25 Commits
Author SHA1 Message Date
VMSolidusandGitHub a802b48e2a Psi Rework Part 2: Scenes From A Memory (#21736)
The next step in the Psi Reworks is here, this time adding all of the
remaining sources and applications of Psi-sensitivity and Psi-protection
that were on my To-Do list. Aside from a variety of tweaks and bugfixes
to powers, the most player-facing addition is the new Psi-sensitivity
related traits, which are High Psi-sensitivity, and Low Psi-sensitivity.
These traits modify the character's psi-sensitivity, which messes with
their interactions with psionics in a variety of ways.

All of these new sources and interactions with psionics are handled
entirely through components, which operate on the previously added
COMSIG_PSI signals.

Check the changelog file for more specific details on what all was
fixed. I've fixed quite a lot of bugs and issues with the various psi
powers.

I have actually tested this PR and verified that it works as advertised.
<img width="1902" height="1015" alt="image"
src="https://github.com/user-attachments/assets/e922593c-0595-4b63-bee4-36080d9cb8b4"
/>
2026-02-01 23:29:21 +00:00
VMSolidusandGitHub 31e2d57c35 Gravity Adaptations Bioaug (#21532)
From the list of bioaugments requested by Schwann.
https://docs.google.com/document/d/1SLbll969PyJ_H9J1LP8cmdso9OMozUc8MGOVZkY4HbE/mobilebasic

Gravity Adaptations are a bioaugment that serves as an implanted
alternative to legbraces, which grant the same effect. These are unique
to Galatean Offworlders in the same vein as legbraces being unique to
offworlders. They also essentially have the same effect, making the
offworlder immune to the effects of "Gravity Weakness". To make this
work, I refactored the gravity weakness mechanic to operate via a
signal, which has a shared response between legbraces and gravity
adaptations. This "Cancelable signal" pattern is going to be fairly
common going forwards as I refactor a variety of systems to allow far
greater degrees of unique interactions, without the need of hardcoding
said interactions at the source.

<img width="797" height="84" alt="image"
src="https://github.com/user-attachments/assets/01622f2b-56a1-4fb8-ae43-d78afd35f3b5"
/>

<img width="935" height="91" alt="image"
src="https://github.com/user-attachments/assets/309bbc66-d6aa-44b1-9a59-64f7fc800c90"
/>

<img width="617" height="259" alt="image"
src="https://github.com/user-attachments/assets/81a1f973-b1af-45c1-8373-05549fde286a"
/>

I have tested this PR and have verified in my dev environment that it
works as advertised.
2025-11-06 09:16:06 +00:00
VMSolidusandGitHub 2e939e4d9b Galatean BioAugments (#21013)
This PR "Gently refactors" organs in preparation for adding in new
variant organsas requested by HumanLore. Additionally, it adds in
several organs that were requested by Human Lore, as described in:

https://docs.google.com/document/d/1SLbll969PyJ_H9J1LP8cmdso9OMozUc8MGOVZkY4HbE/mobilebasic

The new augments include: Auxiliary Heart, Platelet Factories, and
Subdermal Carpace
Additionally, all of the new Galatean Bioaugs have been added to the
antag uplink.

The bulk of this PR consists of replacing a majority of all the organ
"Magic Numbers" with variables which could feasibly be modified by any
new kind of organ object. Additionally-- although it's unused in this
PR, here's also a new optional boolean for hearts to create a "Fake
Pulse", which would be useful in the future for event character shells
to be able to fool a pulse check. Finally, the heart systems are
configured to use Signals so that arbitrarily any component can
introduce their own modifiers to the heart statistics.

This PR was requested by Human Lore:
<img width="434" height="290" alt="image"
src="https://github.com/user-attachments/assets/98236886-1c19-4621-958e-c154ae66f2ad"
/>

Sprites have been made by @NobleRow
2025-08-04 12:29:41 +00:00
17a879a21d Galatean Mind Blanker (#21017)
This PR adds a pair of new "BioAugs" as loadout options for Galatean
characters, called Mind Blanker. They come in two variants, and both are
available exclusively to Galateans. The basic version of the mind
blanker makes its user immune to mind-affecting psionic powers.

The advanced version of it inflicts lethal biofeedback on any psychic
that attempts to enter the user's mind, while also providing the user
with the same protection as the basic version. The advanced version is
more expensive, and is exclusively available to Galatean Consulars.

This PR was requested by Human Lore for their "Galatean Bioaugments"
list.
<img width="739" height="334" alt="image"
src="https://github.com/user-attachments/assets/8dd0e65c-2834-4949-8a03-8966f22eeca4"
/>

---------

Signed-off-by: Matt Atlas <mattiathebest2000@hotmail.it>
Co-authored-by: Matt Atlas <mattiathebest2000@hotmail.it>
2025-07-21 11:11:28 +00:00
BatrachophrenoandGitHub 8abffa70cc Offbrand sightlights fix (#21012)
Now that I know how object hierarchies work...

Fixes offbrand sightlights (they were inheriting the original obj
restrictions).
2025-07-21 10:33:33 +00:00
b7f746d466 Offbrand sightlights (#20722)
(DISCLAIMER: I currently mostly play an engineer!)

Sightlights are currently only available to Medical, Science, and Bridge
personnel- but arguably (strongly arguably) Engineering is actually the
department most likely to be regularly walking through very dark areas
(see: areas with power outages, and maintenance tunnels). Certainly more
commonly than Med and Bridge in almost any given shift!

I don't think this is particularly balance-breaking, and I think it
makes a lot of sense, so here it is.

Also minor cleanup to description.

---------

Signed-off-by: Batrachophreno <Batrochophreno@gmail.com>
Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>
2025-07-07 00:53:56 +00:00
VMSolidusandGitHub 9fd7347f00 Generic Augment Customization (#20859)
This PR makes small adjustments to the code for the cyborg analyzer
tool, making it so that it also provides the description given for
augments taken as part of a character's loadout. Additionally, this sets
loadout flags for most generic augments (anything not explicitly tied to
a specific corporation) to allow for custom names and descriptions.

Lastly, I've extended the analyzer in its human-mode to also display
assisted implants. While I can't imagine a machinist would have much to
do with a pacemaker, it is a metal implant. I actually mainly had in
mind that I was annoyed with the positronic brain implant not showing up
on cyborg analyzers, and wanted to correct the injustice.
2025-06-30 18:03:03 +00:00
FlamingLilyandGitHub f5fd3a9229 Assistant Overhaul (#20368)
FORUM THREAD:
https://forums.aurorastation.org/topic/20580-assistant-overhaul/#comment-179129

This one will probably need a wiki change or two.

The Assistant Overhaul! A.K.A "FlamingLily commits to coding something
and forgets for six months"

Also, the "Lab Assistant" (Science's learner role) has been renamed to
"Research Intern" with alt-titles to match, in the same vein as the
medical intern. This serves the dual role of clarifying the role's
nature as a departmental learner, AND makes space for the assistant alt
title.

This PR adds four new titles to the Assistant role, complete with access
and loadouts to match.
* Wait Staff: This one's pretty self explanatory. They haul food and
drinks FROM the kitchen and bar TO customers. They do not cook, and do
not get kitchen or bar access.
* Technical Assistant: This one's job is to haul crates and parts for
engineers. They get access to engineering's lobby and main hallways (as
far as a Janitor can get), but otherwise get nothing. They CANNOT start
the engines, shields, atmosphere, or anything. They spawn with a
high-vis vest and a debugger, for token vending-machine fixing efforts.
* Lab Assistant: This one's job is to haul crates and equipment for
scientists. They get access to ACCESS_RESEARCH which is like, two doors
in the research meeting room and not even the hallway outside I think
(idk). They also get a labcoat and safety goggles. For safety.
* Medical Orderly: This one's job is to haul equipment and corpses,
clean up a messy GTR, and stay out of medical's way when an alert is
called. Maybe they can man the reception as well. They spawn with a
labcoat and sterilizine (not even cleaner, because it's funnier that
way.)

I want to insist that these are assistant alt titles, and not roles with
responsibilities. They cannot do repairs, they cannot do science, they
cannot do surgery, and they CERTAINLY can't cook.

Changelog:
- rscadd: "Added four new assistant alt titles: Wait Staff, Technical
Assistant, Lab Assistant, and Medical Orderly (These are still
ASSISTANTS, and cannot perform the relevant departmental skills. These
are also different from learner roles, such as the Interns.)"
- rscadd: "Renamed the existing "Lab Assistant" (The learner role) to
"Research Intern" to better represent the intent for the role and to
make space for the alt title."

---------

Signed-off-by: FlamingLily <80451102+FlamingLily@users.noreply.github.com>
2025-01-31 12:08:43 +00:00
hazelratandGitHub c9e5c6e591 Vaurca Attendant bugfixes (#19976)
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
2024-10-02 10:19:45 +00:00
feartheblackoutandGitHub 2345fe5bc1 Allows Bridge Crew to take Ve'katak Phalanx augments (#19854)
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
2024-09-13 10:16:35 +00:00
feartheblackoutandGitHub 3266b30d53 Allows Corporate Reporters to take Ve'katak Phalanx augments (#19859)
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
2024-09-07 16:01:00 +00:00
feartheblackoutandGitHub d8d7c80596 Long Live The Keiretsu: Adds the Zeng-Hu seniority mask (#19333)
![image](https://github.com/Aurorastation/Aurora.3/assets/59633984/9fa2017e-5ed4-4452-81ac-3cdd2997e328)

![image](https://github.com/Aurorastation/Aurora.3/assets/59633984/0226f988-ba7e-4bec-b8d4-9f1bf50e4d75)

![image](https://github.com/Aurorastation/Aurora.3/assets/59633984/6324c440-b345-441d-b4ae-bf474a2df2ba)

![image](https://github.com/Aurorastation/Aurora.3/assets/59633984/b30c74e4-8c10-450b-a1c4-06cfa406fa1f)

![image](https://github.com/Aurorastation/Aurora.3/assets/59633984/ee830ef5-d340-4fc7-b612-262129517f09)
As most who are aware of the veterancy plate know, it currently covers
the _entire_ front of the face, making it seem impractical (if not
physiologically incompatible) and the butt of many jokes. This PR adds a
less invasive alternative, makes both a variant of the integrated
medical HUD to make it more practical, and adds unique versions for
Vaurca Workers/Warriors, Bulwarks, and Skrell.
2024-06-18 19:32:24 +00:00
LynxSolsticeandGitHub 4a45d5454b Return of the Paramedic (#19125)
This PR brings back the more accurate title for First Responders, of
Paramedic, to bring it in line with some snippets of the SOP and to be
more accurate to the role itself, as both Security Officers and the rare
and elusive Firefighting Atmospherics Technician can be considered first
responders.

also I just like it better.

Changes any mentions of first responder in gear/access/etc to Paramedic
or PARAMEDIC where applicable.
2024-06-14 21:05:34 +00:00
Matt AtlasandGitHub 1a8b9492f1 Revert " Hivenet aug loadout cost tweak" (#19452)
not wanted by vaurca lore and mistakenly merged
2024-06-14 15:11:41 +00:00
DreamySkrellGitHubDreamySkrell <>
ad5395c23d Hivenet aug loadout cost tweak (#19410)
changes:
  - rscadd: "Hivenet aug loadout cost changed from 4 to 3."

---------

Co-authored-by: DreamySkrell <>
2024-06-14 14:18:58 +00:00
DreamySkrellGitHubDreamySkrell <>
1dc031c225 Hivenet aug messages tweaks (#19404)
changes:
  - rscadd: "Hivenet aug preset messages tweaks and additions."

---------

Co-authored-by: DreamySkrell <>
2024-06-13 00:05:20 +00:00
PirouetteandGitHub aaaaef6122 Bridge Crew & Zeng-Hu Corporate Reporters may now use Zeng-Hu augments (#19337)
Bridge Crew could already access some, but not all of the Zeng-Hu
exclusive augments. If this was intentional, I will roll back adding
them to the rest. Corporate Reporter, however, could formerly access
none - they may now access all, seeing as they are also a role that is
now employed by Zeng-Hu (but was not at the time of the augments being
added.)

---------

Signed-off-by: Pirouette <57296132+listerla@users.noreply.github.com>
2024-06-09 17:07:48 +00:00
ddbe7073eb Ve'katak Hivenet Receiver (#18771)
Adds a new augment, available in loadout to non-Vaurca members of the
Ve'katak Phalanx, which can receive Hivenet broadcasts and transmit from
a selection of preset messages. Sprites done by @GMR25

---------

Signed-off-by: RustingWithYou <63625389+RustingWithYou@users.noreply.github.com>
Co-authored-by: GMR25 <GMR25@users.noreply.github.com>
Co-authored-by: Cody Brittain <cbrittain10@yahoo.com>
2024-06-09 12:09:08 +00:00
RustingWithYouandGitHub 7c113617f3 Adds TTS accent vocal cords to loadout (#18881)
The synthetic vocal cords loadout item is now a selection, which allows
players to pick the normal ones or cheaper/less advanced ones which set
their accent to TTS.

IPCs can also no longer take synthetic vocal cords because they're
robots and don't really have normal vocal cords for it to replace.
2024-04-12 22:22:19 +00:00
feartheblackoutandGitHub 809426e558 Adds new Ve'katak Phalanx uniforms + Vaurca flagpatches (#18776)
* Adds new Ve'katak Phalanx uniforms + Vaurca flagpatches

* oops

* grammar fix

* quick uniform fixes
2024-04-01 14:47:24 +00:00
SnibletandGitHub 284c1e76dd Personel > personnel, ops personnel glare dampener fix (#18624)
* the pr

* buxfix
2024-03-10 11:32:28 +00:00
Wowzewow (Wezzy)andGitHub 89a2e70923 More glasses + Jesus (#18437)
* desven stuff

* what the FUCK am I doing

* that should be all

* fix
2024-02-20 11:38:06 +00:00
RustingWithYouandGitHub 1506f1a50d Departmental Event Jobs (#18245)
* event jobs: the test of faith

no horizon spawns

engineering name fix

* event jobs 2: they work now
2024-02-09 12:18:15 +00:00
2eaf9c7d51 Zeng-Hu Nral'malic Augment (#16712)
* skranguage

* removes ipc and vaurca availability

* understanding only, not speaking

* renames proc + clarification comment

* adds aug to xenobotanist

* augment will not delete a skrell's voice

* Update code/modules/mob/language/language.dm

Co-authored-by: Fluffy <65877598+FluffyGhoster@users.noreply.github.com>

* Update code/modules/mob/language/language.dm

Co-authored-by: Fluffy <65877598+FluffyGhoster@users.noreply.github.com>

---------

Co-authored-by: Fluffy <65877598+FluffyGhoster@users.noreply.github.com>
2023-09-03 11:06:49 +00:00
DreamySkrellGitHubDreamySkrell <>
8a159ac67a Loadout items folder structure refactor (#16952)
* a

* dme sorting

---------

Co-authored-by: DreamySkrell <>
2023-08-03 22:51:23 +00:00