Adds several new items and structures for use in Unathi ruins. These
include:
Several ancient Unathi clothing items, including two sets of armor.
Pillars and statues for ruin decoration.
Three ancient Unathi melee weapons.
Several flags/banners/tapestries.
Sarcophagi, complete with booby-traps.
An undetonated nuclear bomb, for, uh... don't worry about it.
Bomb sprite by @nauticall, other ruin sprites by Gecko
---------
Signed-off-by: RustingWithYou <63625389+RustingWithYou@users.noreply.github.com>
Co-authored-by: Fluffy <65877598+FluffyGhoster@users.noreply.github.com>
Fixeeeeees...
* Fixes#17501
* Fixes#15349
* Fixes#18772
* Fixes#15125
* Various incorrect usages of the demonym of Medina (they've been
changed to "Madani")
* Half-fixes #18878. The flak/plates/helmet are all added to the crates,
but I couldn't fix the non-existent wear sprites.
I was once asked to install a grille in a window. However, I was not
able to do it because the code does not provide for it. I had the face
of Pepe the frog.
Refactors the code a bit and adds the ability to use rods on windows to
create grids. You will need two rods for installation. Remember that the
glass will interfere with the installation.
---------
Signed-off-by: SidVeld <sidveld@gmail.com>
Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>
Survey probes can now output in different languages. Survey probes with
appropriate languages have also been added to the SCC Scout Ship, COC
Surveyor, Database Freighter and House Volvalaad ships, as these are
scientific/exploration vessels.
Added a door rigging tool, it allows you to mine a door, so that when it
opens, it explodes. Requires the door to be welded shut first.
Added a box and antag uplink item for the above.
---------
Signed-off-by: Fluffy <65877598+FluffyGhoster@users.noreply.github.com>
Co-authored-by: Geeves <ggrobler447@gmail.com>
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>
### 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.
- "Replaces the Dermaline pill bottles in Medbay's Medication Closets
with Kelotane pill bottles. This brings it into line with the existing
Bicaridine pill bottles."
- "Adds two pill bottles of basic Dexalin to the Medbay Stabilization
Kits."
Medbay has had Dermaline and Bicaridine pills in the Medication Closets
since back on the Aurora, before the addition of Butazoline. With
Butazoline existing now, it seems reasonable to downgrade the roundstart
Dermaline pills to Kelotane.
Additionally, regular Dexalin somehow feels more scarce than Dexalin
Plus, so I've added a pill bottle preset for regular Dexalin and put
them in the Stabilization Kits.
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>
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>
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
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.
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>
* sdaf
* sdaf
* sdfa
* sadf
* sfda
* gfd
* reduce thrusters volume
* sdafsadsdaf
* sdfa
* Reduced some sound ranges and made some/more not ignore walls for loops
* health analyzers too
* ivdrip adjustment
* most tools now use play_tool_sound to have the sound played, reduced range for it
* repaths various factional voidsuit icons
* tweak to gear loadout messages
* sol fix
* the new standard, apparently
* konyang voidsuit -> coalition.dmi
* a collection of offship fixes
* incorporates lavilla's fixes
* kasf revert
* all station voidsuits are now contained sprites
* fixes to corporate voidsuits & vaurca sprites
* stev's inhands
* yeah?
* we're so back
* modkits & kataphract contained sprites
* offship suit cyclers & ghostrole suit fitting
* offship suit cyclers
* just use a global list
* final tweaks
* dme fix
* tgui prettier
* himeo & galatea suits -> coalition.dmi
* h
* Added Lead and Aluminium as new materials, and added them and Plastic to the Autolathe
* Fix Spaceman.dmm lint
* CL
* Remove bad merge
* Mapped in Aluminium and Plastic to operations, mapped in Aluminium for Engineering
---------
Co-authored-by: Cody Brittain <cbrittain10@live.com>
* let's get vendy
* dreamy's fixes
* gem fixes
* actually fixes my error
* no no actually fix it this time
* HOW
* sure.
* gem fixes; leave the code better than you found it
* ship it joe
* yangechog
* hoargh
* it's a plastic bottle
* little things
* MEAT
* last bit
* vanilla isn't real
* maps in the vendor + minor additions
* this may fix the Issue
* do this later
* last-minute changes i noticed while i was at work
* my agonies
* aeiou
* keep trying...
* what will this break hmm
* i clench my fist and beat it
* matt's changes
* fixes feni + 2275