* Added an exosuit compatible kinetic accelerator, capable of clearing
vast swathes of mineable walls. Machinists can print them at a steep
steel cost, and the mining mech dropped from the dropper comes with it
equipped.
Does exactly what the title says. The specific sound used is the warning
buzzer sound that plays when a delivery chute or disposal unit is about
to release an object.
Full disclosure, I did this because I specifically wanted this. I wanted
to be able to do this.
But, here's my retroactive justification for why it's *needed*:
IPCs do not have a sound emote to express _distress_. Sure, *buzz
exists, but that's more an expression of frustration or anger (the sound
is even called "buzz sigh"). Distress, though? Being caught in a corner
as the mercs with a dominian-army gimmick start blazing gunfire down the
corridor? Sure, you could use *scream, but that's very _human_. Sounding
an alarm? Now that's exactly what a soulless machine would do.
This update adds:
-6 new food dishes (elotes, steak tartare, biscuits and gravy, and 3
fancy grilled cheeses) (4 of which were special requests made by other
players)
-Gravy and gravy boats
-New sprites for mashed potatoes and schnitzels that had gravy poured on
top of them.
-2 new drinks (dyn boba tea, chocolate soda)
-New sprite for blizzard ear flour boxes because it was really confusing
they had the same sprite as regular flour.
All created and sprited by me.
---------
Signed-off-by: tomixcomics <tomi.lifelesslosers@gmail.com>
Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>
* Cargo delivery packages now have colored tags on them which should
hopefully make it easier to distinguish between them, instead of
changing the entire package's color.
* Delivering a package now outputs another, allowing you to continuously
deliver throughout the round, should you choose to.
* Fixed cargo packages runtiming on the runtime map.
* You can now ctrl+click on any worn clothing item that has accessories
attached to quickly open the accessory removal radial menu.
* Removing accessories with the radial accessory removal menu will now
reopen that menu until either all the accessories are removed, or you
click the close button.
* Plate Carrier armor accessories will now always render below other
accessories, so you don't need to shuffle everything to layer them
correctly.
I had this sprite lying around for a potential rework of our Operative
outfits. This might still happen, but with Odyssey coming sooner or
later, I felt it was better to get this implemented now for usage by
storytellers and actors.

This is a specialized variant of the Vampire hardsuit, for Solarian
Special Forces. The commando variant (the only one implemented) has
deathsquad-tier stats. This should not be used lightly, but as a
definitely and obviously hostile alternative to the Asset Protection
teams currently implemented.
---------
Co-authored-by: Cody Brittain <cbrittain10@live.com>
changes:
- rscadd: "Crystal Planet Outpost Update. Adds submaps and exoplanet
generation."
- rscadd: "Cryo Outpost Update. Updates exoplanet generation."
- rscadd: "Away Site Exoplanet Generation Improvements. Allows setting
atmos for all exoplanet turfs on the map."
- rscadd: "Away Site Exoplanet Generation Improvements. Exoplanet turfs
can have light if they are outside."
- rscadd: "Away Site Exoplanet Generation Improvements. Base Turf fixes,
explosions do not turn turfs into space, and destroying or mining turfs
is generally better handled."
---------
Signed-off-by: DreamySkrell <107256943+DreamySkrell@users.noreply.github.com>
Co-authored-by: DreamySkrell <>
Co-authored-by: Fluffy <65877598+FluffyGhoster@users.noreply.github.com>
### Summary
This PR fixes the missing emissives for the high vis jacket.
Pants and all alt-variations seems to be correct in the first place, the
main jacket had an invalid icon state in the code when adding the
emissives.
Added a comet expulsion event, coming towards the main map, if not
dodged causes some meteors that then explode, the explosion power can be
reduced by shields.
Some DMDocs, code cleanups and other things noone else cares about.
Moved all calls of randpixel_xy in Initialize() (if they were in New())
Some tweaks of the proc
This should avoid some random CI failures due to it matching shifted
pixels as dirty vars
No player facing changes
Removes the slowdown from the Captain's voidsuit to be on par with the
rest of the voidsuits.
No armor values have been changed. The voidsuit is behind a WL for the
most part, and has been for a long time. Captain's should be able to
flee stuff while wearing their voidsuit without walking in slow motion.
---------
Signed-off-by: Butterrobber202 <buttersgt@gmail.com>
This creates two modkits for the Assunzionii 'Rook' voidsuit, one for
the human variant and one for the IPC variant, available in the loadout
to any character with an Assunzionii origin. It's only applicable to
research voidsuits.
IPCs have access to both variants so human-shaped synthetics can still
get a suit they can use.
In current code, the Rook is a military voidsuit descended from the
Coalition Vulture. As this allows you to transfer it from research
voidsuits, it has been shifted to be a mechanically identical subtype of
the standard research suit. Anything in the description alluding to its
military uses or its anomaly resistance have been removed to reflect
this.
This should be a relatively clean change, the Rook isn't currently used
substantially in the uplink or for any ghostroles. My thought is that,
if someone ever does make an Assunzione military offship, they could
resprite this suit for a new armoured variety. The implementation should
otherwise resemble the implementation of the Himean modkits.
Adds several new items to the Dionae loadout:
- Three sets of clothes and two hoods for voidtamers
- A jacket, cloak, two hats, and an undersuit for the ekane
- A narrows hardhat and jacket, as well as a slightly reworked jumpsuit
(made chonk)
- New Eternal Robes, the old ones are remaining for now but may be
reworked in the second wave of items
- Also removed some redundant rokz and serz items and the ships
themselves, these may be reworkedin the future, but for now aren't in
current lore.
More loadout items will ideally be coming soon for each factions in the
coming weeks/months.
---------
Signed-off-by: Yonnimer <31339047+Yonnimer@users.noreply.github.com>
Signed-off-by: Matt Atlas <mattiathebest2000@hotmail.it>
Co-authored-by: hazelrat <83198434+hazelrat@users.noreply.github.com>
Co-authored-by: Matt Atlas <mattiathebest2000@hotmail.it>
https://github.com/user-attachments/assets/b2ee7517-ca3a-4915-918b-319b518e1cb9
I have Schwann's blessing to add this
From the extended description;
"While a common sight in the Alliance's more rebellious or devastated
worlds such as Mars, the Army peacekeeper beret became a potent symbol
of Sol's triumph in the civil war. Nowhere else in the Spur are the blue
berets more omnipresent than the former capital of the Restoration Front
- Lycoris."
Available in the headgear tab- I've put it as an independent item since
the beret selection is for departmental / non factional berets, if
desired, I can move it under there.
---------
Signed-off-by: Matt Atlas <mattiathebest2000@hotmail.it>
Co-authored-by: Matt Atlas <mattiathebest2000@hotmail.it>
This implements a resprite of the regular Gargoyle voidsuit, the SFA
variant, and the SSMD variant, full credit to shqvelheaded on discord
for the sprites. This also adds a unique variant for the SPLF, which I
intend to use for https://github.com/Aurorastation/Aurora.3/pull/20197.
Not all of the Gargoyle variants have been resprited, but most of the
ones that are accessible ingame short of using the uplink, and are
extant factions in the setting, have been.

Fixes https://github.com/Aurorastation/Aurora.3/issues/20039
Power cells can no longer be put into exosuits, this fixes the oversight
where someone could install a power cell anyways, which results in it
becoming useable when removed.
Description of chassis updated to make it clear you need a power core
Co-authored-by: Ben10083 <Ben10083@users.noreply.github.com>
Refactored sorting.
Added test to verify all horizon areas (outside exceptions) are marked
as station areas.
Added test to verify shuttle areas are not marked as station areas.
Refactored how the area sorting var is made and used.
Added a global list of all areas.
https://forums.aurorastation.org/topic/20198-mission-briefing-auroras-gamemode-revolution
To-do:
- [x] Finish storyteller verbs.
- [x] Storyteller landmarks.
- [x] Proper storyteller spawning. Right now the gamemode system is
happy with just picking one storyteller and no actors.
- [x] Antagonist whitelists code.
- [x] Adding the Storyteller whitelist.
- [x] Mission map loading code.
- [x] Map in a bunch of missions.
- [ ] Storyteller adminhelps.
---------
Co-authored-by: Matt Atlas <liermattia@gmail.com>
Co-authored-by: DreamySkrell <>
This PR is mostly about fixing body/cryo bag layering issues.
Currently live and annoying to try and treat around:

Currently, bags are are below roller beds when first deployed. If
buckled and unbuckled, they are then above, because of the + 0.1 on
buckling.
If buckled on a roller bed, dragged, and then unbuckled, they are then
above player mobs, because of the `layer + 1` on roller bed `Move()`
proc, which also doesn't get reset. I removed this +1 on Move() because
it was older than the +0.1 and seems to serve the same purpose.
The +0.1 did not have a method of reverting to the original buckled
atom's layer, so I added a var and check to handle that.
I also changed bullet casing's layer to `BELOW_TABLE_LAYER` with the
intent of not having them on top of stasis bags and roller beds, because
it causes issues as someone trying to treat wounded after a firefight.
Changing bullet casing's layer does have a consequence of putting
bullets underneath, for example, the soil in the public garden. Putting
the soil on `BELOW_TABLE_LAYER` would fix this, but with the consequence
of having the bushes be on top, making clicking the soil difficult for
farming purposes. Adding bushes to that layer causes consequences with
side window layering (like on deck three outside the public lounge.)
For this PR I only adjusted the bullet casing layer. I'm sure it has
other unintended layering interactions. Let me know if it would be
better to leave them where they are or on some other layer.
Current changes in PR: Bullets under soil/roller beds/stasis bags.

(Example of why making bullets on top of soil is difficult) Screenshot
shows both bullets and the soil being `BELOW_TABLE_LAYER` with bushes on
top, as a reference. PR Currently has bullets underneath soil.

Adds missing Machinist access and compatability for slime scanner to
Research module robots
Co-authored-by: Ben10083 <Ben10083@users.noreply.github.com>
### Introduction
The recently to atmos added hydraulic rescue tool is a robotic tool and
has none of the common item/tool properties. This PR refactors the tool
to a non-robotic version and fixes a bug in the recently added
functionality (#20138 - Airlocks can be opened instantly by moving
during the action duration).
### What changed?
- Added `/obj/item/crowbar/hydraulic_rescue_tool` to tools.dm
- Removed robotic version under AI
(`/obj/item/crowbar/robotic/jawsoflife`)
- Updated all occurrences (Sprite label due to updating the sprite
filename)
- Fix action skip bug in airlock.dm when using the tool (See
[5cc808b](5cc808ba53))
Does what it says on the tin. Purely cosmetic for now. This is step
zero.
Basically, clothing is starting to get real bloated with a lot of
variants.
More pressingly, accessories as well, and we're probably going to get
accessories of accessories.
After seeing what's going on with arm guards, leg guards, plate carriers
and the like,
it's heading towards a really messy level of abstraction.
Hopefully this will nip it in the bud, so to speak.
I've also added the layering feature used in watches, so you can tuck in
your uniform in your pants, or your coat in your pants if you're so
inclined to.
This also means that in the near future, we'll finally have the ROLL
PANTS feature that has escaped us for so long.
For reviewers :
This PR is majority legwork of simply adding the new pants slot in. Very
similar to my previous Wrist slot PR.
The rest is just changing the existing pants/skirts over to a new
loadout slot and changing paths.
---------
Signed-off-by: Wowzewow (Wezzy) <42310821+alsoandanswer@users.noreply.github.com>
Co-authored-by: Fluffy <65877598+FluffyGhoster@users.noreply.github.com>
Added some modular computer program preset tests.
Fixed some modular computer program preset that had duplicate programs.
Refactored how the computer program presets generate the list of
programs to install.
Turned some comments into DMDocs, some cleanup around.
Tests disabled reasons are now enclosed in the group correctly.
### Introduction
With the port of SSthrowing from TG (see #19421) an additional check got
added to `/atom/movable/Move`. The check
```
if(!newloc || newloc == loc)
return
```
prevents the move method from an unnecessary movement.
The method is also used by ladders to move the player to the ladder
before climbing it - With the new additional check it was no longer
possible to grab ladders if you are on the same tile, because the move
method would run the location check and return, skipping the movement,
which is correct, but results in failing to climb the ladder after all
("You fail to reach the ladder.").
This PR fixes this small but very annoying issue.
### What changed?
To not further modify the move method an additional check has been added
to the ladder-climb code to skip the move method when the player is
already on the same tile.
Readds Dionae customization options to their hair and beard options in
the setup.
While I do sorta like the idea of just having them all be body markings,
this came with too many bugs, essentially bricking them in ghostroles
and some layering issues, this just readds most options.
---------
Signed-off-by: Yonnimer <31339047+Yonnimer@users.noreply.github.com>
Removes the confusingly unnecessary nerf to Columbo's damage (he did as
much as just punching someone) from the parent mob and increases his
health from 75 to 125 so he can withstand at least a little more
punishment.
The poor guy is quite literally never let out of his enclosure because
he's less useful than just throwing a floor tile at someone. He's also
the only "unique" thing the Head of Security has left, and people seem
warm to the idea of an actual incentive to bring him out more. With
these buffs he stands an actual chance of being able to fight and take
down someone unarmed and unarmored.
Frag grenades projectiles now apply some agony and eyeblur.
Frag grenades projectiles have damage augmented by 3 points (~10%).
Frag grenades projectiles have an augmented chance of leaving a shrapnel
(+30%).
Frag grenades projectiles have a chance to ricochet up to 2 times.
Some code cleanup and removed some procs that were no longer used
(nothing called them anymore) from the projectile refactor.
Makes Skrellian Nralakk Federation consulars spawn with a box of psionic
receivers, with the idea that they can advocate for their installation
into crew for ease of work in and with the Federation. Has the okay from
Skrell lore.
It is now fairly simple to add your own aide to any job. The code has
been made more modular, cleaner, and overall easier to work with.
Added a corporate aide role for representatives. Live out your
privileged wage slave dream.
---------
Co-authored-by: Matt Atlas <liermattia@gmail.com>
See title. Works so far in my testing, should prevent the 200 webs on a
single turf issue we've all loved dealing with. This doesn't seem to be
intended behaviour, given there's a check against it in the code
already, so I'm putting it under bugfix.