

changes:
- rscadd: "Adds Synthetic Blood Substitute."
other info:
- ~~shell IPCs have white blood (other IPCs keep their black oil
blood)~~ (removed/reverted on request, shells keep black oil blood, no
change here with this PR)
- organics can optionally pick the SBS blood type to get white blood
- this is intended mainly for heavily augmented organics, and you have
to be have at least 8 augmented organs or limbs
- white blood has no mechanical differences (positive or negative)
represented in game, as it is supposed to still just be blood (but with
potentially better characteristics)
- white blood is incompatible with red blood, both ways, including organ
transplantations
---------
Co-authored-by: DreamySkrell <>
BWUH. I'm so sorry for the gitlog spam. I'm going to just not touch it
once this is up. No idea what's going wrong.
~~Nonetheless, adds the NCO patch and two dominian cloaks into the
loadout.~~
Adds a dominian cape to the loadout. Requested by Schwann.
Second attempt at adding a colorable hood to the loadout, with less
mandatory deletion of aurorastation.dme
Sprites by ASmallCuteCat (aka Revenant1367)
Added the gentlemans coat, gentlemans cap, bear pelt hat, and carp
slippers to the loadout menu after being requested for them. I also
deleted the variable from the gentlemans coat that made jumpsuits
invisible, as while it did hide some minor sprite issues, the coat
itself didn't go down far enough for it to not look weird.
---------
Signed-off-by: Silvore <62766806+Silvore@users.noreply.github.com>
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.
* Adds uniforms and hats for the Grupo Amapola.
* Sprites made by me (Lavillastrangiato), recoloured/modified from the
Sol army uniforms.
To-do:
- [x] Make the rolled sleeves and the rolled-down suit sprites show up
- [x] Figure out why the hats aren't showing in the loadout
---------
Co-authored-by: La Villa Strangiato <mangodeity@gmail.com~>
Co-authored-by: Llywelwyn <lewiiswynne@gmail.com>
The Vaurca integrated mag-claw augment now mimics magboot functionality
(not slipping, etc) rather than deploying an entire pair of magboots
onto the user. Code shamelessly copied from #18875
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>
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>
- bugfix: "Antennas can now be locked when equipped on the head slot."
- spellcheck: "Corrected the name of IPC antennae to antennas."
`the plural, antennas, is used to refer to electrical instruments, and
antennae, to the protuberances found on the heads of insects.`
Adds hive flag shrouds for all three hives, as well as recolorable
clothing, cape accessories for C'thur and K'lax, and probably more!
Credits to anthony.albanese on Discord for the C'thur flag shroud and
the C'thur, LLC cape accessory. The other sprites were done by me.

A significant amount of influence was taken from
https://github.com/Baystation12/Baystation12/pull/33255, however adapted
to Aurora. Key things to note is the port of the newer alpha settings
from /tg/, among other improvements.
The ancient holographic and screen overlay code has been purged. This is
now handled with emissives, while holograms are handled with filters as
well.
---------
Co-authored-by: Cody Brittain <cbrittain10@live.com>
Hopefully restricting them to off-duties and passengers will prevent
them from being all too overused (might'd be a bit weird to bring your
old guitar with you to work every single day).
---------
Signed-off-by: 4000daniel1 <95170823+4000daniel1@users.noreply.github.com>
This PR adds several sprites for assisted organs, which previously
lacked any sprites at all. In addition, this adds an assisted brain,
which is now available to pick in character creation. Long-term, I'd
like to look into adding assisted implants into the medical gameplay
loop, but for now these are character-creation only. "Mechanical"
prosthetic brains are not possible, and have been excised entirely.
### Asset Licenses
The following assets that **have not** been created by myself are
included in this PR:
| Path | Original Author | License |
| --- | --- | --- |
| icons/obj/organs/organs.dmi | Mechoid (Polaris) | CC-BY-SA |
---------
Co-authored-by: Cody Brittain <cbrittain10@live.com>
Holy Sun Rosette renamed and description updated to specify as being
used by the Kin of S'rendarr. This was confirmed with Tajaran loredevs
to be the case.
Co-authored-by: Ben10083 <Ben10083@users.noreply.github.com>
Unified most of the procs into one definition, so there are no duplicate
around the codebase.
Marked some of the above as overridable if a good enough case can be
made for them (eg. external dependency or unlikely to be used).