Commit Graph

8260 Commits

Author SHA1 Message Date
RustingWithYou
c59e636746 Uueoa-Esa, Part 3: Ruin Assets (#18956)
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>
2024-04-19 11:06:35 +00:00
smellie
3777f0e90d Replaces EUM with the overhauled Hieroaetheria (#18832)
Replaces all things EUM with the overhauled Hieroaetheria.


![icons](https://github.com/Aurorastation/Aurora.3/assets/58568342/ced603c9-2d9d-425b-8357-31d6c75f00b4)

![icons2](https://github.com/Aurorastation/Aurora.3/assets/58568342/ee6c5cbd-d9f8-4e8a-b12c-e955f8b68711)

![icons3](https://github.com/Aurorastation/Aurora.3/assets/58568342/883ec620-a0ad-4f66-816a-85721373c41f)
Above accent icons by Caelphon.

![icons4](https://github.com/Aurorastation/Aurora.3/assets/58568342/34954a29-ba01-45b1-978b-7887960110cd)
Hieroaetherian accent icon by Hollyhock.
2024-04-16 20:05:22 +00:00
lavillastrangiato
ea83d359e4 Many Bug Fixes (#18938)
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.
2024-04-16 06:43:48 +00:00
SidVeld
d109aeff47 Сonstructable with rods grills (#18751)
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>
2024-04-15 10:53:35 +00:00
RustingWithYou
18ff288a92 Survey Probe Language Output (#18920)
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.
2024-04-15 08:45:45 +00:00
Fluffy
b6f650366b Door rigging tool (#18899)
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>
2024-04-15 08:39:48 +00:00
naut
37d7bda9d1 The Xanu Frigate (#18516)
WIP.

Adds the All-Xanu Spacefleet Shrike-class frigate, a comparatively
colossal warship in service with Xanu Prime's navy. Built for combat, it
has a myriad of features designed to make it stand toe-to-toe against
most enemy combatants.

It features:

- Separate navigation bridge and CIC, a la the Horizon's command bunker.
The CIC has its own air and power supply.
- Redundant thruster nacelles; even if one nacelle is destroyed, the
ship can continue operating on a single one.
- Two fusion reactors. The power required by this thing is just that
huge.
- Thiccccc armor plating and whipple shields made of grating to protect
against meteor and dust strikes.
- A Longbow and Grauwolf.
- A fightercraft shuttle, with a Francisca.
- A boarding shuttle.
- Fully-stocked medbay with operating room.
- A brig.

The ghostrole capacity for this is 7 (6 crew + 1 captain), but has
capacity for all the way up to 15 (14 crew + 1 captain) during events.

The intended purpose of this frigate is twofold: a reduced-power
"patrol" configuration for light skirmishes, and a full-armament
"battle" configuration so that the frigate can act as an offship ERT in
case the Horizon gets into trouble, either against another party or
against the Coalition. If used in its battle configuration it can
support 15 crew at full capacity.
<details>
<summary>Screenshots</summary>


![image](https://github.com/Aurorastation/Aurora.3/assets/55491249/8c8ade90-947e-49c8-b710-0997fcf1cb0f)

![image](https://github.com/Aurorastation/Aurora.3/assets/55491249/c105e515-abf4-42b1-8f8d-d8de5d6692fc)

![image](https://github.com/Aurorastation/Aurora.3/assets/55491249/e165eb14-6976-472a-b6ab-e243eca9d4ec)

![image](https://github.com/Aurorastation/Aurora.3/assets/55491249/b811e586-cb75-467b-ba38-2c737221d69e)

![image](https://github.com/Aurorastation/Aurora.3/assets/55491249/b198b50c-7753-4aaa-839e-eb57a6bcedec)

![image](https://github.com/Aurorastation/Aurora.3/assets/55491249/00029766-664c-41d0-b075-05cdca325dff)

![image](https://github.com/Aurorastation/Aurora.3/assets/55491249/bf552c19-7c3d-4d5d-b713-916e3e0b2de3)

![image](https://github.com/Aurorastation/Aurora.3/assets/55491249/3d92a57d-bb72-4c53-86de-fe218c5fe439)

</details>
2024-04-14 12:11:08 +00:00
Cody Brittain
c1d241594b Planes & Layers part 2: Plane Masters (#18749)
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>
2024-04-13 18:07:51 +00:00
smellie
11f8eff319 Cryonics Additions + IV Bag Stuff (#18415)
### 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.
2024-04-13 16:14:51 +00:00
Joshie
2e9c2857ff Swaps out Medbay Dermaline pills for Kelotane pills, adds basic Dexalin pill bottles. (#18851)
- "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.
2024-04-08 12:15:37 +00:00
Ben
f39411ed7e Adds Golden Deep Flag and Banner (#18824)
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>
2024-04-05 22:30:33 +00:00
Avery Marie
fe14d644e4 Random Contraband and Cargo Lists Tweaks (#18799)
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>
2024-04-05 22:30:23 +00:00
Fluffy
51cd537cf0 Recharger backpacks improvements (#18831)
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
2024-04-04 10:35:11 +00:00
Cody Brittain
03c61e542c Fixes various issues with layers (#18846)
Fixes #18842, among other misc issues

---------

Co-authored-by: Cody Brittain <cbrittain10@live.com>
2024-04-03 20:17:21 +00:00
RustingWithYou
d75a6daadf Skrell & IPC Corporate Voidsuits (#18798)
Adds IPC and Skrell versions of the Einstein suit, as well as an IPC
sprite for the Zeng-Hu suit. Relevant gear crates now spawn with
modkits.
2024-04-01 21:42:24 +00:00
SleepyGemmy
f1341c675a Holomenus Examinable from a Distance (#18809)
makes holomenus readable from a distance.
2024-04-01 21:42:21 +00:00
RustingWithYou
5d67c4d0ad Unathi Guns & Armor (#18692)
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.
2024-04-01 21:40:28 +00:00
Cody Brittain
ddb14f4036 Planes & Layers part 1: The Re-Layering Redux (#18741)
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>
2024-04-01 14:50:27 +00:00
RustingWithYou
21c74b3cae More ERTs 2: Even More ERTs (#18739)
* more erts

* fear of a bug planet

* klax

* fixes

* MORE

* #include moment

* a
2024-03-27 10:19:08 +00:00
Fluffy
995dbaf430 sadf (#18782) 2024-03-27 09:02:06 +00:00
SleepyGemmy
0c69eb30dc Gas Tank Dispenser Code Cleanup (#15290)
* Tweaks EVA Gear

* Fix

* Fixes

* Fixes Gas Tank Storage Unit

* Fix

* Ditto

* Fix

* Ditto

* Ditto

* Restores to Rack Method

* Fixes Manually Mapped in Variables

* Undoes Mapping

* Update Changelog

* Code Tweaks

* Remove Unused Variants

* Code Cleanup

* Fix

* Fix

* Remove Manually Mapped Variable

* Undo Update Icon Changes

* Kill Trailing Whitespace

* Another Manually Mapped Variable
2024-03-26 09:09:47 +00:00
RustingWithYou
52cd17a872 Moghresian & Ouerean Animals (#18691)
* moghresian animals

* otzek to crate, changelog

* cl

* the refactoring

* no xenomeat

* use_check_and_message, booleans

* more use_check

* oops

* armor components

* get_blocked
2024-03-25 22:17:46 +00:00
Fluffy
1b40dbce82 Updated the sound system (#18724)
* 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
2024-03-25 20:40:36 +00:00
RustingWithYou
e636151bb8 Assunzione Voidsuit & Modkit Fixes (#18744)
* yeah

* rad protection

* dme fuckup
2024-03-25 20:07:43 +00:00
Matt Atlas
fec6dbe24f Adjusts the force of all items to be multiplied. (#18708)
* force balancing?

* force

* cl & maglight nerf

---------

Co-authored-by: DreamySkrell <>
Co-authored-by: Matt Atlas <liermattia@gmail.com>
2024-03-24 17:10:31 +00:00
RustingWithYou
3194d1d655 Voidsuit Contained Sprites & Refitting (#18683)
* 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
2024-03-24 16:13:10 +00:00
DreamySkrell
0cbb600b70 Map Tweaks: SCC Scout, Civ Yacht; Shuttle Window Spawners (#18696)
* hngf

* hgmntyhgm

* f

* tttt

* f

* c

* w

* a

* y

* rrrr

* a

* a

* a

---------

Co-authored-by: DreamySkrell <>
2024-03-24 14:05:02 +00:00
Matt Atlas
57067892d8 Ports the weather system from Nebula. (#18706)
* part 1

* compiles?

* IT WORKS

* vis contents

* fixes

* umbrelloid

* umbrella 2

* dsasdd

* stuff

* lmao

---------

Co-authored-by: Matt Atlas <liermattia@gmail.com>
2024-03-24 14:05:00 +00:00
Matt Atlas
82beece3db Backports the new zombification mechanics from the Konyang zombie event. (#18710)
* Reorder parasites

* sounds

* organ defines, dmdocs

* maiming stuff

* undead changes, abilities

* hylemnomil, undead sprites

* antibodies

* antibody extractor code

* icons

* antibody fixes

* antibodies vial, rock break sfx

* You're all going to die down here.

* hylemnomilz eta vial and attributions

* zombified organs can't be removed

* hylemnomil zeta edits

* fixes

* lmao

* easier check

---------

Co-authored-by: Matt Atlas <liermattia@gmail.com>
2024-03-24 14:04:52 +00:00
Fluffy
b8e5768413 Fixed item stacks harddel (#18728)
* Atomization

* asdf

---------

Co-authored-by: FluffyGhost <FluffyGhost>
2024-03-24 14:04:00 +00:00
Fluffy
eadc11597a Fixed implantpads runtiming if a case is not present (#18729)
* Atomization

* sdaf

---------

Co-authored-by: FluffyGhost <FluffyGhost>
2024-03-24 14:03:56 +00:00
Andrew
50ba56174a Condensed laser scalpels into a single version (#18697)
* Condensed laser scalpels into a single version

title

* Remove unused laser scalpel icons
2024-03-23 17:24:41 +00:00
SleepyGemmy
1389b47c72 Kitchen Storage Tweaks (#18702)
* Code

* Mapping

* Rename Files

* Changelog

* Changelog Tweaks

* Changelog

* DME

* Changelog Cleanup

* Commas

* Indentation

* Post-merge Fix
2024-03-23 17:24:11 +00:00
Fluffy
2455785fd9 Bots revamp (#18649)
* revamp logic

* ui, navbeacons

* JPS, buildable navbeacons, heap, more pain

* sdf

* sdaf

* Update html/changelogs/fluffyghost-botsnavbeaconspath.yml

Co-authored-by: Ben <91219575+Ben10083@users.noreply.github.com>
Signed-off-by: Fluffy <65877598+FluffyGhoster@users.noreply.github.com>

* sdf

* sd

* SSmove_manager, navbeacon and cleanbot fixes

* sdaf

* swap most mobs to use movement loops

* dfgs

---------

Signed-off-by: Fluffy <65877598+FluffyGhoster@users.noreply.github.com>
Co-authored-by: Ben <91219575+Ben10083@users.noreply.github.com>
2024-03-21 20:11:56 +00:00
Cody Brittain
9af6b74e99 Added Lead, Plastic, and Aluminium as new materials for the Autolathe (#18684)
* 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>
2024-03-21 11:41:50 +00:00
juniper
c15f93236e maps in the new snack vendors + beer closet (#18686)
* 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
2024-03-21 11:41:45 +00:00
Hockaa
c8b3e2e690 Sets usesound and surgerysound vars when a tool bit is selected (#18707) 2024-03-21 11:41:42 +00:00
Cody Brittain
586715d028 Added more fantasy drugs to the game (#18628)
* Added more drugs

* Added Colorspace

* Fix errors

* Remove ToxLoss from Snowflake overdose. Quarter the power of Colorspace.

---------

Co-authored-by: Cody Brittain <cbrittain10@live.com>
2024-03-19 16:35:47 +00:00
RustingWithYou
00ce2c4229 Chaplain & Vampire Tweaks (#18297)
* hallelujah

* capital w

* bluespace inhibitors & neutralizers block veilwalk

* cl update

* yeah

* owner mob moment

* glare & enthrall tweaks

* Update code/game/gamemodes/vampire/vampire_powers.dm

Co-authored-by: Geeves <ggrobler447@gmail.com>
Signed-off-by: RustingWithYou <63625389+RustingWithYou@users.noreply.github.com>

* geeves oment

* undoes glare nerfs

* sovl removal

---------

Signed-off-by: RustingWithYou <63625389+RustingWithYou@users.noreply.github.com>
Co-authored-by: Geeves <ggrobler447@gmail.com>
2024-03-18 09:16:16 +00:00
DreamySkrell
6b12b09df3 More floors and decals (#18328)
* industrial decals from galatean ship

* aa

* wood

* a

* hbsr4thb

* freezer and white

* floor spritez

* uggghh

* dme

* graegrae

* cccc

* aerhbgran

* hhhghghg

* 4

* g5eah5e

* hhh

* line decals

* 234gf3erg

* s6u 45r

* door marking

* 56s46hb45

* jtfjft

* th

* eg

* g

* 4ewrahbd

* rhb

* #include "interface\skin.dmf" huh????

* soul injection

* cc

* wdfqasc

* b

* ugh

* tests rerun please

* rg

---------

Co-authored-by: DreamySkrell <>
2024-03-17 22:01:35 +00:00
juniper
16f24d9008 Coalition of Snackolonies II: Fetch Harder Edition (#18626)
* 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
2024-03-17 21:56:49 +00:00
RustingWithYou
950998d241 Exoplanet Water Mechanics (#18425)
* water moment

* changelog

* hgh

* sewer poison

* get owned lol

* yeah

* init

* g

* huh

* more infectious more infectious

* whitespace

* fixes overlays

* Update code/modules/overmap/exoplanets/decor/turfs/water.dm

Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>
Signed-off-by: RustingWithYou <63625389+RustingWithYou@users.noreply.github.com>

* grates, wash procs, and requested changes

* DMDocs

* reagent amount check

* Update code/modules/overmap/exoplanets/decor/turfs/water.dm

Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>
Signed-off-by: RustingWithYou <63625389+RustingWithYou@users.noreply.github.com>

* Update code/modules/overmap/exoplanets/decor/turfs/water.dm

Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>
Signed-off-by: RustingWithYou <63625389+RustingWithYou@users.noreply.github.com>

* Update code/modules/overmap/exoplanets/decor/turfs/water.dm

Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>
Signed-off-by: RustingWithYou <63625389+RustingWithYou@users.noreply.github.com>

* requested changes

---------

Signed-off-by: RustingWithYou <63625389+RustingWithYou@users.noreply.github.com>
Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>
2024-03-17 21:55:58 +00:00
tomixcomics
fddefa054e Decrease food waste (Kitchens spawn with a few extra ingredients) (#18648)
* first commit

woo

* added changelog

* Update aurorastation.dme

* Update code/game/objects/random/misc.dm

Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>
Signed-off-by: tomixcomics <tomi.lifelesslosers@gmail.com>

* Update code/modules/reagents/reagent_containers/food/condiment.dm

Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>
Signed-off-by: tomixcomics <tomi.lifelesslosers@gmail.com>

* Update code/game/objects/random/misc.dm

Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>
Signed-off-by: tomixcomics <tomi.lifelesslosers@gmail.com>

* Update code/modules/reagents/reagent_containers/food/condiment.dm

Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>
Signed-off-by: tomixcomics <tomi.lifelesslosers@gmail.com>

---------

Signed-off-by: tomixcomics <tomi.lifelesslosers@gmail.com>
Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>
2024-03-17 21:55:12 +00:00
RustingWithYou
2966c1ff09 Ports Baystation's Bluespace Flares (#18619)
* bluespace flares

* belts

* map changes

* log_debug -> stack_trace

* signals
2024-03-13 21:27:48 +00:00
RustingWithYou
c11983086b Trophy of Battle - Secondary Transmitter Drone Core (#18623)
* a trophy of war

* Update code/game/objects/structures/hivebot_head.dm

Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>
Signed-off-by: RustingWithYou <63625389+RustingWithYou@users.noreply.github.com>

* sleep -> timer

* Stray Newline

Signed-off-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>

---------

Signed-off-by: RustingWithYou <63625389+RustingWithYou@users.noreply.github.com>
Signed-off-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>
Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>
2024-03-13 21:27:43 +00:00
RustingWithYou
8585f89c07 Exclusionist Items (#18416)
* exclusionist gear

* h

* flag
2024-03-11 10:30:33 +00:00
Greenjoe12345
e80f7aab9b schlorrgo plush go ough (#18591)
* ough

* ough

* poke_sound

* Required changes

* indent

* move cooldown
2024-03-11 09:36:34 +00:00
RustingWithYou
ac435b98e2 Unathi Religious Items & Nullrod Tweaks (#18572)
* sk'akh robes and shaman staff

* nullrod religion restrictions

* ye

* prevents atheists waving a tajaran charm around

* the purity of the blessed machine

* changelog

* Update code/game/objects/items/weapons/chaplain_items.dm

Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>
Signed-off-by: RustingWithYou <63625389+RustingWithYou@users.noreply.github.com>

* Update code/game/objects/items/weapons/chaplain_items.dm

Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>
Signed-off-by: RustingWithYou <63625389+RustingWithYou@users.noreply.github.com>

* Update code/modules/clothing/under/xenos/unathi.dm

Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>
Signed-off-by: RustingWithYou <63625389+RustingWithYou@users.noreply.github.com>

* nullrods on religion datum & icon fix

* underscore

---------

Signed-off-by: RustingWithYou <63625389+RustingWithYou@users.noreply.github.com>
Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>
2024-03-11 09:31:04 +00:00
Sniblet
284c1e76dd Personel > personnel, ops personnel glare dampener fix (#18624)
* the pr

* buxfix
2024-03-10 11:32:28 +00:00
RustingWithYou
84dbb088e4 No Hulk Screaming for Vaurca & IPCs (#18598)
* no more SCREAMING

* yeagh

* and a fix
2024-03-10 11:32:25 +00:00