Commit Graph

32611 Commits

Author SHA1 Message Date
hazelrat
ef006612dd Stuff burns for longer (#19761)
This makes candles, matches, and cigarettes burn for longer than they
currently do. Matches burn for twice as long, candles for about +1/3 as
long, and cigarettes around twice as long.

Code note: I don't see any problems with this for matches and candles,
but there's a comment in the current code warning strictly not to lower
the smokable burn_rate below 0.01, see the changes. I haven't been able
to hunt down exactly why this is, and it seems like the burn_rate for
the parent type was already lowered down to 0.006 a few years ago by a
previous PR intended to extend cigarette burn times. From what I can
tell reagents are still being absorbed below 0.01 by having the
cigarette on your mask slot, so if there is a serious issue with this it
can be removed under review, but I'm not certain what it would be. I've
removed every subtype modification to burn_rate, which seems to have
been left a setting substantially higher than the parent, causing pipes
and cigars in live to seem to burn out very quickly - like in a little
over a minute.
2024-08-13 21:47:40 +00:00
AlaunusLux
5a69a1b28e Fixes borer progress bars and internal borers being attacked by mirror shades (#19778)
This fixes borers being permanently mid-ability after first awakening
their host's psionic powers, and thus unable to do anything else for the
remainder of the round.

I also found an issue with the psi ability mirror shade: somehow the
shades target internal borers, including the hosts. I'd like a more
generic fix for this so that they don't attack any internal borers, but
I'm not well versed in mob code.

Also removed an `add_verb` for `write_ambition` that I should've removed
in my last borer-based PR, as it's done above inside a client check, and
could cause RTEs in some circumstances.
2024-08-13 21:46:55 +00:00
BulletBudgie
89ae2531b5 Budgs Bloat Clothes, Boes and Shoots (#19637)
A collection of colourable boots added to the loadout:
+boot selection (colourable) / shoe tab
+toeless boot selection (colourable) / xenowear tab
+thigh-high sneakers / shoe selection (colourable)

All onmob sprites by me
Most item sprites borrowed and altered from existing sprites

---------

Signed-off-by: BulletBudgie <52014471+BulletBudgie@users.noreply.github.com>
2024-08-11 09:43:07 +00:00
courierbravo
e0b8696878 New Vending Machine - SCC Encryption Key Vendor (#19742)
Adds a new vending machine, along with a modified sprite and a refill
canister for it.
Removes the boba from the dinnerware vendor due to it not making sense.
2024-08-11 09:42:40 +00:00
feartheblackout
81025ab640 Moves forgotten Diona hair/facial hair styles to body markings (#19743)
title. im pretty sure i got all of them but let me know if i missed any
2024-08-11 09:42:36 +00:00
courierbravo
895a79d101 Energy Weapons - Replaces Hephaestus with NanoTrasen as manufacturer. (#19745)
Adjusts descriptions of some energy weapons to scrub Heph and replace
with NanoTrasen
Due to effecting corporate lore, I'll be passing this by the loremaster.
2024-08-11 09:42:32 +00:00
AlaunusLux
ee460b3167 Fix limb targeted explosive implant (#19750)
The removed `qdel` seemed extraneous from what I could gather. There may
be a niche instance that the `qdel` caught, but from what I read of the
code and testing it, the `qdel`s in `activate()` and `small_countdown()`
are sufficient. I could have put it behind an if statement, and still
could, but it looked messy and seemed unnecessary.

I have some small gripe with `DROPLIMB_BLUNT` somehow not causing injury
or a bleeding wound. If someone gets their hand hit so hard with a
baseball bat that they no longer have their hand, I doubt it would be
bloodless. I struggle to think of a scenario where the loss of a limb
does not involve heavy bleeding.

Anyway, I settled for changing it to a `DROPLIMB_EDGE.` I was
considering adding an instant bloodloss (5-10% depending on which limb
was exploded), but that felt a bit much.

Additionally, I would like to make the change from `_BLUNT` to `_EDGE`
for [Greimorian egg-bursting limb
loss](5e69bf50bc/code/game/objects/effects/spiders.dm (L322)),
but I worried it would muddle this PR too much.

Below image shows what a health analyzer scan prints with the new
`_EDGE` limb loss. When `_BLUNT` there is simply no wound, bleeding, or
pain.


![image](https://github.com/user-attachments/assets/c6a43744-cc94-49c0-9c34-51c342318204)
2024-08-11 09:42:29 +00:00
DreamySkrell
db8d0918e6 Remove the Crew Armory and the Leviathan (#19728)
end of an era


![image](https://github.com/user-attachments/assets/3a8c35b1-5dd6-4456-8f87-b807e61b8535)

![image](https://github.com/user-attachments/assets/723dd548-852d-48f8-9255-881aa7e6f71b)

![image](https://github.com/user-attachments/assets/157491eb-a1b8-465b-868a-d8df1c56aa41)

![image](https://github.com/user-attachments/assets/50c1ebbb-0d4f-40f0-bc4f-2675f126b8be)

![image](https://github.com/user-attachments/assets/e3e8c83f-4d77-4c81-aa55-263e90eb0c90)


----------------------------------------------------------------------------------

----------------------------------------------------------------------------------

----------------------------------------------------------------------------------

----------------------------------------------------------------------------------

changes:
  - rscadd: "Removes the Crew Armory."
  - rscadd: "Removes the Leviathan."
  - rscadd: "Updates mapmerge2 tool with most current tg version."



MATT'S EDIT: For whoever is reading, the Leviathan and the Crew Armoury
are being removed to try and lower the Horizon's passive militarization
a bit. We're going to try playing without the crew armoury, but in case
security stomps are unbearable and Ops can't properly fulfill the role
of "giving people guns", then ERTs will likely end up being readded.

There will be an IC explanation given for the Leviathan's removal. The
crew armoury one will probably be a straight retcon.

---------

Co-authored-by: DreamySkrell <>
2024-08-11 01:14:32 +00:00
Matt Atlas
1ed9d50295 Melee weapons now give audiovisual feedback when they miss a target. (#19734)
title

also adds relevant info to logs

Co-authored-by: Matt Atlas <liermattia@gmail.com>
2024-08-02 17:34:21 +00:00
feartheblackout
06ac02d6c4 Honor, fire, burn thy fear: Adds a simple animal knockout technique to the Kis-Khan martial art (#19631)
Implements a disarm technique to Kis-Khan that "knocks out" simple
animals for a few seconds, allowing you to follow up with other attacks.
This is because shriekers are easy to encounter in the Untouched Lands
as a Kis-Khan master and are too difficult to get away from with Unathi
sprint, making it easy to get overwhelmed by multiple of them,
especially if you're in water. And dying to shriekers is, unfortunately,
not badass as a martial arts master.

Could also pave the way for other simple animal-based attacks for
Kis-Khan or other martial arts, if people are interested in that.
2024-08-02 10:41:08 +00:00
Geeves
f64885b714 AI Hologram Fix (#19732)
* Fixed AI hologram loadout characters being nude.

This fix worked on my local, but I'm not so sure about live, so I'm
requesting a test merge on this one.
2024-08-02 10:25:09 +00:00
Fluffy
d4e2df4123 Crusher will not stop and stare at effects anymore (#19724)
Crusher will not stop and stare at effects anymore

Fixes #19723
2024-08-01 15:53:47 +00:00
feartheblackout
e4d00403f3 Allows scientific grippers to hold integrated circuit printers (#19712)
title
2024-08-01 15:53:07 +00:00
Ben
df13ee2c09 Mining Module Given Hailing + Jetpack Material Change (#19715)
Cyborg mining module now has hailing channel

Cyborg Jetpack Module now requires silver instead of Phoron

Co-authored-by: Ben10083 <Ben10083@users.noreply.github.com>
2024-08-01 15:52:56 +00:00
Geeves
b08cc3d3a1 AI Visible Emotes Fix (#19733)
* Fixed AIs not being able to see visible emotes through holopads.

This fix worked on my local, but I'd like a test merge just to be sure.
2024-08-01 15:52:10 +00:00
feartheblackout
abba6e2b09 Adds an Unathi jungle hide mantle for Ouereans, Mictlanis, etc (#19661)
![image](https://github.com/user-attachments/assets/13f574f0-99b6-4a3d-8853-b13d1dd62004)
description and extended description made by Captain Gecko! modified
hide mantle sprite made by me.
2024-08-01 15:52:06 +00:00
Pirouette
b4dbf61822 Skrell may now leap 3 tiles (#19716)
Skrell are not the best species in physical roles like Paramedic or
Officer for a number of reasons; this is a minor change that I think
will help with that without suddenly making them stronger in combat or
quicker (two of their weaknesses - they are slow (especially Axiori,)
IIRC have bad grab mods, and such.)

The real inspiration behind this was a Discord post that made me think
it'd be funny if they leapt like frogs.

![image](https://github.com/user-attachments/assets/1f571d1c-02a7-4fec-b4e9-8e669a40d5f3)
2024-08-01 15:52:02 +00:00
beepbopbeepbop
568bbdf344 Tarwa Conglomerate Ship Remap (#19627)
Remaps the old Tarwa Conglomerate ship to be up to current mapping
standards, and adds a new suit cycler variant for the Tarwa voidsuits.
2024-07-29 22:49:44 +00:00
Fluffy
aa20604826 Extended list viewer now has an edit button (#19706)
Extended list viewer now has an edit button, and the ability to edit the
extended list it's seeing; it's also (opinionately) better formatted.
2024-07-29 22:49:41 +00:00
Fluffy
9476f036a0 Fixed cryopods causing an harddel on mobs (#19721)
Fixed cryopods causing an harddel on mobs
2024-07-29 22:49:37 +00:00
Acetrea
c5519d0a40 Fixes Solarian Colonial Mandate of Tau Ceti Banner Icons and Sprites (#19722)
Fixes #19568
2024-07-29 22:49:35 +00:00
FlamingLily
353f3f0695 Stops disposal units from sucking people in (#19725)
This isn't technically a bugfix as the original PR (#19624) intended for
this behaviour

However, after a discussion in the code channel on the discord, I think
there's near-unanimous agreement that this feature isn't wanted.
2024-07-29 19:31:54 +00:00
Fluffy
a3a4d46fa7 Hitby refactor (#19624)
Refactored hitby to be in line with TG's version.
Refactored item weight defines to a more clear naming scheme, also in
line with TG's version.
Refactored how the movement bumps are handled, ported signals to handle
them, in preparation for the movement update.
Fixed disposal hit bouncing the hitting atom on the wall.
Items do not push other items anymore if they are tiny.
2024-07-28 20:52:08 +00:00
feartheblackout
f4023528a5 Adds culture/origins for the Underhive Collective (#19701)
done by request of @Caelphon and the Diona lore team

![image](https://github.com/user-attachments/assets/9f935560-303b-4c81-b91d-c0c7af8c1b99)
2024-07-28 12:04:57 +00:00
Fluffy
dc812d3e31 Updated progress bar datum to the latest iteration (#19672)
Updated progress bar datum to the latest iteration
2024-07-27 19:02:24 +00:00
Fluffy
f26e4a0380 Collapse dmms (#19698)
Collapsed all the multi-z dmm maps into single-file dmms
Moved some of the map geometry into traits
2024-07-27 19:00:57 +00:00
Matt Atlas
7d2bfe6ebb Revert "Stairs are Dangerous" (#19484)
Unfortunately most of the map is kind of unplayable or not mapped in
mind with stairs being untraversable for roller beds or wheelchairs.
Remapping every map to work with this mechanic is also not something I
am interested in.

---------

Co-authored-by: Matt Atlas <liermattia@gmail.com>
2024-07-27 15:55:38 +00:00
FlamingLily
4bce8201c3 Creates a framework for per-faction Alt Titles (#19671)
Creates a framework to restrict certain alt titles to certain factions.

As an example and natural logical consequence:
"Corporate Reporter" can only be used by Corporate employees
"Freelance Journalist" can only be used by Independent crew

I plan to use this system in a later PR.

---------

Signed-off-by: FlamingLily <80451102+FlamingLily@users.noreply.github.com>
2024-07-27 12:45:29 +00:00
Pirouette
7a15a98270 Adds Eridani drinks (burukutu, ogogoro, zobo) (#19640)
The alcoholic burukutu and ogogoro, alongside non-alcoholic zobo.

![image](https://github.com/user-attachments/assets/cc4093a6-1834-4d55-a5f0-531a225ce22b)
All sprites by @tomixcomics

---------

Signed-off-by: Pirouette <57296132+listerla@users.noreply.github.com>
2024-07-27 10:23:52 +00:00
Matt Atlas
28613fcec5 Some bugfixes. (#19707)
Fixes #19636
Fixes #19612 
Fixes build mode buttons going under darkness
Fixes items overlaying above closed shutters

---------

Co-authored-by: Matt Atlas <liermattia@gmail.com>
2024-07-27 10:10:50 +00:00
feartheblackout
27a9ffc0a4 Adds a Hieroaetherian nation cape, allows Hieroaetherian Skrell to wear Hieroaetherian items, etc (#19660)
see changelog

![image](https://github.com/user-attachments/assets/3e443ab1-624c-46b3-9e78-21372f4c9306)

![image](https://github.com/user-attachments/assets/a1f2b742-ff2c-4c41-bbc5-9b769f9c4925)
2024-07-27 10:10:31 +00:00
Fluffy
d380eef668 Diona nymphs can now run correctly (#19665)
Diona nymphs can now run correctly, without a weird empty stamina bar,
and stopping as appropriate when their stamina (health) is low, with a
message.

Fixes #14038
2024-07-27 10:10:27 +00:00
DreamySkrell
62d887c68e Offship Cameras (#19643)
tl;dr: instead of just checking if the computer/camera are on map
defined "contact" zlevels (1,2,3 for horizon), computers save the zlevel
they were initialized on, and check for that (check connected zlevels)

so a offship camera works on offship zlevel, but not when brought
outside of it like on a shuttle, and only connects to cameras that are
on that offship zlevel, and same thing, not if flown outside on a
shuttle

this affects only the computer cameras - horizon generally uses camera
program on modular computers (but it works correctly on horizon too)

Co-authored-by: DreamySkrell <>
2024-07-27 10:10:23 +00:00
beepbopbeepbop
7e81818085 TCAF Loadout Additions (#19654)
Adds the two TCAF berets and a jacket to the loadout, in a similar vein
to the addition of the TCAF veteran/reservist cards.
2024-07-27 10:10:20 +00:00
Ben
590a5146f1 Produce can now be given Descriptions (+ Adhomai produce descs) (#19552)
Seed code DMdoc'ed and code added to allow for custom descriptions and
extended descriptions for produce.

Adhomai plants given descriptions as proof of concept (maybe)

- [x] Foundation code
- [x] Assassinate Almrah Harrlala
- [x] Adhomai Plants descriptions

---------

Co-authored-by: Ben10083 <Ben10083@users.noreply.github.com>
2024-07-27 10:10:17 +00:00
Crosarius
4d121c7dc8 Nerfs Ethanol Toxicity To Unathi (#19586)
When I made the recent alcohol toxicity changes to Unathi, I made
ethanol much more toxic to Unathi, because previously it wasn't very
damaging to them unless they drank a lot.

However, when I buffed the toxicity, I forgot to take into account
ethanol scrubber gas. I have discovered, quite rudely, that ethanol
scrubber explosions cause Unathi to instantly go into full 100% organ
damage on every organ, and collapse and die in 60 seconds even with
immediate medical attention. Their organs just all go critical
simultaneously.

This changes things back to the way they were. Unathi and Vaurca will
still vomit up alcohol, but will only take 3 toxin damage per unit of
ethanol instead of 12, which, in hindsight, was quite ridiculous.
2024-07-27 10:10:12 +00:00
feartheblackout
8befc4aab8 The Tree Update: Makes it easier for Dionae to color their body markings, removes hairstyles and skin tone from them, makes the tail marking into an actual tail (#19589)
https://github.com/Aurorastation/Aurora.3/assets/59633984/76c7c7a4-fa06-457c-bf8c-0a9bda733f49

Basically, uses the species' list of skin color presets, if any, to add
a button for body markings to select the same presets. This is only
really useful for Dionae at the moment, or at least I imagine so. Skin
tones and hairstyles were also removed from Dionae, as figuring out how
to add selectable tone for body markings was too much of a hassle and
adding presets for hairstyles as well seemed redundant. I was thinking
of adding a "random body markings" proc to resolve the issue of newly
formed gestalts not spawning with any hair, but let me know if this is
desired.

I discussed this with the Diona lore maintainer beforehand, but the team
is free to change their mind or request more features at any time.
2024-07-27 10:10:10 +00:00
CatsinHD
61baeb7b9a Adds Notepads (#19617)
Adds a colorable notepad to the loadout, alongside a blue and gold SCC
variant to the faction section.
The notepad functions identically to the journal.
Sprites are by me, or modification of the existing journal sprites.


![notepads](https://github.com/Aurorastation/Aurora.3/assets/31459154/f61015df-c8e3-4656-a6fb-e1c3c6e4cbd9)

![notepads_open](https://github.com/Aurorastation/Aurora.3/assets/31459154/b205c7da-fc0f-4a21-b65c-186aff6ace0c)

![notepads_writing](https://github.com/Aurorastation/Aurora.3/assets/31459154/6efe24b7-b160-40a2-84f7-8b4f6269946d)
2024-07-27 10:10:06 +00:00
lavillastrangiato
c03efa6661 Changes mentions of New Ankara to Tabiti (#19609)
As per NEWLORE.

---------

Signed-off-by: lavillastrangiato <63124803+lavillastrangiato@users.noreply.github.com>
Co-authored-by: La Villa Strangiato <mangodeity@gmail.com~>
2024-07-27 10:09:52 +00:00
Fluffy
ac19237a3a Update the position datum to the latest iteration (#19694)
Update the position datum to the latest iteration

No player facing changes expected
2024-07-27 10:09:49 +00:00
Fluffy
3e1b9d4170 Repathed /obj/item/projectile to /obj/projectile (#19693)
Repathed /obj/item/projectile to /obj/projectile, same as TG and Bay,
that's pretty much it.
2024-07-27 10:09:46 +00:00
feartheblackout
2a8d6acd86 Adds Sk'akh as a religion option for Unathi Wastelanders (#19690)
title

> Chiefly, they follow the Th’akh religion, though some among them may
have different opinions, or even dip into Sk’akhism.
@RustingWithYou
2024-07-27 10:09:43 +00:00
Fluffy
e55adbaf7d Fixed a runtime with crates animation when closing, update some procs (#19688)
Fixed a runtime with crates animation when closing.
Updated closets door animation code, renamed one var to be more clear,
some minor DMDoc, moved some procs around.
2024-07-27 10:09:40 +00:00
Fluffy
c1a82b6197 Revert "Accessory Weight Handling" (#19579)
Reverts accessory weight handling, ontop of being exploitable as easily
as attaching the accessories after the clothe is in the bag, it doesn't
make sense that you can store the pieces singularly but not once put
together (for the modular armor, that is), and is ultimately just an
hassle to have to disassemble and reassemble it over and over every time
you have to pull the armor in the backpack and back out
2024-07-26 14:32:34 +00:00
feartheblackout
bbd2e74613 Adds skin presets for Vaurcae, based on brood colors from the wiki (#19585)
title
2024-07-26 12:31:42 +00:00
Wowzewow (Wezzy)
e1ac63fb1b Stubble Shadow (#19683)
- rscadd: "Adds new stubble shadow facial hair."

Originally called "Asian Shadow", but I'm unsure about the worldwide
inability to grow facial hair
2024-07-26 12:20:49 +00:00
hazelrat
3d86952ac0 Reduces explosion radius of standstill landmines (#19685)
This reduces the explosion radius of standstills. Currently, standstill
landmines blow a hole in the ship so large that it can take engineering
an extremely long time to fix it, even with full staffing. If a
standstill goes off inside service, for instance, nobody is using
service for a very large portion of the round, if ever - between the
venting, the broken floors, walling, windows, furniture, and machines. I
think it'd benefit as a tool without its users having to worry about the
insane blast radius disrupting more than they intended.

This reduces the heavy and light impact ranges, so they'll do less
structural damage, but maintains their devastation range - so, if you're
caught at the epicentre of the blast, you should still be about as
immediately critical as before. Lethality shouldn't be strongly
influenced, just structural damage. The blast radius is still large
enough that, in my testing, it's impossible to fully escape the blast.

Current blast radius:

![image](https://github.com/user-attachments/assets/0d3aa191-bf04-4fd8-98f6-a9e7cd08e836)

PR blast radius:

![image](https://github.com/user-attachments/assets/44499f07-f866-4626-9d51-c1fb604daf17)
2024-07-26 12:20:35 +00:00
Evandorf
74f43d2e7d Fixes Tumors Not Being Able To Be Removed with Surgery (#19700)
The 'infest_with_parasite' proc was setting the 'parent_organ' variable
of new tumors to the src organ reference. Changed to set the
'parent_organ' variable to the 'limb_name' of the src which allows
surgery code to find it.
2024-07-26 10:55:51 +00:00
courierbravo
5dd0832b83 Tips Grammar/Spelling fix (#19699)
Fixed some grammar spelling issues for the tips.
2024-07-26 10:55:32 +00:00
feartheblackout
33c25c5c07 Fixes the Vaurca lunchbox k'ois roulade spawning with no reagents inside (#19678)
changelog
2024-07-25 18:52:53 +00:00