See title. Currently, we have this awkward hodgepodge in which every
non-baseline IPC can wear both the machine and human voidsuit suits, but
only baselines can wear the helmet, leading to perennial confusion from
IPC players.
This removes the ability of Bishops, Zeng-Hus, and industrials to wear
human-fitted voidsuits, and allows them to wear the machine refitted
helmet. If you're an IPC and you aren't a shell, you can consistently
expect to refit your voidsuit to the machine variant regardless of your
subspecies. Any voidsuit that has had this functionality removed should
still have an IPC refitting option.
Refitting code does slightly scare me, so the code here could use some
decently careful interrogation. In testing, everything seems to work
fine.
Greenlit by synthlore.
Title, the way it works when smoking it constantly enters and exist the
bloodstream so you get chat spam every tick it feels like, saying "you
feel like garbage/head aches", which basically defeats the point of
actively smoking it.
Adds a Xanu region for Xanu Prime to spawn in. Ice/barren asteroids as
possible spawns for mining operations.
Adds Xanu Prime as a visitable planet, with 2 regions: the arid
grasslands of Naya-Khyber; the tundra of Himavatia.
Only basic, super generic planet ruins included.
Random ground survey data available for scientific investigations.
The following assets that **have not** been created by myself are
included in this PR:
| Path | Original Author | License |
| --- | --- | --- |
| /html/images/scans/exoplanets/xanu_prime.png | Kyres1 (Sourced from
our own wiki) | CC BY-SA 4.0 |
| /sound/music/regional/xanu/xanu_rock_1.ogg | Swara Sutra
(https://swarasutra.bandcamp.com/album/indulgence) | CC BY-NC-SA 3.0 |
| /sound/music/regional/xanu/xanu_rock_2.ogg | Swara Sutra
(https://swarasutra.bandcamp.com/album/indulgence) | CC BY-NC-SA 3.0 |
Requires https://github.com/Aurorastation/Web-Interface/pull/136 be
merged.
Allows users to authenticate themselves using only the forum. It will
generate a custom ckey for these users in the form of
`GuestF-[ckey(forum-nickname)]`. This will be saved into the database
and will act as a normal ckey from thereon out. These ckeys will be
marked in the player table, to allow for later filtering.
This will also modify the config parameter external_auth to be an enum
of 3 values.
Open questions: can we do automatic linking from purely the game side?
Since upon creation of the custom ckey, it should also be linked back to
the forums.
---------
Co-authored-by: Erki <erki@skullnet.me>
(DISCLAIMER: I currently mostly play an engineer!)
Sightlights are currently only available to Medical, Science, and Bridge
personnel- but arguably (strongly arguably) Engineering is actually the
department most likely to be regularly walking through very dark areas
(see: areas with power outages, and maintenance tunnels). Certainly more
commonly than Med and Bridge in almost any given shift!
I don't think this is particularly balance-breaking, and I think it
makes a lot of sense, so here it is.
Also minor cleanup to description.
---------
Signed-off-by: Batrachophreno <Batrochophreno@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.
This is a continuation of
https://github.com/Aurorastation/Aurora.3/pull/18875, full credit goes
to Matt for the original PR.
This adds an ability allowing Dionae to access the functionality of
magboots. As the only spaceborne species in the setting, they should
have more abilities allowing them to excel in their natural environment.
A slowdown has been added to using the ability that wasn't in the
original PR to establish a downside to using it, hopefully addressing
the feedback to the original PR. It can also now be toggled in space,
since I found it pretty frustrating having to find a floor turf every
time I was scrambling about on lattices wanting to toggle my roots.
Changes the Positronic-Implanted Brain to Pseudoneuron-Assisted Brain.
The current name causes confusion and creates a link to IPCs that
synthlore does not want. This shouldn't affect the concepts that can
currently be explored by the implant as is.
This was discussed with and approved by NM.
The light tolerance was set so low that they were always taking ticking
damage from too much light, since they're bioluminescent, causing them
to invariably die within minutes of being planted. This raises their
tolerance so high that this shouldn't happen at any light level.
I'm not sure if this behaviour was intended - notably, losing it does
mean that k'ois can theoretically survive indefinitely without needing
water or nutrients. I think that's a reasonable trade-off for making it
less frustrating to farm or base an antag gimmick around.
There were a few 18+ lewd descriptions or jokes present in these for a
long time. Let me know if I missed any.
Keeps the same descriptions and stuff generally but without the cringe.
APC alarms screaming for some reason on live after adding an alarm to
try to catch failure_timer settings from electrical storms. Revert extra
alarming now, debug later!
---------
Signed-off-by: Batrachophreno <Batrochophreno@gmail.com>
## 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>
This PR makes small adjustments to the code for the cyborg analyzer
tool, making it so that it also provides the description given for
augments taken as part of a character's loadout. Additionally, this sets
loadout flags for most generic augments (anything not explicitly tied to
a specific corporation) to allow for custom names and descriptions.
Lastly, I've extended the analyzer in its human-mode to also display
assisted implants. While I can't imagine a machinist would have much to
do with a pacemaker, it is a metal implant. I actually mainly had in
mind that I was annoyed with the positronic brain implant not showing up
on cyborg analyzers, and wanted to correct the injustice.
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>
Breaks the monopoly baselines had over changeable screens by letting
Bishops do it as well. Currently there are only two options asides from
the default, an exclamation mark and a cross, but adding more is fairly
simple.
Also fixes the default face being layered on top of the alternative
heads by restricting what screens are available to each head.
Removes the markings that related to the lights in the alternative heads
as this implementation renders them obsolete. As a bonus, Siseyo and
Sienna lights are now animated!
The new screen options:

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.
This adds a fair bit:
- Splits the Hephaestus security and ERT/military uniform, since the
security uniform's description doesn't really match that of their
private military (and there is the possibility both may meet in a single
round)
- Adds a Hephaestus-colored captain's cap and gloves, which fits with
their current uniform
- Updates the cyclops uniforms to include rolled states.
- Added a Hephaestus physician's uniform and surgical outfit, and mapped
those into the ERT ship.
### Asset Licenses
The following assets that **have not** been created by myself are
included in this PR:
| Path | Original Author | License |
| --- | --- | --- |
| icons/clothing/under/uniforms/cyclops_uniforms.dmi (heph_military) |
[Paxilmaniac](https://github.com/Paxilmaniac) (tgstation) | CC-BY-SA 3.0
|
As title. Previously they were bound to only being able to move up or
down in microgravity, like a regular mob.
This is just using a proc copied straight from ghost/observer, there's
probably a more elegant solution - I'm curious if there would be any
negative implications to just giving everything under /ghost this
behaviour.
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.


Adds Radiation Collector Arrays to the Operations order list.
For only 2,000 BSC (compared to 7,500 BSC for a TEG) considering it only
buffs a pre-existing reactor and has limited applications on its own.