024-04-01 21:44:40 +00:00
RustingWithYou
d75a6daadf Skrell & IPC Corporate Voidsuits (#18798)
Adds IPC and Skrell versions of the Einstein suit, as well as an IPC
sprite for the Zeng-Hu suit. Relevant gear crates now spawn with
modkits.
2024-04-01 21:42:24 +00:00
RustingWithYou
5d67c4d0ad Unathi Guns & Armor (#18692)
Adds several pre-contact Unathi gun designs, some of which currently
accessible through antag gear crates and the Unathi pirate ghost ships.
All gun sprites done by Gecko.

Additionally buffs the generic Unathi armor and Hegemony armor to be
more on par with standard plate carriers instead of just being good at
melee and terrible at everything else, as well as respriting the generic
armor and rewriting flavor text. Armor resprites done by Dronz.
2024-04-01 21:40:28 +00:00
Cody Brittain
ddb14f4036 Planes & Layers part 1: The Re-Layering Redux (#18741)
This is part 1 of a project to, eventually, bring the render planes
system from /tg/ and bay into Aurora. This is a prerequisite and blocker
for many things the development team and community want to have, and
this was long overdue.

Many objects have been re-assigned layers, which are now thoroughly
defined. Maps have had their custom layer defines purged, as we should
be moving away from this in favor of saner definitions in the base
items.

This should be a test-merge due to the sheer amount of layers changed,
which will very likely create issues that I cannot possibly discover and
debug in a reasonable amount of time myself.

---------

Co-authored-by: Cody Brittain <cbrittain10@live.com>
2024-04-01 14:50:27 +00:00
Fluffy
fa565f0b63 sdaf (#18760) 2024-04-01 14:47:42 +00:00
DreamySkrell
aa76c671d3 Highvis pants (#18774)
* h5

* 4

* t

* tredh

* c

* Update code/modules/clothing/suits/miscellaneous.dm

Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>
Signed-off-by: DreamySkrell <107256943+DreamySkrell@users.noreply.github.com>

* Update code/modules/clothing/under/pants.dm

Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>
Signed-off-by: DreamySkrell <107256943+DreamySkrell@users.noreply.github.com>

---------

Signed-off-by: DreamySkrell <107256943+DreamySkrell@users.noreply.github.com>
Co-authored-by: DreamySkrell <>
Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>
2024-04-01 14:47:32 +00:00