## December 28nd

### Cael_Aislinn updated:

- Updated server to tgstation r5067, see https://code.google.com/p/tgstation13/source/list for tg's changelog.

## November 2012 - January 2013

### chinsky updated:

- Several cargo crates from pre-merge were ported.
- Contraband crate is no longer labeled as such.
- In space, no one can hear you scream now.

### CIB updated:

- Airflow produces subtle sound effects now.
- Events are now adjusted based on department activity.
- The virus event will spawn BS12 vira.
- Two new traitor objectives: Brig and Harm
- Space no longer makes rooms cold.
- Gibbing creates actual limbs you can pick up, if you're lucky a complete head with brain.
- It's now possible to miss in combat(melee and guns), instead of just hitting the torso rather than the head. This makes targetting the head much riskier than before.
- Chemicals now last 10x as long in the blood, but their effect is also reduced equally.
- IV drips now have a right-click option to take blood rather than give it.
- Everyone gets a crew manifest.

### CaelAislinn updated:

- There now is a client-toggle for whether to become a space-ninja.
- Reduced startup lag by removing a vermin-related proc.
- Several alien balance fixes.

### Ravensdale updated:

- Ported station-wide explosion sounds.

## December 3rd

### Cael_Aislinn updated:

- Aliens have been significantly nerfed: neurotoxin is affected by bio protection suits, tackle stuns for much shorter time and facehuggers have a chance to fail when leaping.

## 23.11.12

### CIB updated:

- Cryo now temporarily stops bleeding, meaning you can shove the patient in there while you prepare IV and surgery.

## 14.11.12

### Chinsky updated:

- Virologist are now alt title of Physician, like Surgeon or EMT. All medical jobs now have virology access.
- Added scientist alt titles.

### CIB updated:

- Lungs can now rupture from exposure to low oxygen environments. Use alien-surgery, and then scalpel instead of hemostat, to fix.
- Bandage/ointment healing sped up by a factor 10.
- Ported autopsy.

## November 12th

### CIB updated:

- Wounds can now get infected in surgery if the surgeon doesn't wash his hands first. Infected wounds can be treated with ointment(though it'll take a while to take effect).
- Large amounts of damage can now trigger internal bleeding. Internal bleeding can be recognized in the stationary body scanner, and can be treated through surgery with VeinOFix.

## November 11th

### CIB updated:

- DNA injectors now have a small chance(5%) to trigger a genetic side-effect. See the paper in the genetics lobby for recognition and treatment.

## November 9th

### AterIgnis updated:

- Chemistry explosions try to damage their holder first - potassium-water mixes and nitroglycerol tend to gib human if injected instead of creating crater around them
- Reagents mix and react inside humans, but they don't bubble in that case (try not to give patient water and potassium at the same time)
- Ethanol-based drinks (alcohol) is treated like ethanol now and can be used in reactions. Ethanol->water reaction now properly makes drunk people sober by removing alcohol, not just temporarily sobering them.

## 6.11.2012

### Chinsky updated:

- Crew Transfer shuttles are back.
- Readded pre-merge photo system. Instead of one picture as icon, now photo can be examined to see 3x3 screenshot.
- Custom items system is back. If your item is not spawning or is missing icon, report it.
- Alt job titles system is back. For noe medical titles (MD/Surgeon/EMT) and Detective/Foreniscs Tech.
- ROBUSTING CHANGE: Disarming someone with gun in hand has chance that said gun will go off in random direction. With veruy real posibility of you getting shot.
- FLYING BATON OF JUSTICE: Turned on stunbaton has 50% chance of stunning if thrown at someone.
- Character medical and security records can again be set on char setup.
- Vote window now will go away (thanks TG for fix)
- Maybe something else, play and you will find.

## November 4th

### SkyMarshal updated:

- Changed Grenade behavior to how it used to be.
- Security HUDs now properly display job info.
- PolyAcid is now slightly buffed, as it no longer has a pitiful 15% change of melting a helmet. (Guaranteed helmet-removal.)

## October 24th

### Mij updated:

- Get ready for some xenoarch love! Re-added artifact and strange rock spawning at world gen.
- Strange rocks react to fire only now, until I can hammer out how acid works. Technically acid does do something to them.... ;)
- Re-added a number of mining/xenoarch related icons. Changed ore boxes to look prettier, like they used to.

## October 22nd

### Cael_Aislinn updated:

- Updated server to tgstation r4953, see https://code.google.com/p/tgstation13/source/list for tg's changelog.

## October 18th

### CIB updated:

- Added a new type of wound, internal wounds. These should later be treated with surgery, though for now bicardine works.
- Appendicitis now has a fourth stage in which the appendix burst and an internal wound is inflicted.
- The full body scanner is back.

### Chinsky updated:

- Buffed up welder fuel tanks for all your nefarious needs.
- Replaced evac hallway lights with less.. party ones.

## 17.10.2012

### CIB updated:

- Ported limb selection on startup. Note that this may still be bugged, so use at own risk.
- You can now select opposite gender hairstyles.

### Chinsky updated:

- Fixed arrivals announcment.
- Slur will properly fade away with time now.
- Anti-alco chem will get rid of slur now.
- Throwing metal item at eletrified grilles and doors will cause them to spark.
- Added forensics tech jackets.
- Ported some hairstyles from pre-merge code.

## October 13th, 2012

### Cael_Aislinn updated:

- Moderators are now being loaded correctly, and all broken admin and mod verbs should be functioning correctly. Misc other fixes and improvements.

### CIB updated:

- Medical stack items(ointment, bandages) aren't instant anymore, but instead stop bleeding and speed up healing.
- Cyborgs can now use :h to use their department channel.
- Ported BS12 medbots. This means you now have to load them with a chemical, or otherwise they only have inaprovaline.
- Ported the BS12 player info features.
- Examine now only reveals whether someone is breathing(need to be 3 tiles away or closer). Check pulse from 1 tile distance.
- Ported bleeding. Bleeding can be stopped by applying a bandage.
- Small delay for chloral hydrate and sleep toxin to take effect.

## October 12th, 2012

### Cael_Aislinn updated:

- Merge current BS12 code with /tg/station's rev4847. Thanks for everyone who's been posting issues and bugs to the PiratePad issue tracker (see also here for general discussion and criticisms).
- See https://code.google.com/p/tgstation13/source/list for tg's changelog. This is recommended reading for anyone interested in any changes, be warned there's a lot of them.

## October 9th, 2012

### Cael_Aislinn updated:

- The merge code is now stable and playable (diag click only has been fixed, among other things). Hopefully, more playtesting will be taking place over the next few weeks.

## September 26th, 2012

### Cael_Aislinn updated:

- Multiple bugfixes and tweaks in response to the testing session a few days ago have been put in place. For more details, see the piratepad tracker (TG also has broken underwear, we're awaiting a fix from them for it).

## September 24th, 2012

### Cael_Aislinn updated:

- Engineering depressurisation during the test run was due to the singularity EMPing doors open. This is not a bug.

## September 23nd, 2012

### Cael_Aislinn updated:

- The server map has now officially branched to tgstation2.0.9.1.dmm.

## August 22, 2012

### Cael_Aislinn updated:

- This server is in the process of running a merge of BS12 and up to date TGcode. This is a significant update, and there will likely be several bugs coming with it. See https://github.com/Baystation12/Baystation12/pull/1671 for more information.
- The server is now running tgstation2.0.9.dmm. The station layout is functionally the same, but with significant additions from tg. Hopefully, the Antiqua will be ready soon.
- Please report all bugs immediately, both in OOC and by making an issue at: https://github.com/Baystation12/Baystation12/issues/new

## 15th August 2012

### Cael_Aislinn updated:

- Readded changeling and traitorchan (traitor + changeling) to secret rounds, lowered probability of cult being chosen during secret rounds.

## 7th August 2012

### CIB updated:

- Wound descriptions now again are in sync with actual damage.
- Bandages no longer are instant, but rather only stop bleeding and speed up the healing process.
- Bleeding and regeneration speeds have been balanced, so that now it is possible to bleed out.

## 4 August 2012

### Cael_Aislinn updated:

- Ghosts and observers can now possess mice and inhabit the station as mortals once more. Be warned, in this form you will be unable to be cloned! (you can, however, jump back into ghost form as you like)

### FireFishie updated:

- Added Flashkirby99's tajaran sprites, but the accompanying hairstyles will have to wait for a tweak to genetics before being usable in-game. Apologies for not logging this change sooner.
- By vote, the captain's armor is again space capable and the memo on his desk updated to reflect this.
- The Captain now starts wearing matching gloves, jackboots, and a cap. The old Napoleonic hat can still be found in the secure locker.
- The Head of Personnel now starts with a clipboard, but without body armor and a helmet. Both items can still be found in the secure locker for emergencies.
- Cargo tech and shaft miner wardrobes now include fingerless gloves. Janitor wardrobes now includes a portalathe. Warden wardrobes now includes a jacket.
- Medical, security, and tool-belts may now hold any lighter. Medical belts may now hold latex gloves and sterile masks. Security belts may now hold gas masks. Tool-belts may now hold cigarette packs.

## 2 August 2012

### Cael_Aislinn updated:

- Vermin such as mice and roaches will periodically spawn in maintenance and toilet areas across the station. Cats will hunt the mice, roaches can be stepped on and mousetraps will deal with both.

## 10 July 2012

### Abi79 updated:

- Removed the stun effect from artifacts.
- Fixed the bug where helmets would not turn off when placed into backpacks.
- Added more "cancel" buttons to various dialogs.

### CIB updated:

- Fixed the bug where the preview image in the character creation panel was broken.
- Fixed the bug where you could only see if a player had no pulse when that player was ghosted or logged off.

## 9 July 2012

### CIB updated:

- Maintenance shafts are now safe places in the event of a radiation belt. This feature may be temporary until a better solution is found.

## 5 July 2012

### Cael_Aislinn updated:

- The Mining North Outpost has been repurposed as a research outpost, with a shuttle going back to the research division on the main station. The pneumatic transport chute is still available to transfer ore between this outpost and the mining one.
- Shield generators now have circuitboards, and the capacitors should actually rotate now (both still have placeholder sprites though).

## 3 July 2012

### CIB updated:

- You can now select amputated and robot limbs in the character preferences. Note, though, that amputated limbs don't work properly yet.

## 29 June 2012

### Erthilo updated:

- Raises job limits for Botanists, Atmospheric Technicians, Roboticists, Chemists, and Geneticists.

## 28 June 2012

### Chinsky updated:

- 'Rename' function for clipboards
- Can add photos to clipboards
- Fixed troubles with formatting when reading from clipboard (linebreaks not being properly placed)
- Fixed photocopiers not copying photos properly

## 27 June 2012

### Erthilo updated:

- Simple animals (like constructs) can properly emote using the Me verb now.
- Body scanners now show a much more detailed readout on patients.
- Wizard 'Mind Transfer' spell now requires full wizard garb to work.
- Chairs without wheel will no longer move with fire extinguishers. BECAUSE I HATE FUN.
- Gauze/kits/ointment now heal wounds instantly again. Gauze and ointment don't work below 50 health, advanced kits don't work below 0. This may be tweaked as necessary in future.
- Stepping in pools of blood no longer leaves footprints due to lag issues.
- Fixed batons hitting on all non-help intents. It'll now only do it on harm intent.
- Fixed tape recorders not recording holopad speech.
- Fixed random " on his head" messages in examine.
- Fixed surgery, all surgical procedures should work again.
- Fixes medical items. Gauze/kits/ointment can now be applied correctly again.

## 26 June 2012

### TG updated:

- Fixed silicon mobs not being able to access newscaster.
- Fixed harmbatons on everything other than harm, now it is the opposite way round.

## 25 June 2012

### Erthilo updated:

- People in critical (less than -50 health) from external trauma (100+ damage from brute and/or burn) bleeding, and with unsplinted limbs, will send a message to anyone trying to drag them, to warn them it would be a bad idea trying to move them. They will suffer a lot more damage if dragged while lying down.
  The correct procedure is therefore, A) Bring a roller bed, or B) Splint all limbs, stop all bleeding with gauze, and then drag them.
- Dragging someone while injured (brute) will have a small chance of injuring them further that increases depending on how damaged they are. This coincides with the blood spatters that are already generated.
- Added splints that can be applied to broken arms and legs, and will reduce effects of broken limbs. These can be removed the same way as handcuffs. They show up on the mob and on examine.
- Added an autoinjector that can only hold five units, but acts like a hypospray.
- Added an advanced medical kit that Medical Doctors spawn with that has Advanced Trauma Kits, Advanced Burn Kits, autoinjectors, and splints.
- Health Scanners now show unsplinted fractures ONLY in arms or legs.
- Blood is now actually lost from the person being dragged.
- Fixed CPR being performed at weird health levels.

### Watermelon Storm updated:

- Added a medbay (with rolling beds) and a holding cell to the destination of the escape shuttle.

### Drieden updated:

- The cargo bay now has a supply depot to store, sort, and dispense raw materials, and print shipping manifests.

## 23 June 2012

### SkyMarshal updated:

- ZAS now has different thresholds to move mobs and dense objects. A depressurising room at normal pressure will no longer turn lockers deadly.
- ZAS now properly rebuilds zones, and connect/merge adjacent zones. This should be the final real bugfix to the system.
- I have removed the aspects of the wound system causing the instant healing and, very likely, lag. This will result in wounds healing instantly again, but the computational overhead being significantly less.
- The auto-targeting-mode for guns will now provide a different type of flavor text when it makes you fire, to make the situations that it occurs in to be less ambiguous.
- UltraLight is in, but has some lighting bugs still remaining. This is the next thing I intend to tackle, bare with it please.

### TG updated:

- Updated toilets. You can now crowbar open the cistern and hide stuff in there.
- Omni-directional PA console! Never have to worry about rotating it again, because now it does it itself!
- Players can fill their cigarettes with various chemicals and smoke them.
- You can now click blocks to select them.
- Areas have been redefined and renamed to make more logical sense (eg "Arrivals North Maintenance" instead of "Secondary Fore Port Maintenance"). Same has been done with Solars.
- Scientists no longer start with gas masks and o2 tanks (Still available from the lockers).
- Hydroponics trays are now unwrenchable.
- The Experimental Welding Tool, rather than having a larger tank, will refill itself over time.
- Borg diamond drills now properly dig sand.

## 22 June 2012

### Cael_Aislinn updated:

- A research laboratory has been constructed to store and catalogue xeno-archaelogical relics. Savvy anomalists are advised to supervise recovery efforts themselves, as unsubtle miners may damage delicate samples through not using the proper tools.

## 18 June 2012

### Cael_Aislinn updated:

- A discovery on a nearby asteroid has brought xeno-archaelogists flocking to the NSS Exodus in search of ancient treasures. Miners beware, these artifacts may be helpful or deadly! There is talk of establishing a permanent research position on the station in an attempt to study them (thanks to ISaidNo for original code).

## 16 June 2012

### Cael_Aislinn updated:

- Recent breakthroughs have brought shield generation technology to the NSS Exodus. External (hull) shield generators and capacitors may now be built, with appropriate circuitboards available from RnD.

## 09 June 2012

### Erthilo updated:

- Blobs have evolved! Their weaknesses/strengths are now randomised. Experimentation ahoy!
- Meteors have been fixed, and will therefore appear again. Meteor mode works too.

## 07 June 2012

### SkyMarshal updated:

- ZAS now works properly. No perpetually leaking doors, no walls that hold air like a seive.
- ZAS airflow is now enabled, and will move objects (AND PEOPLE!) when air moves with enough force. AIRLOCKS ARE NOW DEADLY DANGEROUS!
- Packages will now reflect the size of what they contain

## 06 June 2012

### Erthilo updated:

- Tajaran's are more vulnerable to high temperatures and get hungry faster, but deal well with colder temperatures. Soghun's are more susceptible to cold temperatures, but get hungry much slower.
- Skrell update! Adds Skrell as a whitelisted race. They have their own language which can be used by typing :k
- Soghun get their own language by typing :o
- Skintone and eye colour of most species can now be changed, The preview picture should be a fairly accurate representation of what you'll get in-game.
- All valves in atmosperics now start off, instead of having to turn them off, then on again.
- Soy sauce recipe change to soymilk + water pending better ideas.
- Fixes pAI's universal translator not being universal.

## 04 June 2012

### TG updated:

- Added "Toggle Open" verb to all closets and crates
- Added "Toggle Lock" verb to all lockable closets
- Window doors are now breakable. They can still be emagged and hacktooled, and they have fairly high health.
- Windoors are now constructable. See here for how to build them: http://baystation12.net/wiki/index.php/Construction#Window-door_.28Windoor.29
- Lawyers can now access security records with their PDAs (read-only)
- RIG suits have been renamed to hardsuits.

### SkyMarshal updated:

- Added the capability for the security PDA to scan items in like the detectives scanner, and for it to be loaded into the database in the same manner.

### Erthilo updated:

- You can now only build 2 cleanbots.
- Fixed flavour text, it should now be possible to have it longer than 40 characters, and should stay properly formatted.
- Fixes AI's not being able to talk through holopads.

## 01 June 2012

### Erthilo updated:

- Added character records. You can now add medical and security records to your character through Character Setup. These are official NanoTrasen records, and should be written as such. These will show up in-game on the medical and security records computers. Admins can 'jobban' people from records, so use them sensibly!
- Added a megaphone to each Head's office. These broadcast messages in slightly larger font so you can be noticed. Please don't spam them.
- Added Flashkirby's ERT suit sprites. Also tweaked ERT's loadout.

## 29 May 2012

### Aryn updated:

- Airflow works on a room-by-room basis rather than on individual tiles. Rooms will depressurize much faster than they did, though not too fast for balance reasons.
- Fire now works on a logarithmic scale based on oxygen and fuel content. This is a far more complex tweak under the hood than it is in game.
- Plasma now has increased toxicity and can burn exposed skin and eyes. In addition, because of the new air, it fills the room instantaneously. Try not to spill any.

## 28 May 2012

### Erthilo updated:

- Surgeons spawn with scrubs, Emergency Physicians spawn with first responder jackets.
- Added water bottles to cola vending machines.
- More HUD changes: https://dl.dropbox.com/u/4911517/ShareX/2012-05/2012-05-28_20-40-50.png

## 27 May 2012

### Abi79 updated:

- Money withdrawn from the ATM will now be worth the proper value.

### Erthilo updated:

- Fixed PDA light not turning off when exploded by a detomax.
- Fixes food not disappearing from hands when finished.
- Fixed the bug where traitors would get an empty objectives list. Credit: thvortex.
- New portalathe sprite, thanks to dezzmont and Furlucis.

## 26 May 2012

### Erthilo updated:

- Added Flashkirby's RIG and cow sprites!
- Removed and added some new AI Ion laws, credit: Ispil.

### Abi79 updated:

- Everyone should now be able to see the properly formatted changelog.

## 25 May 2012

### Erthilo updated:

- Virologists get their fancy green jumpsuit/labcoat back, yay!
- Emergency Medical Technician renamed to Emergency Physician to reinforce their doctorness.
- Pill bottles now pick up pills correctly.

## 24 May 2012

### cib updated:

- Your nutrition now decreases at the same rate as before it was nerfed.
- Low nutrition will now have a much smaller effect on your speed.
- The hunger messages will start displaying a bit earlier.
- A restart vote now calls the Crew Transfer Shuttle by default. A regular restart is still possible for the purpose of rebooting a glitched server.

## 23 May 2012

### CIB updated:

- Added Apple_Master's entertaining messages, which will pop up from time to time on low nutrition.

### TG & Erthilo updated:

- New HUD Updates, see here: http://baystation12.net/forums/index.php/topic,4495.msg85026.html#msg85026 You can also pick from different styles of HUD again. Including new 'Midnight' blue.
- RIG helmets can now be used as flashlights, just like hardhats
- Medical borg overhaul. Instead of a dozen random one-use pills and syringes, they get an advanced hypospray that can switch between auto-replenishing tricordrazine, inprovaline, and spaceacillin.
- Janitorborgs get a mop again, because without it they had no way of hitting anything.
- Fixes robolimbs surgery.

## 22 May 2012

### cib updated:

- Worked out a few problems with meme. They now can see, even if their mob is sleeping. Their actions are properly tracked in admin logs. Their points recharge slightly faster, and can now be seen in the Status tab.

### Erthilo updated:

- Some sleeping and resting fixes. Please report any more bugs with it!
- Blood regeneration removed until errors can be fixed.
- New in-hand sprites for shotgun! Credit to Flashkirby.
- Money can now be split and stacked properly. Carry some with you! Still not used for anything!
- Fixed an ATM exploit, thanks to BlackTea!

## 21 May 2012

### TG updated:

- The new 'sleek' user interface is going live. This is currently undergoing changes at TG, so this is mostly a test run. Resist, Sleep, and Rest have all been moved to the IC tab.
- When you receive a PDA message, the content is displayed to you if the PDA is located somewhere on your person (so not in your backpack). You will also get a reply button there. This will hopefully make PDA communication easier.
- New hotkeys: Delete is the 'stop dragging' button and insert cycles through intents.

### SkyMarshal updated:

- Blood now regenerates if you're not bleeding.
- Transformed changelings should no longer die from massive blood conflicts.

### Uristqwerty updated:

- Added a minimap for AI's. Click on a location to jump to that area. Minimap image updates every 2 minutes.

### Erthilo updated:

- Added implant removal. Steps are: Scalpel, Hemostat, Retractor, Hemostat (Might take a few goes!). Implants can then be loaded back into an implanter.
- Made the damp rag stop causing attack messages. Also allows you to load it up with 5 units of something and smother people with it. Don't be sily now!
- Added a Tajaran/Soghun whitelist. PM an admin on the forum for more details!
- Fixed door accesses.

## 20 May 2012

### Erthilo updated:

- You can now right-click pick up items and open/close closets items. This means cyborgs can now open/close closets with a bit of fiddling!
- Added confirmation pop-up for character slot deletion.

## 19 May 2012

### cib updated:

- Implemented Memetic Anomaly game mode. A meme is a kind of parasite that can live in a human host and jump from player to player. They have traitor-like objectives, but must achieve them by controlling hosts, rather than doing it themselves.
- Credits for the idea goes to: SCP-1312-1 . Playtesters: Erthilo, Cael_Aislin, AfterShave and critica.

### TG updated:

- You can now swap hands by clicking with your middle mouse button (you have to click on a visible object though, that's the catch).
- Tweaked the DNA modifier consoles a little bit so that it's much easier to see individual blocks instead of one jumbled mess of hexadecimal.
- You can now properly emag AI turret controls and commsat turret controls.
- Brand new ending animations!
- Buckling into an office chair and using a fire extinguisher will lead to interesting results.
- Recipe updates for some booze in an attempt to resolve recipe conflicts.
- Wallets now fit in pockets.
- If you are clicking on a storage item in your pocket with an empty hand it will return that item to your hand.
- Extinguishers now say when they are empty.
- New sprites for Cargo, HoP, and Captain's lockers.
- Removed hat storage as it was never used and it cluttered the UI.

## 17 May 2012

### TG updated:

- Added WJohnston's scrubs to Physician lockers.
- Added two new syndicate bundles
- Added WJohnston's CMO bio hood
- Reduced cost of thermals to 3 telecrystals (formerly 4)
- Singularity Beacons are now spawned from a smaller, portable device.
- Large beaker cost reduced to 5000 glass
- CMO and QM jumpsuits made more unique.
- Updated Cargo Tech jumpsuit and sprite
- Edited Warden's jumpsuit striping to match his jacket
- Fixed misaligned downed sprites for HoS's coat

### Erthilo updated:

- Roller beds are now collapsible, just like body bags! They don't fit in anything though.
- New sounds for cable cuffs and table smashing.
- Cable cuffs now have a proper sprite!
- Adds camera film which can be used to refill cameras. Added to detectives wardrobe and arts and crafts crate. Credit to Flashkirby99
- ATM's now require a pin which is generated on round start and stored in notes. Space cash renamed to stack of credits, and same value credits can be stacked together. Initial round credits are generated randomly between 500 to 2000 credits. Credits or coins can be inserted into ATMs and converted to credits. Still not used for anything! Credit to EditorRUS at Animus Station.
- Fixes police tape not appearing on doors.

### Abi79 updated:

- Fixed ID access requirements for the QM's office and the prison wing.

### SkyMarshal updated:

- Metal foam now blocks air.

## 16 May 2012

### Erthilo updated:

- Hunger rate has been halved, and drinks no longer fill you up super fast. Most drinks will now keep your hunger stable. Eat food if you want to fill up!
- Removed mining secret rooms due to them having some very silly things.
- You can cut cable cuffs with wirecutters for quick removal.
- Stops pod windows leaking air everywhere.

## 15 May 2012

### TG updated:

- Beakers, small and large can now be made/recycled in autolathes.
- New PDA's for roboticists and shaft miners.
- Nettles now do damage based on their potency.
- Reinforced tables are now made with table parts + four rods, rather than plasteel.
- New sprites for bomb suit, in-hands for pulse rifles, advances energyguns, and laser guns.
- Fix for contraband crates being empty.

### Erthilo updated:

- More customs!
- New sprites for bomb suit, in-hands for pulse rifles, advanced energy guns, and laser guns. Credit to Flashkirby!
- Allows AI to toggle saferty on and off, unless emagged.
- Add ADVANCED INTERROGATION TECHNIQUES (smashing peoples faces with tables). Grab someone once and then click on a table. Don't abuse this!
- Fixes sleep button not waking you up.
- Fixes mech weapons not firing.
- Added cable restraints, made from 15 lengths of cable coil by right-click a cable coil in-hand and choosing 'Make Cable Restraints'. These works just like handcuffs, but only take 30 seconds to break!
- The Head of Personnel can now change alert levels.
- Fixes lockdown computers being blank.

## 13 May 2012

### TG updated:

- Harebells can now be harvested.
- New sprites for mass-spectrometers and advanced mass-spectrometers.
- New sprites for the SMES. Credit to Flashkirby99!
- New sound effects for circular saws and surgical drills.

## 10 May 2012

### Erthilo updated:

- Custom item updates!
- Respawn should now work properly.
- Even more customs!
- Chemistry and Genetics is now strictly under the Chief Medical Officer. The Research Director no longer has access to chemistry.
- You can now adjust breath masks to hang around your neck. Credit to Spamcat!

### TG updated:

- New drinks recipes!
- Different types of cigarettes added to contraband ordering.
- Emergency Toolboxes now contain smaller, lighter fire extinguishers that actually fit inside them!
- AIs and Cyborgs can now understand PAIs and MMIs.
- Adminwho now shows admin ranks.
- You can't pull things with missing hands anymore.
- Nuke ops now spawn with an extended oxygen tanks.
- Botany leather gloves can now remove lights without burning yourself.
- New xeno sprites when running.
- Piano is now a Minimoog!
- Switched back to oldbody bag sprites.
- New Oddyseus destroyed sprites.

## 07 May 2012

### TG updated:

- Added holodeck, can be used for a few interesting things, and possibly emagged for more nefarious purposes..
- Added a brig prison wing. Accessible through the previous permacell, use this for permanent prisoners!
- Added escape pods. These do not count towards escape alone, but otherwise work as escape shuttles. Two in arrivals, one in engineering, and on in security.
- Added a new chemical: lipozine, a weight loss drug. Made with sodium chloride, ethanol, and radium.
- You can build various upgrades for cyborgs, such as improved speed, from the fabricators.
- AI can now ctrl-click APCs to turn them off.
- AI can now track its cyborgs who speak on robotic talk.
- Added a 'remove ID' verb to PDAs which attempts to remove the ID from a PDA. If your active hand is empty it puts it there, otherwise it puts it on the floor under you.
- Tajaran can see in the dark.
- Blind rune can no longer be made into a talisman.
- Cyborgs now lose power much less quickly with no active modules. Active modules will drain charge more quickly though.
- Mining cyborgs are now slightly more useful, having a much larger satchel, and an improved drill.
- Constructs can now see who cultists are in cult mode.
- Coffins are now sideways to better fit dead bodies.
- People around you will no longer get a message when putting small items into storage items. Large items are unaffected.
- New sprites for blob, PA, mech construction, field generators and power cells.

## 06 May 2012

### TG updated:

- Artificers can now create cult floors.
- Added soil to plant seeds in. Make it by crushing up sandstone. Soil does not have indicators like trays do! Watch your plants carefully!
- Added money trees. When life gives you lemons, mutate them into cash.
- RnD can create a new tool for botanists: The floral somatoray. Has two modes. Use it on your plants to induce mutations or boost yield.
- Added chawanmushi recipe and beet soup recipes.
- Added 1% chance for a species mutation whenever a plant's stats mutate.
- New PDAs for the botanists and librarian. Sprites for cartridges for both too.
- You can now only have ONE decal of blood per tile. This is to fix the millions of blood effect items that spawned to lag anyone who right clicked them. The most recently created blood item will be the one that remains. This does not effect gibs.
- Hand tools now fit on your belt slot.
- Changelings faking death can no longer have their brains cut out.
- Updated the barman's shotgun, it acts like a double-barrel now, and he can saw it off.
- New sprites for lots of medical computers!
- New carrot in-tray sprites.
- Soulstones can no longer capture the manifested ghosts. No more infinite constructs.
- Changes rev objectives to use the proper objective so heads being off station actually works.

## 05 May 2012

### Erthilo updated:

- Increases maximum brig timers to 60 minutes. This coincides with a new test version of Space Law. See here: http://baystation12.net/wiki/index.php/Space_Law or in-game Space Law books.

## 04 May 2012

### dopeghoti updated:

- Fixes AI-less Cyborgs having Asimov laws.

## 03 May 2012

### TG updated:

- CONTRABAND-CON UPDATE: Added posters.
- POSTERS! Posters come in rolled packages that can adhere to any wall or r_wall, if it's uncluttered enough.
  ?How they get on-board: The quartermaster can now set the receiver frequency of his supplycomp circuit board. A bit simplistic as of now, will work on it later. Building a supplycomp with a properly set up circuitboard will give access to the Contraband crate.
  ?How they're used: Unfold the rolled poster on any wall or r_wall to create the poster. There are currently 17 designs, with the possibility of me adding more.
  ?How to get rid of them: You can rip them using your hand... To cleanly extract them and not ruin them for future use, however, you can use a pair of wirecutters.
  ?How they're classified: They're contraband, so it's perfectly okay for security officers to confiscate them. Punishment for contraband-providers (or end-users, if you want to go full nazi) is up to the situational commanding officers.
- Merged 'Game' and 'Lobby' tabs during pre-game into one tab
- Added the little red x to the late-join job list
- Late-joiners are warned if the shuttle is past the point of recall, and if the shuttle has already left the station
- Late-joiners now see how long the round has been going on.
- Droppers are now used at the eyes, and thus, access to the eyes is required to have an effect.
- Mining shuttle computer no longer spits out both 'Shuttle has been sent' and 'The shuttle is already moving' every time.
- Adds a borg upgrade that increases their speed. Requires gold.
- Fixes autolathes not doing anything.
- Changed Chief Engineers Office door name. Stop breaking in!
- Added new airlocks to mining dock, research, and atmospherics.
- RCDs are disabled if they are used on the escape shuttle or hyperspace around it.
- EMPs will now cause flashes to flash their holder.
- Heads now get a silver ID!
- Blenders can now be filled directly from plant bags. Chefs rejoice.
- The biogenerator is now more robust. It can dispense fertilizer in batches, and make simple leather items at a high cost. Added more wood items for tower cap wood construction: Wooden doors and sandals. Added plump helmet biscuits and mushroom soup to kitchen recipes.
- Watermelon and pumpkin biomass lowered a bit so biomass isn't totally trivial to acquire.

## 2nd May 2012

### TG updated:

- Added carved pumpkins/jackolanterns. Carve them with any of the usual things you use to carve things. They work similarly to hardhats.
- Added pumpkin pie and slices. Made with 5 milk, 5 sugar, 1 pumpkin, 1 flour, 1 egg.
- Eating corn now makes corn cobs. Carve them with a saw, a knife, or a hatchet to make a corncob pipe.
- Added the bit of transparency to biohelmets that they were always supposed to have.
- Adds randomlly spawning rooms to the mining asteroid that contain various goodies.
- Adds a borg upgrade system. Can be used to reset modules or 'restart' dead cyborgs.
- Officers can now use huds to modify humans' criminal statuses on the go. To do this, simply examine a human and at the end should be a clickable link to change the status.
- Cell charger and Recharger are now wrenchable to make them moveable
- Cats and Dogs can see in the dark.
- Changed around a few access levels; only jobs who need to do maintenance have access to maintenance tunnels. Also the heads and detective.
- Shuttle call/recall announcements are now more noticeable.
- Changes changling unstun time to 45 from 25
- Can now repair the first stage of deconstruction of rwalls with metal rods.
- Library machine now has a delay when printing bibles to prevent spam.
- Bugfix to the 'resist' button, unless I don't understand how it works. I don't see how it could have ever worked before.
- You can no longer toggle the welding helmet when stunned or restrained.
- Fix for not being able to use pills as pill-satchels properly.

### Erthilo updated:

- Increases time between random events happening in low population round to a maximum of double. Random events are more likely to happen up to a limit of around 30 active players. Events now fire at the same rate as previously with around 20~ active players. Please report unusually high or low amounts of events on the bug tracker!

## 1st May 2012

### Mloc updated:

- Added extra data to ID cards. Fingerprint, blood type, and DNA. Can all be changed in ID computer.

### Erthilo updated:

- You can now respawn after 30 minutes in any mode where the win/loss condition is not all crew dead.
- New in-hand sprites for energy and taser guns courtesy of Flashkirby99.
- Fixes emagging doors.
- NT has recently upgraded their anti-telepathy double glazing. As such, you can no longer remote view people on any level except the station or the mining asteroid!
- As a side effect of the above, remote viewing and telekinesis cannot be used at the same time.

## 30th April 2012

### Mloc updated:

- Due to new NT hiring protocols, characters can now only be between the ages of 20-65 instead of 15-45.

### Erthilo updated:

- Switched to /tg/'s changelog format! Previous updates can be found here: http://baystation12.net/wiki/index.php/Changelog
- New green alt satchel for Botanists.
- Cyborgs can now view crew manifest and also state laws.
- New ATM sprites.
- Changes year to 2556 on medical/security records.

### TG updated:

- The escape shuttle will now spend two minutes travelling to CentCom, woo! Objectives are only complete when the shuttle reaches CentCom, and anyone leaving the shuttle during transit time will be lost in deep space! Also, anyone standing in the way of the shuttle when it arrives will be gibbed.
- Added Antimov module. Very dangerous.
- Pill bottles now work like ore satchels, click a tile full of pills to pick them all up.
- Tower caps can now grow randomly as weeds
- Using a minihoe on a Hydroponics tray removes all the weeds in the tray at once. Using a bucket on a sink now fills it entirely with water, instead of 10 units at a time.
- You can no longer take photos of photos.
- Malf AI's hopping between APCs no longer become longer and longer.
- Secborgs now have modified tasers, it holds 6 shots and recharges one shot every 10 seconds automatically.
- Turning off PANIC SYPHON now sets scrubbers to scrubbing (default) instead of off. Vents will not appear in the list instead of a timeout message. They also have a link with sets them back to one atmosphere kPa.
- You now click on AI modules in-hand to set them, instead of just picking them up.
- Fixes the way the safeguard module is written.

## TG

### 29th April 2012 updated:

- Added new sprites for Killer Tomatoes.
- Added lasertag vests, guns, projectiles. Sprites for the vests and guns from Muncher. Not actually mapped in. Lasertag guns are only usable if you're wearing the appropriate team vest. Lasertag projectiles will only stun people who are wearing vests belonging to the opposing team.
- Adds Holodeck, also not mapped in.
- Janitor borgs have been massively upgraded. They now clean as they move around.
- Mining shuttle now shunts people where it wants to be. Shuttles now crush people if they fail to move out of where they want to be with the initial shunt.
- Adds Halloss (Hallucination Damage) as a damage type weapons can do. Halloss can be healed by sleeping.
- Windows can only be damaged by weapons that do brute or burn.
- HUD damage indicator now updates with halloss. Inspecting yourself for organ damage now randomly shows damaged organs if you have halloss.
- Nuke disk now respawns in all rounds.
- Pinpointers now show the remaining time until a nuke goes off if it's been armed when examined.
- Instead of z-level transition happening when you reach the edge of the map, it will now happen 7 tiles away from the edge. This means that you will no longer see the black edge, transition will likely happen without you even noticing.
- Slight changes to examine messages. You cannot examine when blind/unconscious.
- More new locker sprites!
- Fixes glass knock sound having a pop at the end of it.
- Telecomm traffic control now has its own circuitboard and doesn't transform into a server when the monitor is disconnected/reconnected.
- Using an igniter on a flamethrower that already has one attached no longer uses up the igniter.
- NTSL bugfixes.