changes:
Bidirectional source Z-lights have been reverted to single-direction in favor of corner z-bleed.
Z-mimic turfs will now average their light level with their mimiced turf to better approximate Z-lighting.
Openspaces have been made significantly less dark.
Corners no longer incorrectly always take the instant update pathway.
MultiZ helpers are now macros.
More things now properly respect area dynamic lighting settings.
Adds the following items:
NanoTrasen Exchange Visa - Daliyah Veridan - xanderdox
Laser Retractor - Tristen Wolff - elianabeth
Music Player - Amy Heris - golle
adds all the items here, using the config: https://forums.aurorastation.org/viewtopic.php?f=100&t=10850
- Access to Research Division Maintenance airlock is fixed#4477
- Changed shower to wash any mob present on active shower tile, also added damage to slimes. #4483
- Added missing emergency firelocks in interstatial level of security. #4444
- Fixed wrong spelling of broken light bulb icon state, issue #4541
- Added for pool to use reagents water on mobs or objects, now pool cleans itself and user, plus damages slimes. #4544#4545
- `crush_act` now checks if atom is simulated. #4001
- turbolifts now use `crush_act` on atoms.
- Closets have their own crush_act. They now gib mobs inside of them. issue #4538
- Closets uses its internal function to dump content upon destruction.
- Closet now spawn one sheet of steel when destroyed.
- Fixed chainsaw unwielded force to be appropriate. Buffed chainsaw on wielded/unwielded force. Wielded is now `60` and unwielded is `30` if it is powered. #4586
- Added missing cameras to medical construction level. #4581
- Hydroponics tray status no longer blocked by light fixture, moved it in a better spot. Added one more light to hydroponics to not have shadows. #4449
After playing chef, I've discovered that there have been some new problems regarding burritos. I don't know why these are happening now as they weren't when I implemented it, so I'm changing recipes. For example:
Let's say that there are two recipies, one that calls for A, B, and C, and one that calls for A and B,
if I put in ingredients A, B, and C, it will make the recipe A and B.
I don't know why, but this PR makes it so that could never happen. Burritos are now made differently, and for the 100,000th time that nerd has to update the wiki again.
PROPERLY allows unathi to wear boxing gloves.
PROPERLY and completely removed the buckle resist cooldown by fixing code oversights.
Removes duplicate definition of ethanol in the scrubber alert reagent table.
Fixes Xenoarch floating light and clean tiles outside the airlock.
changes:
Underwear has been promoted to a human layer; this might fix some potential issues with human icon caching.
turf/Entered() code has been cleaned up and proximity checks have been timerized.
Fixed an issue where openspaces wouldn't render objects that entered an openspace after init.
Shortened organ keymap prefix as it didn't really need to be that long.
-fixes the jobban check on the ipc construction
-fixes eva having too much lights and skrell suits
-fixes #4569
-fixes the floor being a holo floor in the security second level
-fixes #4557
-fixes an extra pixel on the hudeyepatch
-fixes #4574
Honestly I find that uranium ninja throwing stars are ridiculously overpowered and honestly just dumb in terms of mechanics. On top of the already ridiculous effects of getting hit by a throwing star, a uranium throwing star deals an additional random 25-50 toxin damage per hit regardless of armor, and regardless of whether or not it sticks in the wound. For reference, the xray rifle deals 25 damage per hit. I'm like 90% sure a uranium throwing star is more deadly than it's energy sword, which is just silly.
This update makes it so that the ninja throwing stars produced in the fabricator are of steel quality. To lessen the impact of this nerf, I also made some tweaks to uplink cost as well as the production cost of steel throwing star. Steel throwing stars also have less weight, and as an added bonus they can be purchased from the traitor uplink for 1 telecrystal each.
This PR removes brain surgery's ability to instantly cure all traumas. Now traumas have been roughly divided into four categories of treatment:
1: Chakra therapy cures traumas that directly affect physical behavior, such as tourettes or paralysis. It is accomplished via the crystal therapy pod available to the psychiatrist.
2: Hypnotic therapy cures traumas that directly affect mental behavior, such as phobias or confusions. It is accomplished via the mesmetron pocketwatch available to the psychiatrist.
3: Isolation therapy cures traumas that cause hallucinations. It is accomplished via the metronome and facilitated by the isolation room available to the psychiatrist.
4: Surgical therapy cures traumas that do not fit into the above categories. It is accomplished via brain surgery.
Using the crystal therapy pod's neural scan function will provide the psychiatrist the brain damage the patient suffers from in numerical form. It falls upon the psychiatrist to determine how much of this brain damage is being caused by mental traumas the crystal therapy pod is equipped to deal with. Excessive cycles will cause increasing amounts of radiation damage.
The mesmetron pocketwatch requires the patient to believe in hypnosis. It then puts the patient into a slumber, where the psychiatrist can hypnotically suggest new behavior, provided the patient continues to believe in hypnosis. Each suggestion cures a single hypnotic trauma.
The isolation room is equipped with a metronome. When active, the metronome will have a chance every ticktock of the metronome to cure an isolation trauma, provided the patient is totally alone.
The psychiatry office has been expanded into a complete mental health ward. The only thing it is lacking is beds, as I believe recovering mental health patients still belong in the recovery ward.
The chaplain can also cure isolation and chakra traumas by dispelling the demons within with his null rod. Staring at the supermatter unprotected has been known to hypnotize. Electricity applied by any source directly to the head is also known to sometimes cure electroshock trauma.
Mining Map Changes
There is an easier way for paramedics/miners to traverse down zlevels, without the using of a mobile ladder. A new area is built for that purpose. Main level has a ladder going up and down to two different areas. Both areas are guaranteed to be connected to another airlock. Top level is connected to science, bottom level is connected to a cargo elevator. Atmospherics system in mining is more saner. The mining processor was made shorter, and 4 grates are guaranteed to spawn now for each miner slot, and contains it's own maintenance hatch for easy upgrades. Mining also now has its own requests console and disposals delivery destination. The industrial smelter is now twice as fast, however uses three times as much power.
Argument was that nurse's outfit is too exposed for medical staff, and against sterile protocols.
Removes nurse's outfit to be spawned in medical lockers
Removes nurse's to spawn with nurse's outfit
Edit: Forum Topic regarding that is here: https://forums.aurorastation.org/viewtopic.php?f=18&t=10752
-adds tajaran sprites to the eva rig, ported from polaris
-ports the emp repair step from bay
-ports the suit cooling unit from bay, with some changes, you can print them from robotics with some tech and materials
-fixes the hand emag module
-vox should not more be able to deploy hardsuits, due to their clearly alien body
Overview
Now that when scrubbers hit you, you will breathe in the reagents along with digesting and touching them. Since breathing in is 50% more effective than digesting, this nerfs scrubber reagent potency by reducing the amount of chemicals each smokecloud has.
Also added the following reagents to reagent scrubber RNG:
paint, luminol, fuel, blood, sterilizine, ipecac
This prs removes the old method of ipc resurrection, which was just removing and placing the mmi/heart back into the body, which was really lazy and caused a lot of bugs.
Now, robotics can create a ipcs frames using the different brands in the robotics frabricator, based on the torso's brand. The law manager can disable by using a multitool on the head which is the diffence between creating a cyborg or an ipc. Also; it allows you to customize your snowflakness after your new body is created.
Changes: you can't print all torso types from robotics anymore, but there are torsos that come with their own brand, that you should be able to buy from cargo, that will allow someone to create another type of ipc.
Feedback Topic: https://forums.aurorastation.org/viewtopic.php?f=18&t=10705
Reverts the new chemicals and their effects as implemented in #4127 due to their unnecessary severity.
Replaces the reverted mechanics with new mechanics which seek to accomplish a similar thing. Mobs now have an nutrition_attrition_rate factor, which is a multiplier describing how fast they grow hungry. By default, the multiplier is 1. Only eating healthy/chef food will see to it that said multiplier remains at 1.
Adds three new camera networks:
Civilian Main
Civilian Surface
Service
Replaced the "Civilian East" and "Civilian West" cams on the aurora with the "Civilian Main" / "Civilian Surface" / "Service" / "Supply" cams.
from left to right
security, medical, meson, material, science, thermal, welder, night vision, standard (no hud)
None add any flash protection except the welder HUD (only partly).