Makes ship combat significantly more destructive (and a bit deadlier),
especially with non-explosive projectiles.
**Additions:**
- A shell that penetrates a solid (dense) structure will cause spalling.
This spall does 2-30 damage, depending on range and has a high embed
chance. These embedded chunks are large enough to be ripped out by hand.
(But you probably shouldn't). The pilot's suit has 30 ballistic armor,
so a prepared bridge crew can survive a lot of spall.
- Adds a gun that shoots any ship weapon that admins can spawn. Useful
for testing, or for adminbus where they don't want to have to spawn a
whole overmap ship.
- Made several structures destructible, vending machines, computer
frames, grilles (these were just bugged) and watertanks (and their
children). These structures could just block infinite shots and were
common enough to serve as effective armor for the horizon. These now
spawn shrapnel (of their material if it's set), in addition to sheets of
steel when destroyed.
- Added support for negative maim chance. This allows chosen projectiles
to be prevented from decapitating. No more accidentally gibbing the
bridge crew's heads. (Unless they get hit with something really really
big).
**Balance:**
- All non-explosive anti ship rounds got significant buffs. Typically
2-3x Anti-Material numbers.
- Armour piercing anti-ship rounds got massively increased penetration
stats. Typically 4-8 from 1-2.
- Doors now get destroyed in less hits, if they are hit by anti-material
projectiles. Hits to destroy -= Antimaterial / 2
- Francisca frag shells now shoot less fragments but deal more damage.
394 projectiles for every shot was a bit laggy, now it's only 280.
**Shields:**
Shields now take more power. 13-14 megawatts for a 10 strength shield.
Just inside the ship's generation capacity with both the INDRA and
Supermatter running.
Instead of deleting any projectile they are hit by, shields now have
different failure modes.
- Firstly, a piercing projectile has it's penetration reduced by the
shield strength. Eg A shot that would go through 10 walls, only
penetrates 4 after going through a 6 strength shield.
- Secondly, a projectile has it's damage multiplied by 1 - shield
strength / 10, then has shield strength subtracted from it's damage. Eg.
A damage 100 projectile, hitting a 5 strength shield, has it's damaged
reduced to 50, (100 * 0.5), then to 45. (50-5)
- Thirdly, an explosive projectile (that does not penetrate per the
first step) does not explode, but instead deals it's full damage to the
shield.
Hits to the shield now also damage the field itself, not just the shield
tile. As such, a very big hit on the shield can bring the whole thing
down, requiring an engineer to reset it.
Shields can now be upgraded with research components. Additionally,
shield generators can now support more than one capacitor. The
roundstart capacitor on the Horizon is only good enough to support a 6
strength shield.
The upgrades increase efficiency, strength loss over time and charge
speed.
**Overmap Targetting**
Previously, shells would spawn within 20 tiles of their target and aim
directly forwards. This was bugged for shots with burst, which would
instead all aim inwards and mostly miss. This is the reason the Grauwolf
(in addition to the explosion bug below) and Fransisca felt so useless,
only one of every shell in a burst would hit.
Shots now spawn at the map edge, based on the orientation of the
projectile and ship. Diagonals are now accounted for.
Shots are then aimed directly at the target selected on the console,
with 3 degrees of dispersion.
**Bugfixes:**
- Fixes lots of explosions that didn't pass a turf to the explosions
subsystem. This caused the explosion not to happen if the thing hit got
qdeled before the subsystem could get the turf to spawn the explosion
on.
- Embedded shrapnel no longer gets the initial projectile name, this
prevents it getting named shrapnelshrapnel.
- Fixes a bunch of projectile piercing bugs, mostly with grilles and
windows. Shots now go past window frames without hitting them.
- Fixes shields not having a click delay when attacked.
---------
Signed-off-by: FenodyreeAv <fenodyree.av@gmail.com>
Co-authored-by: Matt Atlas <mattiathebest2000@hotmail.it>
This is based on requests from the taj lore team. A future PR will do
more for the sensitive hearing as well, but the PR was growing by quite
a lot so it was best to split it up.
New:
- Tajaran eyes can now extend their vision by 3 tiles while they stand
still.
- Taj can hear people whispering and talking into radios from 1 tiles
further away, if they are listening intently.
Bugfixes:
- Flashbangs no longer fuck taj up as much unless they got intent listen
active.
- The message for autakh farseer eyes no longer gives the wrong message
if it is disabled by moving.
Balance & Change:
- Taj have new heights. Before it was 150 to 190 cm
- Hharar: 145-180
- M'sai: 155-175
- Zhan: 160-195
- The brute mod have been adjusted on tajara
- Zhan: 10% -> 5%
- Hharar: 20% -> 10%
- M'sai: 30% -> 15%
Backend stuff:
- Action buttons were changed to accept lists, so multiple actions can
be given to a single item.
- Duffelbags no longer give slowdown. Instead, you'll have to set them
down first before using them.
Slowdown is a pretty abhorrent malus, so much so that they've mostly
went extinct on the server.
Experimenting with this feature inspired from Eris. Might extend it to
backpacks (also very unused due to lack of drip) and look for it as an
alternative to trading something other than slowdown for slots.
**Modular laser changes**
- tl:dr Shooting mod laser at a mob counts up an improvement potential
variable, which when the gun is disassembled, gets spread across the
components.
- When the components are repaired, by someone with high skill, there is
a chance to increase a variable, such as damage, shot count, accuracy.
- Players give the biggest increase, followed by non-player humans
(protohumans & mechs fall in this catagory), then simple mobs and
finally monkeys. Non combat modlasers improve slowly when used for their
intended task (betarays slowly tick up when shooting hydroponics bays)
The philosophy for these changes is that research should continue to be
involved with the equipment they give out.
It should also be difficult (but not impossible) for research to upgrade
their weapons without support from other departments.
Xenobio slimes, protohumans, medical help to keep the protohuman alive
while you shoot it, security help to actually use the guns on real
targets (this gives the biggest increases).
The more powerful a weapon is the harder it is to upgrade, as it'll kill
it's targets quicker. The more upgraded a weapon is the more difficult
it is to upgrade further, improvement potential will get wasted on
components that have already hit their cap.
On their own, by the time the 5 monkeys research start with are dead,
it's possible for a max skill scientist to improve one gun's worth of
components by ~25%.
The weapons research can now make at roundstart (with max tech) are
significantly worse than what spawns in the armoury.
The weapons research can make with gold, silver, uranium and phoron are
equal to what spawns in the armoury.
The weapons research can make with diamonds are better than what spawns
in the armoury.
Major nerfs to heat vents, auxiliary capacitor and capacitor overcharge,
these were the problem children.
It is now impossible to make a weapon that does not take damage through
use. Safe designs will only break with heavy use, by people who don't
bring them back to research for repairs.
Powerful designs break quickly and need repeated repairs.
Adds two side grade capacitors that can be made at roundstart (with max
tech), one higher damage and fewer shots. One lower damage and more
shots.
High skill characters get much more information when examining modular
lasers and a chance to throw the gun away before it explodes.
Adds some defines to help balance these changes:
Improvement cap (the total percent a component can increase) Currently
100%.
Increase & Decrease Cap, how much an individual variable can be
increased or decreased. Currently 2x and 0.2x.
Improvement multiplier, multiplies all improvement gains. Currently 1x.
**Firing Pin fixes & changes**
Fixed ID locked firing pins and adds them to R&D.
Adds the inner research department to the firing range locked pins. This
is so xenobotanists, xenobiologists & xenoarchs can use the modular
lasers. Freeze rays for slimes, betarays for xenobotanists, laser
activation for artifacts for xenoarch.
It is still impossible for a scientist to make a weapon they can use
anywhere, but they can give them to security who can use them freely.
**Misc bug fixes**
The weapon analyzer UI now updates and only shows relevant statistics,
instead of displaying every variable even when they do nothing.
Replaces the buggy tesla zap with just electrocuting the holder.
Fixes a few broken visual messages.
Fixes the vermin modulator not killing anything, now it also works on
grems.
Fixes click delay on malfunction.
Fixes radiation damage numbers.
Fixes the temperature modulator.
Fixes the report printout showing the wrong numbers.
---------
Co-authored-by: Copilot <copilot@github.com>
* Please describe the intent of your changes in a clear fashion.
This PR addresses a runtime error "Cannot modify null.vis_contents."
occurring in `/obj/item/storage/proc/close`.
**Problem:** The `close()` procedure for storage items was crashing when
attempting to modify `storage_start.vis_contents` because
`storage_start` was null.
**Root Cause:** The issue stemmed from stale `s_active` references on
mobs. When a storage item was destroyed, its `Destroy()` proc called
`close_all()`. However, `close_all()` (via `can_see_contents()`) only
cleared `s_active` for mobs with an active client. If a mob was
clientless (e.g., due to a brief disconnect) during the storage's
destruction, their `s_active` would retain a reference to the
now-destroyed storage. Later, if `Move()` was called on this mob (e.g.,
due to inertial drift), it would attempt to call `s_active.close(src)`
on the stale reference. Since the storage object was already destroyed
and `storage_start` had been `QDEL_NULL`ed, accessing
`storage_start.vis_contents` resulted in a null dereference.
**Solution:**
1. **Clear all stale `s_active` references in `Destroy()`:** Modified
`/obj/item/storage/Destroy()` to explicitly iterate through all mobs in
`is_seeing` after `close_all()` and nullify their `s_active` if it
points to the current storage object, regardless of their client status.
This ensures no stale references persist after the storage is destroyed.
2. **Add null guard for `storage_start` in `close()`:** Implemented a
defensive `if(storage_start)` check before accessing
`storage_start.vis_contents` in `/obj/item/storage/proc/close`. This
prevents a crash even if, under unforeseen circumstances,
`storage_start` is null when `close()` is invoked.
* Please make sure that, in the case of mapping changes, you include
images of these changes in the PR's description.
* Please make sure to mark your PR as wip or review required by making a
comment with !wip or !review required
* If you include sprites/sounds/... (assets) that you have not created
yourself specify the license and original author below.
* Ensure that you also credit them in the appropriate location /
changelog as specified in the contributor guidelines
### Asset Licenses
The following assets that **have not** been created by myself are
included in this PR:
| Path | Original Author | License |
| --- | --- | --- |
| icons/example.dmi | ExamplePerson (Example Station) | CC0 |
Fixes SERVER-PROD-TV
---------
Co-authored-by: sentry[bot] <39604003+sentry[bot]@users.noreply.github.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
Repaths obj/machinery to obj/structure/machinery. **Note for
reviewers:** the only meaningful changed code exists within
**code/game/objects/structures.dm** and
**code/game/objects/structures/_machinery.dm**, largely concerning
damage procs. With the exception of moving airlock defines to their own
file, ALL OTHER CHANGES ARE STRICTLY PATH CHANGES.
Objects, _categorically_, are largely divided between those you can hold
in your hand/inventory and those you can't. Machinery objects are
already subtypes of Structures behaviorally, this PR just makes their
pathing reflect that, and allows for future work (tool actions, more
health/destruction functionality) to be developed without unnecessary
code duplication.
I have tested this PR by loading up the Horizon and dismantling various
machines and structures with tools, shooting guns of various types
throughout the ship, and detonating a bunch of explosions throughout the
ship.
Several fixes to chemicals that deal brute or burn.
The problem was that their damage was being healed by autoheal faster
than it could add up.
Damage over time chemicals with more than 1dps would suddenly double in
how fast they killed you when they crossed the autoheal threshold.
This fixes that by adding a 60 second delay on wounds autohealing. This
also affects ALL wounds.
If a wound is bandaged it starts autohealing immediately, if it's still
under the authoheal threshold.
To compensate, I've reduced the damage of chlorine/phoron exposure, as
this change effectively increased the damage by 1.
Overall phoron/chlorine exposure is now more dangerous to naked people.
Less dangerous to clothed people.
Less dangerous to people who do the reasonable thing and put their
internals on, previously this was actually worse for you.
Also fixes contamination of items from chlorine and phoron:
- Contaminated items now only damage the bodyparts they cover.
- Contamination now checks if the item can be contaminated before
contaminating it.
- Contamination is now a 100% chance per tick, multiplied by the
permeability of an item. (Most items are permeability 1, labcoats &
other chem resistant medical clothing are 0.5, latex gloves are 0.1,
biosuits, gas masks, etc are 0).
- Contamination respects the permeability of your gloves, it's safe to
handle contaminated items with latex gloves now.
- Air tanks are now permeability 0, your internals won't get
contaminated and force you to take them off.
- Contaminated clothes now deal damage even if you put a spacesuit on
over the top of them.
- Life no longer checks every mob's internal organs for contamination
every tick.
## About PR
Changes:
- Remapped casino ship map and turned it into a station instead
- Coatracks now can hold mapped in clothings
- Removed a duplicate type of lattice (dark grate and gunmetal grate
were the same thing)
- Added beige coloured light type
It doesn't have much in it as is, but I believe this will be good
candidate when we have smarter npcs that players can fight against, one
day
## Images
Before:
<img width="2016" height="1856" alt="img-1"
src="https://github.com/user-attachments/assets/3f6b9146-67db-449e-ab35-3f2bb4b3aa26"
/>
After:
<img width="2560" height="2656" alt="img-2"
src="https://github.com/user-attachments/assets/77de31ab-43d2-4a14-b396-a142c3b755da"
/>
**Summary**
Converts hardsuit NanoUI to TGUI and overhauls much of the associated UI
and module code.
The conversion alone is what necessitated quite a bit of cleanup of our
11-year-old hardsuit code, for which I leaned heavily upon tg's
implementation of MODsuits. Therefore, this is a PARTIAL (???) port of
both https://github.com/tgstation/tgstation/pull/59109 and
https://github.com/tgstation/tgstation/pull/77022. While a lot of
wonderful code and UI design was ported 1:1 (for which I am grateful!),
our hardsuits are still NOT MODsuits. Most of our back-end remains the
same.
Fixes https://github.com/Aurorastation/Aurora.3/issues/22071
changes:
- refactor: "Migrates Hardsuit NanoUI to TGUI."
- refactor: "Updates Hardsuit module type definitions, configuration
data, many misc other functions for the purpose of the UI refactor
(general utility and readability improvements)."
- balance: "Hardsuits now passively consume a small amount of energy
while online, even when retracted."
- balance: "Hardsuit boots can no longer be retracted without also
retracting the chest piece first."
- balance: "Mounted hardsuit storage module max space increased from 9
to 14."
- balance: "Plasma cutter (standalone and mounted) damage increased and
range decreased by 50% each."
- soundadd: "Adds several new sounds for hardsuit use (attribution
located w/ files)."
- code_imp: "Makes power_wattage_readable() a global proc and adds
power_joules_readable()."
- code_imp: "Lots of misc DMdoc updates."
- bugfix: "Synthetic Charging Stations now charge hardsuit power cells
as intended."
**Old UI**
<img width="804" height="1321" alt="Screenshot 2026-05-04 135705"
src="https://github.com/user-attachments/assets/f01957a0-7cec-4fcc-b862-c9dfde0dcc43"
/>
**New UI**
<img width="998" height="782" alt="Screenshot 2026-05-04 174658"
src="https://github.com/user-attachments/assets/ad402902-d489-435a-9c16-82150ed82618"
/>
### Asset Licenses
The following assets that **have not** been created by myself are
included in this PR:
| Path | Original Author | License |
| --- | --- | --- |
| icons/mob/rig_modules.dmi (mounted-plasmacutter)|
[Ghostsheet](https://github.com/ghostsheet) | CC-BY-SA |
---------
Signed-off-by: Batrachophreno <Batrochophreno@gmail.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
Moves all HUD screen object icon files from various scattered locations
to icons/hud. No changes made to any icon_states in this PR, no
player-facing changes. Part of larger icon organization work and in
preparation for action button rework.
This PR adds a framework for Tool Qualities. This is done via adding a
new Tool Quality Container Component, which allows any arbitrary datum
to have tool qualities, which can be checked for by other systems as
desired. These are handled as key/value pairs in an associative list,
allowing atoms to have different quality levels as a given tool, such as
being a "level 3 crowbar" and a "level 1 hammer" at the same time.
---------
Signed-off-by: Batrachophreno <Batrochophreno@gmail.com>
Co-authored-by: Batrachophreno <Batrochophreno@gmail.com>
Mechanically representing its pre-existing lore and description.
Mechanical description added on the item too.
<img width="416" height="97" alt="image"
src="https://github.com/user-attachments/assets/e70da937-30ab-42f3-bf85-5a8da5accddf"
/>
NEW:
Shaper Helmet now also removes Hive name when physically speaking.
<img width="330" height="65" alt="image"
src="https://github.com/user-attachments/assets/a56af02c-0494-4589-bf15-4d59f6d0767e"
/>
NEWER: Helmet affects visible name and messages. It ignores worn ID for
obvious reasons, but some Shapers may hide their ID while talking to
other Vaurcae.
<img width="533" height="225" alt="image"
src="https://github.com/user-attachments/assets/da85914d-52bc-4036-9616-66e479794fa3"
/>
Full Preimminent Shapers should wear robes and helmet with TTS accent to
be as anonymized as possible. Parts of your carapace that peek through
can be easily hidden as well.
NEWEST: Robes and helmet functionality have been swapped, as it makes
more sense for the robes that cover you up to remove from physical
messages.
Removes a bunch of unused circuit boards that corresponded to machinery
that didn't exist in the game anymore. These would turn up in spawners
on offsites and in random contents crates regularly, essentially
"wasting" the spawns.
Having played with it for a couple weeks, made additional changes to
light sensitivity effects. Less frequent and less sensitive, alongside
tweak to cigarette lights (the only common light source that seemed to
have an outsized impact on turf corner light calcs).
Two major changes to Horizon maints:
1. Updated maint door access to actually be consistent across the ship.
That is to say, you should have access to the maints behind your own
department, you should be able to make meaningful use out of them (no
random useless dead ends), but you shouldn't automatically get free
access to the entirety of the ship maints due to lack of hatch access
control. This was a non-issue until the Horizon expansion that greatly
increased maint interconnectivity. Now, everyone has consistent maint
access, and free access remains for Code Blue (or manually Command
disabling access controls).
2. Maint loot should be more interesting. Static contraband spawns were
reduced but a large number of new spawners were added that should make
loot, contraband, tools, trash, etc., spawn in more varied places. This
should make maint travel involve more Happy Surprises rather than
strictly being a rote process of 'lets see what spawned in XYZ room this
time).
Miscellaneous other bugfixes and spawn tweaks based on my observation;
on repeatedly re-loading the Horizon, the numbers chosen seemed to
repeatedly give me the most satisfying results. See file changes.
This fixes dumping the contents of the sheet snatcher would make the mat
stacks look like they only had 1 item. It also fixes so picking up
material/steel will merge with material/steel/full. And fixes that the
quick pickup method did not merge item stacks.
fixes watches referring to bluespace during the roundend timer, ashtrays
not having a examine hint about emptying vs putting it into a disposal,
and ashtrays not giving a feedback message when trying to empty a empty
one.
fixes#22209 and fixes#22215.
Fixes https://github.com/Aurorastation/Aurora.3/issues/22170
This PR disqualifies any tank with distribute_pressure set to 0 from
being considered by Internals when determining the 'best' tank
available. This currently only affects CO2 jetpacks.
This PR also adds a few cases where using the atmos analyzer on a tank
didn't update its manipulated_by var.
There's like 8 different items in the game that go in a sheet snatcher.
If the intended purpose of the Sheet Snatcher is to grab all of the
material sheets from a giant pile of random crap in the warehouse, then
it spamming the chat is apparently incredibly useless. This PR was
requested to me by some warehouse mains.
<img width="425" height="85" alt="image"
src="https://github.com/user-attachments/assets/427c2426-6784-4377-8d59-1aa8d7469409"
/>
Another PR for Bluespace Techs, this time swapping them to hold a
weakref to their original mob. There's a ton of code in BSTs that can
create race conditions with all their associated Destroy() procs, so
swapping them to weakref methods should significantly cut down on that.
closes#22082
This PR makes it so that reading faxes via the admin commands bypasses
the language system, effectively giving Admins and CCIA a universal
translator for faxes.
---------
Signed-off-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>
Gives the thermal blade belt and back slots in order to make it more
competitive with a energy sword in portability, aswell as fixing some
hardsuits that failed to spawn properly.
---------
Signed-off-by: Matt Atlas <mattiathebest2000@hotmail.it>
Co-authored-by: Matt Atlas <mattiathebest2000@hotmail.it>
We think the culprit behind this one was VSCode autofilling Destroy()
with . = ..()
which is improper. There's a **surprising** number of improper order
Destroy() procs in the repo, so I might as well get all of them in one
pass. Several of these files are associated with currently known hard
dels, such as the modular computer and organ related dels. More than a
couple were my own mistakes, since the Destroy() or Removed() . = ..()
behavior on signal registering objects also prevents the signal from
being unregistered, which similarly creates a hard del.
Signed-off-by: VMSolidus <evilexecutive@gmail.com>
**Fixes the bugs found on the recent nations round.**
- Fixed firedelay doing nothing on modlasers with the shotgun lens. Also
fixed the existing laser shotgun as a side effect. Fixes#22141 and
Fixes#22137
- Fixes the shotgun lens not having any dispersion.
- Fixes bluespace capacitors not teleporting you on a failure.
- Fixes phoron capacitors not hurting the user when they explode.
- Fixes messages about malfunctions not displaying to the user.
- Fixes a bunch of bugs related to repairing components
- Stops components getting qdeled but leaving their references on all
other components, breaking them if reused.
**Nerfs a few of the most problematic things.**
- Cut the damage of the blaster projectile by 20% and reduced it's AP
from 60 to 35, also drops it's incendiary value to 1.
This projectile was FAR more powerful than any other, ignored all armour
and set the user on fire without a damage penalty.
With this change, lasers are now better on unarmoured targets, the
blaster is better on 40+ armour, so Heavy and Specialist Ablative.
- Added an immediate electric shock to the user (and anyone within one
tile if the capacitor is unstable enough).
The previous low level failures all irradiated the user. This did more
damage in the long term, but didn't affect the outcome of any fights and
was easy to negate with suits.
The tesla shock is obvious to everyone nearby, causes immediate pain and
the gun to be dropped if the capacitor is overcharged.
This makes minor failures a significant factor mid fight, especially on
powerful guns.
- Makes the phoron capacitor directly damage the hand holding it when it
explodes.
This capacitor can be built with phoron and uranium, which both spawn at
roundstart, though uranium isn't accessible.
It's therefore the most common capacitor, and the second most powerful.
This increases downside a lot, in addition to the explosion being fixed,
it will break the hand that fires it when it malfunctions.
If the capacitor is unstable, such as in a 60 damage monster, it will
gib the hand that fires it on malfunction.
**Tweaks, aimed at making the guns easier to understand, repair and
test**
- Adds a locker and boxes of modlaser parts. Not mapped in, but easy to
spawn for testing.
- Adds big red warning messages, visible to everyone nearby, explaining
what happened to the gun, who was holding it and how bad the malfunction
was.
- Made the lenses repairable with glass, or reinforced glass. The
nanopaste cost of a repair was more than 50x the cost of just printing a
new lens.
The /tg/-style movespeed_modifier datums were not incorporated into the
original smooth movement PR. While
https://github.com/Aurorastation/Aurora.3/pull/22043 restores that
functionality, the original values no longer feel good now that we're on
smooth movement. This PR halves ALL movespeed_modifier/slowdown datums,
with the exception of species-native, as a baseline before more
individual adjustments are made.
Fixes https://github.com/Aurorastation/Aurora.3/issues/21669
Fixes https://github.com/Aurorastation/Aurora.3/issues/21951
Fixes https://github.com/Aurorastation/Aurora.3/issues/21972
Fixes https://github.com/Aurorastation/Aurora.3/issues/22077
changes:
- bugfix: "All movespeed_modifier slowdown data now applied correctly
post-smooth movement PR. IE: active magboots, duffel bags, etc. again
slow you down."
- bugfix: "Sofas no longer able to be rotated while anchored."
- bugfix: "Attempting to use crowbars, fire axes, hammers on airlocks
while in the Hurt intent will now make you attack the airlock."
- bugfix: "Fixes graphical bug with open lid graphics for crates painted
in any engineering color variants."
- bugfix: "Individual butterfly knife parts are no longer larger than
butterfly knives themselves."
- bugfix: "Elevators that squish mobs (any type of mob/living) will now
appropriately gib instead of just quietly deleting them."
- rscadd: "Miniature fusion reactor explosions now use subsystem
radiation instead of manually applying rad damage to all mobs in range."
Security officers and the warden each get a .45 pistol loaded with
rubbers, and a spare rubber mag in their lockers.
The investigator get a new .45 revolver loaded with rubbers, based on
the konyang revolver, and a speedloader, also with rubbers.
The armory has had .45 speedloaders added to it, but is otherwise
untouched.
Also the autolathe gets to print .45 speedloaders now for the
investigator gun.
Practice ammo has been added to the autolathe.
The Elyran ERT had their disruptors replaced with plasma pistols.
Other non-Horizon disruptors were replaced with lethal .45.
Horizon disruptors were replaced with rubber .45.
This PR is intended to sort out our existing guns into something
resembling organization. In addition, ancient decrepit guns are removed,
and abstract paths are labeled as such.
In addition, all guns are now standardized to refer to their model.
Considering the huge number of weapons we have, a `pistol` is not
descriptive enough.
NOTE: At over 200 files touched, this is being split. Not everything was
sorted, but this is already a monster to sort through. The rest can
wait.
# Summary
This PR refactores code and structure of the current persistence
subsystem, in preparation for Persistency: Circles, Squares and
Triangles.
This should not contain any user facing changes.
~~This PR is based of branch #21925 and **needs** to be merged in order.
The files changed display will be meaningless until then.~~ *Done.*
## Changes
- Split subsystem in partial files.
- Refactored proc names, added "persistentObject" format for current
code.
- Renamed SQL table.
- Refactored logging and call hiearachy.
- Fix CI labeler adding DB label on non-SQL files.
Ports screen alerts from CM13. This enables an immediate reference to
whether you are cuffed or buckled. It also provides an easy way to get
out of said situation by simply clicking on the alert.
<img width="430" height="454" alt="image"
src="https://github.com/user-attachments/assets/0c20abf2-0901-49e0-ac29-492ba7c6dbe5"
/>
### Asset Licenses
The following assets that **have not** been created by myself are
included in this PR:
| Path | Original Author | License |
| --- | --- | --- |
| icons/mob/screen_alert.dmi (buckle, succumb) | CM13Devs (CM-13) |
CC-BY-SA 3.0 |
Adds a 2 point box to the loadout that allows one to have a tin of tea,
teapot and 4 cups to properly share tea with people. Inspired after I
saw similar elsewhere and thought how annoying it was to use 3 points
just to get the tea, teapot and 1 (potentially full) cup.
Tea tins were made a bit smaller as it seemed weird they were box sized,
and so that it would actually fit in the tea set box.
The point cost of cigs were reduced to 1 point, down from 2, as it seem
to make more sense. We have entire lunchboxes and augs for 2 points,
while cigs are more an aesthetic choice.
# Summary
This PR adds persistency to ash trays. This in turn fixes cigarettes
butts spawning a round later in locations where non-empty ash trays were
found.
## Changes
- Add persistence to ash trays and prevent (fixes) cigarette butt
persistence if in an ash tray.
- Fixed cigarette butts not being persistent if the cigarette was put
out on purpose and landing on the floor.
- Fixed loss of registered persistence track on item pickup.
- Fixed persistent tracks when item is held by player.
- Removed all ash trays on the Horizon as their existence is now
persistent. One-time job for operations after merge.
- Fixed matter configuration on `/obj/item/material` not being set
during `set_material()`.
- Fixed persistent trash on space turfs.
- Minor adjustments in SQL/Readme.md.
---------
Signed-off-by: FabianK3 <21039694+FabianK3@users.noreply.github.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
Fixes https://github.com/Aurorastation/Aurora.3/issues/22003
Fixes https://github.com/Aurorastation/Aurora.3/issues/22026
changes:
- bugfix: "Resolves some lingering weird behavior with emergency shield
projectors with regards to power draw."
- bugfix: "Updates Warding Spheres, Luminous Sceptres, and Azubarre
Torches to correctly emit light."
- bugfix: "Updates temp control unit to correctly use MOVABLE_LIGHT for
its light_system."
- bugfix: "Hull shield generator correctly checks for both capacitor
presence and activation state when toggling."
- qol: "INDRA Kinetic Harvester no longer disables harvesting a material
if it happens to drop to zero (less aggravation when staggering fuel
injection)."
This PR was requested by @Fyniiy and @nauticall for the _A Dream for
Tomorrow_ lore arc, as one of two new options for the crew to take when
dealing with ADPI in the Lemurian Sea. As a new lore development,
Zeng-Hu Pharmaceuticals has begun offering their own take on Mind
Blankers (previously a bioaug invented by the Federal Technocracy of
Galatea) as a commercial product marketed towards SCC employees
traveling into the Lemurian Sea. These implants were previously
restricted only to Galatean Humans and Offworlders, but are now expanded
in availability to any Psi-sensitive species (So not including Diona,
Vaurca, and IPCs).
https://wiki.aurorastation.org/index.php/Lemurian_Sea
<img width="1616" height="765" alt="image"
src="https://github.com/user-attachments/assets/ff16606d-acfb-4c84-b06a-2ab4d97e3138"
/>