The 'infest_with_parasite' proc was setting the 'parent_organ' variable
of new tumors to the src organ reference. Changed to set the
'parent_organ' variable to the 'limb_name' of the src which allows
surgery code to find it.
Fixes the Skrandana to be white, and spelling errors on the Weishii robe
and Worker's hat.
Also, not quite sure if it should be worker's hat or workers hat.
---------
Co-authored-by: Stev-the-third <Rose@flurf.net>
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 the event service job used in New Blades so far, as well as unique
outfits for event jobs to make giving them different gear easier for
future devs.
Fixes Bug #19648
The Hegemony Energy Rifle has the E-Gun as a parent, instead of the
laser rifle, so it doesn't inherit all the single-fire-mode stuff that
the laser rifle has. I gave it all those attributes to make sure you
can't accidentally change the fire mode.
Edit: To clarify, this fixes the bug where you can change the fire mode
and it causes the gun to vanish.
---------
Signed-off-by: Crosarius <30341877+Crosarius@users.noreply.github.com>
- ~~The handle_blood proc will now check all organs, not just damaged
ones, and apply bloodloss accurately; including arterials where the
external wounds are healed.~~
- Added an arterial check to the proc which determines which external
organs are damaged so that the handle_blood proc will correctly remove
blood for external organs with arterial bleeds with no damage.
- Arterial severity which applies less than 1u of bloodloss is now
accounted for properly and is no longer rounded down to 0.
Fixes: https://github.com/Aurorastation/Aurora.3/issues/17807
Fixed the message server PDA messages logging.
Fixed the message monitoring console for the aforementioned use.
Fixed a runtime for AI distance check on trying to read papers.
Created a preset for the message server so it's autolinked on the
horizon.
Fixes#11701 (For the Message Logs part)
-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.
Added the ability to sell off your mining materials for profit. All
prices are relatively low, so it shouldn't mess up the balance of things
too much.
Consequentially, engineering can now sell its gold, silver, and platinum
to operations.
Also, I removed market elasticity from this materials list. Just to make
things far more consistent, and remove any potential and needless
frustration.
Thank you to @BoomerThor for helping me through this!
* Made a bunch of improvements to the PDA chat program. Clicking on
someone or a channel's name will now immediately open the chat. Text
inputs will now not input unless you press enter.
* PDA chat messages will now have spaces between them, unless it's the
same person sending multiple messages in a row.
* Updating a PDA chat channel's password will now output that it changed
into the chat.
* Most hivebots now create sparks when they teleport in, instead of
smoke. The smokescreen created by beacons remain.
* Smoke now renders over mobs again.
changes:
- rscadd: "BAPI - mapmanip submap noop handling."
- rscadd: "BAPI - mapmanip submap repeat setting."
both features are explained in forum thread
<https://forums.aurorastation.org/topic/20511-mapmanip-guide-submaps/>
but basically:
- "noop" areas and turfs has special meaning and determine whether the
submap manipulation is more like "replacing" or "appending"
- repeat setting controls whether extracted submaps should repeat on
insertion
---------
Co-authored-by: DreamySkrell <>
Co-authored-by: AuroraBuildBot <action@github.com>
* 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.
* Fixed welding tools using fuel in prosthetic repairs during the check
to see if it CAN do the surgery. Instead, the fuel when be consumed once
the surgery completes.
I _think_ this fixes the issue where welding fuel usage for prosthetic
surgery is bonkers, but I wasn't able to reproduce the bug on my local,
so keep an eye out for it still.
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.
~~In preparation for my grand political strategy to get SMES hacking
wires added to the aurora wiki, I made sure they were working.~~
It's on the wiki now so you have to merge this it's canon 🫡
Changes:
* The RCON wire in a SMES now actually disconnects a SMES from RCON
(before it only prevented AI control).
* When the input wire is cut in a SMES, it will now correctly report
that the SMES is not charging on the UI.
* The Failsafe and Grounding wires of a SMES now correctly trigger the
red light when only one is cut, instead of both needing to be triggered.
---------
Signed-off-by: FlamingLily <80451102+FlamingLily@users.noreply.github.com>
Sandstorm damage now respects armor, and will not damage Vaurca and IPCs
as much.
Ponchos, mantles, straw hats, Unathi robes, and hoods now protect
against weather.
Sandstorms can now cause pain and impair vision if a mob's eyes are
unprotected.
Adds protective gear to Wasteland ghostroles who didn't already have it.
---------
Signed-off-by: RustingWithYou <63625389+RustingWithYou@users.noreply.github.com>
Signed-off-by: Matt Atlas <mattiathebest2000@hotmail.it>
Co-authored-by: Matt Atlas <mattiathebest2000@hotmail.it>
Updated the AI's hardware from basic to higher-grade versions, as they
can't typically be upgraded during a round. Added potentially useful
software which was not previously available through their downloader.
Added drone language for communications and control. Disabled the block
on electrifying doors, as law conflicts may permit it in some cases.
Added tajara archeology items to the loadout menu so you can LARP as
your favorite archeologist, and changed the spelling of one of them to
be the US spelling like all of the other tajara archeology items.
---------
Signed-off-by: Silvore <62766806+Silvore@users.noreply.github.com>
This makes headbutting correctly check for the head armour, to determine
whether it's possible to knock someone unconscious.
Head armour will now prevent you from being knocked unconscious by a
headbutt, unless the attacker has more head armour than you. (e.g.
breacher hardsuit vs corporate helmet)
You can also knock yourself unconscious by headbutting someone with more
head armour than you.