Added new sprites for random objects for everything in random/clothing,
/food, /loot, /medical, and /misc.
Also got distracted and changed how the corn oil/cooking oil tank looks
and how much reagent it holds. Now looks like the rest of the reagent
tanks and holds the same amount of liquid, 1000u.
Fixes the uranium-powered portable generator exploding when it's used at
level 4. The safe heat threshold was supposed to be 300c, but a small
variance of 16c was causing it to just surpass that and go into overheat
when it's not supposed to.
After implementing this feature a few months ago, I've come to realize
that the effect this has isn't really what I intended, and it doesn't
really make much sense. Ethanol will still be toxic to Unathi.
Co-authored-by: Crozarius <cowsgomooand@gmail.com>
This resolves every issue I could eyeball with Vaurca Attendants.
Added to every ghostrole where they're appropriate, mostly wherever
warriors are. Included as non-combatants in the TCAF ghostspawn.
Added to every list for species-specific loadout items and augments, so
they should be able to select them now.
Added to every job blacklist warriors were already on, most notably so
you can't join as a consular officer or corporate representative.
Accounts for attendants with a lot of admin outfits and ERT spawns.
Resolves https://github.com/Aurorastation/Aurora.3/issues/19974
This is a remap of the TCAF Corvette offship, intended to be more
intuitive than the current one.
**This is up for review.**
Notes:
1. The combustion engine isn't the only source of power in the ship,
there's also a portable generator that should be able to produce enough
to keep the ship going.
2. This adds a few clothing and overmap sprites for use in the
ghostrole, credit to Noble for them, and it also consolidates a few of
the existing TCAF assets into a single faction file. It isn't
comprehensive, but it's more organised than it was.
3. The armoury has been diversified a little. It's now composed of two
blaster rifles, one bolt slinger, one combat laser rifle, one pump
shotgun, and one burst rifle, plus the PEAC and six blaster revolvers as
sidearms. The primary intention of the combat laser rifle, pump shotgun,
and burst rifle is to provide a little AP which blasters universally
badly lack, so the ghostrole should be decently competitive against
armour. My hope is it should be roughly as strong as the Coalition
Ranger ship in combat.
4. I'm not totally happy with the hangar, but I'm not satisfied with any
of the docking port designs I've been able to think of, so I'm running
with it for now. I do believe a docking port is generally preferable.
5. Per Trio, species restrictions are tightened a bit on the Decurion to
only cover humans, Skrell, IPCs, and Vaurca Warriors. Liable to be
changed. Vaurca workers have also been excluded from every combatant
ghostrole, playable only as technicians. I'll be prodding at adding
bulwarks too, but they're not currently included due to some fickleness
with giving them appropriate uniforms.
6. The sensors are the strong variant for the shuttle and ship, with the
idea that it should be particularly good at reconnaissance. I doubt
anyone would use the shuttle to scout the sector, but the sensors are
good to throw a bone in that direction.

Basically, Attendants are now a subspecies of Warriors instead of a
subspecies of Workers, meaning they carry most of the traits over from
Warriors aside from the ones that have been modified by me. They also
have a unique appearance that should still work with Vaurca clothing,
instead of needing adjustments a la Bulwark. Hopefully, an acceptable
alternative to the Attendant subspecies that was previously offered in
#17550.
@desvenlafaxine
Schlorrgo mob given various tweaks to increase resposiveness and QOL
Eggs now process growth as intended (let me know if the way i did it
wasn't the right way, far as I can tell eggs didnt process yet. Testing
shows eggs in cartoons not growing even went removed.)
- Look into Egg Wierdness (No longer doing since better to have that
handled in own PR)
- Make Schlorrgos roll down stairs (Stair PR reverted lol, maybe another
time)
- [x] Make Schlorrgos lay eggs (use ice tunnelers as baseline)
- [x] Kill Commander Nated
- [x] More Schlorrgo interactions?
---------
Signed-off-by: Ben <91219575+Ben10083@users.noreply.github.com>
Co-authored-by: Ben10083 <Ben10083@users.noreply.github.com>
Fixed a bug where lists with number-only elements were not displaying in
VV.
Fixed an issue with extended list viewer mishandling special lists and
giving runtimes.
VV list unwrapping is now faster.
Some code comments and cleanup.
This adds the Goshawk heavy autocannon to the game, intended as a
generic gun emplacement available to be mapped into any appropriate
offship.
The AP shots are intended to be the weakest, but they do a lot of damage
on the off-chance they do hit someone. AP fires twelve shots, frag fires
nine, and HE only fires six - obviously ICly every salvo is the same
size, this is just for balance. As is currently, I'd say this is a
little stronger and generally a bit more versatile than the grauwolf.
**This is up for review.**
Credit to Noble for the spriting!
A few items now show up with appropriate sprites in StrongDMM. Achieved
by adding an icon_state if one was lacking, or by adding a generic icon
variant in the case of the energy weapons for the icon_state to
reference.

Added a crude sprite for the wasteland goggles whenever toggled off the
eyes, so it doesn't disappear when a player does so.
When selecting a sensor in the engineering power-monitor program, you
are not able to return to the sensor list without restarting the whole
console.
Even though the issue is known for some time now, i weren't able to find
an issue to reference in the PR.
- Fixes broken UI navigation when trying to return to the sensor list.
- Resets UI navigation state when program gets closed.
Corrects the erroneous fore_dirs of a few ships and shuttles so they
function properly in ship combat. Updates a few of the visitable/ship
variables with dmdocs for clarity.
Refactored various procs used by VV: Header generation, dropdown menu
generation, moved various things around, some defines.
Fixed VV to be able to edit associative lists.
Fixed VV to be able to make a list ex nihilo on a var.
Removed various dropdown menus that didn't exist anymore and were doing
nothing.
Fixed add verb option to not wipe the already existing verbs of the mob.
Fixed a runtime error on some lists view building that were not handled
correctly.
Fixed an issue with build mode not having the correct permissions for
devs.
Fixed an issue with editing a list referenced by a key in another list
via the edit referenced object option.
Added DF_VAR_EDITED flag.
Fixes the wield sprites of a few guns so they appear ingame. The
item_state definition seemed to cause the odd behaviour with the
Dominian rifles, and the Xanan rifles had a few mistyped icon names.
There seems to also be an issue in which inhand sprites for guns without
magazines don't appear, instead using the versions with magazines, which
is probably why the Dominian guns messed with the item_state in the
first place. Not tackling that here.
Refactored the projectile code, mostly in line with TG's now.
Refactored various procs that are used or depends on it.
Projectiles can now ricochet if enabled to.
Damage falloffs with distance.
Homing projectiles can now have accuracy falloff with distance.
Projectiles have a maximum range.
Muzzle flash is configurable per projectile.
Impact effect of the projectile is configurable per projectile.
Accuracy decreases with distance.
Projectiles work with signals and emits them, for easy hooking up from
other parts of the code.
Meatshielding is now less effective .
Impact sound is now configurable per projectile.
High risk.
This allows friends to be designated before casting the psi power mirror
shade, so that you and another psychic psycho don't kill each other on
accident.
Refactored all the builtin text procs to use string interpolation
instead.
Added a linting for the above.
This is based on, and should only be merged after, #19847
* AIs can now dress up their preview mob.
* Cyborgs now have the cardboard outfit in the loadout again. You can
toggle it by deselecting the job suit and hat options.
* Job suits are now hidden correctly when the job suit is deselected.
Fluff papers now update the free space on the paper correctly on
initialization.
Moved all the fluff paper in code, from the maps.
Added maplinting for fluff papers.
Added DMDoc for fluff papers.
AI programs added in a previous PR were not given the correct flags.
Teleport program removed as it was not needed + useless (only usable for
nearby teleporter)
---------
Co-authored-by: Ben10083 <Ben10083@users.noreply.github.com>
Adds the ability to obtain small amounts carpotoxin from space carps
without having to kill them! Beakers and buckets work, currently, I do
not believe eyedroppers or syringes can be used to do this.
Friendly space carps are now identified as being tame, and I have also
given them a few new idle emotes for additional cuteness.
You can harvest carpotoxin from hostile space carps, but good luck
trying to do that while they're chomping your fingers...
---------
Signed-off-by: ASmallCuteCat <neofelisnebulosa128@gmail.com>
Co-authored-by: Fluffy <65877598+FluffyGhoster@users.noreply.github.com>
Co-authored-by: Matt Atlas <liermattia@gmail.com>
bridge crew can (presumably) be double-contracted with the ve'katak
phalanx. all command roles remain untouched. this PR previously included
corporate reporters as well but is being split into two PRs due to
maintainer discussion
Added 79 new stickers. 60 by LforLouise, 1 by Noble Row, 2 by Ben10083,
10 by Hazelmouse, 1 by Mr.Popper, 4 by FabianK3, and 1 by Kermit.
Added sticker sheets, a storage that can only store stickers. Sprite by
Noble Row
Added the new sticker sheets to the loadout menu
Replaced gold star and googly eye boxes with sticker sheets.
corporate reporters can be employed with the ve'katak phalanx, meaning
they should be able to take the augments when PMCG. this was previously
a part of #19854 but was split into two PRs due to maintainer discussion
for bridge crew