Fixes https://github.com/Aurorastation/Aurora.3/issues/21509
**Summary:**
Cleans up a lot of old Greimorian egg implantation code- rewrote the
actual worker injection behavior to use the organ/internal/parasite code
we have, instead of creating effects with their loc set to the organ
itself.
This largely means that not only is Greimorian implantation able to be
treated pharmaceutically (as you'd expect, with them being parasitic and
medicine including antiparasitics), but it also means that 'greimorian
eggs' also get the same treatment as nerve flukes, etc. That is to say,
antags can now purchase Greimorian Clade Kits from the uplink and inject
people or monkeys with them to cause Unhappy Tidings.
This code is also fairly easy to modify, if one wanted to create more
implantable parasites that burst out of people, unrelated to
Greimorians.
**Changes:**
- refactor: "Refactors the egg injection of Greimorian Workers to use
parasite code; it can now be treated with anti-parasitic medicines in
addition to amputation of the affected limb. Works on all playable
species, and monkeys."
- rscadd: "New reagent 'Greimorian Eggs' creates an egg cluster parasite
in a random organ when metabolized in the bloodstream. It also has very
mild soporific effects."
- balance: "Greimorian Workers and playable Greimorian Servants/Queen
now inject Greimorian Eggs instead of Soporific."
- rscadd: "Greimorian Clade Kit now available in Uplink under Bioweapons
section (Greimorians now able to be introduced to ship by egg cluster or
injectable reagent)."
- balance: "All parasite kit bioweapons have had their vial reagent
count increased from 2 -> 5."
- balance: "Helmizole no longer treats K'ois Mycosis, Black K'ois
Mycosis, Zombification, or Tumors (Benign or Malignant)."
- code_imp: "Updates a lot of code documentation to dmdocs."
# Summary
This PR cleans up minor things left after the big aft changes.
## Changes
- Re-adds a newscaster to the engineering hallway
- Add power outlet to the brig (Requested in [PDA battery forum
thread](https://forums.aurorastation.org/topic/22729-remove-the-need-to-charge-pdas/))
- Fix science noticeboard being accessible from the maint behind it
- Shuffle/Remove maint hatches in the maint around D2 medical substation
and maint behind machinist workshop
- Fix left over access in two internal maint hatches
- Add cat walks to new atmos tanks
- Add air station/waste signs to engineering PAP hallway
- Add missing hangar lockdown blastdoor (the open airlock in the
security checkpoint is intended)
- Fix floor tape in front of engineering hard storage room
- Shuffles lights in atmos due to it's size
- Add vents to fore engineering hallway
## About PR
Carries light handling from `New()` to `Initialize()`. Also makes
exoplanet theme generation handle lighting in itself, since it still
didn't properly initialize the light. Gas/temperature property handling
was left out because handling them in `Initialize()` was causing ZAS
active edge issues for exoplanet ruins
I am not entirely sure where the problem occurs, everything runs as it
supposed to in proc call chain. My guess is `New()` is too early for
setting up lights. Upon testing I didn't notice any changes in gas and
temperature assignments in exoplanets, Odyssey and away site maps
## To-Do
- [x] Look into `exoplanet_themes` and turfs affected by it, then find
out why it got hands. Regular exoplanet turfs works fine, it's just this
feature becoming an exception
# Summary
This PR fixes a runtime when printers eject paper without a mob being
nearby (mainly automated console printouts).
## Changes
- Add mob check when printer handout papers.
This PR updates Agent ID cards to use TGUI instead of NanoUI and
introduces some addtional qol features. Comparison image in following
comments.
- Extended examine information: mechanics hints and antagonist hints
both for standard ID cards and Agent ID cards (explains things like how
Agent ID cards EW suites recharge over time, how to imprint biometrics,
etc.
- Silent warning message added to Agent ID cards for when power starts
getting low.
Removes a NanoUI template for the [TGUI
update](https://github.com/Aurorastation/Aurora.3/pull/21046).
This PR fixes some math errors in Overmap Ship math that were causing
ships to have entirely wrong acceleration when moving in any diagonal
direction. It was off by about 30% in the diagonal directions. This is
also an alternate PR to #21620 which doesn't require changing the repo
to Byond 516
I hate this so much more than the other PR, I really badly need Vectors
for doing what I do, and to do stuff like this PR so much better.
This does a few times, after the scope got bigger than I originally
planned:
- Watches now have an action button top left to check time.
- Taj time checking code was moved over to the time helper file to not
be watch exclusive.
- The taj wrist watches now shows the time on adhomai.
- Papercode now has the ability to show taj time and date, and to insert
the credit symbol.
# Summary
This PR fixes#21615 and fixes#21616.
# Changes
- Unified all bridge safety shutters to listen to the same channel.
- Added bridge safety shutters button to bridge break room.
- Removed duplicate lights switch in security interrogations.
- Added a missing catwalk to an engineering maint.
Since the unbranded IPC frame is not canonical and isn't intended to
exist anywhere, this PR makes it so that when you create a new IPC as a
machinist, the IPC will default to a Baseline frame rather than an
Unbranded frame.
Gives all IPCs, including every subspecies, EAL as a free language. All
other slots are retained. Done with the accession of the synthetic lore
writer.
Rationale is primarily for industrials and baselines - i.e. all the
subspecies without three extra language slots. This means any
baseline/industrial originating from a multi-language origin (Jupiter,
Visegrad, Himeo, etc) can pick both of their origin's languages in
addition to EAL. Those from monolingual origins have a slot free for
flavour.
This does have the additional effect of giving shells and bishops five
possible languages in total - this should mean it's a lot more viable to
take sign language as these even if they originate from a multilingual
origin, which plays well into them primarily being service units.
Burzsia's fluff on not giving their units EAL will be modified wiki-side
if merged.
After talking with Catsin, it was agreed to enforce that all taj get
siik'maas as the edge cases of a taj not having it are few and very far
between.
It does not change their extra optional languages, letting them still
learn 2 extra for a total of 4 languages. The forced ceti basic and
siik'maas, and then the optional ones are between tradeband, freespeak,
sign, siik'tajr and one of the subspecies specific ones (yassa,
nal'arasan, delvahhi).
Swaps out the sound effects for the Comet Explusion event to something a
little less... loud.
I may come back in the future and create a voiced line so it matches
other events.
---------
Signed-off-by: Fyni <itsfyni@gmail.com>
OpenDream's `EmptyBlock` pragma had a bug that prevented it from firing
in certain cases of empty `for()` loops. That has been resolved and it's
uncovered a few issues with your code.
Please merge this ASAP as it has no impact on current behavior (besides
saving CPU cycles) and the bad code is currently blocking OpenDream CI
for the linked PR.
Suplexes now only deal 15 brute on hit, and now stun the attacker for as
much time as they stun the victim. This reframes the use of a suplex not
as a free kill tool that should be spammed at every individual, but
instead as a tool to reset a fight to a neutral state, including
auto-disarming the other party and equalising the playing field.
I have seen a significant number of rounds where the antagonist just
goes around suplex spamming everyone. It sucks.
The warehouse has been reworked to give it more floor space for the
crates, which now also start on the floor to make them easier to sort.
The floor was also changed there to make it feel more like a warehouse.
The upper warehouse has been changed to be catwalks leading to the break
room, mainly for the atmosphere, and the hangar tech lockers were moved
to a side part of the break room instead of free standing in the
hallway.
As title. Those movables proved not to be super fun in-round largely due
to lack of balancing mechanics and counterplay from players. Reverting
for now! Original reduction in hazard density from
https://github.com/Aurorastation/Aurora.3/pull/21571 unchanged.
Adds the medical patient gown to the loadout, locked to offduty and
passenger only, intended to be used for characters staying in the
medical ward. The sprites are also replaced with ones from Bay,
alongside adding 2 new preset colored versions.
### Asset Licenses
The following assets that **have not** been created by myself are
included in this PR:
Replacement icons are by [AtomicWorm](https://github.com/AtomicWorm)
from Baystation https://github.com/Baystation12/Baystation12/pull/25436
Pretty simple, this make the price scanner yellow/gold so it is easier
to spot at a glance from the export scanner.
The destination tagger is also added to the toolbelt, similarly to the
export, price and crate scanners.
The new sprite is by me.
Fixes#21569
Previously the button to access the server room toggled the ID scan so
this issue wasn't noticed.
With the removal of the button, the server room could no longer be
accessed by scientists. The airlock is now set to research access.
changes:
- qol: "Modifies light switch behavior to be default on, with some area
types (private offices, washrooms, etc.) manually set off."
- rscadd: "Adds lights switches to a few areas missing them."
- rscdel: "Removes light switches from a few hallways."
Finally tracked down the bug causing events to fire while no players
were in-game; a check in GetWeight() was running a for loop for
'var/mob/living,' not 'var/mob/living/living' as it ought to have been,
causing it to detect players observing and at the main menu as active
participants.
Oddly enough, this only happened when they were attacked by melee
weapons. Fixes#21602
Creates a base `icon_state` for the `lesser_ling` icon, which was a
standalone movement state previously
This is my first time mapping as a code-illiterate goober, so there's
probably a lot of silly mistakes in here.
Adds a very WIP build of a Solarian Frigate, meant to be deployed rarely
in sectors close to the borders of the ASSN (eg. the Badlands, Valley
Hale, and **_mayyyyyyyybe_** the Crescent Expanse. )
Against, most of this offship is very WIP: The code is close to
non-functional, the power grid just doesn't connect, and some areas just
look visually bland in my opinion. But the basic outline of the ship is
there.
<img width="8160" height="8160" alt="StrongDMM-2025-07-31 01 43 02"
src="https://github.com/user-attachments/assets/9b9a82fd-adcc-42f2-8ecb-d8ea6d43d39e"
/>
Overall, it's a ship that's just a bit smaller than the AXSF frigate
with a CIC-centric layout and equipped with a Longbow and Grauwolf
(pending replacement with the light coilgun, whenever that gets added.)
Honestly, it's just a regular corvette but scaled up. I'll add a second
Z-level or something else that might spice things up later.
---------
Signed-off-by: mynameasjeff <55303178+mynameasjeff@users.noreply.github.com>
Co-authored-by: Kano <89972582+kano-dot@users.noreply.github.com>
Co-authored-by: kano-dot <bhutanlikanoxy@gmail.com>
A fridge with kois bars was added to the ship and several crew positions
can now be played as vaurca.
Code and mapping done by Ambrose, minor formatting fixing by me.
## About PR
- Reduces the site's cost from `2` to `1`.
- Tweaks wall destroying logic of horde type mobs to a saner
alternative.
- Fixes corpses created by landmarks not getting assigned with the
specified access. Fixes#21527
- Creates an abomination subtype that is guaranteed to spawn with a
disguise.
fixes https://github.com/Aurorastation/Aurora.3/issues/20418
After testing way too many ways to fix it, this was the only way I could
find that did not cause other issues. It should probably be testmerged
just to ensure it doesn't break something else.
This PR fixes a literally 12 year old bug, by making it so that
roundstart loadout items no longer spam the world with their on_equip
sounds. I have not however found the cause for the backpack sounds
though. That one is significantly harder to locate.
https://github.com/user-attachments/assets/54fbeada-d685-4c15-8383-d197ecf26363
- Fixes hull beacons, radial lights and decal light sources not emitting
light. Thunderdome is no longer dark, fixes#21565
and fixes#21567
- Fixes radial lights not drawing any power from the powernet it's
connected to. Also refactors its toggle logic, since it never stopped
processing despite `STOP_PROCESSING` macro