From 13c8c4d272a77667ce1c08e597e0117c6f5ac13b Mon Sep 17 00:00:00 2001 From: Mykhailo Bykhovtsev Date: Sun, 9 Sep 2018 13:59:50 -0700 Subject: [PATCH 01/45] Map tiny fixes (#5254) removed three medbay signs on the Solar Array roof. mapmerge removed 23 unused keys and possibly their objects? --- maps/aurora/aurora-7_roof.dmm | 430 +--------------------------------- 1 file changed, 3 insertions(+), 427 deletions(-) diff --git a/maps/aurora/aurora-7_roof.dmm b/maps/aurora/aurora-7_roof.dmm index eb6ca80b76d..e79fa1693c1 100644 --- a/maps/aurora/aurora-7_roof.dmm +++ b/maps/aurora/aurora-7_roof.dmm @@ -1722,14 +1722,6 @@ }, /turf/simulated/floor/airless, /area/mine/explored) -"dC" = ( -/obj/effect/floor_decal/industrial/warning{ - icon_state = "warning"; - dir = 10 - }, -/obj/effect/floor_decal/sign/ex, -/turf/simulated/floor/reinforced/airless, -/area/mine/explored) "dD" = ( /obj/effect/floor_decal/industrial/warning{ dir = 1 @@ -1969,18 +1961,6 @@ /obj/effect/floor_decal/industrial/warning, /turf/simulated/floor/airless, /area/mine/explored) -"eb" = ( -/obj/structure/cable{ - d1 = 2; - d2 = 4; - icon_state = "2-4" - }, -/obj/effect/floor_decal/industrial/warning{ - dir = 1 - }, -/obj/effect/floor_decal/industrial/warning/corner, -/turf/simulated/floor/airless, -/area/mine/explored) "ec" = ( /obj/structure/cable/yellow{ d1 = 1; @@ -2002,31 +1982,6 @@ }, /turf/simulated/floor/reinforced/airless, /area/mine/explored) -"ee" = ( -/obj/effect/floor_decal/industrial/warning, -/obj/structure/cable{ - d1 = 2; - d2 = 8; - icon_state = "2-8" - }, -/obj/effect/floor_decal/industrial/warning{ - icon_state = "warning"; - dir = 5 - }, -/turf/simulated/floor/airless, -/area/mine/explored) -"ef" = ( -/obj/structure/cable{ - d1 = 4; - d2 = 8; - icon_state = "4-8" - }, -/obj/effect/floor_decal/industrial/warning, -/obj/effect/floor_decal/industrial/warning{ - dir = 1 - }, -/turf/simulated/floor/airless, -/area/mine/explored) "eg" = ( /obj/structure/cable/yellow{ d1 = 2; @@ -2040,18 +1995,6 @@ /obj/effect/floor_decal/industrial/warning/corner, /turf/simulated/floor/airless, /area/mine/explored) -"eh" = ( -/obj/structure/cable/yellow{ - d1 = 2; - d2 = 4; - icon_state = "2-4" - }, -/obj/effect/floor_decal/industrial/warning{ - dir = 1 - }, -/obj/effect/floor_decal/industrial/warning/corner, -/turf/simulated/floor/airless, -/area/mine/explored) "ei" = ( /turf/simulated/wall/r_wall, /area/maintenance/solarmaint) @@ -2093,17 +2036,6 @@ }, /turf/simulated/floor/airless, /area/mine/explored) -"em" = ( -/obj/structure/cable/yellow{ - d1 = 1; - d2 = 2; - icon_state = "1-2" - }, -/obj/effect/floor_decal/industrial/warning{ - dir = 4 - }, -/turf/simulated/floor/airless, -/area/mine/explored) "en" = ( /obj/structure/ladder{ icon_state = "ladder01"; @@ -2404,17 +2336,6 @@ /obj/structure/closet/crate/solar, /turf/simulated/floor/reinforced/airless, /area/mine/explored) -"eK" = ( -/obj/effect/floor_decal/industrial/warning{ - dir = 1 - }, -/obj/structure/cable{ - icon_state = "1-2"; - dir = 4 - }, -/obj/effect/floor_decal/industrial/warning, -/turf/simulated/floor/airless, -/area/mine/explored) "eL" = ( /obj/structure/cable/yellow{ d1 = 4; @@ -2427,23 +2348,6 @@ }, /turf/simulated/floor/airless, /area/mine/explored) -"eM" = ( -/obj/structure/cable{ - d1 = 2; - d2 = 8; - icon_state = "2-8" - }, -/obj/effect/floor_decal/industrial/warning{ - dir = 1 - }, -/obj/effect/floor_decal/industrial/warning{ - dir = 4 - }, -/obj/effect/floor_decal/industrial/warning/corner{ - dir = 8 - }, -/turf/simulated/floor/airless, -/area/mine/explored) "eN" = ( /obj/machinery/access_button{ command = "cycle_exterior"; @@ -2469,17 +2373,6 @@ }, /turf/simulated/floor/airless, /area/mine/explored) -"eO" = ( -/obj/structure/cable{ - icon_state = "1-2"; - dir = 4 - }, -/obj/effect/floor_decal/industrial/warning{ - dir = 1 - }, -/obj/effect/floor_decal/industrial/warning, -/turf/simulated/floor/airless, -/area/mine/explored) "eP" = ( /obj/structure/cable/yellow{ d1 = 1; @@ -2495,20 +2388,6 @@ }, /turf/simulated/floor/airless, /area/mine/explored) -"eQ" = ( -/obj/structure/cable{ - d1 = 1; - d2 = 2; - icon_state = "1-2" - }, -/obj/effect/floor_decal/industrial/warning{ - dir = 4 - }, -/obj/effect/floor_decal/industrial/warning{ - dir = 8 - }, -/turf/simulated/floor/airless, -/area/mine/explored) "eR" = ( /obj/effect/floor_decal/industrial/warning{ icon_state = "warning"; @@ -2517,69 +2396,6 @@ /obj/random/loot, /turf/simulated/floor/reinforced/airless, /area/mine/explored) -"eS" = ( -/obj/effect/floor_decal/industrial/warning{ - dir = 4 - }, -/obj/structure/cable{ - d1 = 1; - d2 = 2; - icon_state = "1-2" - }, -/obj/effect/floor_decal/industrial/warning{ - dir = 8 - }, -/turf/simulated/floor/airless, -/area/mine/explored) -"eT" = ( -/obj/structure/cable{ - d1 = 1; - d2 = 2; - icon_state = "1-2" - }, -/obj/structure/window/reinforced, -/obj/effect/floor_decal/industrial/warning{ - dir = 4 - }, -/obj/effect/floor_decal/industrial/warning{ - dir = 8 - }, -/turf/simulated/floor/airless, -/area/mine/explored) -"eU" = ( -/obj/structure/window/reinforced{ - dir = 4 - }, -/turf/simulated/floor/reinforced/airless, -/area/mine/explored) -"eV" = ( -/obj/structure/cable{ - dir = 2; - icon_state = "11-1" - }, -/obj/structure/lattice, -/turf/simulated/open, -/area/mine/explored) -"eW" = ( -/obj/effect/floor_decal/industrial/warning{ - dir = 4 - }, -/obj/structure/window/reinforced{ - dir = 8 - }, -/turf/simulated/floor/reinforced/airless, -/area/mine/explored) -"eX" = ( -/obj/structure/cable{ - d1 = 1; - d2 = 8; - icon_state = "1-8" - }, -/obj/effect/floor_decal/industrial/warning{ - dir = 6 - }, -/turf/simulated/floor/airless, -/area/mine/explored) "eY" = ( /obj/effect/landmark/map_data{ height = 6 @@ -2694,20 +2510,6 @@ }, /turf/simulated/floor/reinforced/airless, /area/mine/explored) -"fn" = ( -/obj/effect/floor_decal/industrial/warning{ - dir = 4 - }, -/obj/effect/floor_decal/industrial/warning{ - dir = 8 - }, -/obj/structure/cable{ - d1 = 1; - d2 = 2; - icon_state = "1-2" - }, -/turf/simulated/floor/airless, -/area/mine/explored) "fr" = ( /obj/effect/floor_decal/industrial/warning{ dir = 8 @@ -2892,232 +2694,6 @@ }, /turf/simulated/floor/reinforced/airless, /area/mine/explored) -"fL" = ( -/obj/structure/window/reinforced{ - dir = 1 - }, -/turf/simulated/floor/reinforced/airless, -/area/mine/explored) -"fM" = ( -/obj/structure/cable{ - d1 = 2; - d2 = 4; - icon_state = "2-4" - }, -/obj/effect/floor_decal/industrial/warning{ - icon_state = "warning"; - dir = 9 - }, -/obj/effect/floor_decal/industrial/warning/corner, -/turf/simulated/floor/airless, -/area/mine/explored) -"fN" = ( -/obj/structure/cable{ - d1 = 1; - d2 = 2; - icon_state = "1-2" - }, -/obj/effect/floor_decal/industrial/warning{ - icon_state = "warning"; - dir = 8 - }, -/obj/effect/floor_decal/industrial/warning{ - dir = 4 - }, -/turf/simulated/floor/airless, -/area/mine/explored) -"fO" = ( -/obj/structure/cable{ - d1 = 1; - d2 = 2; - icon_state = "1-2" - }, -/obj/effect/floor_decal/industrial/warning{ - icon_state = "warning"; - dir = 8 - }, -/obj/effect/floor_decal/industrial/warning{ - dir = 4 - }, -/turf/simulated/floor/airless, -/area/mine/explored) -"fP" = ( -/obj/structure/cable{ - d1 = 1; - d2 = 2; - icon_state = "1-2" - }, -/obj/effect/floor_decal/industrial/warning{ - icon_state = "warning"; - dir = 8 - }, -/obj/effect/floor_decal/industrial/warning{ - dir = 4 - }, -/turf/simulated/floor/airless, -/area/mine/explored) -"fQ" = ( -/obj/structure/cable{ - d1 = 1; - d2 = 2; - icon_state = "1-2" - }, -/obj/effect/floor_decal/industrial/warning{ - icon_state = "warning"; - dir = 8 - }, -/obj/effect/floor_decal/industrial/warning{ - dir = 4 - }, -/turf/simulated/floor/airless, -/area/mine/explored) -"fR" = ( -/obj/structure/cable{ - d1 = 1; - d2 = 2; - icon_state = "1-2" - }, -/obj/effect/floor_decal/industrial/warning{ - icon_state = "warning"; - dir = 8 - }, -/obj/effect/floor_decal/industrial/warning{ - dir = 4 - }, -/turf/simulated/floor/airless, -/area/mine/explored) -"fS" = ( -/obj/structure/cable{ - d1 = 1; - d2 = 2; - icon_state = "1-2" - }, -/obj/effect/floor_decal/industrial/warning{ - icon_state = "warning"; - dir = 8 - }, -/obj/effect/floor_decal/industrial/warning{ - dir = 4 - }, -/turf/simulated/floor/airless, -/area/mine/explored) -"fT" = ( -/obj/structure/cable{ - d1 = 1; - d2 = 2; - icon_state = "1-2" - }, -/obj/effect/floor_decal/industrial/warning{ - icon_state = "warning"; - dir = 8 - }, -/obj/effect/floor_decal/industrial/warning{ - dir = 4 - }, -/turf/simulated/floor/airless, -/area/mine/explored) -"fU" = ( -/obj/structure/cable{ - d1 = 1; - d2 = 2; - icon_state = "1-2" - }, -/obj/effect/floor_decal/industrial/warning{ - icon_state = "warning"; - dir = 8 - }, -/obj/effect/floor_decal/industrial/warning{ - dir = 4 - }, -/turf/simulated/floor/airless, -/area/mine/explored) -"fV" = ( -/obj/structure/cable{ - d1 = 1; - d2 = 2; - icon_state = "1-2" - }, -/obj/effect/floor_decal/industrial/warning{ - icon_state = "warning"; - dir = 8 - }, -/obj/effect/floor_decal/industrial/warning{ - dir = 4 - }, -/turf/simulated/floor/airless, -/area/mine/explored) -"fW" = ( -/obj/structure/cable{ - d1 = 1; - d2 = 4; - icon_state = "1-4" - }, -/obj/effect/floor_decal/industrial/warning{ - icon_state = "warning"; - dir = 10 - }, -/obj/effect/floor_decal/industrial/warning/corner{ - icon_state = "warningcorner"; - dir = 4 - }, -/turf/simulated/floor/airless, -/area/mine/explored) -"fX" = ( -/obj/structure/cable{ - icon_state = "1-2"; - dir = 4 - }, -/obj/effect/floor_decal/industrial/warning, -/obj/effect/floor_decal/industrial/warning{ - dir = 1 - }, -/turf/simulated/floor/airless, -/area/mine/explored) -"fY" = ( -/obj/random/junk, -/obj/structure/cable{ - icon_state = "1-2"; - dir = 4 - }, -/obj/effect/floor_decal/industrial/warning, -/obj/effect/floor_decal/industrial/warning{ - dir = 1 - }, -/turf/simulated/floor/airless, -/area/mine/explored) -"fZ" = ( -/obj/structure/cable{ - icon_state = "1-2"; - dir = 4 - }, -/obj/effect/floor_decal/industrial/warning, -/obj/effect/floor_decal/industrial/warning{ - dir = 1 - }, -/turf/simulated/floor/airless, -/area/mine/explored) -"ga" = ( -/obj/structure/cable{ - icon_state = "1-2"; - dir = 4 - }, -/obj/effect/floor_decal/industrial/warning, -/obj/effect/floor_decal/industrial/warning{ - dir = 1 - }, -/turf/simulated/floor/airless, -/area/mine/explored) -"gb" = ( -/obj/structure/cable{ - icon_state = "1-2"; - dir = 4 - }, -/obj/effect/floor_decal/industrial/warning, -/obj/effect/floor_decal/industrial/warning{ - dir = 1 - }, -/turf/simulated/floor/airless, -/area/mine/explored) "gc" = ( /obj/random/glowstick, /turf/simulated/floor/reinforced/airless, @@ -26440,7 +26016,7 @@ ag ag ag ag -dC +aw al ab ab @@ -31012,13 +30588,13 @@ ad ag ag ag -dC +aw ah ad ag ag ag -dC +aw ah ah ah From fa82e7fbf54636e20ed963c0235a9e51d2fae6bb Mon Sep 17 00:00:00 2001 From: Erki Date: Mon, 10 Sep 2018 19:09:32 +0300 Subject: [PATCH 02/45] Gives people with +DEBUG (maintainers & head admins) access to the profiler (#5252) --- code/modules/admin/admin_ranks.dm | 4 ++++ code/modules/admin/holder2.dm | 3 +++ 2 files changed, 7 insertions(+) diff --git a/code/modules/admin/admin_ranks.dm b/code/modules/admin/admin_ranks.dm index a375a392a57..31470e325b6 100644 --- a/code/modules/admin/admin_ranks.dm +++ b/code/modules/admin/admin_ranks.dm @@ -66,6 +66,10 @@ var/list/admin_ranks = list() //list of all ranks with associated rights C.holder = null admins.Cut() + // Clears admins from the world config. + for (var/A in world.GetConfig("admin")) + world.SetConfig("APP/admin", A, null) + if(config.admin_legacy_system) load_admin_ranks() diff --git a/code/modules/admin/holder2.dm b/code/modules/admin/holder2.dm index 2666bfe1cc4..22d91f612c2 100644 --- a/code/modules/admin/holder2.dm +++ b/code/modules/admin/holder2.dm @@ -33,6 +33,9 @@ var/list/admin_datums = list() rights = initial_rights admin_datums[ckey] = src + if (rights & R_DEBUG) + world.SetConfig("APP/admin", ckey, "role=admin") + /datum/admins/proc/associate(client/C) if(istype(C)) owner = C From 9a05d68b7906a9731690a0e0af99a21b8031553b Mon Sep 17 00:00:00 2001 From: AuroraBuildBot Date: Mon, 10 Sep 2018 16:13:37 +0000 Subject: [PATCH 03/45] "[ci skip] Automatic Build - 2018.09.10.16.13.37" --- html/changelog.html | 12060 +++++++++++++++++++------------------- vueui/package-lock.json | 28 +- 2 files changed, 6051 insertions(+), 6037 deletions(-) diff --git a/html/changelog.html b/html/changelog.html index a047d3c6e83..503cfd5f15d 100644 --- a/html/changelog.html +++ b/html/changelog.html @@ -55,6036 +55,6036 @@ -->
- -

09 September 2018

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BurgerBB updated:

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  • Fixed the battlemonster coin not having a sprite.
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  • Fixed legendary battlemonster cards not appearing in vendors.
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  • Fixed new battlemonster decks incorrectly displaying 0 cards.
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  • Fixed hydroponics having the wrong wood floor tiles.
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  • Fixed potential looping powernet issue with surface.
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CodePanter updated:

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  • Corrected all occurences of the typo 'recieve'.
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ParadoxSpace updated:

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  • After sending in sufficient quantities of chili peppers to the first Odin cookout of the month, NT has graciously allowed gardeners to have service cloaks.
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  • Crafty Unathi and Tajaran crewmembers have learned a new way to slightly adjust their tails as to not stick out of cloaks and ponchos.
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05 September 2018

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BurgerBB updated:

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  • Balanced Battlemonster stats.
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PoZe updated:

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  • Beepsky/ED209 will no longer arrest you for using pen or PDA on it
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03 September 2018

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BurgerBB updated:

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  • Fixed Battlemonster decks from being stuck in backpacks and pockets. Fixed some id names and card descriptions.
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  • Added significantly more booster packs to Battlemonster Vendors. Added missing spell/trap cards.
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  • Tweaked foodcode so there are no food related bugs possible ever again.
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  • Reworked chip pickup so it works like paper bins.
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  • Adjusted extinguisher fluid to be better at putting out fires on people.
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02 September 2018

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Alberyk updated:

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  • Burritos should now only require two meatballs to make.
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  • Vegan burrits do not require cabbage and carrot anymore.
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  • Added new chemicals.
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  • You can now store more mining tools in the mining voidsuit and hardsuit suit storage slot.
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Alberyk, Kyres1 updated:

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  • Added a new set of sprites for the ninja hardsuit.
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Arrow768 updated:

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  • The janitor from the previous shift didnt refill all the vending machines. Ask your janitor for a refill.
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  • By adding a secret additive to the food, NanoTrasen has increased the time it takes until food is burned in the cooking machines.
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BurgerBB updated:

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  • Fixed drinkable food... again.
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  • Fixed multiple reagents having incorrect inhale metabolism values.
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  • Overhauled the design of the kitchen and bar.
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  • Fixed maintenance junk spawning from above.
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  • Added a fun new card game; Battle Monsters. A vending machine that dispenses these cards and the rulebook can be found in the library.
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  • Added a new holodeck preset: Battlemonsters Arena. Now you can duel it out like manchildren in the holodeck.
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  • Added the ability to rename food and edit its description with a pen. Please don't make me regret this.
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Furrycactus updated:

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  • Sublevel has received some quality of life improvements for Engineers, predominantly involving Atmospherics, but also with the Tesla and airlocks.
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  • Atmospherics was made larger, now has a large tank for N2O, and was also given a large tank for custom gas mixes. A gas heater was also added alongside the previous gas cooler, an engineering console with remote Air Alarm Control was added, Pipe Dispensers were added, and the overall roundstart efficiency of the setup was reduced in order to give Atmospheric Technicians more things to actually do.
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  • The Tesla Engine was given a few tweaks to make it equally roundstart viable as the Supermatter. The Tesla Bay APC was given a super-capacity power cell in place of a regular power cell, and the Particle Accelerator components now start already in-place and in correct order. Wires were also tidied up and made neater; this should make setting it up more time efficnent. Tesla Grid SMES was upgraded to match the roundstart Supermatter Grid SMES so that it can output power on-par with the Supermatter. It is fully capable of powering the station on its own, and then some.
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  • Sublevel airlocks have been connected to the station air supply line with a gas pump, like the airlocks in mining, solars, and the surface docks. They were very prone to becoming stuck due to a lack of air, this should help stop that and make using said airlocks more viable.
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LordFowl updated:

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  • Grenades can no longer be screwdriver'd for variable detonation.
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  • Grenades now have a 3-second timer instead of a 5-second timer.
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MoondancerPony updated:

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  • Fixes calling transfer votes early.
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  • Replaces all instances of world.time in SSVote with round_duration_in_ticks. This should result in more consistent behavior overall, but may result in unexpected issues. Please report any, if they occur.
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  • Increases the metabolism rate of Cardox to .6u every tick (two seconds).
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NortonDK updated:

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  • Changed the name and description of the space heater(now space A/C), to better show that it can also cool
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ParadoxSpace updated:

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  • Adds a few Zorane drinks. Safe for human and Vaurcan consumption alike.
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  • Uproots and murders potted plant near Engineering for placement of Zo'ra Soda vendor.
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  • Adds fingerless gloves, varsity jackets, new tracksuits, high-top shoes, departmental ponchos, beanies, departmental cloaks, departmental jackets, puffer jackets, a kimono, a new formal uniform, headphones, and military jackets.
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  • Cloaks and ponchos can now be worn over suit-slot items and as jumpsuit accessories. Yes, even over spacesuits and armored vests.
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PoZe updated:

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  • Beepsky/ED209 now uses different method of movement. Making it waay faster at moving
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  • Beepsky/ED209 now arrests/detains person who attacks them. Reporting arrest/detaintion, who attacked them, what weapon was used and location
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  • Beepsky/ED209 uses better paths between beacons, so it moves faster. But it still moved between mostly two beacons, I will change it next dev cycle
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  • ED 209 now listesn to verbal command such as 'stay', 'stop', 'arrest', 'detain', 'patrol'. So you can say something like 'ED, can you go on your damn patrol?!' or 'ED, arrest that scummbag Urist'. Also you do not need to give full First and Last name in order for ED to arrest/detain tha person, either first of Last works.
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  • ED 209 now has a verb that lets you to set its nickname to which he will respond. So that you can call it something like 'ED', etc. It will not change its name however. Also only people with access and who are not set to arrest can use that verb.
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  • IPC and Cyborgs surge prevention modules(EMP immunity) now give you 2-5 EMP protections which determined by RNG during installation of it.
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  • IPC uplink surge prevention module(EMP immunity) cost reduced to 12 telecrystals.
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  • Cyborgs surge prevention module(EMP immunity) gold and silver cost reduced by 50%. It is now 5000 gold and 7500 silver.
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TheDocOct updated:

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  • Updated the ERT Civil Protection helmets to look nicer, and added visor raising/lowering to them.
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ben10083 updated:

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  • Service Borgs can now produce Coffee and Espresso with their synthesizer.
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27 August 2018

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BurgerBB updated:

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  • Fixed food specifc placement for real now.
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  • Pills can now also be placed specifically.
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26 August 2018

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Skull132 updated:

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  • Fixed the vending machines. (Thank you BYOND.)
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25 August 2018

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BurgerBB updated:

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  • Fixed hypospray and inhalers being able to inject at a distance.
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  • Fixed food unable to be placed specifically. Applied specific placing code to most reagent containers.
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  • Added missing kelotane reagent to borg hypospray.
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14 August 2018

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Arrow768 updated:

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  • Combat Hyposprays ignore the armor checks and can inject instantly.
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BurgerBB updated:

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  • Fixed a bug that allowed players to forcefeed sausage to others from a distance.
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11 August 2018

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BurgerBB updated:

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  • People can no longer drink pizza. This balance fix is sponsored by Papa 'Facing Trump Tower while chanting white power' John.
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PoZe updated:

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  • Arithrazine was tweaked to kill Dionea with 5 units within 2 minutes, instead of original 1.
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  • Hyronalin was teaked to kill Dionea with 15 units within 6 minutes, instead of original 3
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flimango updated:

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  • Fixed RCON tags.
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07 August 2018

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BurgerBB updated:

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  • Fixes the kinetic uranium recharger from not functioning.
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  • Fixes food/plants from being able to be poured into containers.
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  • Removes water dispersion, as it would hang the server during scrubber events.
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flimango updated:

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  • Remapped the surface solars cables to run internally.
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  • Fixed the surface solars to properly transfer power to the main grid and vice versa.
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06 August 2018

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BurgerBB updated:

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  • Fixes condiments, including salt and pepper, not being able to be poured.
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  • Fixes objects getting stuck in xenobiology disposals.
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  • Fixes autoinhalers and autoinjectors refusing to change their icons after use.
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  • Fixes Slime Batons not spawning without a power source.
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  • Fixes miscalculation in heat reduction for fire extinguishers.
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Karolis2011 updated:

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  • Added a reliable way to manually force send resources to client if asset manager fails.
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05 August 2018

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Alberyk updated:

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  • Added checkers and chess game kits to the custom loadout.
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  • Added some random asteroid dungeons.
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  • You can now build floors using some materials, such as silver, gold and diamond.
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  • Added tajaran flags and banners to the custom loadout.
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  • Added tobacco, peppercorn, onion and garlic seeds.
  • -
  • Added new cooking recipes.
  • -
  • Using arm blade or shield does not create gibs anymore.
  • -
  • Removed shotgun speed loaders.
  • -
  • Added unique sprites for shotgun shells boxes.
  • -
  • Added some loaded and unloaded sprites for some guns.
  • -
  • Sterile masks can now be adjusted, to either cover the face or hang on the neck.
  • -
  • Cutting any gloves fingertips will now reduce the insulation of the gloves in question.
  • -
  • Added a pair of tajaran and unathi insulated gloves to the chief engineer and electrical supplies closets.
  • -
  • Added a new unathi clothing to the loadout.
  • -
-

Arrow768 updated:

-
    -
  • Centcom now pays for certain products shipped to them. Use the export scanners to determine what they would like to have and how much they pay for it.
  • -
  • Sometimes central requests special products to be shipped to them. Make sure to pay attention to the cargo consoles.
  • -
  • Invoices for shipments and orders can now be printed using the cargo control console.
  • -
-

BurgerBB updated:

-
    -
  • Added Monoammonium Phosphate, a reagent that excels in extinguishing fires, and acts as a fertilizer. They are now found in fire extinguishers instead of water. Added Monoammonium Phosphate tanks around the station in place of some water tanks.
  • -
  • Added a new weak chem sprayer, 'Xenoblaster', which can be found in xenobiology for xenobiologists.
  • -
  • Fire extinguishers can be filled with any reagent using an extinguisher cartridge. Extinguisher cartridges can be ordered by cargo, or found in atmospherics.
  • -
  • Reagent dispensers, such as watertanks and beer kegs, can now be filled with any reagent. Fuel tanks are an exception.
  • -
  • Most mobile reagent dispensers can leak their contents if you use harm intent wrench on them. Changed how leaking works.
  • -
  • Reworked how reagent containers (glass beakers, drinks) behave on interaction. You can splash anyone with any container on harm intent, and drink/use them on other intents.
  • -
  • Added a fire storage area in atmospherics that contains firefighting equipment and Monoammonium Phosphate containers.
  • -
  • Lube and water can be spread to other tiles if there is too much water or lube on one tile.
  • -
  • Adds several new and unique kinetic accelerator parts that can only be found in warehouse or in abandoned crates.
  • -
  • Kinetic Accelerators can now be held with two hands for a recoil reduction, accuracy increase, and slight firerate increase. Some high-end kinetic accelerators require two hands to fire, and all kinetic accelerators require two hands to pump.
  • -
  • Adds a kinetic analyzer, a device that can be purchased from cargo that analyzes kinetic accelerators, displaying useful data about the assembly.
  • -
  • Remapped Xenobiology to be worthy of a research station.
  • -
  • Stunbatons have a 95% chance to pacify slimes. 5% chance to make them rabid.
  • -
-

Fire and Glory updated:

-
    -
  • Vendor K'ois bar packaging has been changed to make it easier for new crew to understand its toxicity
  • -
-

Flamingo updated:

-
    -
  • Adjusted roof solar wiring to (hopefully) fix the roof solars power routing bug.
  • -
-

Karolis2011 updated:

-
    -
  • Removes Topic() rate limiting. This should make HTML UIs more responsive.
  • -
  • Added completely new Vueui HTML interface system. It should bring more responsive UIs.
  • -
  • Added user prefrence for UI theme. At this moment this applies only to Vueui interfaces.
  • -
  • Made photocopier and fax machines use Vueui.
  • -
  • Made Air control consoles use Vueui.
  • -
-

LordFowl updated:

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    -
  • Airlocks will now open when out of power and blast doors will close.
  • -
  • Crowbars can no longer open unpowered blast doors.
  • -
-

ParadoxSpace updated:

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    -
  • Adds HUD aviators for each kind of HUD, also adding night/thermal versions to the uplink.
  • -
  • Adds civilian sunglasses to the loadout, they do not protect against flashes.
  • -
-

PoZe updated:

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    -
  • Hyronalin now causes Diona to receive toxin damage. For reference 10 units will get Diona into cirtical state within 3:30 minutes. 15 unit will kill.
  • -
  • Arithrazine now causes Diona to receive deadly toxin damage. Even 5u will kill Diona within 1:03 minutes
  • -
  • Tea now causes Diona to receive toxin damage. Tiny bit more then how it cures radiation for other species.
  • -
  • Radium now cures toxin damage for Diona. You would need at least 1/3 more of it to cure same amount of Hyronalin effect.
  • -
  • Adds cyborg surge prevention upgrade module. It is an upgrade that makes cyborg being immune to 1-3 EMP pulses. Can be constructed by robotics, but is expensive and high tech. After being fried, module can be replaced with new module
  • -
  • Adds IPC surge prevention module. Available only via traitor uplink, costs 14 telecrystals. Just like cyborg module it make user immune to 1-3 EMP pulses. Comes in from uplink as modified nanopaste that is one time use(doesn't heal user). Module can be repaired with another traitor nanopaste
  • -
-

TheDocOct updated:

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    -
  • Added a conference room to the public surface level, with a bridge-access bolt button.
  • -
  • Moved the surface level atmospherics equipment into the surface engineering storage room, and adjusted it accordingly.
  • -
  • Renovated the surface command 'Head of Staff Preparation' room into 'Command Dock Monitoring'.
  • -
-

ben10083 updated:

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    -
  • Added a Medical Hud to the Medical Module
  • -
- -

04 August 2018

-

Ron updated:

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    -
  • Corporate Reporters can now access security.
  • -
  • Removing a pAI from the potted plant no longer results in two being dropped.
  • -
- -

29 July 2018

-

Alberyk updated:

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    -
  • You now need to be in the grab intent to climb up walls and climb down open spaces.
  • -
-

BurgerBB updated:

-
    -
  • Fixed backpressure surges going through welded vents.
  • -
-

Karolis2011 updated:

-
    -
  • Fixes holograms not having proper rotation state when copied subject is rotated.
  • -
- -

24 July 2018

-

Arrow768 updated:

-
    -
  • Increases the size of the new player window to ensure the player polls are always shown.
  • -
-

BurgerBB updated:

-
    -
  • Fixed inhalers for real now.
  • -
-

PoZe updated:

-
    -
  • Mechs that were shot with ION guns and got into maintenance mode while having it forbidden to switch the mode can now be unlocked by their DNA owners. By being able to allow maintenance mode.
  • -
  • Cyborgs, AI, simple animals rejuvinate proc no longer crashes, making healing process to be complete.
  • -
  • Microwave now has a verb to eject its content even whe it is not powered on
  • -
  • Fixed service cyborg basic sprite eyes overlay
  • -
-

ben10083 updated:

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    -
  • Removed the duplicate stamp and fixes the name of the camera in the journalists office.
  • -
- -

22 July 2018

-

Alberyk updated:

-
    -
  • Removed the thermal drill dispersion, making it a more effective mining tool.
  • -
  • Added siik'tau as an alternative language.
  • -
  • Bicaridine does not heal lung damage anymore when inhaled.
  • -
  • Removed the telebaton stun when aiming for the legs. The telebaton will now deal halloss, pain damage, when attacking in disarm intent
  • -
  • Pepperspray does not stun when hitting someone without face protection anymore, it will now cause moderate pain instead.
  • -
  • Merchant's pet sellers should sell more mudane animals, and buy more exotic ones, also fixing an exploit with buying and selling animals.
  • -
  • Merchant should not be able to buy flags or other objects that can not be moved anymore.
  • -
  • Vampires can't bite people wearing airtight helmets due to their necks being protected anymore.
  • -
  • Vampires can now drink blood from drinking glasses and etc to gain usable blood.
  • -
-

Arrow768 updated:

-
    -
  • Adds a Notification System to send notifications to players.
  • -
  • A borgs voice is now garbled if its damaged too much.
  • -
  • Added a low power warning sound / light that can be activated by borgs if they run out of juice.
  • -
  • The taser cooling module can be applied to sec borgs again.
  • -
  • Injecting armored targets with the hypospray now takes a while.
  • -
-

BurgerBB updated:

-
    -
  • Kinetic Accelerators can no longer dig holes. Improved warehouse and abandoned crate loot chances of getting kinetic accelerators. High level kinetic accelerators can now be found.
  • -
  • Added a random dungeon framework. Mappers can make their own dungeons and submit them to Github.
  • -
-

Kaedwuff updated:

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    -
  • There are no clowns. Move along.
  • -
-

Karolis2011 updated:

-
    -
  • Made AI's crew holograms more representitive of current state of crew memeber.
  • -
  • Made secret mode setup retry automaticly if it fails to setup round.
  • -
-

LordFowl updated:

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    -
  • Removes ashy footprints.
  • -
-

LordFowl, BygoneHero, Kyres1 updated:

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    -
  • Added the Sedantis flag.
  • -
  • Added Vaurca variants of softsuits.
  • -
  • Changed Vaurca vision to use client colors.
  • -
  • Added climbing. Click on a wall/open turf to climb. Large and/or anchored items increase your ability to climb. Small items decrease your ability to climb.
  • -
  • Humans and Vaurca are fastest at climbing, and Unathi and Dionaea are the slowest at climbing.
  • -
  • Made Vaurca natural climbers, meaning they can never fail.
  • -
  • Added various event-orientated Vaurca items.
  • -
  • Vaurca can now wear specially modified softsuits.
  • -
  • Added cleave to energy glaives.
  • -
  • Changes the sprites of all organs in Vaurca to be more alien.
  • -
  • Tweaked client colors, fixing inaccuracies in colorblindedness.
  • -
  • Cardox no longer acts as an acid, no longer affecting mobs on touch.
  • -
-

LordFowl, Loow, NursieKitty updated:

-
    -
  • Removed Skrell allergy to protein.
  • -
-

MattAtlas updated:

-
    -
  • Added new firearm sounds. Enjoy.
  • -
-

ParadoxSpace updated:

-
    -
  • Bucklers can now be made out of wood.
  • -
-

PoZe updated:

-
    -
  • Airbubble now shows what kind of tank is attached and what is the pressure of the tank when examined
  • -
  • Airbubble sprite now shows if airbubble is using tank or not.
  • -
  • Fixed names for black and technicolor detective armoured trenchcoats
  • -
  • Detective armoured trenchcoats are avaliable in loadout section of character setup. (Only for detectives and HOS)
  • -
-

Skull132 updated:

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    -
  • Fixed a slew of cases where an action would or might print a numeric value to the user.
  • -
  • Corporate Reports now gain rudimentary department access, so they could better report on corporate affairs.
  • -
-

ben10083 updated:

-
    -
  • Added camera at Medbay Entrance and renamed the other camera that is now at Emergency Pre-op
  • -
  • Gave Clerical Module a denied stamp (WHY WAS THIS THE EMAG ITEM?!) and tape roll, if it's emagged/hacked it gets a chameleon stamp for proper forging of documents.
  • -
  • Nerfed disable time of flashed borgs from 5-10 seconds to 3-7 seconds
  • -
  • Sec Borgs rejoice! Your stunbatons have been buffed to consume half of the charge it used to!
  • -
  • Added a camera to the Psychiatrist Office.
  • -
  • Fixed name of the Psychiatry Closet camera
  • -
- -

17 July 2018

-

Alberyk updated:

-
    -
  • The staff of change should work properly now.
  • -
-

BurgerBB updated:

-
    -
  • Fixed a bug that gave male and female unathi penises while wearing dresses.
  • -
-

PoZe updated:

-
    -
  • Destroyed cyborg components no longer just vanish
  • -
- -

14 July 2018

-

Alberyk updated:

-
    -
  • Fixed an oversight that allowed the detonation of emmaged cyborgs using the robotics console.
  • -
  • Vaurca should now spawn with proper survival gear.
  • -
-

BurgerBB updated:

-
    -
  • Fixes inhalers having odd gasmask interaction.
  • -
-

PoZe updated:

-
    -
  • Branded IPC frames can now wear wizard and mercs void suits
  • -
  • Light replacer now has sprites when being emagged.
  • -
- -

27 June 2018

-

Arrow768 updated:

-
    -
  • Various plaques have been placed around the station to memorize the odin murders.
  • -
- -

26 June 2018

-

Lohikar updated:

-
    -
  • RIG actuator Z-climbing now actually works. Probably.
  • -
-

PoZe updated:

-
    -
  • Fixed commanded mobs. They will no longer attack people they follow, destroy things around them.
  • -
  • Commanded mobs will not attack their master even if they are being attacked by their own master.
  • -
- -

24 June 2018

-

PoZe updated:

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    -
  • Airbubble comes now with fully filled engineering extended airtank(6 liters max). Instead of double emergency airtank(10 liters max). It lasts around the same time, even slightly longer(40 minutes).
  • -
  • Airbubble now gets ripped and leaks after being shot with projectile weapons.
  • -
  • Airbubbles no longer produces infinite cable restrains.
  • -
  • Users of airbubble can no longer 'magically' get out of bubble with it still remaining closed.
  • -
  • No longer it takes time to get in and out of Airbubble.
  • -
- -

22 June 2018

-

Arrow768 updated:

-
    -
  • The drone console now lists drones on different station levels.
  • -
- -

20 June 2018

-

BurgerBB updated:

-
    -
  • Readds disposal spread in disposals. Re-fixes the scrubber vent in the warehouse mail room.
  • -
  • Adds holopads to missing areas without holopads.
  • -
  • Fixed hull shields not covering departures properly.
  • -
- -

18 June 2018

-

Alberyk updated:

-
    -
  • Added new tajaran related accessories options to the custom loadout.
  • -
  • Added new tajaran related cuisine options.
  • -
  • Added a gatling machine gun to the syndicate uplink.
  • -
  • Added bayonets.
  • -
  • Changed how stuttering is handled in game, it should be less ridiculous overall.
  • -
-

Arrow768 updated:

-
    -
  • The Tau Ceti Daily Grand Slam Lottery has filed for bankruptcy and has been relaunched under new management.
  • -
  • Resourceful employees have found a way to hide things inside of potted plants.
  • -
-

BurgerBB updated:

-
    -
  • Removed basic kinetic accelerators from code. Replaced them with customizable kinetic accelerators with a robust array of customization. Weaker custom kinetic accelerators can be purchased from the mining vendor or found randomly in cargo, while the stronger variants can be researched and produced by science.
  • -
  • Added traitor kinetic accelerators to uplink. These ones shoot laser beams, and can accept custom accelerator parts.
  • -
  • Gave wrenches to mining drones and mining cyborgs, so synthetics can tinker with custom KAs.
  • -
  • Improved the shuttle and docks design.
  • -
  • Users will now be automatically threatened with a day ban if they mention the phrase 'Organ Damage'.
  • -
  • Fixed library books spawning outside of shelves.
  • -
  • Fixed kinetic accelerators displaying an error when equipped on the waist.
  • -
  • Balances kinetic accelerator research to prevent easy research exploit. Balances traitor kinetic accelerator to be less powerful.
  • -
  • Tweaked the new library to be more aesthetically pleasing. Removed empty mediwall from the command section of the shuttle. Removed floating light near departures and on the shuttle. Removed pointless holopad on the evac shuttle.
  • -
-

Code - PoZe, Sprites - DronzTheWolf updated:

-
    -
  • Adds airbubble(oxyball) into the game. It is used to protect user inside from decompressed environment for 30 minutes. Has an air tank attached to it that can be replaced.
  • -
  • Adds airbubble to every emergency locker
  • -
  • Mercenaries have their own air bubble with special sprites, for kidnapping. Mercenaries have two airbubbles, Heist shuttle has three as they are pirates.
  • -
-

Kaedwuff updated:

-
    -
  • Librarians now also get a service headset at start.
  • -
  • Cyanide no longer makes you instantly pass out, allowing you a precious half minute to say your final goodbyes (or taunts to security) before you die horribly.
  • -
-

LordFowl updated:

-
    -
  • Sprinting no longer deals oxygen damage unless you have asthma, a coughing disability, or damage to your lungs.
  • -
  • Adds the asthma disability to chargen, which reduces your ability to sprint and your ability to naturally regenerate oxygen damage.
  • -
  • Adds a new mental disability - Love.
  • -
-

LordRaven001 updated:

-
    -
  • Ports mixing bowls from Baystation
  • -
  • Removed butcher knives from the contraband section in the vendor, added them to the normal vendor.
  • -
  • Balanced the Kitchen Vendor around 2 Chefs
  • -
-

MoondancerPony updated:

-
    -
  • Tweaks a lot of things to do with newscasters. Maybe there will be a fancy new UI soon? Who knows.
  • -
  • Removes the Journalist alt-title from Librarian.
  • -
  • Adds the Corporate Reporter job and the Freelance Journalist alt-title. Corporate Reporters have more liability and responsibility, but have greater access and legitimacy. Freelance journalists have no such restrictions, but are all on their own. To add to this, there are now two press passes- a normal and a corporate one. These do not guarantee you anything from Security or Command, however, so be warned!
  • -
  • The merchandise store has been replaced with a brand-new journalist's office, set up for interviews and writing. Journalists also get their own pet.
  • -
  • You can now comment, like, and dislike newscaster stories. PDAs can see, but not interact with, the new newscaster functionality. PDA news features may expand or be removed in the future.
  • -
-

PoZe updated:

-
    -
  • IPCs can not be convertable to cult.
  • -
  • IPCs can no longer draw runes, since they have no blood. They still can use talismans
  • -
  • Cultist IPCs are immune to cultist EMP from runes or talismans.
  • -
  • Fixed Journalist Office missing power cables.
  • -
  • Journalist Office is now connected to the bridge subgrid, instead of main grid.
  • -
  • Shuttle wall structures that are on the corners have been moved one tile in different directions, so that it looks good.
  • -
-

Scheveningen updated:

-
    -
  • Blinding sources are significantly increased in duration.
  • -
  • Direct flashes no longer stun those who are -not- sentient trees, robots, or bugpeople.
  • -
  • Changed how flash break mechanics work. Crappy budget NT tech is more likely to break from overuse.
  • -
-

ben10083 updated:

-
    -
  • Following multiple security breaches and thefts from the vault, NanoTrasen has increased security in the main vault.
  • -
- -

16 June 2018

-

Arrow768 updated:

-
    -
  • ID Cards ejected from modular computers are no longer ejected onto the floor.
  • -
- -

10 June 2018

-

Arrow768 updated:

-
    -
  • The psychedelic jumpsuit can no longer be found in maint.
  • -
- -

03 June 2018

-

BurgerBB updated:

-
    -
  • Added vents to the cargo warehouse connector to prevent underpressure from disposal inlets.
  • -
  • Disposal outlets now spread out items so all the trash doesn't pile up on one tile.
  • -
- -

29 May 2018

-

Kaedwuff updated:

-
    -
  • You can no longer slice fruit (or anything else) with a syringe.
  • -
- -

28 May 2018

-

Kaedwuff updated:

-
    -
  • The janitor's closet now has service headsets in it again.
  • -
  • The chaplain now also gets a service headset again.
  • -
- -

25 May 2018

-

Arrow768 updated:

-
    -
  • IPCs can be converted to the cult again, but only serve as constructs.
  • -
-

LordFowl updated:

-
    -
  • Fixes the number 3 being broadcasted from surgery tables.
  • -
-

PoZe updated:

-
    -
  • Veding machines at Centcomm don't charge money for their products. Hail NanoTrasen!
  • -
- -

22 May 2018

-

Arrow768 updated:

-
    -
  • Fixes a bad bugfix that reintruduced the bug which allows to "regenerate" used items using the vending machines.
  • -
-

Lohikar updated:

-
    -
  • Unathi can no longer chew on holograms.
  • -
- -

20 May 2018

-

BurgerBB updated:

-
    -
  • Fixed various broken/incorrect recipes for food.
  • -
  • Fixes smoking pipes burning up too quickly.
  • -
  • Fixed some non-public vendors refusing to accept items.
  • -
  • Removed the additonal seed vendor due to redundancy.
  • -
- -

17 May 2018

-

Kaedwuff updated:

-
    -
  • The bahama lizard recipe has been fixed to now actually be craftable. It now requires only lemon juice, ice, cream, and xuizi juice.
  • -
-

PoZe updated:

-
    -
  • Wizard disable technology spell no longer affects the caster.
  • -
- -

14 May 2018

-

BurgerBB updated:

-
    -
  • Fixed breath analyzers not working. Fixed inhalers not playing their proper injection sounds. Fixed BLT recipe. Fixed a misplaced tile in Hydroponics.
  • -
  • Tweaked the weight of the inhalers to match their size and sprite. Added more information to inhaler cartridges when examining them. Made inhalers more user-friendly.
  • -
  • Tweaked the layout of Hydroponics and added an actual seed storage for excess seeds.
  • -
- -

13 May 2018

-

Alberyk updated:

-
    -
  • Fixed securitrons trying to arrest the head of personnel because of their gun.
  • -
  • ERT's id should have the proper access now.
  • -
  • Added new tajara related clothing options to the custom loadout.
  • -
  • Added partial understanding to some languages, it allows you to understand some words from a certain language without knowing it.
  • -
  • Added new tajara language, Delvahhi, available to the Zhan-Khazan.
  • -
  • Added new accessory related options to the loadout, such as ties.
  • -
-

Arrow768 updated:

-
    -
  • It is now possible to call commanded animals by a nickname.
  • -
  • The sentencing console has been upgraded with a integrated fining system.
  • -
  • Due to protests from the "real" engineers, the janitor is no longer part of the engineering department and has been reintegrated into the service department.
  • -
  • NT has entered a cooperation with various news outlets to provide quality information at the start of the shift.
  • -
  • Due to quality issues NT has banned Editor Mike Hammers of the Gibson Gazette from publishing news.
  • -
  • It has come to our attention that a flaw might effect the containment systems of the station.
  • -
  • IPCs can no longer be converted to cultists.
  • -
-

Banditoz updated:

-
    -
  • You can now use , and . to go up and down z-levels, respectively.
  • -
-

BurgerBB updated:

-
    -
  • Added additional z-level protection for AI.
  • -
  • Moved the bomb range further away from the station to prevent z-level breaches caused by explosions.
  • -
  • Butanol based drinks can now be selected from the loadout via flask.
  • -
  • Tweaked some of the more boring loot options to be more interesting. Reduced the chance of getting arcade loot in the warehouse. Increased the amount of loot in the warehouse from 80 to 100.
  • -
  • Added new food items.
  • -
  • Redesigned Hydroponics. Lightly tweaked the layout of cargo.
  • -
  • Removed Hextrasenil and Trisyndicotin.
  • -
  • Cardox grenades are now located in the vault. Added a bookin various locations reminding non-medical staff not to give mental medication to prisoners.
  • -
  • Cardox is now slightly poisonous, and can directly remove phoron from blood when consumed. Cardox can now remove phoron in the air when applied to turfs.
  • -
  • Added the panocelium mushrooms, a mushroom mutated from fly amanita. They contain panotoxic, a potent toxin that causes intense amounts of pain. Added Calomel, a special medication that purges most chemicals from the bloodstream. Added Pulmodeiectionem, a special medication that purges most chemicals from the lungs.
  • -
  • Added inhalers and autoinhalers. Inhalers and Autoinhalers can quickly add reagents to the lungs. Inhalers can be found in chemistry, made in science, found/ordered from cargo, or purchased from a traitor uplink. Oxygen deprevation kits now contain autoinhalers instead of pills. Added breath analyzers, a medical device that analyzes useful information about the respiratory system. Oxygen deprevation kits now contain breath analyzers instead of health analyzers.
  • -
  • Bicardine now heals lung damage when inhaled at the cost of general reduced effectiveness. Phoron, ammonia, hyperzine, dexalin plus, soporific, chloral hydrate, and space drugs are more effective when inhaled. All painkillers, except for inaprovaline, have no effectiveness when breathed in. Tricordrazine has no effectiveness when breathed in. Breathing in acid now deals direct damage to the lungs.
  • -
  • Fixed the metabolism rate of mental medication to reflext their intended values. Reduced the dosage threshhold to supress traumas to reflect their intended values.
  • -
  • Reworked intoxication entirely. Inebriation lasts generally longer, and the effects are generally more realistic.
  • -
  • Added missing seeds to garden vendors. Converted the hydroponics seed vendor into a better vending machine.
  • -
-

ParadoxSpace updated:

-
    -
  • Adds shorts, skirts, a leather coat, orange goggles, a colorable headband and leather vests to the loadout.
  • -
  • Adds about 10 new cyberpunk themed hairstyles.
  • -
  • Shaves half of your head.
  • -
-

PoZe updated:

-
    -
  • All AI intercom microphones are turned off by default. To help new antag AI players not to accidentally reveal their plans
  • -
  • Hostile mobs now attack back any mobs who touch/attack/shoot or throw objects at them. They also now prioritize mobs with lowest health
  • -
  • Added oxygen candles as an item. They are one-time emergency item that is used to fill 2-3 tiles of depressurized environment
  • -
-

Skull132 updated:

-
    -
  • Bumped Vaurca economic modifier by 1 point, as per lore developments.
  • -
- -

10 May 2018

-

Kaedwuff updated:

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    -
  • No longer can your victims resist their way out of a good sucking after being hypnotized by your vampire.
  • -
- -

07 May 2018

-

BurgerBB updated:

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    -
  • Fixes the stacking machine from eating materials due to an oversight.
  • -
-

PoZe updated:

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    -
  • EMT room now has two GPS and two medical emergency medical radios
  • -
  • Increased size of Toxin's airlock, allowing canister to refill from main air supply
  • -
  • Fixed tags(names) for medical construction level security cameras
  • -
  • Chemistry, and security construction levels request consoles names are fixed according to their room.
  • -
- -

25 April 2018

-

Alberyk updated:

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    -
  • Vaurca should have proper natural insulation once more.
  • -
-

Arrow768 updated:

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    -
  • You can now see if someone opens a sodacan that has been shaken.
  • -
- -

19 April 2018

-

PoZe updated:

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    -
  • Access to Research Division Maint door is fixed
  • -
  • Added missing firelocks to construction level of security
  • -
  • Fixed broken small light icon to appear properly
  • -
  • Shower now reacts with mobs as water supposed to, damaging slimes.
  • -
  • Pool, Ocean or generic water turfs now cleans anything that enters it, cleans it's own turf and damages slimes.
  • -
  • Fixed chainsaw unwielded force
  • -
  • Chainsaw powered force buffed, 30 unwielded and 60 wielded
  • -
  • Closets now spawn one sheet of metal upon being destroyed
  • -
  • Turbolifts now properly destroy atoms, and gib any mobs that are in closets
  • -
  • Crusher no longer kills AI eye
  • -
  • Medical construction level now has full camera coverage
  • -
- -

15 April 2018

-

BurgerBB updated:

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    -
  • Tweaked the recipes for Burritos to prevent bugs.
  • -
  • Fixed mental medication being all lowercase. Fixed escitalopram causing crippling drowsiness.
  • -
  • Significantly reduced the volume and range of lottery tickets.
  • -
-

Lohikar updated:

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    -
  • Openspaces will now properly show mobs/objects that became visible after roundstart.
  • -
- -

12 April 2018

-

Printer16 updated:

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    -
  • The science firing range now has some firing pins.
  • -
  • The security training room no longer starts vented.
  • -
  • Removed an extra disposal chute from the medical chem lab.
  • -
  • Shuttle sound removed.
  • -
- -

08 April 2018

-

Alberyk updated:

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    -
  • Added martial arts, traitors should have access to some of them in their uplinks.
  • -
  • Plastic explosives should be more effective in destroying walls.
  • -
  • IPC's monitors screen are now considered facial hair, for better interaction with hats.
  • -
  • You can now repair emp affected hardsuits with Nanopaste.
  • -
  • Added a hardsuit mounted cooling module, printable from robotics.
  • -
  • The mounted emag module should work properly now.
  • -
  • Replacing a dead ipc's powercell or posibrain should not revive them anymore.
  • -
  • Robotics can now create ipcs using a cyborg chassis that had its law system disabled, the new ipc's chassis will be based on the torso's brand. While robotics is unable to print torsos with their own brand, they should be available at cargo.
  • -
  • Added new a vaurca fashion option to the custom loadout.
  • -
-

Arrow768 updated:

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    -
  • The reason of a cargo order is now sown in the cargo order application in the order details.
  • -
  • A manifest is placed inside of each crate ordered from cargo.
  • -
  • Orders can now be paid in advance after they have been approved.
  • -
  • The shuttle fee is now calculated per order and no longer split over all orders on the shuttle.
  • -
  • Changed the backend dataformat of cargo. See Pull #4435 for details.
  • -
  • Change the camera networks from Civilian East / Civilian West to Civilian Main / Civilian Surface / Supply / Service
  • -
-

BurgerBB updated:

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    -
  • Completely reworked anti-depressants so they only cure certain types of traumas at various strengths. Added additional anti-depressants and special medication. Antidepressants and some painkillers now have adverse effects when with alchohol.
  • -
  • Added a new reagant breathing system. Inhaled smoke no longer counts as eating it. Inhaleing reagents is 25% weaker than injecting it directly.
  • -
  • Reworked cigarrettes so they actually have effects, including very gradual organ damage and a minor performance enhancer. Custom cigarettes can also be made in the biogenerator, or found elsewhere.
  • -
  • Reworked heart damage so that negative effects are more linear. Tweaked oxy loss from blood loss to also be more linear.
  • -
  • Improved the mining/cargo layout to better reflect the needs and desires of cargo techs and miners.
  • -
  • Ninja matter fabricators now produce steel throwing stars instead of uranium throwing stars. Adjusted the power cost and price of the ninja matter fabricator. Adjusted the weight class of throwing stars to make them smaller. Added steel throwing stars to the traitor uplink.
  • -
  • Reduced the amount of reagents in a scrubber blast from 50 to 35.
  • -
  • Added paint, luminol, fuel, blood, sterilizine, ipecac, and soporific to scrubber event RNG.
  • -
  • Resisting from a chair unrestrained no longer adds a cooldown to activating objects.
  • -
  • Action figures are no longer massive, and only take up 1 slot in your inventory.
  • -
  • Boxing gloves can now be worn by any race.
  • -
  • The ore summoner can only move up to 10 ore at a time.
  • -
-

Kaedwuff updated:

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    -
  • IAA now spawn in their office. HoS now also spawn with an improved, imposing distance from their team.
  • -
-

LordFowl updated:

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    -
  • Footprints will now be created on ashy turfs, and ash will spread onto the shoes causing ash-tracks.
  • -
  • Added electroshock, hypnotic, and isolation therapy. Each cures a specific set of traumas.
  • -
  • Brain surgery now only cures certain traumas.
  • -
  • Expanded the psychiatry office into a mental health ward.
  • -
-

ParadoxSpace updated:

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    -
  • Adds HUD Eyepatches for Security, Medical, Mesons, Material, and Science.
  • -
  • Adds civilian iPatch for general use.
  • -
  • Adds Welder Eyepatch.
  • -
  • Adds Night Vision and Thermal Vision eyepatches to uplink, and heist roundstart.
  • -
-

PoZe updated:

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    -
  • Removed the nurse dress from medical lockers and changes the default nurse outfit to purple scrubs.
  • -
-

Ron updated:

-
    -
  • Added a sound for firealarms and the shuttle jumping somewhere.
  • -
-

Skull132 updated:

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    -
  • Junk food no longer causes heart/organ damage. That PR has been reverted effectively.
  • -
  • Junk food now causes nutrition to last less. You'll go hungry roughly twice as fast when eating only junk food.
  • -
-

TheGreatNacho updated:

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    -
  • Added gasping for air when people are losing their breath.
  • -
-

soryy708 updated:

-
    -
  • Created a deeper, espresso centric, coffee mixing system
  • -
  • Added 'CoffeeMaster 3000' to the bar
  • -
  • Created a 'Barista' alt-title for the bartender
  • -
- -

06 April 2018

-

Printer16 updated:

-
    -
  • Ninja uplinks and merc uplinks now work properly. Check your tabs for items that were previously unavailable due to the bug.
  • -
  • Traitors can no longer see categories they don't have access to.
  • -
  • Updated the diseased touch information to show how much it actually uses.
  • -
  • You can no longer fold artifact boxes into cardboard.
  • -
  • EMP'ing magical staffs no longer breaks them.
  • -
  • The RPED now works properly.
  • -
  • Mechs can not use crash if they are in maintenance protocols.
  • -
  • Updated the e-sword interaction with cigarettes.
  • -
  • Xenos can no longer get brain traumuas.
  • -
  • Using *halt as a cyborg no longer displays the name twice.
  • -
  • Updated the eyedrop failure message.
  • -
  • The thermal drill no longer breaks if you move while charging it.
  • -
  • Updated implants to work on station zlevels.
  • -
- -

31 March 2018

-

TheGreatNacho updated:

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    -
  • Set the sentencing machine and brig timer to read the convicts name from their ID, instead of their mob.
  • -
  • Fixed lighter being deleted when pulling a cigarette out of it's packet with your mouth.
  • -
  • Fixed spears losing their material after mounting head to them.
  • -
- -

21 March 2018

-

BurgerBB updated:

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    -
  • Made junkfood bread and rasins healthier. Made light junkfood snacks slightly healthier.
  • -
  • Lottery cards now generally give less, have 3 scratches per card, and take longer to scratch.
  • -
- -

18 March 2018

-

Alberyk updated:

-
    -
  • The Automatic Robotic Factory 5000 should now work properly.
  • -
-

Skull132 updated:

-
    -
  • Magboots and hardsuit gloves now give you your stuff back properly.
  • -
- -

13 March 2018

-

BurgerBB updated:

-
    -
  • Fixed various chainsaw bugs.
  • -
  • Added Chainsaws to traitor uplink.
  • -
- -

10 March 2018

-

Alberyk updated:

-
    -
  • Added some new gloves; brass knuckles, power fists and clawed gauntlets. Each of them has different effects in unarmed combat when worn.
  • -
  • You can now select what kind of unarmed attack you want to use via a verb in the ic tab.
  • -
  • Opening or closing a cyborg's cover should take time now.
  • -
  • Overclocked cyborgs can't be stunned with a flash anymore.
  • -
  • Cyborg's stun batons should drain less power from their cells.
  • -
  • Exosuits weapons should be more effective now.
  • -
  • Increased exosuit equipment capacity to 4.
  • -
  • Added new exosuit weapons.
  • -
  • Added more ancient melee weapons.
  • -
  • You can strap grenades to spears now.
  • -
-

Arrow768 updated:

-
    -
  • Due to budget constraints the safeties have been removed from shutters and blast doors. Personnel is advised to stand clear when they are being closed.
  • -
  • The deadman switch function from the signaler will now send a signal when the signaler is dropped or moved into a different slot.
  • -
-

BurgerBB updated:

-
    -
  • Added chainsaws, a powerful two-handed weapon that requires welder fuel to operate. Chainsaws can open airlocks and lockers when powered.
  • -
  • Diona nymphs can perform partial merges at half biomass, with the consequence of missing limbs. The more biomass, the less missing limbs.
  • -
  • Added a mask and eyewear slot for dionaea.
  • -
  • Made Dionaea immune to the effects of blindfolds and muzzles.
  • -
  • Dionaea receive only 25% arousal per second from blindfolds and muzzles.
  • -
  • Added several new preservatives and flavorings in vending machine junkfood. As a result, junkfood is now more filling.
  • -
  • Tweaked pain messages.
  • -
  • Penalties for Organ damage now start at >=1 instead of >0.
  • -
  • Added Adipemcina, a fictional heart medication that specially reduces heart damage.
  • -
  • Added filtered kois, a significantly less dangerous kois which can be made by combining Cardox and normal kois. Added Cardox, an anti-phoron reagent which can eliminate phoron and remove the harmful spores from kois.
  • -
  • Replaced kois bars with less dangerous kois bars containing filtered kois which do not spore. Dangerous ones are moved to the contraband section, which can be hacked and vended for free. Phoron punch also now has filtered kois, but no alternative.
  • -
  • Decreased the Kois spore chance when eating unfiltered Kois.
  • -
  • Rebalanced lottery tickets so you don't win as much. Lottery tickets can now be purchased at cigarette machines as well.
  • -
-

Buterrobber202 updated:

-
    -
  • The Wizard Federation is pleased to announce that they have started to actually train Wizards outside of the Spatial School, meaning they should have more useable spells during their missions.
  • -
-

Ezuo updated:

-
    -
  • You can now make Ned Kelly style armor by using an ordinary trenchcoat on makeshift armor. Be protected and stylish at the same time!
  • -
  • You now must detach helmets from suits to refit them.
  • -
  • Skrellian spacesuits are now voidsuits, allowing you to attach helmets and magboots to them.
  • -
-

Juani2400 updated:

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    -
  • Complete remap of the Medical main level. Expect bugs and missing equipment.
  • -
  • New nuke chamber, added an alternative exit for the bunker, new location for CSI's and Detective's offices, new Security Training Wing, remapped Kitchen, new shop, remapped Vault's entrance.
  • -
  • New transfer/escape shuttle. Not the final version, probably. Consider it an experiment to test your acceptance to the new design type.
  • -
  • New Research-coloured folders (Sprite recolouring by Fire and Glory).
  • -
  • A lot of bugfixes, missing stuff, and minor suggestions requested by you in this: https://forums.aurorastation.org/viewtopic.php?f=18&t=9863. You should visit and leave your suggestions there.
  • -
-

Kaedwuff updated:

-
    -
  • The AI's Common Channel intercom will no longer betray Traitor or Malf AIs. Unless they want it to.
  • -
  • Straightjackets can now be escaped from, if you have sufficient time alone, and new sprites have been given to make them more jackety.
  • -
  • Druid and Cleric wizards can now take their victims for granite.
  • -
  • Added a number of new cocktails made with unathi booze. Many have custom sprites, and one of them is slightly dangerous to non-unathi.
  • -
-

Lohikar updated:

-
    -
  • ZAS Knockdown now has a distance cap. (Fixes 'space wind')
  • -
-

LordFowl updated:

-
    -
  • Batons will now deal both brute and shock damage.
  • -
  • Electricity system modified to be more realistic in its arcing and damage,
  • -
  • Electricity can now cause electronic damage.
  • -
  • IPCs will now be paralysed by cattleprods, stunrods, and harmbatons targeted at the chest.
  • -
-

PoZe, AndurilFlame updated:

-
    -
  • Trench coat, detective's coat, coloured detective's coats, and gentlecoat are now able to be buttoned up and unbottoned.
  • -
-

Skull132 updated:

-
    -
  • Added the flag of the best nation: the Eridani Corporate Federation.
  • -
-

kevinz000 updated:

-
    -
  • Projectiles have received a major overhaul into pixel projectiles processed by subsystem a la TG.
  • -
- -

24 February 2018

-

BurgerBB updated:

-
    -
  • Improved tortilla and burrito recipies. Dips are also more flavorful.
  • -
-

sdtwbaj updated:

-
    -
  • Skrell have a higher chance to get more money.
  • -
- -

11 February 2018

-

Lohikar updated:

-
    -
  • The asteroid's sprites should no longer get fucked up by shuttle movement, explosions, or mining.
  • -
  • Breaking asteroid floors on the lowest level will now break to openspace/space instead of more asteroid.
  • -
- -

04 February 2018

-

Alberyk updated:

-
    -
  • Sharp weapons and welders are twice as effective in destroying plants.
  • -
  • Removed k'ois seeds from the botany's seed storage.
  • -
-

LordFowl updated:

-
    -
  • The number of spores released by a plant is now dependent on the plants potency.
  • -
  • K'ois health has been reduced by half.
  • -
- -

31 January 2018

-

LordFowl updated:

-
    -
  • Both versions of K'ois mycosis will mature at a doubled rate.
  • -
  • Added SSD timers for when examining inactive/disconnected mobs.
  • -
- -

29 January 2018

-

Alberyk updated:

-
    -
  • Cutting someone's hand should now force them to drop the item they are holding on said hand.
  • -
- -

28 January 2018

-

BurgerBB updated:

-
    -
  • Poking people with a cane no longer causes blood to fly everywhere.
  • -
  • Tweaked Arcade Machine droprates so they're less depressing.
  • -
  • Tweaked burito recipies to use more meatballs, and as well use a new nutrition algorithm.
  • -
  • Tweaked dionaea autohiss to be less annoying.
  • -
- -

27 January 2018

-

AgentWhatever updated:

-
    -
  • Constructing a console or computer now makes sense visually
  • -
-

Alberyk updated:

-
    -
  • Emagged cyborgs should now be immune to detonation by robotics console.
  • -
  • Examining a cyborg will now reveal what modules they are holding and each module is active.
  • -
  • Antag related species, such as vox, xenomorphs and skeletons, can now pry open airlocks by clicking on them with harm intent.
  • -
  • Return alien weeds to their old format, replacing the vines.
  • -
  • Alien acid should now be able to melt floors.
  • -
  • Added makeshift material based armor, you should be able to craft it using some materials and a bucket.
  • -
  • Some weapons, such as axes, are able to cleave and hit targets around their original victim now.
  • -
  • Re-added facehuggers to xenomorphs, bringing back all the infection circle.
  • -
  • Ported crawling mechanics from polaris: you can now crawl, if lying down, by dragging your sprite to a title near yourself.
  • -
  • Vampire's dominate should now require more total blood to unlock.
  • -
  • Increased dominate's blood cost to 50.
  • -
  • Added railgun's magazines and radioisotope thermoelectric generator designs to research and development.
  • -
  • Trying to move, when possible, will now resist if you are grabbed.
  • -
  • Throwing a grab will now always break the grab, do not matter the distance.
  • -
  • Holy water should be more effective when fighting the undead.
  • -
  • Added explosive land mines, you can get them by using an uplink.
  • -
  • Added more options to the loadout, such as colorable sweaters, flower pins and towels.
  • -
  • Added more underwear options.
  • -
  • Increased the total loadout points to ten.
  • -
  • Added a new type of wound; punctures, caused by stabbing attacks and pointed weapons.
  • -
  • Phoron gas should be purple now, to match the solid and liquid form.
  • -
  • Added rings, ported from baystation12, to the custom loadout.
  • -
  • You should now be able to interact with airlock's buttons and controllers while inside a mecha.
  • -
  • Removed the binary channels from posibrains.
  • -
  • Added a plasma cutter as an emmaged module to the contruction module.
  • -
  • Unathi handcuff breaking should now cost stamina.
  • -
  • You can now properly click on people and objects that are on water titles, such as the pool.
  • -
  • Changed how the telebaton's stun works, it should now take in consideration things like spacesuits, armor and species related variables when stunning a target.
  • -
-

Arrow768 updated:

-
    -
  • Buffs the Malf AI. Hacking APCs provides more CPU and RAM.
  • -
  • Ties the Nuke into the AI station-selfdestruct. Inserting the disk aborts it.
  • -
  • Changed the thermaldrill to be more useful for mining and less useful for killing people.
  • -
  • Cargo now has a delivery application to allow recipients to pay for the order and confirm the delivery
  • -
  • The order application no longer returns to the main menu after adding a item to the order.
  • -
  • Tweaks the access of all heads of staff. They now have all access to their department and basic access to the others.
  • -
-

BRAINOS updated:

-
    -
  • Added 19 new hairstyles and 3 new beards.
  • -
-

BurgerBB updated:

-
    -
  • Added syndicate balloons, nanotrasen balloons, replica katanas, bosun whistles, champion belts, invisible pens, bikehorns, lipstick, fake moustashes, clown masks, mime masks, fake wands, binoculars, megaphones, random booze, and the banhammer to the arcade loot tables.
  • -
  • Toy mechs are significatnly rarer.
  • -
  • Toy swords now spawn with random colors (red,blue,purple,green) as opposed to just the static blue.
  • -
  • Removed duplicate katana code that seemingly exists for no real reason.
  • -
  • Added additional biogenerator recipies as well as the ability to emag the biogenerator. Emagged Biogenerators unlocked hidden recipies.
  • -
  • Biogenerated Meat is replaced with Biomeat; a differently colored variant of regular meat with additional flavoring, but still has the functionality of meat. Added Vitamin Pills that contain 25 nutrients and 1 random flavoring of juice.
  • -
  • Reworked biogenerator code so that recipies are easier to add internally. Changed and added some sound paths, and slightly improved the UI by adding the ability to make multiple items of the same type in the Biogenerator for all recipies.
  • -
  • When creating milk, cartons of milk are spawned instead of being put into the biogenerator's internal bottle.
  • -
  • Removed hidden super secret monkey recipie from the Biogenerator.
  • -
  • Sorted locker equipment so it's much more effiecient in terms of loadout.
  • -
  • Added new cane abilities based on intent. Help intent pokes people; disarm intent smacks people for slight damage, with a chance to disarm; Grab intent grabs people, harm intent deals regular damage.
  • -
-

Chaoko99 updated:

-
    -
  • Added a preference to check if the player is on harm intent before firing; defaults off.
  • -
  • Added SUPER MAIM: A unified system for dice-roll gibbing per limb, rather than a flat chance without respect to body part.
  • -
  • Fixed the plasma cutter's inability to dismember.
  • -
  • Changed the following weapons and their ammo to use SUPER MAIM: Desert Eagle (.50), Anti-Material Sniper Rifle (a145), Mateba (.357), Plasma Cutter. Buckshot.
  • -
-

Ezuo updated:

-
    -
  • Ported Chinsky's implementation of using the numpad to select damage zones. 1-6 for limbs, body and groin. The limb keys toggle between arm/leg and hand/foot. The 8 key toggles between head/mouth/eyes. Use control+numpad if you dont use hotkeys.
  • -
-

Lohikar updated:

-
    -
  • You can now elect to have a grey (default) colored bag instead of your job specific type.
  • -
  • Objects partially obscured by shadow will no longer be partially fullbright.
  • -
  • Zeng-Hu has released the new Zeng-Hu Mobility Frame, a positronic chassis that emphasizes speed at the cost of fragility.
  • -
  • Bishop Cybernetics have released their Accessory Frame, a positronic chassis designed to catch the eye while remaining power-efficient.
  • -
  • Hephaestus Industries has announced their Generation 2 Industrial Frame, designed to withstand more abuse than its competitors at the cost of agility.
  • -
  • Xion Manufacturing Group has announced their version of the HI G1 Industrial Frame, engineered to be an affordable and cool-running industrial worker.
  • -
  • IPCs are now flashable.
  • -
  • Computers now occasionally beep.
  • -
  • Your HUD no longer lies to you about your health if you're actually dead.
  • -
  • Spreading-style explosions have been rewritten: they should be faster and more reliable.
  • -
  • Spreading-style explosions now have simple explosions' directional explosion sounds.
  • -
  • Spreading-style explosions now cross Z-levels.
  • -
  • Light tubes will now make a plonk noise when turning on.
  • -
  • Light switches now make a noise when switched.
  • -
  • Lights in an area will now turn on/off in a random order when they lose/gain power.
  • -
  • Lights without power will now enter 'emergency mode': they'll glow a dim red and draw from a small internal cell, which lasts approximately 10 minutes. Emergency mode can be disabled at the APC, and the cell can be replaced.
  • -
  • Light switches will now glow in the dark.
  • -
  • The asteroid once again has random rock decals on flooring.
  • -
  • Non-surface Z levels will now use a rockier asteroid floor sprite.
  • -
  • Fixed some grammar issues with rock/sand names & tweaked their descriptions slightly. Sand has been renamed to ash to better match the sprite.
  • -
  • Dinnerware vendors now stock lunchboxes.
  • -
-

LordFowl updated:

-
    -
  • NanoTrasen has discontinued their subversive elements report and has replace it with a priority report on various other crew metrics.
  • -
  • Implements Black K'ois.
  • -
  • Implements Black K'ois Mycosis and K'ois Mycosis.
  • -
  • Buffs K'ois healing properties
  • -
  • Vaurca can now control which limb they bite
  • -
  • Fixes a bug where Vaurca lungs would start processing twice.
  • -
  • Modifies Industrial eyes. Industrial eye's are also now more receptive to coloring, so you can have any color you like.
  • -
  • Added vending machine restockers, which can be used to restock vending machines. Can be ordered from cargo with a custodial ID.
  • -
  • Added the janicart deluxe, a multi-object vehicle that can be used to clean wide swathes of area with its turbomop and space hoover attachments.
  • -
  • Added backmounted chemsprayers.
  • -
  • Janitors have been moved from civilian to engineering.
  • -
  • Flags and banners are now available in the custom loadout sections. Banners are one tile decals, flags are 2x1 tile decals.
  • -
  • Diona nymphs produced from a gestalt's death will now follow the player diona nymph.
  • -
  • The player can freely control any of their constituent nymphs after they split at will by middle-clicking on them, and will switch to any living nymph should their active nymph die.
  • -
  • Diona gestalts can now devour mobs as well as their constituent nymphs can.
  • -
  • Diona will once again regrow severed limbs.
  • -
  • Diona and nymphs will once again gain biomass from eating food.
  • -
  • Devouring will now actually devour the target.
  • -
  • Removes energy weapons (except the Lawgiver MkII) from the RnD protolathe.
  • -
  • Adds components for the construction of modular energy weapons to the RnD protolathe. An energy weapon can be constructed by adding a capacitor, a lens, and a modulator plus any number of modifiers to an appropriate chassis.
  • -
  • Added more spam.
  • -
  • SSD/Inactivity timers are available when examining another player.
  • -
  • Brain damage no longer causes effects directly. It will now introduce trauma traits based on a threshold-percentage progression. Brain damage still causes brain-death at 60.
  • -
  • Adds trauma traits: Come in three flavors: mild, severe, and special. Mild range from annoying to dangerous. Severe range from dangerous to annoyingly dangerous. Special are oddly beneficial, sometimes
  • -
  • Normally a mob can only have one mild trauma and one severe/special trauma at a time.
  • -
  • Citalopram and Paroxetine can be used to suppress traumas, while brain surgery can be used to remove them. Maybe the psychiatrist will see some use? Not.
  • -
  • Oxygen loss will now cause brain damage if it is severe enough.
  • -
  • Intoxication will now induce brain damage at a severe enough level.
  • -
  • Many brain damaging effects have been given a cap, making them non-lethal.
  • -
  • Added a new plant gene, TRAIT_SPOROUS, which if set the plant will periodically release smoke clouds of its constituent reagents.
  • -
  • Added a new Vaurca-centric drink to cola vendors, appropriately named Phoron Punch.
  • -
  • Added a K'ois paste to the bartender's soft-drink dispenser. Possibilities of bartender mixes involving kois paste in the future.
  • -
  • Vaurca now spawn with more phoron in their starting tank, K'ois now provides more phoron when consumed, and K'ois bars are now cheaper, so that the need to breathe phoron is less of a round-determining chore.
  • -
-

MattAtlas updated:

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    -
  • The Mateba now uses .454 caliber and has a different firing sound.
  • -
  • Changed the Heist readied-player requirement down from 15 to 12. Also modified minimum raiders down from 4 to 3.
  • -
-

Pacmandevil updated:

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    -
  • Firing pins. Guns now need an Authentication device to fire. there are several different types.
  • -
  • Science now has a testing range to test guns in.
  • -
-

Printer16 updated:

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    -
  • Ported the ambition system for antags.
  • -
  • Running or walking over blood can cause you to slip.
  • -
  • You are now able to view where an object is stuck inside someone when you examine them.
  • -
  • Mesons now glow green when activated.
  • -
  • Using a soda can with harm intent now shakes it up causing it to explode on whoever opens it.
  • -
  • You can now toggle the announcement voice. The option is in the ASFX menu.
  • -
-

Scheveningen updated:

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    -
  • Changes Baseline + Industrial burn modifiers. Baselines are more susceptible to burn, Industrials handle heat better and survive for longer.
  • -
  • Also changes default damage modifiers for synthetic limbs. Retains its brute resistance, but takes more damage from burn-based sources.
  • -
-

Skull132 updated:

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    -
  • Code phrases and responses are properly generated again.
  • -
  • Mercs, heisters, and revs now get code phrases and responses, as they're all somewhat involved with the Syndicate. This is with mixed modes in mind.
  • -
  • Added a roof indicator to the top right of the game screen.
  • -
  • Added move-up and -down buttons to the AI UI. Sprites courtesy of BygoneHero.
  • -
-

Synnono updated:

-
    -
  • NanoTrasen is proud to announce that the bar now features 21 new beverages. Please drink responsibly.
  • -
  • Edited the recipe for the Old Fashioned. It is now the old fashioned way to make an Old Fashioned.
  • -
  • Brown Star (Star-Kist) can now be found in soft drink dispensers. Lemon Juice is now available from the Booze-o-Mat like other citrus juices.
  • -
  • Added a sprite for the Metropolitan. Finally.
  • -
  • Edited some existing beverage descriptions and tastes.
  • -
-

WrongEnd updated:

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    -
  • Adds anal retentive bolt action rifles and prank guns.
  • -
- -

14 January 2018

-

Lohikar updated:

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    -
  • Unathi can no longer chew through metal.
  • -
-

LordFowl updated:

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    -
  • You can no longer climb down ladders if a solid turf is in the way.
  • -
  • Only mobs will be prevented from falling down an open turf by ladders. Non mobs will fall, ladder or not.
  • -
- -

30 December 2017

-

PoZe updated:

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    -
  • Turret control panels who has turrets with one fire mode only no longer can switch modes.
  • -
  • Mix of turrets with different fire modes now will work as it should be. Using turrets with same fire mode as desired.
  • -
  • Built turrets now have same fire rate as the gun it was made of
  • -
- -

22 December 2017

-

Alberyk updated:

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    -
  • The tranquilizer rifle should work properly now.
  • -
  • Fixed some items, such as animals, not appearing when opening a christmas gift.
  • -
-

LordFowl updated:

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    -
  • Mining drones no longer have all access IDs.
  • -
  • Mining drones can be upgraded with kinetic accelerators, further cementing the obsolescence of the human shaft miner.
  • -
  • Mining drones can no longer be upgraded with plasma cutters, and their emag module is no longer a thermal drill.
  • -
- -

12 December 2017

-

Lohikar updated:

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    -
  • Engineering crews have corrected a fault in station wiring that caused station lighting to be instead connected to the Equipment power pool. Officials suspect a prank from misbehaving maintenance drones.
  • -
-

PoZe updated:

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    -
  • Fixed AI seeing mobs who use stealth suits. That is both ninja and raider's stealth suit or anyone else with same technology.
  • -
  • BST sunglasses now protect from welder damage
  • -
  • GODMODE now also protects user from welder damage
  • -
-

Skull132 updated:

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    -
  • CCIAA can now see the round type.
  • -
- -

08 December 2017

-

Lohikar updated:

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    -
  • Made some changes to how the server deletes pipes; explosions will probably be laggier, but there should no longer be crushing lag 5 minutes later.
  • -
-

Santa updated:

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    -
  • Merry Christmas NSS Aurora!
  • -
- -

30 November 2017

-

Alberyk updated:

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    -
  • Fix warrior vaurca being unable to spawn with toeless jackboots.
  • -
  • Lowered the Nar'sie's summoning sound.
  • -
  • Fixed autohiss applying while speaking Ya'ssa.
  • -
-

Lohikar updated:

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    -
  • Stacking units no longer illegally produce unlicenced cyborg glass synthesizers.
  • -
  • The stacking machine's UI has been made prettier for no particular reason.
  • -
-

MoondancerPony updated:

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    -
  • Removed diona nymph mind control. (Players will no longer aggressively grab themselves when trying to grab a diona nymph.)
  • -
-

PoZe updated:

-
    -
  • Fixed crates, and lockers interaction with shut welder
  • -
  • Added ability to weld and cut apart any secure or wall lockers or secure wall lockers.
  • -
  • Tesla's Engine APC is no longer affected by power down even
  • -
  • Tesla coils and grounding rods can now be fully constructed from machine assembly
  • -
- -

20 November 2017

-

Alberyk updated:

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    -
  • Removed telecomms being able to identify the speaker's species with precision.
  • -
-

Lohikar updated:

-
    -
  • Fixed an issue where walking through doors with lights could screw up directional lighting.
  • -
- -

11 November 2017

-

TheGreatJorge updated:

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    -
  • Turret controls should now work with turrets correctly once again.
  • -
- -

05 November 2017

-

Chaoko99 updated:

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    -
  • Hopefully removes all uses of the 'Red Cross' to avoid committing victimless war crimes. Please report any uses that were missed. To Devs: If you get an error mentioning a missing type path of '/obj/structure/sign/redcross', replace it with '/obj/structure/sign/greencross'
  • -
-

Karolis2011 updated:

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    -
  • Modular computers can no longer download programs that can't actually run on them.
  • -
-

Printer16 updated:

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    -
  • You can now reboot maintenance drones.
  • -
  • Universal recorder transcripts are now printed into your hand.
  • -
  • Added a stop all sounds verb located in the OOC tab.
  • -
  • Shredding ID cards no longer generates paper.
  • -
  • Borgs can now fill up buckets/beakers/other containers by using the sink.
  • -
  • The AI help menu has been updated.
  • -
  • Updated the NanoUI map.
  • -
  • Medbots no longer try to heal IPCs.
  • -
- -

30 October 2017

-

Alberyk updated:

-
    -
  • Removed mixed secret from the voting options, all mixed gamemodes should be added to the regular secret rotation.
  • -
- -

29 October 2017

-

Skull132 updated:

-
    -
  • Sleepers will no longer jettison their stored components when you exit them.
  • -
  • Vampires approaching frenzy will now get their appropriate messages again.
  • -
  • For vampires: capped the maximum time you can accumulate for frenzy. And having more blood will now reduce frenzy faster: the more humans you succ dry, the faster you become human again!
  • -
  • Fixed a runtime in robot/put_in_hands, which bugged out numerous gripper interactions. To include building robots as a science borg.
  • -
  • Toxins can now be added to the pathogenic dish incubator again.
  • -
  • Robotic eyes (not assisted ones!) are now partially immune to pepperspray effects. Because robots.
  • -
  • Death timers no longer reset if you re-enter your corpse.
  • -
  • Holocall fixes: icons are generated properly, caller view is moved properly, icons are cleaned up properly, AI interaction is now fine.
  • -
  • Added a second lobby screen, courtesy of NursieKitty and Zelm.
  • -
  • Wizards can no longer upgrade spacebats into an instant-summon. The ability to spam mobs is bad ju-ju.
  • -
- -

28 October 2017

-

Alberyk updated:

-
    -
  • Blood heal should now fix broken bones and internal bleeding.
  • -
-

Chaoko99 updated:

-
    -
  • Fixed Tesla Balls never deleting themselves.
  • -
  • Corrected the Anomaly Core description, added some clarification of its use.
  • -
-

TheGreatJorge updated:

-
    -
  • Blast doors should now be properly oriented.
  • -
  • Fixes APC overlays.
  • -
  • Xenoarcheology now has one portable ladder and hoist kit available at the excavation site rack.
  • -
- -

24 October 2017

-

Lohikar updated:

-
    -
  • Shadows no longer mysteriously hang around after building or destroying walls.
  • -
  • IPCs no longer have organic (right) legs. We're not really sure how they got them, and we don't want to know.
  • -
  • The sprint indicator now actually works for IPCs, as well as updating immediately when toggled by a species with stamina.
  • -
- -

22 October 2017

-

Skull132 updated:

-
    -
  • Hull and bubble shields now work as expected once more.
  • -
- -

20 October 2017

-

Lohikar updated:

-
    -
  • Parallax preferences now actually get loaded, because apparently that's important or something.
  • -
  • Shuttles should now longer get mysterious square shadows.
  • -
-

MoondancerPony updated:

-
    -
  • Memory chips will no longer automatically overwrite themselves to whatever their outputs are connected to, and will now output properly. An engineer seems to have installed the chip backwards inside the casing. NanoTrasen apologises for this lapse in service.
  • -
  • Locators and other scanning devices now properly push data to other devices.
  • -
  • Basic pathfinders will now stop moving if they cannot see their target, instead of jamming.
  • -
- -

15 October 2017

-

AgentWhatever updated:

-
    -
  • After a very long and elaborate process, we have finally learned our new announcement system that the location of certain objects beamed onto the station is, in fact, known. You are welcome
  • -
-

Alberyk updated:

-
    -
  • Removed cult word research, cultists can use their runes without having to find out the meanings.
  • -
  • Ghosts have more influence upon the material plane during cult rounds.
  • -
  • Manifested ghosts can't be used to summon Nar'sie anymore.
  • -
  • The null is more powerful against the forces of the paranormal now.
  • -
  • Added a new bag option; messenger bags.
  • -
  • The telebaton stun should not longer ignore the target's armor.
  • -
  • Ported the baystation12 merchant jobs, with additions and proper modifications.
  • -
  • Added new cleric wizard spells.
  • -
  • Summon bear and summon bats should be a bit more powerful.
  • -
  • You can now only use transformation sting on bodies.
  • -
  • Added dice to the custom loadout.
  • -
  • Replaced the combat module plasma cutter with a new melee weapon.
  • -
  • Fixed traitor cyborgs not being emmaged whens selected as traitors.
  • -
  • Fixed the syndicate borg's emag not working as it should.
  • -
  • Bees damage should be less deadly now.
  • -
  • Added new immersive pool mechanics.
  • -
  • Added new sounds to certain items and actions.
  • -
  • Added new sounds to some cult runes.
  • -
  • Cultists can not accept wizard contracts anymore.
  • -
  • Added new food recipes.
  • -
  • You can now pick up corgis.
  • -
  • IPCs, dionae and other races that could not suffer oxygen damage, should be able to succumb now.
  • -
  • Added a tajara language; Ya'ssa.
  • -
  • Changed the default occupation's preference to return to lobby if you do not get the job you want.
  • -
  • Revolutionaries and loyalists now have access to a device that can create a single central command report.
  • -
-

Arrow768 updated:

-
    -
  • Cargo is now based on credits instead of points.
  • -
  • Adds more mixed modes (feeding, infiltration, paranormal).
  • -
  • Halfs the blood required for diseased touch.
  • -
  • Added a button to call the emergency shuttle.
  • -
  • It is no longer possible to call the shuttle using the command console.
  • -
-

BRAINOS updated:

-
    -
  • Completely resprited prosthetic limbs with all new sprites for Bishop, Xion, Hephaestus and Zeng-Hu. The first three are a major step forward in quality, while Zeng-Hu's limbs are entirely re-imagined as something new!
  • -
-

Belsima updated:

-
    -
  • Replaced ATM, requisition, and some other consoles with old holographic sprites.
  • -
-

Chaoko99 updated:

-
    -
  • Nitrous Oxide is an oxidizer.
  • -
  • Replaced the old [CAUTION] Canister with a cleaner sprite.
  • -
  • Added a hazard stripe overlay for people to add to new canister sprites in DM.
  • -
  • Nerfed space bear speed, damage.
  • -
  • Parallax dust now defaults to on.
  • -
  • Replaced the energy sword and double saber sprites with those from /TG/.
  • -
  • Gravity generator has lights now.
  • -
  • Singularity cannot eat ore overlays anymore, they will be destroyed alongside their respective asteroid wall.
  • -
  • Replaced our RPED sprite with /TG/'s, and added a little animation atop that.
  • -
  • Added a special bag for slime cores. Credit to Virgo for the sprite.
  • -
  • Hastens slime-core extraction surgery slightly.
  • -
-

Ezuo updated:

-
    -
  • Added a box in the chaplain's office that allows them to select from a null rod, staff, or athame.
  • -
-

HetNeSS updated:

-
    -
  • Added a GPS tool to rescue cyborg module pack and a mining drill to construction borg module pack
  • -
-

Juani2400 updated:

-
    -
  • Remapped: Atmospherics, Captain's Office, Heads of Staff Conference Room, CMO's office, Medical Briefing Room, Security Processing and Holding Cell.
  • -
  • Modified: Robotics Laboratory.
  • -
  • Mapped in the desk ringers.
  • -
  • Added a new subtype of folder: Security.
  • -
  • Added new flooring decals for Medical.
  • -
  • Started the re-work of map areas. Most areas have been renamed as a result. More changes to be done eventually.
  • -
-

Karolis2011 updated:

-
    -
  • Replaced command and communications console with modular console
  • -
-

Lohikar updated:

-
    -
  • Added some subtle shadow effects to walls and open spaces that should make them stand out more.
  • -
  • ChemMasters will now default to transfer-to-beaker instead of transfer-to-disposal.
  • -
  • Welding and disassembling lockers now takes 2 seconds instead of being instantaneous.
  • -
  • Escaping welded lockers now shows a progress bar to the escapee if Progress Bars are enabled in your global preferences.
  • -
  • Made some sanity check messages more clear as to why an object cannot be interacted with.
  • -
  • The Bluespace Bears / Bioweapons event has been removed.
  • -
  • NT is proud to announce general availability of modular electronics kits for Research and Engineering departments galaxy-wide, batteries not included. (Ported from Polaris)
  • -
  • Implants now actually fit back in the implanter that they were removed from.
  • -
  • Round duration is now actually the duration of the round, instead of time passed since last server reboot.
  • -
  • Elevators now have elevator music.
  • -
  • APCs now have west/east icon states.
  • -
  • Fire alarms should no longer have inconsistent offsets on walls.
  • -
  • Guest ID cards' icons will now change when they expire.
  • -
  • Removed some extra pixels in some voidsuit helmets' item light overlay.
  • -
  • Preferences setup will now tell you if you try to add body markings to a species that has none available.
  • -
  • Admin revive will now restore body markings and round-start prosthetics.
  • -
  • Wires can now be placed on catwalks in space.
  • -
  • Two new icon scaling sizes have been added to the Icons menu: 96x and 128x.
  • -
  • Stairs now actually work. Not that there is any.
  • -
  • Walking off the side of (real) stairs will now cause you to faceplant on the ground.
  • -
  • Multi-tile doors' icons should now work properly with open spaces.
  • -
  • Sprinting stamina now has a bar showing your remaining stamina instead of coloring the sprint button.
  • -
  • Replaced our ancient wall sprites with a slightly tweaked fancy one from Europa.
  • -
-

MoondancerPony updated:

-
    -
  • You can now print device cells from the protolathe or mechatronic fabricator for use in integrated electronics.
  • -
  • Damage overlays now update on their own. You can stop punching IPCs and shells to fix their faces, now, Lualyrr.
  • -
  • Shells now have their own face repair surgery. Use it when they're showing up as Unknown. The steps are: Scalpel, Multitool/Cable Coil, Retractor/Wirecutters, Cautery.
  • -
-

Pacmandevil updated:

-
    -
  • Whenever you shoot someone while aiming at them, the aim is Dropped
  • -
  • There is now a cooldown to re-aiming after you shoot, this is currently 3 seconds.
  • -
  • A few more Emotes. try to not slap yourselves too much.
  • -
-

Printer16 updated:

-
    -
  • Deconstructing book cases now gives the proper type of wood.
  • -
  • You will now receive a message when implanted with a loyalty implant.
  • -
  • Added a new code: Code Yellow. This is used for biological threats (IE. carp or space vines) and does not allow security to search without a warrant.
  • -
  • The crusher is no longer safe to use while operational.
  • -
  • Added a drop pod.
  • -
  • The gravity generator was added back.
  • -
  • Ported holocalls.
  • -
  • Added a limit to the mining vendor.
  • -
  • The floodlight was changed to come on the shuttle when bought from the mining vendor.
  • -
  • You can now upgrade sleepers, cooking appliances, tesla coils and the ore processer.
  • -
  • Beakers now show a message if they have solids inside.
  • -
  • Added an accuracy rating to containers. Containers will only tell you how many units of chemicals there are according to how accurate they are.
  • -
  • Admins can now replace people using the 'replace player with ghost' option in the secrets tab.
  • -
  • You can now view the probability of each gamemode using the check gamemode probability verb.
  • -
-

Scheveningen updated:

-
    -
  • Adds a dispersion effect to the thermal drill.
  • -
  • Tentatively buffs laser damage types across the board and makes other adjustments to their overall impact.
  • -
  • Reduces laser rifle maximum capacity to 15 (down from 20). It is a change to make it less oppressive.
  • -
-

SoundScopes updated:

-
    -
  • Can no longer point at things using alt+rightclick due to hacky code
  • -
-

wraithcraft updated:

-
    -
  • Added Champagne, Mint Syrup and Bitters. (Now avaliable in your local booze-o-mat)
  • -
  • Added Champagne to the booze dispenser.
  • -
  • Added 11 new (moderately thought out) cocktails.
  • -
- -

13 October 2017

-

Alberyk updated:

-
    -
  • Fixed two AIs spawning during paranoia.
  • -
-

Belsima updated:

-
    -
  • Microwaves can now be cleaned with soap.
  • -
-

MoondancerPony updated:

-
    -
  • Telescience now starts with 3 crystals again.
  • -
  • Telescience can now go up to 5 crystals instead of just 4.
  • -
  • The default Z-level for the telescience console is now the level it's actually on.
  • -
- -

17 September 2017

-

Skull132 updated:

-
    -
  • CCIAA now have full access to AOOC, as per the decree of the Head Admins.
  • -
- -

14 September 2017

-

Lohikar updated:

-
    -
  • Orange security consoles have had their red lights swapped out for orange ones. No longer will your orange holoconsole mysteriously glow red.
  • -
  • Space vines should no longer create comical amounts of lag.
  • -
-

MoondancerPony updated:

-
    -
  • Made eye color selection work in character setup.
  • -
- -

09 September 2017

-

Ezuo updated:

-
    -
  • Fixed the long broken Lawgiver code. It will now function as intended, with different firemodes using different charge values.
  • -
- -

06 September 2017

-

Skull132 updated:

-
    -
  • Cameras will no longer lag the server to death whenever you click to jump to a turf that's outside the station.
  • -
- -

05 September 2017

-

Lohikar updated:

-
    -
  • Storage code has been tweaked so ore bags should no longer take multiple seconds to fill/empty.
  • -
  • The ore summoner should actually transport useful amounts of ore now.
  • -
- -

27 August 2017

-

Printer16 updated:

-
    -
  • Hunter killers can repair themselves now.
  • -
- -

23 August 2017

-

Lohikar updated:

-
    -
  • Nursing Intern has been renamed to Medical Resident.
  • -
- -

15 August 2017

-

Lohikar updated:

-
    -
  • Vaurca now have two hearts and one set of lungs as was originally intended instead of three hearts and two sets of lungs.
  • -
- -

13 August 2017

-

Lohikar updated:

-
    -
  • Crayons now have range sanity checks.
  • -
  • Cryopods no longer act as impromptu teleportation devices.
  • -
  • Fixed a bug which caused space parallax to always be static, regardless of preferences.
  • -
- -

07 August 2017

-

Lohikar updated:

-
    -
  • Fixed a visual inconsistency where airlock hatches & maint panel overlays would draw over the opening animation when they shouldn't have.
  • -
- -

05 August 2017

-

Alberyk updated:

-
    -
  • Changed the uprising gamemode to be revolution and traitor, instead of revolution and cult.
  • -
- -

04 August 2017

-

Lohikar updated:

-
    -
  • Elevators now use small lights instead of tube lights.
  • -
  • Lights will no longer mysteriously float in mid-air in elevator shafts.
  • -
- -

03 August 2017

-

Skull132 updated:

-
    -
  • Genetics has been removed again.
  • -
- -

02 August 2017

-

Lohikar updated:

-
    -
  • Tesla coils now actually work without requiring server staff intervention.
  • -
  • Fixed a bug where orbits (such as the Tesla) didn't animate as they were intended to.
  • -
- -

31 July 2017

-

Lohikar updated:

-
    -
  • Progress bars will now stack instead of obscuring each other when you are doing multiple things at once.
  • -
  • NanoTrasen Autodrobe(tm) units have received a firmware update and should no longer steal your clothes. NanoTrasen apologises for any inconveniences caused by showing up to your workplace in the nude.
  • -
  • Fixed an issue where objects could not be seen in holes in some rare cases.
  • -
- -

27 July 2017

-

Lohikar updated:

-
    -
  • The nuke no longer destroys CC if detonated on the station.
  • -
  • You should no longer make footstep sounds when being dragged around or when dead.
  • -
  • A manufacturing defect has been identified in airlock control mainboards that caused field-programmed boards to ignore configured access restrictions. NanoTrasen is not responsible for any loss of property caused by defective airlocks.
  • -
- -

25 July 2017

-

MoondancerPony updated:

-
    -
  • Added a recipe for Cafe Melange, black coffee and cream.
  • -
  • Cargo can now order premium coffee beans and Morning Glory Coffee Mates. This addition sponsored by Morning Glory Coffee.
  • -
  • The recipe for Cafe Au Lait actually works now.
  • -
- -

24 July 2017

-

Lohikar updated:

-
    -
  • Ghosts are no longer sideways.
  • -
- -

23 July 2017

-

Lohikar updated:

-
    -
  • Hopefully fixed a bug where markings would not show in certain cases.
  • -
  • Fixed a bug where ghosts would find their inner nudist upon death.
  • -
  • Reduced openturfs' darkening factor a bit: below objects should be easier to see now.
  • -
  • You can now examine human-types and other objects with complex examine behavior through openturfs.
  • -
  • Fixed a bug where sometimes openturfs would look strange after a nearby lighting update.
  • -
-

Skull132 updated:

-
    -
  • Fixes the lobotomy surgery running whenever you try to create chest-cavities.
  • -
  • You can now put mining flags/beacons into your backpack after using them again.
  • -
  • Thralls can now be embraced, as was intended.
  • -
  • Ore magnets will no longer cause hilarious amounts of lag.
  • -
  • Unbuckling yourself from a hoist clamp will no longer render the hoist kit unusable.
  • -
  • The hoist clamp should now appear over whatever object it's clipped to while said object is clipped to it. It'll reset after unhooking.
  • -
- -

21 July 2017

-

Alberyk updated:

-
    -
  • Changed how overdoses works, instead of triggered the affect after the reagents are processed, the overdose effect will now happen after the total dose is above the threshold.
  • -
  • Reduced the damage caused by dermaline, dylovene, kelotane, dexalin and tricordrazine overdoses.
  • -
-

Skull132 updated:

-
    -
  • Fixes custom loadouts and role preferences not loading properly on initial character load.
  • -
  • NanoTrasen relation is now properly saved and loaded.
  • -
  • You can now cancel out of adjusting amputated/proshetic limbs properly.
  • -
  • Default cyborg module flavour text now saves properly.
  • -
- -

20 July 2017

-

Lohikar updated:

-
    -
  • The 'Gutter' language has been renamed to 'Freespeak' for lore reasons.
  • -
-

Skull132 updated:

-
    -
  • I caved and made the spam filter actually work. It should no longer mute you for empty strings that are worthless.
  • -
  • Added language validation. It was previously possible to enter the game as a character with languages you weren't supposed to access. These are now properly purged as necessary.
  • -
- -

18 July 2017

-

AgentWhatever updated:

-
    -
  • We now have 4 different ways to pronounce fungi. Damn you people complaining
  • -
  • All borgs now have eyes indicating if they are alive or not
  • -
- -

16 July 2017

-

AgentWhatever updated:

-
    -
  • By default, borgs can now understand sign, gutter, tajara sign, Siik Tajr and Azaziba
  • -
  • Clerical and syndie borgs can now speak in more tongues
  • -
  • Swapped basic and default/classic icons of all modules
  • -
  • Fixed the eyes of the heavy science borg when looking west
  • -
  • L and R now shows on every possible hud target selection.
  • -
  • Funjy does not exist anymore. Say hello to fun guy(fungi) from our new announcement system
  • -
  • The announcement system voice got an upgrade. Including steps on how to create more
  • -
  • The siren is much more alarming now
  • -
  • Bye bye bosun-whistle night mode, hello slightly annoying chime
  • -
  • Fixed two borg eye sprites never showing because of typos and another basic icon not showing
  • -
-

Alberyk updated:

-
    -
  • Changed the tajara random name generator to use more lore friendly names.
  • -
  • Improvised firearms failure chances should be more unpredictable now.
  • -
  • Added some new guns sprites.
  • -
  • Added more options to the custom loadout.
  • -
  • Added more alien sprites for hardsuits.
  • -
  • Lichdom will now create a phylactery that is necessary for the wizard's resurrection.
  • -
  • Dylovene and tricordrazine now have an overdose threshold.
  • -
  • Kelotane, dermaline, bicaridine and dexalin overdoses are more dangerous now.
  • -
  • Plant-B-Gone should be a bit more damaging to dionae.
  • -
  • You can now destroy violins.
  • -
  • Added more sounds to certain actions and guns.
  • -
  • Added a body marking system, ported from Polaris.
  • -
  • Ported baystation 12 preview character system.
  • -
  • Added a new changeling power, horror form.
  • -
  • Added new changeling related sounds.
  • -
  • Ported a taste system from baystation12.
  • -
  • Removed the ipc brute reduction, since robotic limbs have them by default, also reduced the brute reduction of industrial ipcs.
  • -
  • Fixed shells and industrial's head not being marked as vital parts of their bodies.
  • -
  • Ports baystation12 armor system: Armor now has a chance to either block an attack or absorb a fixed portion of damage, instead of randomly blocking either nothing, half, or full damage.
  • -
  • Added more hairstyles, ported from baystation.
  • -
-

Arrow768 updated:

-
    -
  • Fixed wrong message being displayed when items are restocked into vending machines
  • -
  • Fixed warrants not being removed from the warrant projector
  • -
  • Fixed AI not seeing borg cams
  • -
  • Fixed random antag during extended
  • -
  • Automates the announcement of CCIA General Notices to raise crew awareness for them
  • -
  • Service borgs can use cooking containers with their gripper.
  • -
  • Medial Borg Hypospray: Replaces Sleeptoxin with Tramadol
  • -
  • Added the crusher.
  • -
  • Synthetics are no longer able to authorize warrants.
  • -
  • Removed the bootknive from custom loadouts.
  • -
  • Added crowbars to the borg modules that were missing them.
  • -
  • Removed the flashbangs from the lockers and the security vending machine
  • -
  • Warden access is now required to access the armory
  • -
  • Removed the .45s from the armory
  • -
  • Officer lockers now contain a .45
  • -
  • Added cadet lockers with their essential gear
  • -
  • Properly named the cadet uniform
  • -
  • There are now 4 officer and 2 cadet lockers
  • -
-

Fire and Glory updated:

-
    -
  • Adjusted the Kneebreaker Hammer's throwing mechanics, it can be thrown through the air faster, it no longer instantly kills people when shot out of a cannon.
  • -
  • The Tajaran variant of the AMI has been modified following complaints of their feet being 'literrrally not shaped for the boots'.
  • -
  • The Unathi stealth rig looks a little less like a ninja suit and a bit more like the stealth rig. (didn't have the heart to do the Tajarn&Skrell rigs)
  • -
  • All Tajaran ERT helmets no longer permit the edge of the Tajaran's face to poke out of the helmet.
  • -
  • The skin of the wearer will no longer poke through the Unathi ninja suit.
  • -
  • Other, more low-profile changes have been made to various alien RIGsuits.
  • -
  • Punted puppies.
  • -
  • Stopped the Tajaran and Unathi Industrial RIG helmets from covering the suit's shoulder pads when deployed
  • -
  • Ivan the carp is invading your arcades and cargo warehouse.
  • -
  • Stopped the Tajaran industrial RIG chestpiece from obscuring the cat's mouth when he looks south with no helmet.
  • -
  • With any luck, stopped cigarettes from phasing in and out of existence when held. Tell me directly if this keeps being a thing.
  • -
  • Even if you hide a brick in your chin like Skull132, you shouldn't expose it to space, the paramedic Rescue RIG has been modified to reflect this.
  • -
-

HetNeSS updated:

-
    -
  • Added an autopsy scanner to mediborg; a t-ray scanner, an air analyzer, a lightreplacer, a floor painter, and an inflatable dispenser to a construction borg; Added a wood and a plastic synthesizers to an engineering borg. Engineering borgs can now produce a wooden, white, dark and a freezer floor tiles. Security borgs are now equipped with a book of space laws. Janiborgs did receive a bucket and a matter decomplier. Service borgs did receive a bar of soap and a rag. Mining-related cyborgs now are equipped with a GPS tool.
  • -
  • Re-counted a value of an internal metal, plasteel, glass and wire storage of construction, engineering borgs and a maintenance drone.
  • -
-

Lohikar updated:

-
    -
  • Removed butanol from the chemistry dispenser as it wasn't actually used for anything.
  • -
  • Ported another server's implementation of /vg/'s holomaps.
  • -
  • NanoTrasen's equipment division has aquired more efficient ovens and fryers. Engineering departments galaxy-wide celebrate.
  • -
  • Cooking messages now have 100% more grammar.
  • -
  • Parallax now actually moves like it was intended to.
  • -
  • Parallax can now be made static in your preferences to get an immobile star background effect.
  • -
  • You can now Ctrl-Shift-Click on a PDA to remove its pen.
  • -
  • PDAs' examine text will now say if the PDA has a pen or not.
  • -
  • Coffee overdoses no longer poison Tajara.
  • -
  • Tweaked all mobs' vision flags to hopefully reduce visual glitches with objects mounted on walls.
  • -
  • A calibration error in chameleon suits that prevented them from copying some types of clothing has been corrected. Personnel responsible for mistake have been taken care of.
  • -
  • Removed the privacy poll.
  • -
  • Examining a human-type will no longer explicitly tell you if they are a shell. Are your co-workers really what they say they are?
  • -
  • IPC Tags are now located in the head. As such, you no longer need to stare at an IPC's groin to identify it.
  • -
  • Replaced our master controller & ProcessScheduler with /tg/'s StonedMC, which should lead to better overall server performance.
  • -
  • Added lag-checks to the Singularity.
  • -
  • Tesla beams now travel between objects instantly instead of bouncing.
  • -
  • Tesla mini-balls will increase the Tesla's bolt rate instead of increasing the energy per bolt.
  • -
  • The Tesla will now lose power over time like the singularity if not powered with a particle accelerator.
  • -
  • Tweaked how lattices' icons are generated.
  • -
  • Added lagchecks to ZAS & Airflow.
  • -
  • Fixed a bug where paper's icon did not update in certain cases.
  • -
  • Conveyor belts' switches are now more responsive.
  • -
  • Refactored a lot of backend code which should lead to better performance or improved response times for certain objects. See the PR on GitHub for details.
  • -
  • Slowed down blob growth a bit.
  • -
  • Reworked how the server boots up; server restarts should be significantly faster.
  • -
  • Added some lag-checks to quick-pickup bags so they won't lag the entire server.
  • -
  • Changed how the server sends some resource files to clients in an effort to reduce connection delay.
  • -
  • Made some tweaks to the server's decision-making process for when to run lighting updates in an effort to reduce lag.
  • -
  • Reduced APC icon update delay.
  • -
  • Exosuit fabricators' material insert animation is now colored based on what material is being inserted into the fabricator.
  • -
  • Fixed a regression in lighting performance caused by a fix for infinite darkness.
  • -
  • Tweaked how some common shades of lighting are drawn client-side in an effort to improve client-side performance in common situations.
  • -
  • Tweaked how queued lighting updates are processed, allowing the lighting engine to do partial lighting updates instead of always doing a complete update cycle.
  • -
  • Added a new icon generation system for openturfs, allowing mobs & objects below to be drawn in real-time without a meaningful performance impact.
  • -
  • Added a safety check to prevent admin commands from starting the game before server initialization has completed.
  • -
  • NanoTrasen would like to remind employees that the doors have always made a different noise on close. Do not listen to anyone who claims otherwise, they are lying to you.
  • -
  • Airlock doors now actually make a click sound on bolt instead of yelling 'CLICK' at you.
  • -
  • Added some updated IV drip sprites from Bay.
  • -
  • Some stacks' icons will now reflect how full said stack is.
  • -
  • Added some styling to the Voting panel.
  • -
  • Lights will now shine through Z-holes (openturfs).
  • -
-

LordFowl updated:

-
    -
  • After much feedback from players, I have buffed Vaurca starting phoron levels, and phoron gained from all K'ois products.
  • -
  • Added K'ois bars to the vending machine until something more immersive is settled on.
  • -
  • Fixed Vaurca not spawning with appropriate footwear.
  • -
  • Fixed K'ois Spores not properly spawning in hydroponics.
  • -
  • Chaplains now have a wider range of alt-titles.
  • -
  • Goggles will now blink every 40 seconds, instead of every 4 seconds.
  • -
  • Wardens now spawn with a box of blank IDs in their locker, for easily profiling criminals that 'lost' their own ID, or never had one.
  • -
-

MoondancerPony updated:

-
    -
  • Added a Hoist, deployable via hoist kits. Objects and people can be attached to it and raised/lowered across Z levels without incurring damage.
  • -
-

Nanako updated:

-
    -
  • Animals nibbling food and cardboard boxes now has a visual and audio effect. No more chatspam!
  • -
  • Fixed computer passflags, so they can now properly be crawled under by animals (and fired through because holoscreens are not solid).
  • -
  • Fixed a bug where animals could get stuck in a sleeping animation while still awake.
  • -
  • Reduced the power of several near-instadeath chems. Most notably mercury and polytrinic acid.
  • -
  • Buffed lexorin to be a bit less useless. Changeling death sting is more deadly now.
  • -
  • Facing and attack animations now work properly with windows on your tile
  • -
-

Printer16 updated:

-
    -
  • You can no longer move gun cabinets without unscrewing them and unwrenching them.
  • -
  • Talking with a broken jaw is now harder.
  • -
  • The railgun, decloner, and mech teleporter have had their research print requirements decreased.
  • -
  • A new synthetic tree for the Malf AI featuring various researches relating to their robotic allies.
  • -
  • Clicking the reset camera hack without selecting a camera as a Malf AI now pulls up a menu allowing you select which camera you want to hack.
  • -
  • The electrical pulse has been replaced with a hack holopad research.
  • -
  • The debugger can now fix broken APCs. APCs no longer have a 100% chance to blue screen upon getting hacked.
  • -
-

Skull132 updated:

-
    -
  • Added the leg actuator RIG module. These allow you to fall from heights if enabled, without taking damage; to leap horizontally (Vox style); and to climb up open turfs if you're facing a solid turf above you. Combat versions also allow you to grapel people.
  • -
  • You can now view the reason for your active job ban by clicking on the [BANNED] text on job/role selection.
  • -
  • Whitelisted jobs now display as [WHITELISTED] instead of [BANNED] if you are short a whitelist.
  • -
  • A restart vote can no longer be called if there are active admins on the server. They will be notified of your attempt, however.
  • -
  • Mining flags are now light beacons. For added ambiance and usefulness on the dimly lit asteroid of NewMap.
  • -
  • Fixed the bug where your items would vanish if you were to unequip them from personal storage when lying down.
  • -
  • Ghost follow links are now /tg/ style and more uniform on the screen.
  • -
  • Added the Mixed Secret gamemode, which contains all of the mixed antag modes.
  • -
  • Modified the powersink to cause a large powersurge upon reaching its capacity, as opposed to flat out exploding violently. Powersurge causes EMP like effects on connected power nodes, light bursting, and small explosions. Said effects get lessen the further out the items are from range.
  • -
  • Labels added with the hand labeler can now be removed.
  • -
  • Added customized signatures to character customization. Enjoy!
  • -
  • Spiders will no longer create massive stacks of cocoons under dead comrades.
  • -
  • Limbs infested with spider eggs will now take longer to burst. When they do burst, the limb is gibbed.
  • -
  • Infested limbs will give out more warning now past a certain stage.
  • -
  • Modified the spider event. The moderate severity one will now no longer spawn nurses, so they can't multiply.
  • -
  • Added a major severity spider event. It spawns more spiders than the moderate severity one along with nurses.
  • -
  • Blueprints now work on the asteroid as they would work in space. They also no longer megalag the server to death.
  • -
  • Attempting to power the entirety of the asteroid, and thus lagging the server to death, is no longer possible.
  • -
-

Synnono updated:

-
    -
  • Mushroom pizza no longer tastes like vomit, among other taste tweaks to some recipes. Yum!
  • -
  • Sector Command has been convinced to supply additional kitchen staples in the Kitchen Supply Crate.
  • -
  • In an effort to keep up with Colonial Chinese fashion trends, four new cheongsam dresses have been added to the custom loadout's dress selection.
  • -
  • Women's dress flats in six colors have been added to the custom loadout, in the Shoes and Footwear section.
  • -
  • Consulted NanoTrasen cultural sensitivity focus group and added 26 recipes to the kitchen appliances. Also introduced brownie mix to space.
  • -
  • Added a new spice to the kitchen's pantry closet.
  • -
-

Wraithcraft updated:

-
    -
  • Added new hairstyle (Wheeler).
  • -
-

inselc updated:

-
    -
  • Drones are no longer able to transmit empty messages.
  • -
  • Invalid underwear or socks selections will now automatically revert to 'None' when changing the character's gender.
  • -
- -

15 June 2017

-

inselc updated:

-
    -
  • Mice and drones are no longer able to push lockers around.
  • -
- -

13 June 2017

-

Nanako updated:

-
    -
  • Fixed personal AI's having all-access to the station. They are now back to only having the access of their master.
  • -
- -

16 May 2017

-

Printer16 updated:

-
    -
  • Eggplants can now be mutated.
  • -
  • RnD can now print flora disks.
  • -
  • Crowbars can now lift strata and Linoleum tiles.
  • -
  • Blobs can no longer steal tools from borgs.
  • -
  • You can now unbuckle someone on a space bike.
  • -
  • If you fail to dislocate a limb there will now be a chat message.
  • -
  • Increased damage done to all simple_mobs slightly and added proper hit verbs.
  • -
  • Smoking pipes have been made small items.
  • -
  • IPC's can now wear refitted voidsuits. (Only if refitted to human/skrell)
  • -
  • The holodeck thunderdome ready button no longer requires power.
  • -
- -

14 May 2017

-

Alberyk updated:

-
    -
  • Fixed manhacks attacking traitors, heisters and mercenaries.
  • -
  • Fixed ipcs being able to repair themselves using cable coil.
  • -
- -

01 May 2017

-

Fire and Glory updated:

-
    -
  • Brown Hijabs now have sprites.
  • -
-

Lohikar updated:

-
    -
  • A fault in the production process of polaroid film has been corrected; photos will no longer randomly develop as black.
  • -
- -

29 April 2017

-

Lohikar updated:

-
    -
  • Fixed an issue where Chauncey's name was not set correctly.
  • -
  • Tweaked the grammar of fox and corgi vocalizations slightly.
  • -
-

LordFowl updated:

-
    -
  • Lobotomy is now a surgical operation. Dislocated brains can also be lobotomized. Lobotomy will permanently damage the brain and remove a target's memories.
  • -
  • Placing a brain into an MMI will require a lobotomy to be performed on the brain first.
  • -
- -

19 April 2017

-

Ccomp5950 updated:

-
    -
  • Objects in bags and other containers (including your hands and pocket) will now hear speach again. This impacts radios, explosive implants, and the universal recorder.
  • -
- -

14 April 2017

-

Lohikar updated:

-
    -
  • Fixed a bug where RnD machinery with materials inserted could not be disassembled.
  • -
  • The lighting engine and cameras have settled their differences and will work properly together now.
  • -
  • Made a few elements of camera code slightly less completely stupid, camera lag may be slightly lower.
  • -
-

MoondancerPony updated:

-
    -
  • Removed blind IPC clairvoyance. IPCs can no longer see when their optics have been removed.
  • -
  • Industrial IPCs are now officially rated for low-pressure usage.
  • -
-

Nanako updated:

-
    -
  • Fixed a lot of missing safety checks in the kitchen that were allowing mice, ghosts and AIs to do things they shouldnt.
  • -
  • Fixed reagents combining in cooking container that made certain recipes un-creatable. Chemical reactions will no longer happen in cooking containers.
  • -
  • Changed whole eggs to egg yolk instead for a couple of recipes. Also adjusted bread recipe.
  • -
  • AI can now turn cooking appliances on/off with a ctrl+click
  • -
- -

12 April 2017

-

MoondancerPony updated:

-
    -
  • Taught roboticists how to properly remove IPC organs.
  • -
  • IPC organs are now encased.
  • -
- -

10 April 2017

-

Lohikar updated:

-
    -
  • Shells have figured out how to put on socks & undershirts. Synth uprising soon.
  • -
  • Repairing holes to space no longer sucks the light out of a room forever.
  • -
  • Footstep sounds now actually work without having to take off your boots.
  • -
  • NanoTrasen has fired several designers in charge of stations' night-mode control systems after it was revealed that they did not actually know how time works.
  • -
  • Red-alert is now kind enough to restore the previous nightmode settings instead of forcing its standards of illumination on the crew.
  • -
-

MoondancerPony updated:

-
    -
  • Eliminated the possibility for 'double-spending' airlock electronics, duplicating boards and allowing you to complete multiple airlocks with one board.
  • -
- -

08 April 2017

-

MoondancerPony updated:

-
    -
  • Fixed protohumans.
  • -
  • Tajaran subspecies now have their own subspecies of Farwa.
  • -
-

Nanako updated:

-
    -
  • Added butanol, an alcohol that is safe, though largely ineffective, for humans and most species, but highly intoxicating (and safe in moderation) for unathi. Pure butanol is in the chem dispenser, and can be distilled by combining sugar, corn oil and universal enzyme.
  • -
  • Added two new butanol-based drinks, imported from Moghes, they can be found in the bar and rarely in the cargo warehouse.
  • -
  • Added a new tajaran spirit, can be found in the bar fridge and sometimes in the warehouse.
  • -
  • Kegs of beer or xuizi juice can now be ordered at cargo.
  • -
  • Fixed several issues with alcohol effects getting stuck and not wearing off when you sober up.
  • -
  • Reduced the rate at which the liver filters alcohol, making it slightly easier to get drunk and take longer to sober up. Drink responsibly!
  • -
-

Printer16 updated:

-
    -
  • Vampires now know when they finished enthralling someone.
  • -
  • The Auxilliary Forensics Tools crate now spawns with a UV light.
  • -
  • A Malf AI's advanced encryption hack has been given a lot more space to work with.
  • -
-

inselc updated:

-
    -
  • Drones are now able to decompile burnt matches.
  • -
  • Ghosts will no longer trigger infrared emitters.
  • -
  • Transferring chemicals to a chem implant will now show actual amount of reagents transferred.
  • -
  • Relocating your/someone's limb will now properly show a message to all bystanders.
  • -
- -

03 April 2017

-

Lohikar updated:

-
    -
  • Fixed a bug where holstering didn't quite work right with tactical armor.
  • -
  • Industrial IPC units' eye controller firmware has been upgraded, fixing a bug where a unit's configured eye color would not display.
  • -
-

Nanako updated:

-
    -
  • Fixed some issues where creatures being sacrificed to pylons could bug out.
  • -
- -

02 April 2017

-

Alberyk updated:

-
    -
  • Increased hp, damage and utility of the dark form spell.
  • -
  • Healing spells should heal more now.
  • -
-

Lohikar updated:

-
    -
  • An error in shell manufacturing processes has been corrected; shell units should now be produced with correct eye and skin coloration.
  • -
  • Industrials now actually have visible eyes.
  • -
  • ERT, CCIA, BSTs, Wizards, and other non-station human-types now no longer skip breakfast before arriving at the station.
  • -
- -

30 March 2017

-

Lohikar updated:

-
    -
  • The mining ore smelter has received some percussive maintenance from the bluespace technicians and now should process iron and carbon correctly.
  • -
  • Apparently the smelter conveyor belt isn't supposed to lead into a wall.
  • -
- -

29 March 2017

-

Skull132 updated:

-
    -
  • Robotic internal organ removal surgery now works as intended again.
  • -
- -

26 March 2017

-

Lohikar updated:

-
    -
  • Smoke no longer causes unexplainable patches of darkness. Thanks oldcode.
  • -
- -

25 March 2017

-

inselc updated:

-
    -
  • Fixed reagents disappearing from beakers when used to construct circuit imprinters and protolathes.
  • -
  • Fixed fax machines getting stuck on '0 seconds remaining'.
  • -
  • Suspension field generator can now be unwrenched again.
  • -
  • Medical and security record notes formatting fixed to show line breaks for pAI on PDA, and on records in the filing cabinets.
  • -
  • Wallet now showing correct sprite after inserting a guest pass.
  • -
- -

22 March 2017

-

Lohikar updated:

-
    -
  • An update has been issued for all standard-issue PDAs; users note crew manifest no longer causes crashes.
  • -
-

Nanako updated:

-
    -
  • Slightly reduced the power of cult pylon turrets. This is an iterative process, they will be rebalanced gradually.
  • -
  • Fixed an exploit that allowed duplicating items in vendors and buying more than the vendor has.
  • -
-

Skull132 updated:

-
    -
  • Administrators can now invoke rename-synths verb by normally renaming a character from the VV panel.
  • -
- -

19 March 2017

-

AgentWhatever updated:

-
    -
  • Two seperate sleek cyborg icons for chemistry and medical.
  • -
  • A variation on the heavyMed icon for science. No more mishaps between heavy science and medical borgs
  • -
  • Chemistry and medical drone, sleek and advanced droid cyborg icons now selectable by medical module. Rescue cyborgs are set to one variant of sleek, drone or advanced droid.
  • -
  • Deleted random pixel in opened cyborg hatch overlay when viewing from the front and battery removed.
  • -
-

Alberyk updated:

-
    -
  • Ported the baystation version of the wizard gamemode, with modifications and additions.
  • -
  • Added new sounds when casting most spells.
  • -
  • Ported the newest custom loadout from baystation12.
  • -
  • Loadout flask and vacuum-flask can now be prefilled.
  • -
  • Added lunchboxes.
  • -
  • Added more options to the custom loadout, like winter coats.
  • -
  • Added nooses.
  • -
  • Tajara and unathi botanists should start with leather gloves now.
  • -
  • Alcohol should be more poisonous to unathi now.
  • -
  • Claws should be a bit more deadly in combat.
  • -
  • Added new custom loadout options.
  • -
  • Added ablative and ballistics helmets to the armory.
  • -
  • Added arm blades and arm shields abilities to changelings.
  • -
  • Added visible messages to certain lings stings.
  • -
  • Changelings can now select when getting up after using their regeneration skill.
  • -
  • Changeling transform will now change to the species of the selected dna, replacing change species.
  • -
  • Changelings can't absorb monkeys anymore.
  • -
  • Fixed organ rejection caused by ling transformation.
  • -
  • Fixed changeling stings affecting ipcs.
  • -
  • Added new sprites for regular, rubber and rifle casings.
  • -
  • Changed some gun sprites.
  • -
  • Changed the tactical mask sprite.
  • -
-

Arrow768 updated:

-
    -
  • Added a Client Enrollment App that allows to Enroll a device as either private or as (locked down) work device
  • -
  • Various Map Changes
  • -
  • Added Wall Mounted Consoles
  • -
  • Ported Holo-Warrants from bay. Can be found in the security officers lockers
  • -
  • Added a holowarrant to sec borgs. Borgs can now display warrants to the suspects.
  • -
-

Fire and Glory updated:

-
    -
  • Added Hijab's, obtainable in the heads section of custom loadout.
  • -
  • Added a variant of the Unathi robe, obtainable in the xeno section of custom loadout (for Unathi).
  • -
  • Added different sprites for Ninja Tajara, Unathi, and Skrell.
  • -
-

Lohikar updated:

-
    -
  • A new engine type is now orderable from cargo.
  • -
  • Smoothed out the animation for area lights such as fire alarms.
  • -
  • A progress bar is now shown when you start an action which takes time.
  • -
  • IPCs (not including shells) now emit a small amount of light, colored according to their type and screen color.
  • -
  • Ported over and improved /vg/'s smooth lighting system.
  • -
  • Tweaked the emission color of station lighting.
  • -
  • Glowing slime cores now emit colored light instead of white light.
  • -
  • Space tiles are now darker.
  • -
  • Space tiles now have a parallax effect.
  • -
  • Added color to the light of many consoles that did not have one set.
  • -
  • You can no longer rotate your view with Rotate-View verbs, as it was breaking lighting.
  • -
  • Hallucinations no longer rotate your view for the same reason as above.
  • -
  • Colored lighting should mix better now.
  • -
  • Rebalanced light emission of most light sources to better fit new lighting system.
  • -
  • Lighting now updates immediately when you open an airlock.
  • -
  • Completely rewrote lighting system.
  • -
  • The game's mob processor should be more robust.
  • -
  • Tweaked several of the game's core processes in an effort to reduce lag.
  • -
  • Fire alarms should no longer cause lag.
  • -
  • Hydroponics trays should no longer cause lag.
  • -
  • Fixed an issue where some objects could not be deconstructed with RnD.
  • -
  • Helmet lights now actually display the powered-on sprite.
  • -
  • Cats on heads no longer magically turn invisible.
  • -
  • Cyborgs' portable destructive analyzer can no longer steal intercoms or the captain's safe.
  • -
  • Duffle (duffel?) bags now have in-hand sprites.
  • -
  • Tweaked how footstep sound effects are played in an effort to improve performance.
  • -
  • Re-securing displaced girders now has a delay like was originally intended.
  • -
  • Solar panel arrays now use dynamic lighting.
  • -
  • Tweaked how movement is handled in an effort to improve responsiveness.
  • -
  • Nightmode probably works again. Probably.
  • -
  • You can now fold pieces of paper into paper airplanes, which can be thrown farther than unfolded sheets of paper.
  • -
  • Flashlights, Floodlights, and Synthetic Integrated lights are now directional.
  • -
  • Fixed AIs being unable to set status displays by clicking on them.
  • -
  • Tesla links can no longer be installed in laptops and tablets.
  • -
  • Most voidsuits should have in-hand sprites once more.
  • -
  • Tesla links are now constructable at protolathes as was originally intended.
  • -
  • Modular computers now emit different colors of light depending on what program is currently running.
  • -
  • Computers' sprites now show if the computer is functional or not.
  • -
  • Severed organs inside containers will no longer leave blood drips.
  • -
  • M'sai and Zhan-Khazan Tajara can now use prosthetics.
  • -
  • Fixed a bug that prevented Coal and Iron ore from spawning on the asteroid.
  • -
  • Fixed Engineering's alert consoles displaying as blank.
  • -
  • Vampires should now be able to properly embrace thralls.
  • -
  • Held mobs such as maintenance drones no longer act as ID cards.
  • -
  • NanoTrasen has issued a software update to standard Janitor PDAs; changelogs note custodial supply locator now actually works.
  • -
  • Standard-issue automatic flasher units have been exorcised and should no longer be triggered by the dead.
  • -
  • After complaints about chickens showing cannibalistic tendencies, Centcomm has changed chicken suppliers.
  • -
  • Station-issued chemical dispensers are no longer produced in a haunted factory and should not be affected by the dead.
  • -
  • Vending machines have been given a talking to after several synthetics reported tools being forcibly removed for stocking.
  • -
  • It is no longer possible to add more languages than your species is physically capable of learning.
  • -
  • You can now detach paper shredders from the floor with a wrench.
  • -
  • The supermatter's light now changes based on how energetic the crystal is.
  • -
  • You can now change your socks at the underwear wardrobe.
  • -
  • Refactored sparks & BS Bears to be much less laggy.
  • -
  • Fixed bolt lights on doors not emitting light like they were intended to.
  • -
  • Maintenance has 100% more ambience.
  • -
  • Atmos now has its own ambience sound, distinct from the rest of Engineering.
  • -
-

LordFowl updated:

-
    -
  • Energy swords and shields can now reflect energy weapon projectiles. The ninja sword additionally can deflect bullets.
  • -
  • Added 'Tip of the round' to the lobby. Based off of /tg/'s, it comes with its own Aurora tips too.
  • -
-

Nanako updated:

-
    -
  • Fixed diona gestalts not having a mouth.
  • -
  • Nymphs which evolve into gestalts no longer get Tau Ceti Basic for free. They will only have it if they knew it as a nymph.
  • -
  • Diona gestalts now have a second ear slot.
  • -
  • Gestalts now remove air from the atmosphere when converting it to nutrition.
  • -
  • Rebalanced plant-b-gone versus diona. Also diona can now eat fertilizer.
  • -
  • Fixed being unable to build multiple windoors on different sides of the same tile. Also prevented stacking windoors.
  • -
  • Reduced the hallucination chance of paroxetine.
  • -
  • Added some exosuit charging pads to the mining outpost.
  • -
  • Fixed sliced fruit being inedible and the slices just vanishing.
  • -
  • Fixed the engiborg inflatables dispenser permanantly breaking if it ran out once.
  • -
  • Increased the health of cult juggernauts significantly, and reduced the damage they take from reflected lasers.
  • -
  • Reduced the damage of common laser weapons by ~25%. pistols a little more
  • -
  • Cooking appliances overhauled majorly. The general flow of cooking has been changed to be less about frantic clicking, and more about time management. All cooking operations now take much longer, but each appliance is capable of doing multiple things synchronously.
  • -
  • The fryer and oven now have several removable containers, multiple items can be loaded into each to cook them all at once, combine them into a desired output, or make certain new recipes with them. Multiple containers plus multiple items in each container allows large scale bulk cooking.
  • -
  • Oven and fryer both now require pre-heating at the start of a round. this takes 10-15 mins and consumes a lot of power. Don't forget to turn them on!
  • -
  • Fryer now has a fairly indepth oil mechanic. Oil levels in the fryer should be kept topped up via a replacement tank, and oil is gradually transferred into food, increasing its nutritional value. Hot oil can also be scooped out and splashed on someone as a decent weapon. A replacement oiltank can sometimes be found in maintenance, otherwise it can be ordered at cargo
  • -
  • Oven now has a door that opens and closes. Heat is lost rapidly while its open.
  • -
  • The cereal and candy makers now have a single large container, to combine multiple ingredients into cereal or candy.
  • -
  • The microwave can now cook multiple copies of the same recipe if all the ingredients are added. And the microwave will no longer produce a burned mess with extra ingredients, as long as there's enough to make a recipe.
  • -
  • Many recipes are moved out of the microwave and into the oven or fryer.
  • -
  • Moved to fryer: All donuts, cuban carp
  • -
  • Moved to Oven: All breads, flatbread, diona roast, all pies, cookie, fortune cookie, all pizzas, enchiladas, monkey delight, pretzel
  • -
  • Combination cooking will now change the size of the resulting food item based on the quantity of stuff used to make it. You can make an epic-sized cake if you find enough ingredients. This doesnt affect normal cooking recipes
  • -
  • Added a battering mechanic. Batter and beer-batter mixes can be created, and food dipped into them before cooking. This adds lots of calories and changes the appearance of food.
  • -
  • Added several new recipes, mainly to the fryer. Many of them require batter.
  • -
  • Fixed a ton of bugs related to cooking stuff.
  • -
  • Adjusted microwave sprites to pulsate while turned on.
  • -
  • Fixed several issues with construct wallsmashing, and made it less spammy.
  • -
  • Cult Pylons can now be upgraded into arcane defensive turrets, by sacrificing a small creature. They are weak, but accurate, rapid, and absorb lasers.
  • -
  • Improved pylon graphics.
  • -
  • Fixed mice never waking up when they went to sleep, and being able to move towards food while sleeping. Also sleeping animals now wake up when interacted with.
  • -
  • Cats will now take naps.
  • -
  • Mice now alter their pixel offset as they move around.
  • -
  • Fixed being unable to repair mechanical organs with nanopaste or screwdriver, these both work now.
  • -
  • Screwdriver can no longer be used as a ghetto alternative to bone gel. Use duct tape instead.
  • -
  • Energy swords and chainswords can be used to cut open ribs in surgery.
  • -
  • Fixed attacking your patient with tools on help intent when there wasnt a valid surgery step.
  • -
  • Fixed pillbottle interactions with chemmaster machines.
  • -
  • Fixed being asked to pick a cyborg sprite multiple times. Also fixed a missing sprite.
  • -
  • Small creatures and projectiles can now move over girders and machinery frames. 50% chance to stop projectiles.
  • -
  • Fixed an incorrect message with small creatures climbing onto people.
  • -
  • Potted plants can now be killed by fire, explosions, sharp weapons and gunfire
  • -
  • Added a large bundle of new potted plant sprites
  • -
-

Printer16 updated:

-
    -
  • Arming a nuclear device to explode (Saftey off and timer counting down) now raises the code to delta.
  • -
  • Traitors can now buy an advanced pinpointer.
  • -
  • Added the medal box back.
  • -
  • Loyalty implants now have a chance to melt when exposed to EMP's.
  • -
  • Microwaves now display a proper message when crowbared.
  • -
-

Skull132 updated:

-
    -
  • Modified the voting limitation system to only prohibit voting for lobby sitters and ghosts who went straight from the lobby to observing.
  • -
  • Replaced staff memos with directly pulling the Discord memos.
  • -
  • Added the 'Discord' button to the top right. It will take you to the Discord server if the bot is properly set up!
  • -
-

VikingPingvin updated:

-
    -
  • Added a filter function for departments in the PDA messenger screen.
  • -
- -

14 March 2017

-

LordFowl updated:

-
    -
  • Fixed chest-buzzers in Vaurca.
  • -
- -

05 March 2017

-

Skull132 updated:

-
    -
  • Internal organ repair surgery for mechanical organs now works properly again.
  • -
- -

17 February 2017

-

LordFowl updated:

-
    -
  • Shells now spawn with fully robotic legs.
  • -
  • Green IPC screen has been fixed.
  • -
- -

10 February 2017

-

Alberyk updated:

-
    -
  • Fixed chairs, beds and stools animated by the staff of animation having no sprites.
  • -
- -

07 February 2017

-

Lohikar updated:

-
    -
  • Added plastic flaps to medical OR storage to prevent air leakage.
  • -
  • Re-added missing cyborg storage units in Drone Fabrication.
  • -
  • The engineering outpost's SMES should spawn enabled now.
  • -
  • The library's deck of cards should spawn properly now.
  • -
- -

03 February 2017

-

Alberyk updated:

-
    -
  • Fixed the fake central command announcement, in the traitor uplinks, not working.
  • -
- -

30 January 2017

-

Lohikar updated:

-
    -
  • Fixed a bug that lead to crates blocking gas flow when they shouldn't, interfering with replacement SM crystal installation.
  • -
- -

29 January 2017

-

Alberky updated:

-
    -
  • Re-added the loot crates to mining.
  • -
- -

25 January 2017

-

Skull132 updated:

-
    -
  • Mesons and thermals no longer function as proper night-vision.
  • -
- -

23 January 2017

-

Alberyk updated:

-
    -
  • Bottles can be smashed against people again.
  • -
  • You can't store paper bins inside bags anymore.
  • -
  • Changed the sbiten recipe to use mead instead of vodka.
  • -
- -

21 January 2017

-

Alberyk updated:

-
    -
  • Fixed nutriments on hardsuit injectors modules not providing nutrition correctly.
  • -
  • Fixed being unable to fire at point blank with the lawgiver.
  • -
  • Fixed some missing unathi and tajaran mask sprites.
  • -
-

Skull132 updated:

-
    -
  • Fixed voidsuits being weird during unequip and magboots eating shoes.
  • -
  • An attempted fix of the AI gaining AOOC and antag status during cult rounds.
  • -
- -

20 January 2017

-

Nanako updated:

-
    -
  • Remade security spiderborg sprite
  • -
  • Rebalanced a wide variety of insignificant events to be a bit more interesting
  • -
  • Fixed computer passability for drones, and made kitchen meatsppikes passable.
  • -
  • Fixed drunkenness not working.
  • -
  • Fixed unusual containers always containing common junk instead of rarer items. Yes this was actually a bug.
  • -
  • Service grippers can now pick up trash. Including used plates, bowls, etc
  • -
  • CCIA and ERT should have the proper security hud icons now.
  • -
  • Added a bulk metal crate to cargo, making it easy to order a large number of metal sheets at once.
  • -
- -

19 January 2017

-

Alberyk updated:

-
    -
  • Fixed clones spawning dead inside the cloning pod.
  • -
- -

15 January 2017

-

Lohikar updated:

-
    -
  • Added a fancy new UI to the medical advanced scanner.
  • -
  • The medical advanced scanner can print once more.
  • -
  • Tweaked how the advanced scanner describes injuries and infections.
  • -
  • You can no longer scan IPCs with the adv. scanner.
  • -
  • The in-game year should be lore-accurate again.
  • -
  • Text-editors on consoles should no longer show [editorbr].
  • -
-

LordFowl updated:

-
    -
  • Harvesters will cultify the area around them whenever they use their vile magics. Wicked things.
  • -
  • Constructs can utilize cult runes properly, provided they are summoned by the cult in the first place.
  • -
-

Nanako updated:

-
    -
  • Fixed diona nymphs being unable to pass over tables and furniture.
  • -
  • Diona nymph walking speed greatly reduced. Nymphs can now sprint
  • -
- -

12 January 2017

-

Lohikar updated:

-
    -
  • Auto-Hiss should no longer act on sign languages.
  • -
  • Auto-Hiss should no longer act on Tajaran languages.
  • -
  • Auto-Hiss should no longer act on Unathi languages.
  • -
  • Examining an IPC no longer checks their non-existent pulse.
  • -
  • You can no longer check the pulse of a species that does not have one.
  • -
  • Examining a human-type mob with robotic limbs no longer shows red examine text for each limb.
  • -
  • Examining a human-type mob now shows hunger level again.
  • -
  • The Ninja's self-destruct should actually kill the Ninja now.
  • -
  • You can no longer use sign language over radios.
  • -
-

Nanako updated:

-
    -
  • Cyborg grippers now show their contents on their icon and when examined.
  • -
  • Fixed many bugs with grippers, and made them more robust to reduce future bugs.
  • -
  • Added a MASSIVE quantity of new cyborg chassis sprites. Some are added to every module. All sprites taken from other codebases including VG station, TG station, paradise, and baystation. All licensed under GPL.
  • -
  • Using an empty gripper on a mob now does an action depending on your attack intent.
  • -
-

Skull132 updated:

-
    -
  • Re-added the character delete button.
  • -
  • Fixed borg scanners.
  • -
  • Fixed a case of the colour squares on character creation showing wrong colours.
  • -
  • Fixed underwear/socks/undershirts bugging out on incompatible saved data.
  • -
  • Fixed not being able to infect any human mobs (monkeys included) with viruses via injection.
  • -
  • Fixed spacelube not drying ever. It still takes a shit load of time, however.
  • -
- -

11 January 2017

-

Alberyk updated:

-
    -
  • You can now apply splints to hands and feet.
  • -
  • Nanopaste can be used to fix robotics limbs now.
  • -
-

Nanako updated:

-
    -
  • Mousetraps will now trigger when walked on. Also nerfed the instastun for shoeless mobs stepping on them.
  • -
  • Fixed several mouse related bugs.
  • -
  • Fixed the individual respawn times not working. Respawning should now work as before
  • -
  • Cloaking devices now use power, the cell can be removed for charging or replacement with a screwdriver.
  • -
  • Cloaking devices now hide the user from rightclick menus, and in general make them harder to hit.
  • -
  • Cloaking device is now available in traitor uplinks. Costs 14 TC, its very powerful.
  • -
  • Added an *idle emote for people with tails to reset their tail wagging to the default speeds.
  • -
  • Fixed a bug where dead or SSD crewmembers would constantly try to stop wagging their tail (even if they don't have one) causing some lag.
  • -
- -

08 January 2017

-

Lohikar updated:

-
    -
  • Refactored printing.
  • -
- -

07 January 2017

-

Alberyk updated:

-
    -
  • Added new sprites for the captain voidsuit, with xeno versions as well.
  • -
  • Added bluesec sprites for the corporate security uniforms.
  • -
  • You can now roll up sleeves of certain jumpsuits.
  • -
  • Added socks.
  • -
  • Paramedics and emts have access to firelocks now.
  • -
  • Added new cooking machines to the kitchen, ported from Baystation.
  • -
  • Added Siik'Tajr as an alternative language for tajaran.
  • -
  • Added new barsigns.
  • -
  • Re-added the HONKER exosuit.
  • -
  • Fixed suit cooling unit not working when worn on the back.
  • -
  • Fixed suit cooling unit not working when inside mechas.
  • -
  • Force gloves have an unique sprite now.
  • -
  • Added hooded winter jackets.
  • -
  • Tweaked the hos gear to be far more uniform now.
  • -
  • Added a frag grenade module to the syndicate cyborg.
  • -
  • Added a rather explosive failsafe device to syndicate borgs.
  • -
  • Added space-bikes.
  • -
  • Added a new alternative language for unathi.
  • -
  • Replaced the station nuclear fission explosive with something else.
  • -
  • Fixed hide behaving like metal sheets.
  • -
  • Fixed being unable to remove the medal of captaincy from the captain jumpsuit.
  • -
  • Added new custom loadout options, like tracksuits and the atlas armband.
  • -
  • Waistcoats and suspenders are now accessories instead of suits.
  • -
  • Tabling weakening should be more random now.
  • -
-

Arrow768 updated:

-
    -
  • Char Records are now properly nulled when a new char is created
  • -
  • Security Incidents are now persisted across rounds
  • -
  • Players can delete their own incidents in the records menu
  • -
-

Bedshaped updated:

-
    -
  • Bayport: Scrubbers are now weldable.
  • -
  • Fixed incorrect messages when welding vents.
  • -
  • Moved badge overlays to opposite side of uniform.
  • -
-

Lohikar updated:

-
    -
  • Telecomms machines now have open-panel sprites.
  • -
  • Added a new particle accelerator sprite.
  • -
  • IPCs can now use *beep, *ping and *buzz.
  • -
  • Fixed formatting of forms when held up to a security camera.
  • -
  • Fixed grammar error in IA and CE's headsets.
  • -
  • Global nightmode toggle no longer affects security as was originally intended.
  • -
  • Manually turning on nightmode will prevent the automatic system from turning it off.
  • -
  • Added a night-mode control program for the Chief Engineer.
  • -
  • Changed how night-mode works internally.
  • -
  • Red alert now disables night-mode.
  • -
  • Slightly changed alert messages.
  • -
  • Speculative fix for perpetual night-mode.
  • -
  • Explosions should no longer lock up the server.
  • -
  • Significantly reduced lag from most things.
  • -
  • Fire alarms are constructable again.
  • -
  • Fire alarms now use NanoUI.
  • -
  • Fire alarms now indicate on the alarm sprite when they're activated.
  • -
  • Some AI displays now have special icons used when the AI is dead.
  • -
  • Added an admin verb that allows force-storaging of SSD AIs.
  • -
  • The AI's icon now changes when it is EMPed.
  • -
-

LordFowl updated:

-
    -
  • Borgs that self-destruct will now cause a small explosion and launch a variable amount of very painful shrapnel.
  • -
  • It is no longer possible to put chelms into MMIs.
  • -
  • Removing cells from industrial mining drills now requires a crowbar.
  • -
  • Industrial mining drills have been made more dangerous.
  • -
  • Blobs have been made more dangerous.
  • -
  • Correctly set the tag of the IAA's request console.
  • -
  • Added request console to warden's office.
  • -
  • Ported over Apollo's infraction system, and overhauled it to fit our regulations.
  • -
  • Any minor or medium infractions will be semi-permanently attached to a player's metadata, creating a permanent criminal record.
  • -
  • Added a sentencing computer to the warden's office and brig processing to tie into the infractions overhaul. Documentation on operation is available in-game.
  • -
  • Added two new IPC subspecies - Shell Frame and Industrial Frame. Renamed main species to Baseline Frame.
  • -
  • All IPCs now spawn with the tagger organ in their groin, which accurately identifies them unless removed.
  • -
  • Organics can select synthskin prosthetics, but only of their own species.
  • -
  • Shells can now only mimic a single species - no more multi-species abominations.
  • -
  • IPCs can now change their body colour.
  • -
  • Seperated Vaurcae into two subspecies - Worker and Warrior, who have minor stat differences and very slight aesthetic differences.
  • -
  • Added an internal phoron tank to Vaurcae, replacing the functionality of the filtration bit.
  • -
  • Vaurcae now require phoron to breathe, and are poisoned by nitrogen. They can acquire phoron either from their internal tank, or external tanks.
  • -
  • Vaurca filtration bit is now used to convert ingested phoron (in pill or foodstuff form) into gaseous phoron for their internal tank.
  • -
  • A Vaurcae lesser form has been created: V'krexi.
  • -
  • Vaurcae functionality to the auto-hiss'er has been created.
  • -
  • Vox Armalis and related items have been recreated for adminbus and staff of change shenanigans.
  • -
  • Vaurcae Breeder and related items have been created for adminbus, staff of change, and genetic shenanigans.
  • -
  • Vaurcae sprint has been modified to be more effective, particularly for Warriors.
  • -
  • Vaurcae tox-loss and blood-loss have been tweaked to make them both significantly less deadly, but still vulnerabilities.
  • -
  • The cloner wil now no longer clone mechanical organs or limbs.
  • -
  • Vaurcae can now be cloned, however none of their mechanical organs will be cloned with them.
  • -
  • K'ois has now been made far less effective, providing less nutrition and less produce.
  • -
-

Nanako updated:

-
    -
  • Added some public consoles to the library.
  • -
  • Bartender, chaplain and librarian get their own consoles in their workspace.
  • -
  • Computer consoles can now be walked under by small animals, and will usually not block projectiles.
  • -
  • Reworked exosuit tracking beacons into two types, one with and one without a killswitch.
  • -
  • Tracking beacons can now be removed. Opening the panel is necessary to install or remove them.
  • -
  • EMP effects against exosuits are less directly damaging but cause more side effects and malfunctions.
  • -
  • Added some audio to a couple of maintenance operations on exosuits.
  • -
  • Hopefully fixed a bug where picked up animals would instantly die.
  • -
  • Adjusted several event probabilities for better variety, and a little less major events.
  • -
  • Added Rabbit pai image option, and pais can now be picked up in expanded form, ported from baystation
  • -
  • Added in-hand sprites for mice, ported from baystation
  • -
  • Construction drones now have unique sprites for being held in hand and worn on head.
  • -
  • Pais are now collapsed with an alt + click. Normal clicks will do similar things to animals, petting, kicking, etc.
  • -
  • pAIs when unfolded can now be scooped up, held and worn on your head.
  • -
  • Bicaridine metabolises a little faster but heals less
  • -
  • Fixed bicaridine not properly healing internal bleeding.
  • -
  • Footstep sounds adjusted on several different kinds of floors. Notably plating and carpets.
  • -
  • Nutrition is now randomised on spawning
  • -
  • Reduced Diona nymph health a bit
  • -
  • Diona nymphs no longer gain light while ventcrawling inside a pipe. Hiding in there too long will be fatal.
  • -
  • Overhauled all of the security hud job icons, to be larger, more visually pleasing and better communicate roles
  • -
  • Intern positions, paramedics and psychiatrists now have an icon. All jobs that were missing an icon should be fixed
  • -
  • Made the loyalty implant icon a less obtrusive green light, instead of a big red square
  • -
  • CCIA, ERT, IAA, bluespace techs and any similar nanotrasen representatives should now have the N logo as their icon
  • -
  • Mice and lizards will now decompose to a skeleton 30mins after death, or if turned to dust by something (like the supermatter)
  • -
  • Enhanced functionality of the Bee smoker, found in the beekeeping crate at cargo. It now runs on welder fuel, and can generate directed clouds of smoke. Can be used to calm mobile, angry bees.
  • -
  • The bee net is now fully functional and can be used to capture bees and release them elsewhere, or return them to an open hive. Docile/calm bees are easier to catch.
  • -
  • Beekeeping crate now includes lots of extra equipment to start your honey empire!
  • -
  • New sprites for beesmoker
  • -
  • Volume and quantity of bee buzzing sounds nerfed
  • -
  • Bee maximum damage reduced by 15%
  • -
  • Added a sudoku game to modular computers, available to everyone on all platforms
  • -
  • Crates can now be hoisted ontop of tables, takes time depending on how heavy it is. Crates on tables will always block projectiles, making them easier to shoot with emitters and good cover
  • -
  • Crates can now be slid under tables. They must be closed to do this, and cannot be opened while under a table. Combined with the above, this allows stacking of up to two crates on one tile.
  • -
  • The morgue, medical cold storage, AI core and AI upload, are now refridgerated areas (5 celsius). The kitchen freezer is a sub-zero area at -20 celsius.
  • -
  • Morgue, medical storage, AI core, AI upload, kitchen freezer and research server room, all now have high-power air alarms that use 3x as much power and are better at regulating temperatures.
  • -
  • Power costs of all air alarms increased a little.
  • -
  • Fixed a bug where thermostats wouldn't work if set to 0 celsius. Thermostats will now also clamp inputs to the nearest valid temperature instead of discarding invalid input.
  • -
  • Kitchen rearranged slightly to make more sense. Equipment moved out of freezer, flaps added to keep heat out.
  • -
  • ChemMaster and Condimaster machines can now be unwrenched and moved around.
  • -
-

Printer16 updated:

-
    -
  • Removed empty jetpacks playing a sound.
  • -
  • A malfunctioning AI's advanced encyrption hack now prints a paper at the communications console.
  • -
  • Intercepted messages now say 'to' depending if it intercepted the message sender.
  • -
  • Cleanbots no longer make emotes when they are unable to find their path (How would you know anyways?) They are also a lot more quite.
  • -
  • You can no longer join as a mouse before roundstart.
  • -
  • The maintenance drone poster no longer has a typo.
  • -
  • For malfunctioning AI, the system override research now takes longer.
  • -
  • With the change above, it now takes less time to research forcefields and machine override.
  • -
  • The turret enhancer hardware is slightly buffed to make it more useful.
  • -
  • There is now a slightly smaller fail and critical fail chance for the malfunctioning AI's Advanced and Elite hack.
  • -
  • You can no longer fill fire extiguishers with blank units.
  • -
  • You can't spam buy services anymore.
  • -
  • CE hardsuit is more resistant to fires. RD hardsuit is more resistant to EMP's, but slightly weaker.
  • -
-

Serveris updated:

-
    -
  • Added new gear and weaponry, available to Emergency Response Teams.
  • -
  • Remapped the NTCC Odin ERT Divison, introducting the tactical vending machine, containg some new gear and providing better storage for exisiting gear.
  • -
  • Added several new admin loadouts for ERT and DO escorts.
  • -
  • Added a variant of the new tactical vending machine to security, with slight differences to the ERT variant.
  • -
  • ERT no longer have access to the entire CC station; DOs now have access to most of it.
  • -
  • ERT are now loyalty implanted -printer16
  • -
-

Skull132 updated:

-
    -
  • Chat mark-up now requires whitespace (or radio tokens, in case of radio speech) to surround mark-up markers for them to be valid. "/this will/ work," "as /will/ this," ":s/and this./" But, "/this will not /work." This enables you to use words with underscores in them, and to type type-paths and other things in BYOND.
  • -
  • Mark-up no longer nukes BYOND server addresses.
  • -
  • IPCs now have a very minor chance of getting shocked from feeding on APCs. There's 0 chance of getting shocked from using a cyborg recharger, though. To that end, also added 1 extra borg recharger into arrivals bathroom.
  • -
  • The server greeting window now only updates your saved hashes (makes tabs not yellow) if you actually view what's in them. Opening and closing the greeting without viewing at the individual tabs no longer toggles them as read.
  • -
  • Added an admin command for R_DEBUG and R_SERVER flag owners to toggle the global default explosion type.
  • -
  • Rewrote the entire SQL saving and loading system. On top of the backend changes, it is important to note that a character's name cannot be edited after 5 days since the creation of the character.
  • -
  • Removed the ability to play a character with a random name.
  • -
  • Fixed old character data not being wiped if you press the New Character button.
  • -
  • Fixed the skill level not being recalculated properly upon loading a character from SQL.
  • -
- -

29 December 2016

-

Lohikar updated:

-
    -
  • Fixed a bug where certain mob types died forever.
  • -
- -

24 December 2016

-

Atlantis updated:

-
    -
  • Setup Supermatter admin button now uses map markers and supports all coolant types.
  • -
  • Floodlight upgrade added. This upgrade doubles robot's light intensity (it will be more or less same as actual floodlight), at the cost of higher power usage.
  • -
  • You may now install matter bin into a cyborg in order to boost it's matter synth's maximal capacity. Better matter bin adds more capacity
  • -
  • Default capacity of matter synths for engineering module tweaked a little, since prices of reinforced walls, etc. increased recently. Steel changed from 40 to 60 sheets default, plasteel from 10 (Construction default) to 20.
  • -
  • SMES units now try to balance their inputs and outputs. For outputs this means two SMESes powering the same grid will share the load by percentage. For inputs, all SMESes inputting from one power network will split the available power by percentage.
  • -
  • Some minor SMES configuration changes have been made: Atmospherics SMES now starts configured to prevent power outages when people forget about it, engine SMESes are now configured to input/output at full rate. These are only defaults and may be changed ingame as usual.
  • -
  • Removed old computer3 system, most noticeable due to removal of old laptops.
  • -
  • Adds brand new modular computer system that replaces computer3. These computers may run programs from hard drive, and one device is not limited to one program.
  • -
  • Modular computers can be assembled manually from components printed at RnD (Consoles mainly), or purchased (from old laptop vending machines).
  • -
  • Adds NTNet, networking used by modular computers, including an administration console, NTNet relays, and antag programs.
  • -
  • Adds small set of programs modular computers can run. More programs will be added in the future.
  • -
  • Various small things added, such as, data crystals (USB flash drives), NTNRC (messaging, IRC/forum style), file sending, etc.
  • -
  • Added Inflatables Dispenser(ID), an item that allows rapid deployment, transport and removal of inflatables.
  • -
  • Engineering, Construction and Crisis modules are now outfitted with ID.
  • -
  • Three boxes in engineering have been replaced by three IDs.
  • -
  • w_classes of inflatables readjusted. Boxes and IDs can be carried in backpack now. Individual inflatables are small enough to fit in pocket.
  • -
  • NanoUI for Robotics Control Console
  • -
  • NanoUI for Supermatter Crystal - AI/Robot only, purely informational
  • -
  • Converted phoron glass to borosilicate glass, adjusted heat resistances accordingly, got rid of copypaste fire code. Fire resistance is now handled by variables so completely fireproof windows are possible with varedit.
  • -
  • Windows take fire damage when heat exceeds 100C regular windows, 750C reinforced regular, 2000C borosilicate and 4000C reinforced borosilicate. For comparsions, reinforced walls begin taking damage around 6000.
  • -
  • Expanded gridcheck random event. Affected devices now show error UI and may be restarted manually before the event ends. All Z-levels are now affected equally.
  • -
-

Chinsky updated:

-
    -
  • Can pick up monkeys / undress resomi now properly. HELP intent for scooping, NON-HELP for undressing.
  • -
  • Meat limbs now can be attached. Use limb on missing area, then hemostat to finalize it.
  • -
  • Limbs from other races can be now attached. They'll cause rejection, but it can be kept at bay with spaceacilline to some point. Species special attack is carried over too, i.e. you can clawn people if you sew a cathand to yourself.
  • -
  • Limbs that are left in open will rot in ~7 minutes. Use freezers or cryobags to stop it. You can still attach them, but you wish you couldn't.
  • -
  • Updated penlights to be more of use in diagnostics, they now show following conditions:
  • -
  • Eye damage
  • -
  • Blurry eyes (overall slower reaction)
  • -
  • Brain damage (one eye reacts slower)
  • -
  • Opiates use (pinpoint pupils)
  • -
  • Drugs use (dilated pupils)
  • -
  • Made capguns into proper guns code-wise. It means you can now take people hostage with them, stick in your mouth, and all other things you can do with real guns but probably shouldn't.
  • -
  • Russian roulette! Fun for whole sec team! Unload some shells from revolver, spin the cylinder(verb) and you're good to go!
  • -
-

Datraen updated:

-
    -
  • Objects can now be yanked out of synthetics.
  • -
-

GinjaNinja32 updated:

-
    -
  • Changed language selection to allow multiple language selections, changed humans/unathi/tajarans/skrell to not automatically gain their racial language, instead adding it to the selectable languages for that species. Old slots will warn when loaded that the languages may not be what you expect.
  • -
  • Added an auto-hiss system for those who would prefer the game do their sss or rrr for them. Activate via Toggle Auto-Hiss in the OOC tab.
  • -
  • Auto-hiss system in 'basic' mode will extend 's' for Unathi and 'r' for Tajara. 'Full' mode adds 'x' to 'ks' for Unathi, and is identical to 'basic' mode for Tajara.
  • -
-

HarpyEagle updated:

-
    -
  • Renames many guns to follow a consistent naming style. Updated and changed gun description text to be more lore-friendly.
  • -
  • Throwing a booze bottle at something nearby while on harm intent causes it to smash, splashing it's contents over whatever it hits.
  • -
  • Rags can now be wrung out over a container or the floor, emptying it's contents into the container or splashing them on the floor.
  • -
  • Rags can now be soaked using the large water and fuel tanks instead of just beakers.
  • -
  • Rags soaked in welding fuel can be lit on fire.
  • -
  • Rags can now be stuffed into booze bottles. When the bottle smashes, the stuffed rag is dropped onto the ground.
  • -
  • Fixed eggs having a ridiculously large chemical volume.
  • -
  • T-Ray scanner effects are now only visible to the person holding the scanner.
  • -
  • Traitors can now purchase the C-20r and the STS-35 for telecrystals.
  • -
  • Adds armour penetration mechanic for projectiles and melee weapons.
  • -
  • Laser carbines, LWAP, and shotgun now have a small amount of armour penetration, ballistic rifles (not SMGs) have moderate amounts, laser cannon has high armour penetration, and the PTR mostly ignores body armour.
  • -
  • Shotgun slugs and Z8/STS damage has been lowered slightly to accomodate for their higher penetration. In general ballistics deal less damage but have higher penetration than comparable laser weapons. Notable exception: X-Ray lasers have had their damage lowered slightly but gain very high armour penetration.
  • -
  • Energy swords now have very high armour penetration. Ninja blades do less damage but ignore armour completely.
  • -
  • Shields no longer block attacks from directly behind the player.
  • -
  • Riot shields no longer stop bullets or beams (except for beanbags and rubber bullets), however they are now more effective at blocking melee attacks and thrown objects.
  • -
  • Energy shields block melee attacks as effectively as riot shields do. Their ability to block projectiles is largely unchanged.
  • -
  • Melee weapons now only block melee attacks.
  • -
  • Two handed weapons have a small chance of blocking melee attacks when wielded in two hands.
  • -
  • Sound and visual effects when blocking attacks with an energy shield or energy sword.
  • -
  • Fixed dead or unconscious people blocking stuff with shields.
  • -
-

Hubblenaut updated:

-
    -
  • Mobs on help intent will not push others that aren't.
  • -
  • Adds glass bottles for Cola, Space Up and Space Mountain Wind to Booze-O-Mat.
  • -
  • Some bar drink recipes have been amended to easily sum to 30 units for drinking glasses.
  • -
  • Vendors now have a product receptor for accepting goods. Opening the maintenance painel is no longer required.
  • -
  • Wrenching a vending machine is no longer a silent action.
  • -
  • Stepup: Item placement on 4x4 grids seemed to work great. Now we'll try 8x8.
  • -
  • Light replacers now hold up to 32 light bulbs.
  • -
  • Light replacers can be obtained through janitorial supply crates.
  • -
  • A sheet of glass fills the light replacer by 16 bulbs.
  • -
  • Bruise packs are now applied per wound, not per limb.
  • -
  • Bruise packs now use a delay depending on wound severity for applying.
  • -
  • Removed instant healing ability from advanced bruise packs and ointment.
  • -
  • Adds tape for atmospherics.
  • -
  • Tape graphics and algorithm changes. Looks a lot more appealing now.
  • -
  • Starting and ending tape on the same turf will connect it to all surrounding walls/windows.
  • -
  • Lifting a part of the tape will lift an entire tape section.
  • -
  • Mobs on help intent do stop for tape.
  • -
  • Crumpled tape does not affect tape breaking behavior anymore.
  • -
-

Karolis2011 updated:

-
    -
  • Improved modular computer performance
  • -
-

Kelenius updated:

-
    -
  • AI now hears LOOC both around its eye and its core, and speaks in LOOC around its eye. Keep in mind that you won't hear and won't be heard if there is a wall between your eye and the target.
  • -
  • Bees have been updated and are totally worth checking out (beekeeping crate at cargo).
  • -
  • Sleeper consoles removed. All interaction is now done by clicking on the sleeper itself.
  • -
  • To put people into sleeper, you now have to click-drag people to it. Grabs no longer work. To exit the sleeper, move.
  • -
  • Sleeper now uses a NanoUI.
  • -
  • Click cooldowns have been removed on pretty much everything that isn't an attack.
  • -
  • Mechfab can now be upgraded using RPED, and now uses NanoUI.
  • -
-

Loganbacca updated:

-
    -
  • Added a backend (wireless) system for communication between machinery and other devices.
  • -
-

Matthew951 updated:

-
    -
  • Added Vincent Volaju's hair.
  • -
  • Added Vincent Volaju's beard.
  • -
-

Neerti updated:

-
    -
  • The AI can now toggle whether its hologram will move towards the center of its view using the 'Toggle Hologram Movement' verb.
  • -
-

Orelbon updated:

-
    -
  • Changed the HoP's suit to more vibrant colors and hopefully you will like it.
  • -
-

PsiOmegaDelta updated:

-
    -
  • Can now click held mobs, such as Pun Pun, to view their inventory.
  • -
  • Uplink crystals can now be converted into physical form to allow transfer between uplink devices.
  • -
  • Each mercenary now spawn with their own private uplink, with each indivual uplink having the same number of telecrystals as the normal traitor uplink.
  • -
  • Resomi, and any other humanoid mobs, can now bump doors open despite their size.
  • -
  • Can now use the Antag Uplink to buy a door hacking device with endless uses and which leaves doors unharmed, but instead needs some time to do its work.
  • -
  • Adds a system to allow objects to implement custom multitool interactions in a modular manner.
  • -
  • The AI can now toggle multitool mode on/off, using the new 'Toggle Multitool Mode' verb.
  • -
  • Cloning vats can now be connected to a cloning console by using a multitool.
  • -
  • Station alert console circuits can now be altered using a multitool, changing which alarm types are displayed.
  • -
  • Can now select the color of a cable coil using a multitool.
  • -
  • Helmet cameras are no longer enabled by clicking the helmet, instead there is a 'Toggle Helmet Camera' verb.
  • -
  • Engineering alarm consoles now display camera alerts.
  • -
  • Adds a hacking tool that for all intents and purposes acts and works like a multitool until a screwdriver is applied.
  • -
  • Gives full control of airlocks after 20-40 seconds of hacking.
  • -
  • The last 6-8 hacked airlocks are always accessed instantly.
  • -
  • The round start and auto-antag spawners can now check if players have played long enough to be eligable for selection.
  • -
  • Both the pulse taker and target must now remain still for the duration of the check or it will fail.
  • -
  • Blobs and simple mobs now attack all external organs instead of a subset. The overall damage remains the same but the number of fractures caused will, in general, be fewer.
  • -
  • Spider nurses now have a chance of injecting their victims with spider eggs which eventually hatch. If the limb is removed from the host, the host dies, or the spiderling has matured sufficiently it will crawl out into freedom. Medical scanners will pick upp eggs and spiderlings as foreign bodies.
  • -
  • The AI chassis now glows, with the color depending on the currently selected display.
  • -
  • Ports /tg/'s meteor event. Meteors now appear to be more accurate, come in a greater variety, and may drop ores on their final destruction.
  • -
  • Observers can now follow both the AI and its eye upon speech.
  • -
  • Observers can now follow both observers and their body, if they ever had one, upon speech.
  • -
  • Observers can now follow hivemind speakers if the speaker is not using an alias or antagHUD is enabled.
  • -
  • Turret controls now glow, with the color depending on the current mode.
  • -
  • The traitor uplink no longer displays all items in a long list, instead has categories which when accessed shows the relevant items.
  • -
  • The amount you start with in your station account is now affected by species, rank, and NT's stance towards you.
  • -
  • Adds the option to set the icon size to 48x48, found under the Icons menu, along with 32x32, 64x64, and stretch to fit.
  • -
  • Active AI cores now provides coverage on the AI camera network. Does not utilize actual cameras, thus will not show up on security consoles.
  • -
  • The Dinnerware vending machine now offer both utensil knives and spoons without first having to hack them.
  • -
  • Synths now have id cards with access levels which is checked when operating most station equipment.
  • -
  • Station synthetics still have full station access but can no longer interact with syndicate equipment, and syndicate borgs now start with only syndicate access.
  • -
  • Syndicate borgs can copy the access from other cards by utilizing their own id card module, similar to how syndicate ids work.
  • -
  • When examined up close id cards now offer a more detailed view.
  • -
  • Agent ids now offer much greater customization, allowing changing name, age, DNA, toggling of AI tracking termination (using the electronic warfware option), and more.
  • -
  • As AI tracking can now be enabled/disabled at will AI players should not feel the need to hesitate before informing relevant crew members when camera tracking is explicitly terminated.
  • -
  • Uplink menu now more organized and with new categories.
  • -
  • Now possible to cause falsified ion storm announcements.
  • -
  • Now possible to cause falsified radiation storm announcements, with expected maintenance access changes.
  • -
  • Now possible for mercenaries to create falsified Central Command Update messages.
  • -
  • Now possible for mercenaries to create falsified crew arrival messages and records.
  • -
  • Cargo now sorts under its own department on station manifests.
  • -
  • Manual radio frequency changes can no longer go outside the standard frequency span.
  • -
  • Users with sufficient access can instead select pre-defined channels outside this span, such as department channels, when using intercoms.
  • -
  • Changed the language prefix keys to the following: , # -
  • -
  • Language prefix keys can be changed in the Character Setup. Changes are currently not global, but per character.
  • -
  • Meteor events now select a map edge to arrive from, with a probability for each individual wave to come from either neighboring edge. Meteors will never arrive from opposite the starting edge.
  • -
  • Blobs can now spawn anywhere in maintenance, rather than picking location from a pre-determined list.
  • -
  • Added new verb, 'Character Setup' under the Preferences tab, to allow modifying your character settings at any time.
  • -
  • ED-209s, hostile mobs, and mecha weapons should again be able to fire without issue.
  • -
  • Agent ids can now be assigned an owner even after having been dropped on the floor.
  • -
  • Monkey cubes can now be expanded in sinks again.
  • -
  • Antagonist and special role preferences has been overhauled. Please update these specific character preferences as they have been reset.
  • -
  • Should again be possible to resist out of chairs, beds, and welded lockers.
  • -
-

Raptor1628 updated:

-
    -
  • Armory layout changed, weapons returned to static amounts.
  • -
  • New security armor and helmet sprites added.
  • -
-

RavingManiac updated:

-
    -
  • Tape recorders now record hearable emotes and action messages (e.g. gunshots).
  • -
  • Sound environments tweaked to feel more claustrophobic
  • -
  • Being drugged, hallucinating, dizzy, or in low-pressure or vacuum will alter sounds you hear
  • -
  • Sound environment in holodeck will change to reflect the loaded program
  • -
  • Storage in backpacks, boxes and other containers is now capacity-based. Some containers like belts remain slot-based.
  • -
-

Sligneris updated:

-
    -
  • Modified the wording of NT Default's laws.
  • -
-

Soadreqm updated:

-
    -
  • Increased changeling starting genetic points to 25.
  • -
-

Techhead updated:

-
    -
  • Added a new random event: Shipping Error - A random crate is mistakenly shipped to the station.
  • -
  • Removed gaseous reagents from the chemistry system and replaced with real-world organic chemistry precursors.
  • -
  • Hydrogen has been replaced with hydrazine, a highly toxic, flammable liquid.
  • -
  • Oxygen has been replaced with acetone, a mildly toxic liquid. Ethanol's ink-sovlent capabilities have been copied to it.
  • -
  • Chlorine has been replaced with hydrochloric acid. It is a stronger acid than sulphuric but less toxic.
  • -
  • Nitrogen has been replaced with ammonia. Ammonia now acts as a Dexalin-equivalent for Vox.
  • -
  • Flourine has also been replaced with hydrazine in its one recipe. Flourosurficant has been renamed azosurficant.
  • -
  • Being splashed with liquid Phoron will burn eyes and contaminate clothes like being exposed to Phoron gas.
  • -
  • Prison break event has been expanded to include Virology or Xenobiology
  • -
  • Disabling area power will now prevent doors from opening during the event
  • -
  • Converted Request Console interface into NanoUI.
  • -
-

TheWelp updated:

-
    -
  • Microwaves can now be unanchored with a crowbar.
  • -
  • Added boardgame item for use with table-top board games.
  • -
  • Added differing card decks, including a Tarot deck and two trading card games.
  • -
  • Remade /TG/Station's Orion Trail arcade machine with bay-specific modifications.
  • -
  • Bookcases are now movable/buildable/destroyable.
  • -
  • Paper can now be crumpled by using in-hand while on hurt intent.
  • -
  • Library Computer External Archive is now sortable.
  • -
-

Vivalas updated:

-
    -
  • A new uplink item has been added! A briefcase full 'o thalla can now be bought by traitors for bribes and such!
  • -
-

Yoshax updated:

-
    -
  • Makes hyposprays start empty instead of filled with Tricord.
  • -
-

Zuhayr updated:

-
    -
  • Aiming has been rewritten, keep an eye out for weird behavior.
  • -
  • Backend change: allowed accessories to be placed on any clothing item with the appropriate variables set.
  • -
  • Drones can now pull a variety of things (such as scrubbers). This came with a pulling refactor so please report any strangeness with pulling in general.
  • -
  • Drones (and any mob that can be picked up) can be bashed against airlocks and such to use their internal access, so long as the person using them does not have an ID card equipped.
  • -
  • Rewrote fireaxe cabinets. Click with a multitool to unlock or loc, click with a hand to open or close, smash with anything that does damage, and drag onto your icon to remove the fireaxe.
  • -
  • Added a ghost requisition system for posibrains and living plants.
  • -
  • Added attack_ghost() to hydro trays and posibrains to allow ghosts to enter them.
  • -
  • Prosthetic limbs are now only repairable with welders/cable coils if they have suffered below 30 combined damage.
  • -
  • Surgery steps that cause no pain and have no failure wounding have been added: screwdriver for 'incision', crowbar to open, multitool to 'decouple' a prosthetic organ. Hemostat is still used to take an organ out.
  • -
  • Using a welder or a cable coil as a surgical tool after opening a maintenance hatch will repair damage beyond the 30 damage cap. In other words, severe damage to robolimbs requires expert repair from someone else.
  • -
  • Eye and brain surgery were removed; they predate the current organ system and are redundant.
  • -
  • IPC are now simply full prosthetic bodies using a specific manufacturer (Morpheus Cyberkinetics).
  • -
  • IPC can 'recharge' in a cyborg station to regain nutriment. They no longer interface with APCs.
  • -
  • NO_BLOOD flag now bypasses ingested and blood reagent processing.
  • -
  • NO_SCAN now bypasses mutagen reagent effects.
  • -
  • Cyborg analyzers now show damage to prosthetic limbs and organs on humans.
  • -
  • Prosthetic EMP damage was reduced.
  • -
  • Several organ files were split up/moved around.
  • -
  • Unfolded pAIs can now be scooped up and worn as hats.
  • -
  • Scoop-up behavior is now standardized to selecting help intent and dragging their icon onto yours.
  • -
  • Click a hat on a drone with help intent to equip it. Drag the drone onto yourself with grab intent to remove it.
  • -
  • Rewrote tiling. White floors, dark floors and freezer floors now have associated tiles.
  • -
  • Changed how decals work in the mapper. floor_decal is now used instead of an icon in floors.dmi.
  • -
  • The floor painter has been rewritten to use decals. Click it in-hand to set direction and decal.
  • -
  • Floor lights are now built from the autholathe, secured with a screwdriver, activated by clicking them with an empty hand, and repaired with a welding torch.
  • -
  • Unathi now have minor slowdown and 20% brute resist.
  • -
  • Tajarans now have lower bonus speed and a flat 15% malus to brute and burn.
  • -
  • Vox can now eat monkeys and small animals.
  • -
  • Tajarans can now eat small animals.
  • -
  • Unarmed attack damage has been lowered across the board.
  • -
  • Added the ability for AIs in hardsuits to control suit modules and movement with a dead or unconcious wearer.
  • -
  • Added ballistic supply drop pods.
  • -
  • Added diona gestalt random map template.
  • -
  • Swapped the singularity beacon out for a hacked supply beacon.
  • -
  • Xenomorph Queens (or infested surgeons...) can now add a hive node to a victim in order to slave them to the hive.
  • -
  • Xenomorph brute/burn mods were tweaked to buff them significantly.
  • -
  • Alien larvae now hatch from eggs when ghosts click on them.
  • -
  • Alien larvae now gain progression towards adulthood from being inside a human with blood, which they drink.
  • -
  • Alien weeds now use the vine system.
  • -
-

neersighted updated:

-
    -
  • Add /tg/-like attack overlays.
  • -
- -

06 December 2016

-

Santa updated:

-
    -
  • Merry Christmas NSS Aur- Exodus!
  • -
- -

21 November 2016

-

Alberyk updated:

-
    -
  • Mechanical traps and portable flashers will trigger regardless if you are walking or running.
  • -
- -

18 November 2016

-

Bedshaped updated:

-
    -
  • Fixed bitten blood bag message displaying incorrectly.
  • -
-

Nanako updated:

-
    -
  • Fixed healing of animals with food, bandages, ointment, and trauma/burn kits. All of these things should work now.
  • -
  • Animals will now show if they're wounded upon examination.
  • -
- -

11 November 2016

-

Bedshaped updated:

-
    -
  • Fixed Spider-bots unable to vent-crawl.
  • -
  • Fixed a runtime error when exiting through a pipe after vent-crawling.
  • -
  • Fixed incorrect message when putting robots in storage.
  • -
  • Fixed floor painters being able to be used on non-valid tiles.
  • -
  • Fixed magnetic locks unable to be damaged and increased their health.
  • -
  • Quietened Bosun's whistle.
  • -
- -

09 November 2016

-

Nanako updated:

-
    -
  • Fixed a significant issue that caused many people to sprint slower than they should have.
  • -
  • Fixed being able to regenerate stamina while hungry and drive nutrition into infinite negative.
  • -
  • Fixed being able to set your walk speed so low you paralyse yourself almost forever.
  • -
  • Adjusted many values related to sprinting and stamina
  • -
-

Skull132 updated:

-
    -
  • Fixed the trolleys and trams by reverting code, and simply tweaking the values to reference the updated move system. All issues, including edgecases, should be resolved now.
  • -
- -

07 November 2016

-

Skull132 updated:

-
    -
  • Reverted the changes done to limb removal. They now flip again. Also no longer lose hair while doing so.
  • -
- -

06 November 2016

-

Alberyk updated:

-
    -
  • Ported new door crushing mechanics from baystation, now door crushing someone will push them away from the door, instead of just stunning them.
  • -
  • Opening airlocks with brain damage may be more difficult now.
  • -
  • Golems should be space-proof now.
  • -
  • Golems are a bit slower, but are more resistant to trauma.
  • -
  • New sprites for golems.
  • -
  • Added new flavors of flashlights.
  • -
  • Ported glowsticks from polaris.
  • -
  • You can now carry flashlights in your armor.
  • -
  • Wizard robes and voidsuits can now carry magic related items.
  • -
  • The chaplain hoodie, and nun robes, can now store religious objects in their suit storage.
  • -
  • New recorder, camera and lantern sprites.
  • -
  • Cult hoods have the same armor as the robes now.
  • -
  • Tweaked the weapons available to the heister in their skipjack.
  • -
  • Added a canesword, replacing the switchblade in the concealed cane.
  • -
  • Tweaked the chances of ghetto handguns malfunctioning.
  • -
  • Randomized most of the items you can find in the maintenance tunnels.
  • -
  • Added a new rare finding in xenoarchaeology.
  • -
  • Heisters found another pirate haven to continue their operations.
  • -
  • Added new poster designs.
  • -
  • Added magboots and insulated gauntlets to the chief engineer hardsuit.
  • -
  • Selecting the combat module as cyborgs now requires an event to be activated via the keycard authentication device, an upgrade from roboticis or code delta also triggers also allows it.
  • -
  • Added a glowstick crate and another contraband crate to cargo.
  • -
  • Removed job restriction from jackboots on the custom loadout.
  • -
-

Bedshaped updated:

-
    -
  • Added a button on APCs to set the area lights to a 'night-mode' which is dimmer and saves energy.
  • -
  • Added an automated system to turn 'night-mode' on in hallways between 6pm and 7am in station time.
  • -
  • New implementation of magnetic door locks, can be found in armory and eng secure storage.
  • -
  • Added hydraulic servo sounds.
  • -
  • Crew monitoring computer: Lightened the font colors of suff and tox.
  • -
-

Fire and Glory updated:

-
    -
  • Added the Kneebreaker Hammer to the code, at a later date this'll become a traitor uplink item.
  • -
  • Ported our old biosuits.
  • -
-

LordFowl updated:

-
    -
  • Gave detective a colourable trench-coat, solving the Dick Tracy Dilemma.
  • -
  • Wooden closets now have a slightly larger capacity, indicative of their greater size.
  • -
  • Added three new energy-based weapons, one designed purely for pest-control.
  • -
  • Added a new rare handpistol, based off of a proposed competitor to the NT Mk58.
  • -
  • Added a new pet for the Head of Security - the PTR-7 Tranquilizer Rifle.
  • -
  • Syndicate manhack delivery grenades are now available via the traitor uplink.
  • -
  • Manhacks will no longer attack anyone belonging to the 'syndicate' faction, including Heist pirates.
  • -
  • Tweaked loadout customisation whitelists, generally making them more restrictive by role.
  • -
  • Dismembered limbs no longer suffer from pixelation due to unnecessary rotation of the sprite.
  • -
  • Severed heads retain the facial features of their owner.
  • -
  • Heads impaled on spears now look like the head of their owner.
  • -
  • It is no longer possible to be older or younger than your species ought to be.
  • -
-

Nanako updated:

-
    -
  • Explosions now have proper directional sounds, so you can tell the direction that something exploded in.
  • -
  • Distant explosions now cause mild screen shaking proportional to power and distance.
  • -
  • Adjusted sound volumes for several actions related to windows and airlocks.
  • -
  • Adds a major new feature: Cargo stocking. Now the cargo bay, and especially the warehouse, will come pre-stocked with a large variety of assorted junk, supplies and useful oddities, intended for distributing to whoever on the station will enjoy/use them the most.
  • -
  • Potted plants now have varied sprites instead of always being the same.
  • -
  • Small animals can now crawl over crates. Crates will now only block bullets sometimes. Also a few insects had their density fixed.
  • -
  • Clusterbangs and Floor layer machines now function properly. Maybe you'll find them in cargo...
  • -
  • Added a bountiful new event!
  • -
  • Fixed nymphs being able to kill people by repeated DNA sampling.
  • -
  • Added a new sprinting mechanic. Moving in run mode is now much faster, but limited by stamina or a special species mechanic. Sprinting works slightly differently for each species.
  • -
  • Moving in walk mode is now as fast as run used to be. Walk is the new default speed.
  • -
  • Added a walkspeed limiting feature. Use Limit Walk Speed in the IC tab, or alt+click on the walk/run button to bring up a menu. This allows limiting your walk speed very precisely to any value below normal. It can only slow you down, will not increase speed.
  • -
  • Natural recovery of suffocation damage is now slower.
  • -
  • Alcohol, caffienated drinks, and several performance enhancing drugs now have interactions with movement, sprinting and stamina.
  • -
  • Toolboxes that are full of stuff now hit much harder, but spill their contents.
  • -
  • Fixed unathi being able to eat while wearing face-covering helmets, and being able to rapidly spam devour.
  • -
  • Fixed being unable to save pAI information. It now autosaves whenever anything is entered. Save and load buttons are obsolete and removed.
  • -
  • Altered some event probabilities. And the announcement for space vines is now delayed significantly longer
  • -
-

OneOneThreeEight updated:

-
    -
  • Adds back previous oldcode functionality of telescopic batons.
  • -
  • Slightly nerfed weaken() potency from telescopic baton to prevent overt stunlocking.
  • -
-

inselc updated:

-
    -
  • Updated PDA Power Monitor UI.
  • -
  • Sleeper Console now uses fancy NanoUI. Added printout feature. Added sanity checks.
  • -
  • Removed animation on emagging robotic limbs.
  • -
  • Fixed CCIAA turret whitelist.
  • -
  • Fixed fax machine cooldown.
  • -
  • Added ability to expand monkey cubes at water tanks.
  • -
  • Added stationwide fax broadcast.
  • -
- -

30 October 2016

-

inselc updated:

-
    -
  • Fixed hungry Shades.
  • -
  • Fixed AI being able to interact with IV drips.
  • -
  • Fixed Alt-Clicking PDA on ground displaying wrong message.
  • -
  • Fixed smallbot controls access.
  • -
  • Fixed mice being able to open and close laptop computers.
  • -
- -

29 October 2016

-

inselc updated:

-
    -
  • Fixed welding tool not using fuel when repairing IPCs, and repairing IPCs in switched-off state.
  • -
  • Fixed Artificers healing other constructs.
  • -
  • Fixed invisible runes triggering message when trying to clean the tile they're on.
  • -
  • Added Juggernaut ability to smash machines.
  • -
- -

13 October 2016

-

Alberyk updated:

-
    -
  • Flashing someone should not turn them into a revolutionary anymore.
  • -
- -

07 October 2016

-

Alberyk updated:

-
    -
  • Space bears should not attack ssd players anymore.
  • -
- -

02 October 2016

-

Skull132 updated:

-
    -
  • Contest v2.5 is a thing now. Passive pro-synth objectives are gone, all major known exploits are gone, and a more aggressive pro-synth objective has been added.
  • -
- -

01 October 2016

-

Alberyk updated:

-
    -
  • Stun-batons should not deal twice their damage when offline.
  • -
-

Nanako updated:

-
    -
  • Harvesting bears with a knife now skins them too.
  • -
-

Skull132 updated:

-
    -
  • Started gathering statistics about the IE version players have installed. Intent is to figure out how wide spread HTML5/CSS3 capability is.
  • -
- -

28 September 2016

-

Alberyk updated:

-
    -
  • Fixed space lube never drying.
  • -
-

Bedshaped updated:

-
    -
  • Beepsky and other bots now affected by EMPs.
  • -
  • Fixed power cells disappearing when removed from held mag locks.
  • -
  • Fixed missing pronoun when chewing your hand.
  • -
  • Added admin notices when someone chews their hand off.
  • -
  • Emptying a container into a sink correctly 'empties' it.
  • -
  • Fixed Spider-bots not being able to ventcrawl.
  • -
  • Adding an adminlog to vent clog events.
  • -
- -

25 September 2016

-

Nanako updated:

-
    -
  • Added several new items to research and engineering grippers, allows research borgs to build some bots and work in xenoflora. Engineering units can make motion sensing cameras. Also added some small items to research module to assist in robotics/xenoflora, and a rollingpin+knife to the service borg for kitchen work.
  • -
  • Fixed borgs being unable to set transfer amount on beakers. Beakers can now be alt-clicked to set the transfer amount, including when held in a gripper.
  • -
-

Skull132 updated:

-
    -
  • Rules viewport enlarged, to make space for the prettier rules formatting.
  • -
- -

21 September 2016

-

Bedshaped updated:

-
    -
  • Fixed Diona Nymphs not having vision while ventcrawling.
  • -
  • Thanks Zuhayr: Fixed behaviour where interacting with some atmos machinery caused you to pseudo ventcrawl.
  • -
- -

19 September 2016

-

Alberyk updated:

-
    -
  • The improvised handgun now has a chance to jam when being fired.
  • -
  • You can now spin revolver cylinders.
  • -
  • The bolt action rifle has unique sounds now.
  • -
  • Unathi and Tajaran mercenaries should not spawn barefoot anymore.
  • -
  • Cult constructs can now properly speak basic once more.
  • -
  • Simple animals, and cult constructs, can force unpowered or broken firedoors now.
  • -
  • Blue security has returned.
  • -
  • Added duffel bags from the old aurora code.
  • -
  • Added mercenary and wizard unique backpack options from old code.
  • -
  • Replaced most of the references of the Nyx system with Tau Ceti.
  • -
  • Voidsuits, armor and armored uniforms should have a better resistance to taser and baton hits.
  • -
  • Head of security armor's options were tweaked to be more like each other.
  • -
  • Syndicate borgs can now select their own name when deployed.
  • -
  • Fixed the syndicate borg having the wrong eye lights.
  • -
  • Laser guns, laser cannons and pulse rifles can be wielded now, increasing their accuracy and fire rate.
  • -
  • Changed the energy gun to be an energy carbine.
  • -
  • Added the energy pistol, it should replace the old energy gun in the heads of staff and warden lockers.
  • -
  • Added shotgun shell boxes, that work like speed-loaders, at the cargo supply console.
  • -
  • Added incendiary shotgun shells.
  • -
  • Shotgun shells should have a different sprites when spent.
  • -
  • Stun batons emit light now.
  • -
  • New heavy asset protection and syndicate commando equipment loadout.
  • -
  • Removed yelling over the radio when breaking cuffs.
  • -
  • The cult of Nar'sie should be more secretive now.
  • -
  • Ninjas have access to a contract uplink now.
  • -
  • Masks when worn by unathi and tajaran have different sprites that don't conflict with their anatomy.
  • -
  • Added suit cooling units to mercenary and heister bases.
  • -
  • Reworked the captain's space armor to be a proper voidsuit.
  • -
  • Vaurca can now use the ninja hardsuit.
  • -
  • Vaurca can't wear voidsuits anymore, with some exceptions, but are able to use softsuits now.
  • -
-

Arrow768 updated:

-
    -
  • Rewrite of the API - This enables more advanced features in the webpanel
  • -
-

Bedshaped updated:

-
    -
  • Air alarm frames now have their correct sprite.
  • -
  • Rotating the shield capacitor now turns the correct direction.
  • -
  • Secure safes will no longer appear to viewers on the other side of a wall.
  • -
  • Fixed cyborgs not being able to unwrench rechargers.
  • -
  • Using magnetic grippers with rechargers gives more feedback to the player.
  • -
  • Ported Bay12's ventcrawling by Zuhayr, originally from vg.
  • -
  • Dice now have to be physically thrown to work.
  • -
-

Fire and Glory updated:

-
    -
  • Fork sprites are now more consistent and less bizarre.
  • -
  • Knife sprites are now more consistent and less bizarre.
  • -
  • Cigarette sprites are now more consistent and will stop disappearing if held in the hand.
  • -
  • Adjusted some custom item sprites with owner's consent.
  • -
  • Increasing Ivan the Space Carp's presence around the station.
  • -
-

Nadrew updated:

-
    -
  • Cleanbots are now fixed, and work better than ever.
  • -
  • The Rapid Part Exchanger didn't properly update the Destructive Analyzer when used.
  • -
  • The Rapid Part Exchanger can now utilize beakers.
  • -
-

Nanako updated:

-
    -
  • You can now quickly point at things using alt+rightclick
  • -
  • Alt click can now be used to quickly eject an ID from records computers, PDAs, and ATMs
  • -
  • Added automatic feeding to most animals which can eat. They will eat food nearby, and beg for food held by others. Animals may take a while to notice food near them. Also tweaked a few animal sizes, metabolisms and meat amounts. Animals are a little less needy for food. Except dogs.
  • -
  • Disciplining a dog with a rolled up newspaper will make it stop stealing food for a little while.
  • -
  • Dead mice don't squeak.
  • -
  • Adjusted feedback messages for animals climbing onto people, and animals being fed by people.
  • -
  • Improved animal AI, and fixed issues of runtime moving around while dead.
  • -
  • Mice can now be worn on your shoulder (ear slot). Special thanks to superballs for making sprites
  • -
  • Maintenance drone lawset has been altered based on administrative feedback.
  • -
  • Drink dispensers and fax machines on tables, can now be walked under by small animals. Including cats.
  • -
  • Examining a held animal now works properly.
  • -
  • Space bears can now control their movement in space.
  • -
  • Bears are now stronger in space or low pressure, weaker in pressurised environments
  • -
  • Rawr! Kthunk!
  • -
  • Added more bears and events!
  • -
  • Attempting to grab or pull bee swarms no longer works
  • -
  • Fixed bee swarms still flying around when dead and appearing to be unkillable.
  • -
  • Bees now take double damage from fire.
  • -
  • Thick material clothing now protects against beestings.
  • -
  • Beekeeping crate is no longer contraband in cargo.
  • -
  • You can no longer buckle people into a chair/bed/etc which is already occupied.
  • -
  • Buckling yourself into something is no longer a visible action, only you will see the message.
  • -
  • LOOC, visible messages and visible emotes now work properly for contained mobs, including PAIs in card form, and any kind of held anima/nymph/drone
  • -
  • MAJOR USABILITY FIX: Distant ghosts no longer see emotes from NPC mobs, like squeaking mice and clacking crabs. Ghost sight will now only show emotes from distant players, turning it on is now useful.
  • -
  • LOOC Colour changed to an older one.
  • -
  • Fixed many hideflags not working, causing headsets, masks, uniforms, etc to be hidden or show when they shouldn't.
  • -
  • Fixed giving items while sitting, added some feedback messages if giving fails.
  • -
  • People who are restrained can't give or be given items.
  • -
  • Implemented new sprites for industrial, advanced and experimental welding tools, credit goes to Araskael
  • -
  • Added a Crash ability to exosuits. Uses the suit's mass to attempt to break through obstacles, sustaining some damage in the process.
  • -
  • Buffed Ripley exosuit armor values significantly, and durand armour slightly. Firefighter ripley also buffed, but is slower than base ripley.
  • -
  • Greatly increased the health values of some high-security airlocks.
  • -
  • Airlocks, tables, girders and windows now behave a bit more consistently when exploded. All airlocks are a bit more resistant to explosions when bolted.
  • -
  • Added some more narrator voices to exosuits.
  • -
  • Added some warning sounds for exosuits when low on power, or badly damaged.
  • -
  • The power drain of EMPs used on exosuits no longer scales with the cell. A better power cell can now survive more EMP hits. Drain level is a little lower for the starting cell.
  • -
  • EMP damage against exosuits reduced by 20%
  • -
  • Adjusted event many weights. Made meteors and vendor breakdowns less common, ion storms more common.
  • -
  • Slightly reduced overall frequency of random events.
  • -
  • Reworked the infestation event!! Can now spawn in a wider variety of locations, and spawn a wider variety of creatures.
  • -
  • Spiders spawned by the infestation event will now grow up, but much slower.
  • -
  • Reduced length of meteor storm a little. Total meteors not changed.
  • -
  • Light Replacers can now be used on a box of lights to automatically refill them.
  • -
  • Added an Advanced Light Replacer, creatable at science. It sucks up broken bulbs into an internal storage, greatly expediting mass-light-fixing
  • -
  • Custodial cyborg module now comes with an advanced light replacer.
  • -
  • Surgeon and Crisis cyborg modules renamed to Medical and Rescue, Janitor cyborg module renamed to Custodial.
  • -
  • Tweaked equipment of cyborg modules.
  • -
  • Grippers can now grab valid items inside any unsecure container
  • -
  • Lethal damage of rubber bullets and beanbag shells reduced. They will be far less likely to cause broken bones and internal damage now.
  • -
  • Halloss (Pain) from rubber and beanbag rounds is now blocked by armour.
  • -
  • Spiderbots no longer block movement.
  • -
  • Spiderbots can now use airlock maintenance hatches.
  • -
  • PAIs can now have the owner's ID card scanned onto them to share access.
  • -
  • PAIs can now use airlock maintenance hatches, but only on airlocks they have access to. Requires a scanned ID
  • -
  • Added new rodent speech verbs for PAIs
  • -
  • Positronic brains and MMIs outside of a chassis can now use ping/beep/buzz audio emotes.
  • -
  • Newly protolathed/fabricated power cells now spawn with no charge.
  • -
  • Added entropy to all cell-charging operations.
  • -
  • Most chargers are now faster. Cyborg charging stations are significantly slower.
  • -
  • Fixed newly spawned cells showing the incorrect charge state.
  • -
  • Fixed and overhauled diona light mechanics. Diona will survive comfortably in darkness for two minutes, suffer and lose health for a farther two minutes, and then spend a minute lying helplessly until death. Nymphs last 20% longer.
  • -
  • Diona nymphs can no longer just evolve into a gestalt after waiting a short amount of time. They must now eat things and accumulate a stockpile of biomass in order to evolve.
  • -
  • Added a devouring system to allow mobs to eat other mobs and gain nutrition from it, either by swallowing them whole (if small enough), or eating them piece by piece if larger.
  • -
  • Diona Nymphs and Unathi can use devouring to eat organic (non-humanoid, non-synthetic, non-supernatural) mobs.
  • -
  • Cows are now worth much more meat.
  • -
  • Diona nymphs can now process chemicals properly, and can consume normal food items (meals, fruit, meat, etc).
  • -
  • Diona nymphs can now harvest fully grown plants from botany, and can eat dead plants and weeds. Requires tray lids to be open.
  • -
  • Nymphs and other small creatures can now gnaw open cardboard boxes to get to their contents.
  • -
  • Many carryable/wearable light sources are now directional. and will project more light infront of you than other directions.
  • -
  • Diona are now only affected by one worn light at a time (the strongest one is chosen). A flashlight and a PDA, or multiple flashlights, will not stack up to keep them alive in the dark.
  • -
  • Diona heat resistance completely removed.
  • -
  • Diona cold levels adjusted - Diona are now more sensitive to cold temperatures than any other species. This does not affect space.
  • -
  • Diona regeneration now scales with their body temperature, dropping down towards zero as they get cold, and accelerating as they get hot. This works out to make them still very resistant to fire, but no longer completely immune.
  • -
  • Dionaea are now weak to cold. Cold temperatures will slow or disable their regeneration, reduce their movespeed, and damage them.
  • -
  • Fire in tiles, and burning mobs, now emit more light.
  • -
  • Cryotubes are now harmful to diona. Very harmful, do not put them in one unless you want to kill it.
  • -
  • Diona internal organs now regenerate too.
  • -
  • Added more choices for the diona random name generator.
  • -
  • Added audio for diona splitting and nymphs growing into gestalts.
  • -
  • Completely overhauled diona merging/absorbing/splitting/evolving mechanics, fixed many bugs and inconsistencies with them.
  • -
  • Diona evolution is now more accurately named Exponential Growth.
  • -
  • Diona gestalts now have six live nymphs inside them. These nymphs can be damaged by explosions, cold, and darkness. If they are too damaged they will be born dead when the gestalt splits.
  • -
  • Diona nymphs can now drain blood from people to sample their DNA and learn any languages they know. Three samples of a language (from different lifeforms) are required to learn it.
  • -
  • Diona nymphs who have learned new languages will pass them onto a gestalt if they merge or grow into one. Nymphs splitting from a gestalt have a chance to inherit each language, otherwise they will forget it. Forgetting how to speak or understand basic is possible.
  • -
  • Diona nymphs grown from replicant pods will only know rootsong when born, they must learn basic. In addition, all diona have rootsong as their default language on roundstart.
  • -
  • Diona gestalts can now regenerate all lost limbs, organs and nymphs. This requires energy and biomass, eating some food may be necessary
  • -
  • Diona are now vulnerable to being stunned by flashes, although a flash will also restore some of their light energy.
  • -
  • Added a new mundane event involving smoke!
  • -
  • Smoke created by chemical smoke grenades will now persist much longer
  • -
  • Added a very alarming new event.
  • -
-

Skull132 updated:

-
    -
  • Ghosts with +ADMIN or +MOD can now alt-left-click on canisters and digital valves in order to toggle them open and shut.
  • -
  • Opening of digital valves provides adminlogs once more.
  • -
  • Unwinding now requires that a prompt be confirmed. This should stop wind-unwind-wind shenanigans from happening.
  • -
  • Antags will now be spawned with their proper count at round start again.
  • -
  • Implemented BOREALIS II into the game. Updates and other information from the game will now be transmitted to both the public and private Discords, as necessary.
  • -
  • Diona can no longer be ninjas, due to the restrictions on what they can wear.
  • -
  • Random antag event will no longer be ran during extended. It also has a narrower selection of antags: namely, all antags with a long start-up time have been excluded (such as cult).
  • -
  • Gave the developers proper mechanics to access and review runtime logs with.
  • -
-

SoundScopes updated:

-
    -
  • Stripping mobs now requires both mobs to stay still.
  • -
  • Drones can no longer push objects they can't pull.
  • -
  • Vairous runtimes, given a healthy home.
  • -
  • Simple Animals can no longer take items of people.
  • -
  • resisting on cargo trains actually unbuckles you properly, no more bluespace teleport
  • -
  • breaking a crate on a cargo tug no longer leaves a hidden crate on the trolly
  • -
  • Holding items up to cameras no longer forces a window in the AI players face.
  • -
  • Having ' in your name no longer breaks when holding items up to cameras
  • -
  • Ian now needs to stand next to something to eat. No more eating through doors(single side windows are an issue)
  • -
  • Welding mask toggle verb when first used now displays the correct icon
  • -
  • Voting on code red or above notifys when it isn't allowed
  • -
  • Using a screwdriver on heater/cooler circuitboards now changes the direction.
  • -
  • Viruses only affect the correct species.
  • -
  • IPC's can't eat from forks.
  • -
- -

31 August 2016

-

Bedshaped updated:

-
    -
  • Added species check helpers to the code.
  • -
  • ATMs will now announce their ID and location when put in lockdown.
  • -
  • ATMs can no longer scan a person for an ID, must be inserted.
  • -
  • Various bits of code reorganizing.
  • -
  • HOTFIX: Printing paper from an ATM should no longer be able to be spammed.
  • -
  • You can no longer use an ATM if not adjacent to it.
  • -
- -

25 August 2016

-

Bedshaped updated:

-
    -
  • IV Drips not letting you set allowable rates.
  • -
  • Min chemical volume lowered to avoid weird behaviour at low rates.
  • -
  • Examining an IV Drip will tell you the transfer rate.
  • -
  • Spiderbots are no longer invulnerable.
  • -
  • Destroyed spiderbots will leave behind a brain.
  • -
  • Spiderbot health increased from 10 to 25.
  • -
-

Skull132 updated:

-
    -
  • Potassium-water and nitroglycerin grenades now work again properly.
  • -
- -

15 August 2016

-

Alberyk updated:

-
    -
  • Added the tommygun to the traitor uplink, as well with their magazine options.
  • -
  • Added more magazines, with different callibers, to the autolathe.
  • -
  • You can now print a portable suit cooling unit at the autolathe.
  • -
  • Fixed a secret crate at mining spawning a broken hardsuit module.
  • -
  • The telebaton has now a sprite in hand when extended.
  • -
  • Added combat hyposprays, available in the traitor uplink, that come loaded with stimulants.
  • -
  • Ported the switch belt layer function from bay, now you can set if you want your belt to appear under or above your suit.
  • -
  • Added new hair options, some from old code and other ported from Polaris.
  • -
  • Added unathi, tajaran and skrell sprites for the gem-encrusted voidsuit.
  • -
  • Added more horns and horns related facial options for Unathi.
  • -
  • Cult swords, and claymores, won't get stuck into people anymore.
  • -
-

Bedshaped updated:

-
    -
  • BloodPacks can now be labeled with their bloodtype using a pen.
  • -
  • BloodPacks can be slashed open using a sharp weapon spraying blood everywhere.
  • -
  • Walking away from an IV you're connected to can now cause bleeding.
  • -
  • Tweak to ripped needle notice.
  • -
  • The transfer rate of an IV can now be set by right clicking or in Object->Set Transfer Rate.
  • -
  • Vampires: Drinking blood from a bloodpack correctly adds to Useable Blood instead of Total Blood
  • -
  • Vampires: Drinking non-fresh blood will no longer raise your blood level for upgrades.
  • -
  • Vampires: Drinking from a bloodpack adds a desc and a saliva residue that the Detective can swab for.
  • -
-

Nanako updated:

-
    -
  • Tweaked surgeon cyborg modules: Added chemistry gripper, removed fire extinguisher, and added soporific to their hypospray.
  • -
  • Removed chemistry gripper from crisis borg.
  • -
  • The chemistry and botany fridges are now see-through, so you can more easily chat with people on the other side.
  • -
  • Cost of cyborg renaming module vastly decreased
  • -
  • Renamed medical's Chemical Closet, to Chemistry Equipment Closet. Nobody ever stores chemicals in an unrefridgerated closet.
  • -
  • Added two boxes of empty spraybottles to the chemistry equipment closet.
  • -
  • Chainswords now have an improved animation.
  • -
  • Chainswords and energy blades can no longer get embedded in people.
  • -
  • Chainswords and energy blades can now be used as surgical tools to amputate limbs. Chainswords are messy. Energy blades will cut clean and cauterize the wound
  • -
  • Surgery messages about amputating bodyparts are now very noticeable
  • -
  • Cauterising wounds with a welding tool is much more reliable. Cauterising with a cigarette is no longer effective.
  • -
  • Fixed chainsword held sprite not updating when toggled
  • -
-

Skull132 updated:

-
    -
  • Fixed a bug where A-OOC was removed from antagonists upon a disconnect. It's now added back in during a reconnect.
  • -
  • AOOC mutes now work properly.
  • -
  • Autotraitor now sets the mind.special_role properly. This means that they can now request objectives properly, autotraitor borgs work properly, etcetera.
  • -
  • Tweaked contest mechanics to give a little bit more feedback to the player as to what he's about to do.
  • -
  • Objectives will now report their success properly on the feedback screen. If an objective was completed/failed but the report showcases another result, then please report it on Github.
  • -
  • Spider bots no longer become hungry.
  • -
  • Simple animals (like mice) can no longer become antags.
  • -
  • Vampire's Hypnotise ability now renders the victim unable to speak while stunned, much like the changeling's silence sting.
  • -
  • Vampire scaling boosted, we should now see the game spawn more than one vampire.
  • -
  • Vampires now lose frenzy faster while feeding. One victim, completely drained, should be enough to get out of a mid-level frenzy.
  • -
  • Vampire thralls are no longer given vampiric abilities/powers.
  • -
  • Added debug logs relating to antag spawning. Will keep these active for a bit to see what's going where.
  • -
- -

13 August 2016

-

Nanako updated:

-
    -
  • Fixed mice being paralysed and duplicating after being picked up.
  • -
  • -1 squeak
  • -
- -

12 August 2016

-

Nanako updated:

-
    -
  • Fixed Check Held Location verb for held mobs not being there.
  • -
  • Mouse starting nutrition randomised a little.
  • -
  • Fixed hungry constructs.
  • -
  • Nerfed mice.
  • -
- -

10 August 2016

-

Alberyk updated:

-
    -
  • Combat cyborgs should have access to security channel, and be able to be tracked via cameras consoles.
  • -
  • Replaced the thermal vision module with a sechud.
  • -
  • Added the thermal vision module to the syndicate borg.
  • -
  • The improvised handgun has a bigger delay between shots and less accuracy.
  • -
-

Skull132 updated:

-
    -
  • Chat mark-up will work now. The closing tags in HTML are utilized properly once more.
  • -
- -

08 August 2016

-

Alberyk updated:

-
    -
  • Only unathi are able to wear and deploy the breacher suit, both the NanoTrasen and the original version.
  • -
  • You can now carry some security related items in the breacher storage slot.
  • -
  • Replaced the detective colt with a .38 revolver.
  • -
  • Added a syndicate cyborg teleporting device, available to traitors and mercenaries in their uplinks.
  • -
  • Added departamental related voidsuits crates to the supply console.
  • -
  • Added security and engineering maglock crates to the supply console.
  • -
  • Costumes crates do not require theater access anymore.
  • -
  • Added a firefighting suit and helmet for atmos techs.
  • -
  • New, and better, firesuits sprites.
  • -
  • Cyborgs can now select the combat module when the security level is red or higher.
  • -
  • Added some meat-based unathi snacks in the vending machines around the station.
  • -
  • Added an improved wish granter.
  • -
  • Added skeletons.
  • -
  • Melee energy weapons, such as sword, glaives and axes, can now slice apart regular walls and their girders.
  • -
  • Added more skrellian head garments, available in the custom loadout.
  • -
  • Added some neckerchief bandanna, available in the custom loadout.
  • -
  • Added a cigar case cigarettes to the custom loadout.
  • -
  • Lowered the unathi resistance to alcohol and getting drunk as whole.
  • -
  • Added the first Moghes related animal.
  • -
  • Ported engineering and atmospheric jumpsuits from oldcode.
  • -
-

Bedshaped updated:

-
    -
  • Changing the commstation_name to NTCC Odin as per Jackboot
  • -
  • Allowing command reports to have the CCIAAMS signature
  • -
  • Writing [date] on paper will now show the correct lore date
  • -
  • Cyborgs can now repair airlocks with their steel synthesizer
  • -
  • Ghosts and other creatures can no longer rotate shield capacitors
  • -
  • Kois has been added to the Xenobiology seed vendor
  • -
-

LordFowl updated:

-
    -
  • Non-wizards using wizard items may experience fun stuff.
  • -
  • Mental focus damage level's have returned to old-code, to better compete with Mutate.
  • -
  • Mental focus staff has had its area of effect mode returned.
  • -
-

Nanako updated:

-
    -
  • Fixed AI being unable to set network on telecomms traffic control console.
  • -
  • Added hunger and feeding system for simple animals, this includes cats, dogs, mice, lizards, chickens, cows, etc
  • -
  • Animals can now actually consume food instead of nibbling them eternally.
  • -
  • Animals can now be hand-fed by using food on them.
  • -
  • Animals will move more slowly when starving. Examining an animal will show if its hungry.
  • -
  • Fixed a bug where examining an APC at close range would show its description twice
  • -
  • Roboticists now have master-access to all bots
  • -
  • Fixed an exploit where security cam consoles could give xray vision
  • -
  • Added cancel buttons to several input dialogs, including say, me, and PDA messaging
  • -
  • Forensics/crimescene kit now has a held sprite
  • -
  • Fixed a bug with forensics kit not holding as much as it should
  • -
  • All event probabilities reworked for a more varied and interesting event system.
  • -
  • Fixed many small instances where voidsuits were erroneously referred to as hardsuits. Mainly in EVA airlocks
  • -
  • Animals climbing onto people will now show a different, correct message, instead of the scooped one
  • -
  • Fixed an issue where a held animal could be duplicated
  • -
  • Fixed animals bugging out when placed in crates or unworn containers
  • -
  • Corgis, including Ian, will now automatically eat nearby food when they're hungry, and beg for any food held by crewmembers
  • -
  • Ian is now an insatiable eating machine.
  • -
  • Ian now gets more energetic when food is around, but slows down if left alone for a while to save performance
  • -
  • Animals can now heal slowly by eating food.
  • -
  • Increased number of janitor slots to two.
  • -
  • Janitorial carts can now be constructed with metal sheets, and deconstructed with a wrench, welder or plasmacutter if empty.
  • -
  • Janicarts now come without a bucket. Click and drag a mop bucket onto a cart to mount it, and you can unmount it from the janicart interface.
  • -
  • Placing a mop into a janicart, and pouring containers into the bucket, is now done with alt-click. A leftclick will now always wet the mop, and throw objects into the trashbag, respectively.
  • -
  • Janicarts can now be climbed over like tables - Click and drag your sprite onto it.
  • -
  • Custodial closet's Spraycleaner, cleaning grenades, and spare lights, are now inside the janitorial locker instead of on table/floor.
  • -
  • Added an extra janitorial locker in the custodial closet.
  • -
  • Fixed the Captain's deluxe soap being unuseable for cleaning
  • -
  • Soap can now clean more tiles when wetted
  • -
  • Soap and rags can now be wetted in buckets, mopbuckets, watertanks and janicarts
  • -
  • Lighters can now fit into cigarette packets.
  • -
  • Lighters will now go out when placed into a container
  • -
  • Resisting out of lockers now works properly
  • -
  • Breaking out of a locker which is welded AND locked takes longer than if it's only one of those two.
  • -
  • Fixed pAI and vampire candidacy settings not working properly.
  • -
  • Fixed pAI Personality window not populating automatically
  • -
  • Added a greeting blurb for pAIs
  • -
  • Respawn timers are now tracked individually for playing as animals (mice), small synthetics (drones and pAIs) and crew (everything else). This means you can now play as a mouse or drone while waiting to respawn as a full crewmember.
  • -
  • You can now spawn as a drone immediately upon joining as an observer, without having to wait ten minutes. There is still a cooldown between respawning as a drone if you just died as one.
  • -
  • Slightly improved the error messages if you try to respawn when you've not waited long enough.
  • -
  • Fixed a major issue where alien species with cybernetic limbs on spawn would always be the species default colour.
  • -
  • Fixed preview images of nonhumans with cybernetic limbs being tinted the body colour.
  • -
  • Spraying water will now wet all mobs in the tile, dividing reagents amongst them. This fixes some issues where slimes would be unsprayable.
  • -
  • Bomb suit and hood are now far more robust, and resistant to all types of damage
  • -
  • Bomb suits now protect all bodyparts except the hands
  • -
  • Bomb suit slowdown significantly increased
  • -
  • Bomb suits now cause the wearer to gradually overheat and will eventually cause heatstroke, their materials are very bad for dissipating bodyheat
  • -
  • Bomb hoods now restrict peripheral vision like welding goggles, but do not protect your eyes from light
  • -
  • Bomb suits and bomb hoods are now too large to fit in a backpack
  • -
  • Bulletproof, ablative and riot suits are no longer cripplingly overspecialised, their resistance to the non-primary damage types has been increased
  • -
  • Mice now have a sprite for resting
  • -
  • Added a few squeak verbs for mice with new audio, based on samples recorded from real mice!
  • -
  • Mice will now occasionally squeak, and squeak chance increased. Player-controlled mice will also automatically squeak but less often
  • -
  • Mice will now squeal in pain when killed, and sometimes when stepped on
  • -
  • Fixed a bug where mice would permanantly stop squeaking after sleeping once
  • -
  • The cover of broken APCs can now be opened with a welding tool
  • -
-

Skull132 updated:

-
    -
  • Implemented the antag contest base code. This is due for changes as the contest progresses, but should be workable for the time being.
  • -
  • Objectives like brig should now work properly.
  • -
  • HTML parsing is re-enabled in direct and global narrate, for admins.
  • -
  • Spam prevention is no longer activated by automated emotes.
  • -
-

alberyk updated:

-
    -
  • Added a buildable improvised handgun.
  • -
- -

03 August 2016

-

LordFowl updated:

-
    -
  • The demoleculariser is now constructable via RnD.
  • -
  • Fixed Gatling Lasers and Railguns fitting into bags.
  • -
  • Fixed railguns projectiles not exploding if they missed their target, and generally improved their target criteria.
  • -
  • Zo'ra blasters now fit on the belt-slot and into holsters.
  • -
- -

24 July 2016

-

Alberyk updated:

-
    -
  • Added departamental related voidsuits crates to the supply console.
  • -
  • Added security and engineering maglock crates to the supply console.
  • -
  • Costumes crates do not require theater access anymore.
  • -
-

Bedshaped updated:

-
    -
  • Command reports now only ask for a name if you used a template
  • -
  • MalfAI's fake command report plays the regular report sound so the Malf can't be metaguessed
  • -
-

LordFowl updated:

-
    -
  • Fixed certain items being unable to acquire via RnD due to impossibly high research requirements.
  • -
  • Fixed lawgiver not displaying a name for its entry in the protolathe.
  • -
  • Halved the effectiveness of the Zo'ra blaster.
  • -
- -

20 July 2016

-

Skull132 updated:

-
    -
  • You can now shoot at cargo trains, or their passangers specifically. If you click on the train, you will hit it, and thus can destroy it while the passanger is still onboard.
  • -
  • Gibbing or husking a Diona will no longer have them split off into nymphs. A gibbed or husked Diona is now permadead.
  • -
- -

18 July 2016

-

Alberyk updated:

-
    -
  • Added the unique drinks from the old code.
  • -
  • Renamed Galatic Common back to Ceti Basic.
  • -
  • Ported the id sprites from old aurora code.
  • -
  • The improvised shotgun has now a chance to explode when being fired.
  • -
  • Added a jukebox crate to the supply console.
  • -
  • Added a chainsword.
  • -
  • Added new flavors of swords; rapiers, sabers, trench knives and etc.
  • -
  • You can't hide claymore and katanas inside bags anymore.
  • -
  • You can now print some hardsuit modules in the robotics fabricator, most of them will require high tech and even rare resources.
  • -
  • You can also print nanopaste from the robotics fabricator now.
  • -
  • Zipguns should not start with flash and stun rounds anymore.
  • -
-

Arrow768 updated:

-
    -
  • Fix for lawgiver crowdcontrol spelling
  • -
  • Display CCIA Records of the char on the employment record console
  • -
  • Display Active CCIA Actions assigned to the char record console
  • -
-

Bedshaped updated:

-
    -
  • Added the ability to pull template command reports from the WI
  • -
  • Added the ability to cancel sending a command report
  • -
  • Changed command reports to ask for a name separately
  • -
  • Adding a helper in commstation_name() which returns NMSS Odin currently
  • -
  • Changed the order of no/yes to yes/no in the give prompt
  • -
-

Fire and Glory updated:

-
    -
  • Made Unique sprites for when the AMI and Industrial Hardsuit is being worn by Tajara, Unathi, and Skrell.
  • -
  • Added Unique sprites for all colors of the ERT Hardsuit when worn by Tajara, Unathi, and Skrell.
  • -
  • Made it possible to undo the top buttons of most suits via the roll-down-jumpsuit verb.
  • -
  • Gave the Janitor's wet floor signs lights that can be used by activating them in-hand or alt-clicking them on the ground.
  • -
  • Porting foxes and Chauncey from oldcode, not in any maps, currently.
  • -
-

Lord Lag updated:

-
    -
  • Custom Synthetic sprites are returning from the old code base.
  • -
  • Memetic anomaly possession has been adjusted.
  • -
  • Memetic anomaly thought now functions.
  • -
  • Memetic anomaly code has been introduced
  • -
-

LordFowl updated:

-
    -
  • Age limits are now based upon lore-standards for each race.
  • -
  • Home system, citizenship, and religion defaults have been tailored to the lore standards.
  • -
  • Numbers may be used in chargen for naming, strictly for the purpose of allowing numbers in IPC names.
  • -
  • Age, citizenship, and religion can now be viewed on an ID card.
  • -
  • Citizenship, religion, and home system can be viewed and modified via the employment records consoles.
  • -
  • Vaurca filtration bit organ added. When destroyed or removed, oxygen becomes poisonous to the Vaurca.
  • -
  • Vaurca lungs have been made organic.
  • -
  • Vaurca take 3x toxin damage, as a result of their rather alien biology.
  • -
  • Vaurca lose additional blood when an opportunity to lose blood presents itself, due to their open-circulatory system.
  • -
  • Vaurca organs are no longer all robotic, except for the neural socket and filtration bit.
  • -
  • Vaurca organ surgery is now possible.
  • -
-

Nanako updated:

-
    -
  • Fixed dizziness effects on alcohol, psilocybin, and cryptobiolin taking a long to start up and sometimes never starting for low doses.
  • -
  • Reduced the strength of the confusion effect
  • -
  • Sip size from alcohol bottles is now the same as for glasses, which is half what it was.
  • -
  • Rebalanced all alcoholic drinks with more believable alcohol values, and adjusted alcohol metabolism. Generally drinks are stronger but metabolise more slowly, pace yourself!
  • -
  • Drinking now causes temporary clumsiness until you sober up. Please don't drink and operate heavy machinery.
  • -
  • Excessive drinking now has a chance to cause vomiting.
  • -
  • Different species now have varying susceptibility to alcohol. Tajarans get drunk slightly faster, skrell are twice as fast as humans, unathi can drink more, and vaurca get drunk very slowly, but alcohol poisons them.
  • -
  • Dousing people in alcohol and setting them on fire, now only works with spirits and liqeurs stronger than 40% ABV, and the heat of the resulting fire is based on the strength.
  • -
  • Ethylredoxrazine now removes alcohol from the patient's blood and stomach, and decreases their intoxication. A large enough dose will make them completely sober.
  • -
  • Ethylredoxrazine now metabolises and does its effects much more slowly.
  • -
  • Coffee now sobers up drunk people a little.
  • -
  • Fixed a bug where almost half of all meteors spawned would instantly delete without hitting anything
  • -
  • Meteors that impact energy shields will no longer bug out and spin forever in space
  • -
  • Meteor showers and storms now last a lot longer, and are far more punishing if the station isn't shielded
  • -
  • Meteors are now far more likely to make an audible explosion on impact. Explosion power reduced a bit though
  • -
  • Meteor events now give a three minute advance warning, allowing time to turn on station shield generators
  • -
  • All meteors that impact a shield now make a special sound effect.
  • -
  • Small and normal sized meteors are now vaporised harmlessly on contact with a shield. Large meteors will explode, but with reduced power
  • -
  • Fixed a bug where placing held mobs into containers would make them vanish
  • -
  • pAIs can now examine objects while in card form
  • -
  • Moving pAIs and held mobs around on your person is now a visible action, and the mob or pAI is notified of where its moved to
  • -
  • Added a verb for pAIs and held mobs, to check where on the holder they are.
  • -
  • Pepperspray will no longer make a spraying sound if used while the safety is on
  • -
  • Spray bottles can now be locked by alt-clicking
  • -
  • Added maintenance hatches to most airlocks and hazard shutters, for drones to pass through without opening the door. Hatches do not allow gases through or spread breaches
  • -
  • Welding tools can now be used to burn paper
  • -
  • The upgraded and experimental welding tools will now fit in a toolbelt. Upgraded renamed to advanced
  • -
  • Fixed and implemented the Experimental Welding Tool, which has a regenerating fuel supply. Can be produced in R&D, requires 4 research in engineering and materials
  • -
-

Skull132 updated:

-
    -
  • All chats are now properly logged into the server log, to include the language they were spoken in.
  • -
  • Changeling revive after using the suicide verb will now work properly.
  • -
  • Evidence bag boxes now work like real boxes again. Note that in order to put an object into a bag, you drag that obejct onto the bag.
  • -
  • Borgs will now understand the Tajaran language again.
  • -
  • Alien species should no longer have oddly coloured fur/skin/scales/slime after being cloned.
  • -
  • Fixed the unlimited virus food exploit.
  • -
  • Markup is no longer awful and will not break links. Proper keys have changed: / = italics, _ = underline, ~ = strikethrough, * = bold.
  • -
  • Trash bags can now be used to pick up bullet casings.
  • -
  • Antag-OOC (AOOC) is now available to all antagonists. Moderators also have access to this. Intended usage: general round coordination (motives, backstories, gimmicks, etcetera). The rules regarding IC in OOC still apply, however. Do not use it for metagaming.
  • -
  • Ported the game ID system from Baystation12. When filing complaints, please fill out the appropriate field with it.
  • -
  • Added a new "Server Greeting" system to replace the massive garbled dump of info people get in the lower right panel. Coloured tabs indicated things that need attention. The window can be opened from the OOC tab as well, via the "Open Greeting" button.
  • -
  • Admins (with R_SERVER flag) can now edit the message of the day from within the game, with the "Edit MotD" button in the Server tab. Memos can be edited by any admin from the "Edit Memo" button in the same tab.
  • -
  • Radio jammers added (syndicate uplink for 2 TC, or improvised out of a signaller/signaller assembly, with a cell added to it). These will jam headsets, PDAs, messaging servers, and Vaurca hivenet.
  • -
- -

12 July 2016

-

LordFowl updated:

-
    -
  • Fixed Vaurca being immune to tasers and stun batons.
  • -
  • Fixed Magic Missile and Fireball.
  • -
- -

10 July 2016

-

Alberyk updated:

-
    -
  • Science armbands should be available again in the custom loadout.
  • -
  • Added medical scrubs to the custom loadout.
  • -
  • Workboots should have a better sprite.
  • -
-

LordFowl updated:

-
    -
  • Various weapons added by the last patch are properly included in RnD research.
  • -
  • Game year is set properly to 2458.
  • -
  • Wizard laser eyes via mutate now work properly.
  • -
  • Brig exit door in security now functions appropriately.
  • -
  • Arrivals maintainence disposals now functions properly.
  • -
  • Doctors now have the appropriate access to EVA.
  • -
  • Abstract items such as grabs can no longer be placed into crates.
  • -
  • The chaplain's null rod can be used properly as a weapon if intent is set to harm.
  • -
  • Droppers now appropriately display transferred units.
  • -
  • All pAI faces can now be selected.
  • -
  • Soaps, janiborgs, and mops can no longer remove cultist runes.
  • -
  • Soaps, janiborgs, and mops can remove paint applicated via paint-can from turfs.
  • -
  • All instances of Thaler have been replaced with credit chip.
  • -
  • All instances of Hesphaistos have been replaced with Hesphaestus.
  • -
  • Mechanics of the coin slightly tweaked to prevent duping exploits.
  • -
  • Mobs can no longer be painted via paint-cans.
  • -
  • Quartermasters now start with the cargo account details in their memory notes.
  • -
- -

05 July 2016

-

Alberyk updated:

-
    -
  • Removed the delay from the shuttle call in revolution, it should be 10 minutes now, instead of 20 minutes.
  • -
  • Cult blades are properly sharp now.
  • -
  • Removed the helmet camera from the heist industrial hardsuit.
  • -
  • Interns positions should not start with an extra internal box anymore.
  • -
  • The lethal injection syringe should have a proper sprite now.
  • -
-

Nanako updated:

-
    -
  • Mice will no longer spawn in closed systems with nowhere to ventcrawl to
  • -
  • Mice can no longer spawn in breached areas and die immediately. A spawnpoint with a safe environment will always be chosen
  • -
- -

29 June 2016

-

Skull132 updated:

-
    -
  • Vampires can no longer have negative amounts of blood or frenzy. This also means that frenzy from low levels of blood is acheivable again.
  • -
  • Dominate and presence no longer affect loyalty implanted personnel, unless the casting vampire has attained full power.
  • -
- -

27 June 2016

-

Nanako updated:

-
    -
  • Fixed being unable to remove tactical armour
  • -
  • Fixed being unable to place held animals into disposal units
  • -
  • Fixed missing held/onhead icons for cats
  • -
  • Fixed being unable to install robot cameras
  • -
- -

25 June 2016

-

LordFowl updated:

-
    -
  • Fixed Vaurca hivenet broadcasting into OoC.
  • -
- -

24 June 2016

-

LordFowl updated:

-
    -
  • Vaurca hivemind language added.
  • -
  • Vaurca appropriate name generator added.
  • -
  • Tied Vaurca language to their neural socket organ.
  • -
  • Added a method for non-Vaurca to intercept the Vaurca hivenet so long as they construct the correct item.
  • -
  • Sprites for Vaurca organs.
  • -
  • Neutered all Vaurca.
  • -
  • Cutting open a Vaurca for surgery now requires heavier equipment.
  • -
  • Injecting a Vaurca with a syringe now will take time.
  • -
  • Adds various Vaurca cosmetic items available via loadout.
  • -
  • Adds a few new burst-fire weapons exploiting the burstfire fix - obtainable via research or adminbus.
  • -
  • Ports the ability to stick heads on spears from Paradise-code.
  • -
  • Added an error message when trying to bite someone before the cooldown expires.
  • -
  • Removed spoken Vaurca language.
  • -
  • Heavily nerfed K'ois' properties.
  • -
  • Halved the nutrition value of nutriment, returning it to old-code state.
  • -
  • Nerfed the damage dealt by bite, while reducing the cooldown.
  • -
  • Fixed burstfire weapons spamming attack messages when fired, allowing for more automatic weapons.
  • -
  • Fixed Vaurca player ability to select coloured eyes.
  • -
-

Skull132 updated:

-
    -
  • Fax machines and Request Consoles can now be linked with PDAs to alert the PDA upon message arrival. These options are available in the machine's UI.
  • -
  • Unbanning staff will now be prompted for an unban reason. Any lifting of bans will now also be logged in the player's notes.
  • -
  • Tajarans now speak Siik'maas, as per their lore.
  • -
- -

23 June 2016

-

Alberyk updated:

-
    -
  • Added bolt action rifles, raiders have a chance to spawn with one.
  • -
  • Added 7.62mm ammo clips to the hacked autolathe.
  • -
  • Added a new abandoned crate to mining.
  • -
  • Added a tommygun, raiders also get it for now, and two different magazines.
  • -
  • Added a derringer.
  • -
  • Fixed uzis and added a magazine to them.
  • -
  • A lot of old aurora sprites are back now, as well new sprites for guns.
  • -
  • Added more tajaran hairstyles from old code.
  • -
  • Security officers, the warden and detectives can be changelings, traitors and vampires now.
  • -
  • The round should end normally, when the gamemode is heist, after the emergency shuttle docks on central command.
  • -
  • Force gloves are now available on the traitor uplink.
  • -
  • Roboticists starts now with a toolbelt, full of tools, instead of a toolbox.
  • -
  • Added a buildable improvised shotgun.
  • -
  • Added more nine different barsigns.
  • -
-

Bedshaped updated:

-
    -
  • Fixed Object->Remove cartridge not showing the correct message.
  • -
  • Fixed the name of the cartridge not showing when removed.
  • -
-

Nanako updated:

-
    -
  • Added pockets to all armours. 2 slots for vests, 4 slots for coats and fullbody suits
  • -
  • Useability improvement for Tactical Armour internal holster, functions like a uniform-attached holster now
  • -
  • Cyborg jetpack can now be used by security, combat, engineering, construction, mining and crisis borgs
  • -
  • Fixed cyborg jetpack not being installable
  • -
  • Cyborg jetpacks can now be removed and reused
  • -
  • Cyborgs now use less power when moving in space
  • -
  • Fixed jetpacking cyborgs not drifting when stabilisers are disabled
  • -
  • All jetpacks now use twice as much gas when stabilisers are enabled
  • -
  • Most small animals can now be scooped up, including mice, lizards, chickens, chicks, kittens and walking mushrooms
  • -
  • All scoopable animals now have an individually appropriate size set, which determines whether they can fit in pockets/boxes/backpacks/trashbags, etc
  • -
  • Small animals now have a density of zero, allowing them to move under people, or be walked over, without blocking the tile
  • -
  • Scooped critters can now be petted or crushed while held in your hands, using help/harm intent
  • -
  • Drones and nymphs can now be petted while alive. They are picked up by dragging them onto yourself
  • -
  • Dead cats can be picked up
  • -
  • Tabby cats now look correct when held in hand
  • -
  • Medical Records Laptops and Employment Records Consoles are no longer solid. Creatures that can walk on tables, can walk on them
  • -
  • Fixed trays. Trays can now be unloaded by placing them down on a table, then either alt+clicking themn, or rightclicking and selecting Unload Tray
  • -
  • Trays can now load individual items by using it on them, or using the item on the tray, or alt+click to attempt to load everything on the tile
  • -
  • Trays will now spill their contents when dropped, thrown, or when you try to place it into a container
  • -
  • Trays now only hold specific things: Food/drinks, reagent containers, utensils, and smoking supplies
  • -
  • Tray capacity increased
  • -
  • Laptop camera monitors will no longer reset the scrollbar position after every click
  • -
  • Medical huds will now properly update as wounds heal passively, or when bandaged
  • -
  • Added a new Medical HUD state between 70 and 100%, to better recognise very small amounts of damage
  • -
  • Medical huds will no longer show the healthbar on crewmembers who are at full health
  • -
  • Added a healthbar fadeout effect for when someone heals up to 100% while you're watching
  • -
  • Medical huds now update more frequently
  • -
-

Skull132 updated:

-
    -
  • Adds Skype/Discord style mark-up to OOC, LOOC, and say. The tags that can be used are: *, /, and _. Bold is disabled by default over OOC channels.
  • -
  • Makes the code BYOND 510 compatible.
  • -
  • Updates the processScheduler with the usage of the world.tick_usage variable. This should effectively mean less noticeable lag, though tweaking will most likely be required in order to make it work well. Credit to the GOON dev team for this.
  • -
  • Client version control added. Joining with a lower version than required is now impossible for non-staff.
  • -
- -

22 June 2016

-

Alberyk updated:

-
    -
  • Added tajaran and unathi gloves, a wallet and a new armband to the custom loadout.
  • -
  • Added the Synthetic Intelligence Movement armband.
  • -
  • Fixed wet floor tiles not drying over time.
  • -
  • Added book bags, the librarian starts with one.
  • -
  • Added syndicate belts.
  • -
  • Added janibelt.
  • -
  • Added skrell snacks to the Getmore Chocolate Corp vending machine.
  • -
-

Nanako updated:

-
    -
  • Skrell are now immune to slipping on wet floors
  • -
  • All sources of vomiting now work the same way
  • -
  • Vomiting now removes 30u of reagents from your stomach and splashes them on the floor
  • -
  • Vomiting now doesn't work if your stomach is empty
  • -
  • Added Ipecac, an emetic medicine to induce vomiting when given orally. Made from dylovene, ethanol and hydrogen 1:1:1
  • -
  • Increased the biogenerator's capacity to be able to hold an entire plant bag
  • -
  • Fixed icons getting stuck onscreen when emptying a plantbag into a biogenerator or grinder
  • -
  • Watering hydroponics trays with a bucket of water will no longer waste the excess water.
  • -
  • Fertilizer bottles now contain 60u. Amounts in vendors and biogenerator cost adjusted appropriately
  • -
-

Skull132 updated:

-
    -
  • Fixes toggleable vampire powers. They can now be turned off properly, even if you lack the blood required to activate them.
  • -
  • Fixed Presence not turning off when the vampire is knocked unconcious.
  • -
- -

20 June 2016

-

Arrow768 updated:

-
    -
  • Mercenary Gamemode: Antag identities/ckeys not revealed at roundend
  • -
-

LordFowl updated:

-
    -
  • Fixed female Vaurca sprites.
  • -
- -

04 June 2016

-

Arrow768 updated:

-
    -
  • Fixed telescience
  • -
-

Skull132 updated:

-
    -
  • Saving characters that use species without hair is now fixed.
  • -
  • Cleanbots are temporarily disabled, due to infinite loops.
  • -
- -

01 June 2016

-

LordFowl updated:

-
    -
  • K'ois spores will now properly spawn in hydroponics seed storages.
  • -
  • Vaurca will now spawn with appropriate footwear.
  • -
-

Skull132 updated:

-
    -
  • Skills are now properly loaded from SQL.
  • -
  • Skills are no longer nuked whenever importing characters onto SQL.
  • -
- -

31 May 2016

-

Nanako updated:

-
    -
  • Sterilizine will now clean wounds, to reduce and prevent infection
  • -
  • Spraybottles now display a message when sprayed on any mob
  • -
  • Proteins now restore blood twice as effectively
  • -
  • Unathi will no longer digest nutriment, only proteins
  • -
  • Added seafood protein. Space-carp fillets, and all recipes made with them, now contain seafood protein instead of animal protein
  • -
  • Skrell are able to safely digest seafood protein
  • -
  • Unathi are now immune to Carpotoxin
  • -
  • Mobs breathing a poisonous gas now get that chemical added to their bloodstream, instead of generic 'toxin'.
  • -
  • Air alarms now properly say phoron instead of toxin
  • -
  • Engine cooling computers now identify phoron as Ph instead of Tx
  • -
  • Passengers can now be removed from exosuit passenger compartments via the maintenance panel
  • -
  • Added a new Chemistry Gripper for cyborgs. It holds beakers, bottles, pills, pillbottles, spraybottles, labellers, and phoron sheets
  • -
  • Removed Large Beaker from crisis and research cyborgs, replaced with chemistry gripper
  • -
  • Cyborgs can now interact with reagent grinders
  • -
  • Cyborgs can now place objects in their gripper, on a table
  • -
  • Cyborgs can now place objects from their gripper into a disposal bin
  • -
  • Cyborgs can now use a gripper to take valid objects out of cardboard boxes
  • -
  • Cyborgs can now use their other tools, on things held in their gripper
  • -
  • Using an empty gripper on a machine now interacts with it
  • -
  • Cyborgs can now use items held in their gripper on rechargers
  • -
  • Fixed the mutation chance on unstable mutagen. It was 1% of what it should have been
  • -
  • Added a little RP message when unstable mutagen does its thing
  • -
  • Sleepers will no longer eject their dialysis beaker and bug out when you eject a patient
  • -
  • Fixed a bug with medical machines where a patient could be duplicated
  • -
  • The dialysis beaker can now be checked and removed while a sleeper has no occupant
  • -
  • Male unathi can now break handcuffs.
  • -
  • Tajarans can now wear tajaran-specific gloves
  • -
  • Tajaran wardens, detectives and heads of security will properly spawn wearing black tajara gloves
  • -
- -

30 May 2016

-

Akrilla updated:

-
    -
  • Setup character menu available while a ghost/observing.
  • -
  • Taking damage or attacking while stealthed now deactives it.
  • -
  • Unathi don't gain nutriment from protein.
  • -
  • Slimes now take damage when under this cold threshold.
  • -
  • Necrotic organ repair now works as it should.
  • -
  • Certain chemical effects now no longer allow random movement in space.
  • -
  • Certain chemicals now have the correct heartstopping logic.
  • -
  • Cleanbots lag should hopefully be fixed. Report if that isn't the case.
  • -
-

Arrow768 updated:

-
    -
  • Lawgiver ID Fail sound
  • -
  • Various improvements to the Lawgiver
  • -
  • Highlander Gamemode, working again
  • -
  • A few changes to telescience
  • -
-

Brightdawn updated:

-
    -
  • Added a Coffee Machine.
  • -
  • Added Black Coffee
  • -
  • Added Cafe Au Lait (Black Coffee and Milk)
  • -
  • Added Cafe Melange (Black Coffee and Cream)
  • -
-

Lord Lag updated:

-
    -
  • Memetic anomaly code has been introduced
  • -
  • Emergency Shutters no longer have alert pop-ups.
  • -
  • Xenomorph facehuggers now react to protection properly.
  • -
  • Vaurca Insulation fixed.
  • -
-

LordFowl updated:

-
    -
  • Added the option for Vaurca to have unique skin colours.
  • -
  • Vaurca selection screen has a blurb + preview image.
  • -
  • Added K'ois paste and fungi
  • -
  • Phoron no longer poisons Vaurca nor damages their eyes.
  • -
  • Vaurca will receive toxin damage if they breathe oxygen with broken lungs.
  • -
  • Vaurca can no longer wear normal gloves or shoes.
  • -
  • Vaurca can no longer gib lesser mobs via bite.
  • -
  • Vaurca no longer have a slowness debuff.
  • -
  • Vaurca are fully insulated again.
  • -
  • Vaurca sprites have been fixed.
  • -
  • Added various atmospheric substations throughout the station.
  • -
  • Added employment records console, security records console, and request console to the IAA Office.
  • -
-

Skull132 updated:

-
    -
  • Imported autotraitor fix from Baystation12.
  • -
  • Initial antagonist counts balanced and should now be working. No more 6 ops for 15 total players.
  • -
  • Web interface button added up top! Use it!
  • -
  • Staff can now look up the mirrors for various bans.
  • -
  • Bans now work properly. Specially those of the permanent kind.
  • -
  • Characters are now saved to, and loaded from the SQL database. Along with user preferences. All file saves will be automatically transferred over and retained just in case. Hopefully everything makes it there in one piece. Important things to note for players: no more slots, instead, you have characters that you can delete. You can also make new characters.
  • -
  • Vampire is completely rewritten. Most of the powers have been tweaked at the very least, if not completely reworked. New vampire players can consult the 'Vampire Help' command ingame for further info.
  • -
- -

25 March 2016

-

Lord Lag updated:

-
    -
  • Glasses may once again be combined with HUDs
  • -
  • Borers have a full compliment of abilities once more.
  • -
  • :9 is the new new Vaurcese hotkey.
  • -
  • The broken Temperature gun has been replaced with the Freeze ray
  • -
-

Skull132 updated:

-
    -
  • The 2/3rd majority rule for crew transfer is back. Before 3 hours, the majority is required to pass a vote.
  • -
  • Transfer vote timeout added as a config option. Default is 2 hours. No transfer vote may be called before that time.
  • -
  • Sleeper and body scanner consoles can be walked through once more.
  • -
  • Most hardsuit modules can no longer be utilized inside mechs.
  • -
  • +MODs can now cancel votes and start ones regardless of timer.
  • -
  • +MODs now get check_contents, check_words (cult words), and check_ai_laws verbs.
  • -
  • Holders no longer get debug_variables (view variables) verb.
  • -
  • Processor hang alerts now have numbers to showcase severity of the issue. The higher the number, the worse the issue.
  • -
  • Revolution no longer auto-recalls the shuttle. Nor is the death of the antagonists a valid end condition.
  • -
  • Voting system tweaked. Crew transfer votes are now special, and run on their own timers. This means that cancelled votes no longer interfere with them.
  • -
  • A lot of JMP macros added to attack logs.
  • -
  • Ghosts can no longer drag people into sleepers, cryo chambers, etcetera.
  • -
  • You can no longer generate infinite plasmacutters with RIGs.
  • -
  • Cuffing people now checks whether or not the target is interfered with before slapping the cuffs on.
  • -
  • The pAI cable no longer spams itself spooling.
  • -
  • Uploading to the library is possible again.
  • -
  • Conveyor belts will no longer consume objects.
  • -
  • You can no longer split stacks with a non-functional hand.
  • -
  • Janitors can no longer access medical records. Medical records now require medical bay equipment access.
  • -
  • Telescience consoles are no longer an infinite source of telecrystals upon reconstruction. Further, you can now insert TCs into them again.
  • -
  • Cell 1 has its own locker again.
  • -
  • Integrated the web interface with the game. Players can now create linking requests from the web interface, and accept them ingame. This will be used for more feature integration between the two later.
  • -
  • Integrated the syndicate contract database with the game. Players can interact with contracts from the web interface (create new ones, post comments, report completion, etcetera), and review the contracts from syndicate uplinks. This means that antags with access to an uplink can now roleplay with contracts, fulfilling missions and so forth.
  • -
  • Heisters now spawn with contract uplinks, which are effectively syndicate uplinks without the telecrystals, for checking up on the contracts database.
  • -
- -

03 March 2016

-

Lord Lag updated:

-
    -
  • Vaurca's language key is now M. Also it should work.
  • -
  • cyborgs should now autoconnect to malfs at round start
  • -
- -

21 February 2016

-

Skull132 updated:

-
    -
  • IPCs can change their body colour again.
  • -
  • Supermatter's radiation range is lowered by 1/3rd if you don't have a direct sightline to it.
  • -
  • Mods can now toggle attack logs.
  • -
  • Practice lasers no longer generate attack logs.
  • -
  • Wizard related balancing: magic missile recharge time doubled, to make stunlocking no longer possible; subjugate's effect timers halved, recharge cost lowered by 50; horsemask spells are now targeted again.
  • -
  • Purple colour for DO chat.
  • -
  • Medical Interns and Engineering Apprentices given slightly better access, so they're not completely useless with this new map.
  • -
  • Tesla engine components brought inline with Bay12 coding standards. This means you can set them up properly now, whereas before, wrenching or screwdrivering them failed.
  • -
  • A few quality of life improvements for the map: suit cycler for Heist ship, cooling units for engineering and general EVA, traffic computer in telecomms.
  • -
  • Nursing Interns now spawn properly.
  • -
  • Standard severity warnings work properly.
  • -
  • You can no longer suicide with weapons that do no damage. Less than lethal weaponry still works.
  • -
  • IPCs no longer gain toxins damage, nor are they affected by hallucinations.
  • -
  • Fixed a SQL query for the library that was referencing an invalid table.
  • -
  • Hydroponics trays work properly now, with how they consume liquids and reagents.
  • -
- -

16 February 2016

-

Skull132 updated:

-
    -
  • Adds discordbot, nicknamed BOREALIS. Basically: this enables admins to interact with the game without even being on the server. Should push come to shove, we can restart the server remotely, and answer adminhelps remotely. Also makes some other functionality possible.
  • -
- -

15 February 2016

-

Lord Lag updated:

-
    -
  • Synthetics should now be able to understand Rootspeak and Vaurcese.
  • -
  • Core Vaurca mechanics are back
  • -
- -

12 February 2016

-

Ryan784 updated:

-
    -
  • Fixed ChemMaster pill creation spam.
  • -
  • Chaplains can no longer be Vampires.
  • -
  • IPCs will no longer be considered for innapropriate antag positions (Vampire and Changeling).
  • -
  • Changelings will now retain proper abilities using lesser form, and the ability to transform back.
  • -
  • pAI suicide now works correctly.
  • -
- -

01 February 2016

-

Lady of Ravens updated:

-
    -
  • Ported Aurora's stungloves and modified force gloves.
  • -
  • Ported Aurora's mechanics of heavy machinery eating hair.
  • -
-

Lord Lag updated:

-
    -
  • Ported the Vaurca.
  • -
-

Mahzel updated:

-
    -
  • Ported Aurora's intern positions.
  • -
  • Ported Aurora's magnetic door locks.
  • -
  • Ported Aurora's prisoner suits.
  • -
-

Ryan784 updated:

-
    -
  • Ported Aurora's null-rod conversion mechanics for cult.
  • -
  • Ported Aurora's welderbomb delay and related admin/mod actions.
  • -
  • Ported Aurora's horsemask removal spell.
  • -
  • Ported Aurora's glove kits for aliens.
  • -
  • Ported Aurora's gold slime mechanics.
  • -
  • Ported Aurora's lawgiver.
  • -
  • Ported the AI HUD, originally by Jack-Fractal.
  • -
  • Ported Aurora's footstep sounds.
  • -
  • Ported the vampire code. Needs a lot of testing and may break.
  • -
-

Skull132 updated:

-
    -
  • Ported Telescience from TGStation.
  • -
  • Ported Aurora's old rifle code, with minor refractors.
  • -
  • Ported Aurora's forensics code. Code refractored by Zuhayr.
  • -
  • Ported SQL based whitelisting, playernotes, warnings. Refractored where necessary.
  • -
  • Adjusted the Bay12 paralyze player function to work as our wind function used to work. It also now gives warnings to people nearby if someone was winded.
  • -
  • Made tasers to actually fire projectiles again. And not lasers. Tasers are not lasers, sillys.
  • -
  • Handcuffing does not require you to have the person in level 2 grab, as it does in vanilla bay.
  • -
- -

06 December 2015

-

Hubblenaut updated:

-
    -
  • Welding a broken camera will use the correct icon.
  • -
  • Camera assemblies remember their tag and network from previous usage.
  • -
- -

22 November 2015

-

neersighted updated:

-
    -
  • Laptop Vendors now accept ID Containers (PDA, Wallet, etc).
  • -
  • Personal Lockers now accept ID Containers (PDA, Wallet, etc).
  • -
- -

27 October 2015

-

HarpyEagle updated:

-
    -
  • When affected by pepperspray, eye protection now prevents blindness and face protection now prevents stun, instead of face protection doing both.
  • -
- -

14 October 2015

-

Hubblenaut updated:

-
    -
  • Airlock backup power test light properly offline when backup power down.
  • -
  • Empty flavor texts no longer draw an empty line on examination.
  • -
  • Material stacks now properly merge upon creation.
  • -
  • Messages for adding to existing stack appear again.
  • -
-

TheWelp updated:

-
    -
  • Removed higher Secret player requirements.
  • -
- -

10 October 2015

-

HarpyEagle updated:

-
    -
  • Rubber bullets and beanbags now are now resisted by melee armour.
  • -
  • Fixed a couple of bugs causing phoron gas fires to burn cooler and slower than they were supposed to.
  • -
  • Merc bombs are now appropriately explosive again. Same goes for bombs made by toxins.
  • -
- -

11 September 2015

-

HarpyEagle updated:

-
    -
  • Made flares brighter.
  • -
- -

05 September 2015

-

Zuhayr updated:

-
    -
  • Auto-traitor should now be fixed.
  • -
  • The Secret game mode should now be fixed.
  • -
- -

24 August 2015

-

HarpyEagle updated:

-
    -
  • Girders are now reinforced by using a screwdriver on the girder before applying the material sheets. Use a screwdriver again instead to cancel reinforcing.
  • -
  • Mechanical traps no longer spawn in the janitor's locker.
  • -
  • Mechanical traps can now be printed with a hacked autolathe.
  • -
-

Zuhayr updated:

-
    -
  • Pariahs are now a subspecies of Vox with less atmos/cold protection, a useless brain, and lower health.
  • -
  • Leap now only gives a passive grab and has a shorter range. It also stuns Pariahs longer than it does their target.
  • -
- -

17 August 2015

-

PsiOmegaDelta updated:

-
    -
  • Station time and duration now available in the Status tab.
  • -
- -

11 August 2015

-

PsiOmegaDelta updated:

-
    -
  • 0.1.19 is live.
  • -
  • Crew monitors now update every 5th second instead of every other. Reduces lag and gives antags a larger window of opportunity to disable suit sensors if they have to harm someone.
  • -
- -

31 July 2015

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HarpyEagle updated:

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    -
  • Fixed projectiles being able to hit people in body parts that they don't have. This will also mean that the less limbs someone has the less effective they will be as a body shield.
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29 July 2015

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Karolis2011 updated:

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    -
  • Made tagger and sorting pipes dispensible.
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  • Unwelding and welding sorting/tagger pipes, no longer delete data about them.
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27 July 2015

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Kelenius updated:

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    -
  • Borg shaker now works similarly to hypospray. It generates reagents that can be poured into glasses.
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  • Therefore, they can no longer duplicate rare reagents such as phoron.
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- -

14 July 2015

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HarpyEagle updated:

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    -
  • Fixes wrong information being reported when analyzing locked abandoned crates with a multitool.
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PsiOmegaDelta updated:

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    -
  • Ninjas can no longer teleport unto turfs that contain solid objects.
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  • Wizards can no longer etheral jaunt unto turfs that contain solid objects.
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11 July 2015

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HarpyEagle updated:

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    -
  • Added inhand sprites for flashes, flashbangs, emp and other grenades.
  • -
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Loganbacca updated:

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    -
  • Turrets no longer burn holes through the AI.
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  • Projectiles now have a chance of hitting mobs riding cargo trains.
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  • Fixed visual bugs with projectile effects.
  • -
- -

10 July 2015

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Zuhayr updated:

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    -
  • Ninja now spawns on a little pod on Z2 and can teleport to the main level.
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06 July 2015

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GinjaNinja32 updated:

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    -
  • 'Provisional' is now also a valid temporary position prefix for manifest sorting.
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04 July 2015

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PsiOmegaDelta updated:

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    -
  • Portable turrets now only blocks movement while deployed.
  • -
  • Portable turrets are no longer invincible while undeployed, however they have increased damage resistance in this state.
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  • Crescent portable turrets should no longer act up during attempts to (un)wrench and alter their settings.
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30 June 2015

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PsiOmegaDelta updated:

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    -
  • Non-general areas on Crescent are now protected by blast doors to enforce area restrictions. Admins can operate these from the central checkpoint.
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24 June 2015

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HarpyEagle updated:

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    -
  • Fixed Tajaran name generation producing names without a space between first and last.
  • -
  • Adds docking to the mercenary shuttle. Works similarly to other shuttles, except docking and undocking is manually initiated and not automatic. A system to approve or deny dock requests still to be implemented.
  • -
  • Toolboxes can now hold larger items, such as stacks of metal or power cells, at the cost of having less space for other things.
  • -
  • Gloves/shoes can now be worn even if you have one hand/foot missing. The other one still has to be present, of course. The items still drop when you first lose the hand/foot.
  • -
  • Budget insulated gloves are somewhat less useless. On average, they will stop half the damage from getting shocked, and the worst case insulation is not as bad as it used to be. Budget gloves that are as good as regular insulated gloves are still as rare as they were before though.
  • -
  • PTR bullets are now hitscan, to make them somewhat better for actual sniping.
  • -
  • The telecoms server room now has an actual cycling airlock into it.
  • -
  • Non-vital body parts will no longer take further damage above a certain amount, and will inflict paincrit effects instead. On most humaniods the head, chest, and groin are vital.
  • -
  • Engineers now spawn with industrial workboots (credit: ChessPiece/Bishop).
  • -
  • Damaged robotic legs now more likely to have an effect.
  • -
  • Fixed bug preventing internal organs from taking damage in some cases.
  • -
  • New flavours of tables around the station. Engineering starts with more plastic.
  • -
  • Fixed worn items not appearing in some cases. Most notably crossbows and certain guns when worn on the back. As a side effect, laundry machines no longer transform items.
  • -
  • Crit oxyloss now runs in game time instead of real time. So if lag is slowing your movement the same slowdown applies to the dying person you're trying to reach.
  • -
  • Breathmasks can now be adjusted by clicking on them in your hand, in addition to the verb.
  • -
  • Wearing a space helmet or similar face-covering gear now prevents eating and force-feeding food, drink, and pills.
  • -
  • Phoron in air ignites above it's flashpoint temperature and a certain (very small) minimum concentration. Environments that have oxygen and are hot enough, and have phoron but not enough concentration to burn will produce flareouts, which are mostly a visual effect.
  • -
  • Adds animation when making unarmed attacks or attacking with melee weapons, to help make it clearer who is attacking.
  • -
  • Opening an unpowered door now has an appropriate sound.
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  • Ingesting diseased blood may contract the disease.
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19 June 2015

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HarpyEagle updated:

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    -
  • Prevents being on fire from merely warming mobs up slightly in some cases. Mob fires also burn hotter.
  • -
  • Matches can now be used to light things adjacent to you when thrown.
  • -
  • Made the effects of having a damaged robotic leg more prominent.
  • -
  • Robot limbs no longer cause pain messages. A reminder that you can still check their status with 'Help Intent' -> 'Click Self'.
  • -
  • Knifing damage scales with weapon force and throat protection. Helmets only provide throat protection if they are air tight. Trying to cut someone's throat with wirecutters and/or while wearing an armoured sealed helmet will require several attempts before the victim passes out.
  • -
  • Knifing switches on harm intent, in case you just wanted to beat on the victim for some reason.
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  • Prevents knifing bots or silicons.
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05 June 2015

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PsiOmegaDelta updated:

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    -
  • Split stacks no longer lose their coloring.
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  • Can no longer merge cables of different colors.
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04 June 2015

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PsiOmegaDelta updated:

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    -
  • AI eyes can now be found in the observer follow list.
  • -
  • Synths can now review all law modules that can be found on the station from their law manager.
  • -
  • Synths can state these laws if desired, however this is strongly discouraged unless subverted/malfunctioning.
  • -
  • Astral projecting mobs, such as wizards or cultists, may no longer respawn as something else while their body lives.
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02 June 2015

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Techhead updated:

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    -
  • Re-adds extended capacity emergency oxygen tanks to relevant jobs.
  • -
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30 May 2015

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Atlantis updated:

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    -
  • Malfunction Overhaul - Whole gamemode was completely reworked from scratch. Most old abilities have been removed and quite a lot of new abilities was added. AI also has to hack APCs to unlock higher tier abilities faster, instead of having access to them from the round start. Most forced things, such as, shuttle recalling were removed and are instead controlled by the AI. Code is fully modular allowing for future modifications.
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HarpyEagle updated:

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    -
  • Fixes Engineer ERT gloves not being insulated.
  • -
  • IV stands are no longer bullet shields. They also allow mice, drones, pAIs et al to pass though.
  • -
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PsiOmegaDelta updated:

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    -
  • You can now review the server revision date and hash by using the 'Show Server Revision' verb in the OOC category.
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27 May 2015

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PsiOmegaDelta updated:

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    -
  • The inactive check process now respects client holder status and can be configured how long clients may remain inactive before being kicked.
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22 May 2015

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Ccomp5950 updated:

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    -
  • Beepsky no longer kills goats.
  • -
  • Goats will move towards vines that are 4 spaces away now instead of 1
  • -
  • Goats will eat the spawning plants for vines as well as the vines themselves.
  • -
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Chinsky updated:

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    -
  • Ghetto diagnosis. Grab patient, aim at bodypart you want to check, click on them with help intent. This will tell you about their wounds, fractures and other oddities (toxins/oxygen) for that bodypart.
  • -
  • Fractures are visible on very damaged limbs. Dislocations are always visible. Surgery incisions now visible too.
  • -
  • Stethoscopes actually make sense now. They care for heart/lungs status when reporting pulse and respiration now.
  • -
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HarpyEagle updated:

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    -
  • Re-implemented fuel fires. Tweaked fire behaviour overall.
  • -
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Yoshax updated:

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    -
  • Bear traps now do damage when stood on, enough to break bones! Bear traps can now affect any limb of a person who is on the ground, including head! Bear traps are no longer legcuffs and instead embed in the limb they attack.
  • -
  • Bear traps now take several seconds to deploy and cannot be picked up when armed, they must be disarmed by clicking on them. They also cannot be moved then they are deployed.
  • -
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Zuhayr updated:

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    -
  • Massive material refactor. Walls, beds, chairs, stools, tables, ashtrays, knives, baseball bats, axes, simple doors, barricades, so on.
  • -
  • Tables are now built via steel then another sheet on the resulting frame. They can then be reinforced by dragging a stack of sheets onto the table.
  • -
  • Walls are built with steel for girders, then right-click the girder and select the reinforce verb while holding a stack, then click the girders with a final sheet.
  • -
  • Various things can be built with various sheet types. Experiment! Just keep in mind that uranium is now radioactive and phoron is now flammable.
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18 May 2015

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Hubblenaut updated:

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    -
  • Adds a light for available backup power on airlocks.
  • -
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Kelenius updated:

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    -
  • There has been a big update to the reagent system. A full-ish changelog can be found here: http://pastebin.com/imHXTRHz. In particular:
  • -
  • Reagents now differentiate between being ingested (food, pills, smoke), injected (syringes, IV drips), and put on the skin (sprays, beaker splashing).
  • -
  • Injecting food and drinks will cause bad effects.
  • -
  • Healing reagents, generally speaking, have stronger effects when injected.
  • -
  • Toxins now work slower and deal more damage. Seek medical help!
  • -
  • Alcohol robustness has been lowered.
  • -
  • Acid will no longer melt large numbers of items at once.
  • -
  • Synaptizine is no longer hilariously deadly.
  • -
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Loganbacca updated:

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    -
  • Changed MULE destination selection to be list based.
  • -
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PsiOmegaDelta updated:

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    -
  • Destroying a camera by brute force now has a chance to break the wiring within.
  • -
  • Turf are now processed. This, for example, causes radioactive walls to regularly irradiate nearby mobs.
  • -
  • Welders should now always update their icon and inhand states properly.
  • -
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17 May 2015

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PsiOmegaDelta updated:

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  • Teleporter artifacts should no longer teleport mobs inside objects.
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16 May 2015

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GinjaNinja32 updated:

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    -
  • Rewrote tables. To construct a table, use steel to make a table frame, then plate the frame with a material such as steel, gold, wood, etc. Hold a stack in your hand and drag it to the table to reinforce it. To deconstruct a table, use a screwdriver to remove the reinforcements (if present), then a wrench to remove the plating, and a wrench again to dismantle the frame. Use a welder to repair any damage. Use a carpet tile on a table to add felt, and a crowbar to remove it.
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HarpyEagle updated:

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    -
  • Adds tail animations for tajaran and unathi. Animations are controlled using emotes.
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14 May 2015

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PsiOmegaDelta updated:

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    -
  • Should now be more evident that the brig disposal chute sends its goods to the common brig area.
  • -
  • Cells now drain when using more charge than what is available.
  • -
  • The rig stealth module now requires as much power to run as the energy blade module.
  • -
-

Techhead updated:

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    -
  • Vox will spawn with emergency nitrogen tanks in their survival boxes.
  • -
  • Diona will spawn with an emergency flare instead of a survival box.
  • -
  • Engineers no longer spawn with extended-capacity oxygen tanks.
  • -
  • Vox spawning without backpacks will have their nitrogen tank equipped to their back.
  • -
  • The Bartender's spare beanbag shells have been moved into bar backroom with the shotgun.
  • -
  • Portable air pumps now fill based on external/airtank pressure when pumping in.
  • -
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12 May 2015

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Dennok updated:

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    -
  • New buildmode icons made by BartNixon.
  • -
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HarpyEagle updated:

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    -
  • Masks and helmets that cover the face block feeding food, drinks, and pills.
  • -
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MrSnapwalk updated:

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    -
  • Added seven new AI core displays.
  • -
  • Changed the pAI sprite and added several new expressions.
  • -
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PsiOmegaDelta updated:

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    -
  • The space vine event now comes with a station announcement.
  • -
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11 May 2015

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Mloc updated:

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    -
  • Rewritten lighting system.
  • -
  • Better coloured lights.
  • -
  • Animated transitions.
  • -
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PsiOmegaDelta updated:

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    -
  • As an observer, using antagHUD should now always restrict you from respawning without admin intervention.
  • -
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Techhead updated:

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    -
  • Voidsuits can have tanks inserted into the storage slot.
  • -
  • Voidsuits display helpful information on their contents on examine.
  • -
  • Magboots can be equipped over other shoes. Except other magboots.
  • -
- -

10 May 2015

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GinjaNinja32 updated:

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    -
  • Acting jobs on the manifest will now sort with their non-acting counterparts. All assignments beginning with the word 'acting', 'temporary', or 'interim' will do this.
  • -
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Yoshax updated:

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    -
  • Removes sleepy chems from being cloned, adds a consistent period of 30 tick sleep.
  • -
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09 May 2015

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Yoshax updated:

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    -
  • Maps in the top mounted 9mm practice rounds, .45 practice rounds, and practice shotgun shells into the armory.
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07 May 2015

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HarpyEagle updated:

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    -
  • Breaking out of lockers now has sound and animation.
  • -
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PsiOmegaDelta updated:

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    -
  • The cloning computer can again successfully locate nearby cloning vats and DNA scanners at round start.
  • -
  • Security equipment now treats individuals with CentCom ids with the greatest respect.
  • -
  • Adds stretches of power cable around the construction outpost, ensuring one does not have to climb over machines to being laying cables.
  • -
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RavingManiac updated:

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    -
  • Muzzle-flash lighting effect for guns
  • -
  • Energy guns now display shots remaining on examine
  • -
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06 May 2015

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PsiOmegaDelta updated:

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    -
  • Examining a pen or crayon now lists the available special commands in the examine tab.
  • -
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05 May 2015

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PsiOmegaDelta updated:

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    -
  • Grilles no longer return too many rods when destroyed (using means other than wirecutters).
  • -
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RavingManiac updated:

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    -
  • Intent menu now appears while zooming with a sniper rifle.
  • -
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02 May 2015

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HarpyEagle updated:

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    -
  • Neck-grabbing someone now stuns them properly.
  • -
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PsiOmegaDelta updated:

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    -
  • The spider infestation event now makes an announcement much sooner.
  • -
  • Admins can now toggle OOC/LOOC separately.
  • -
  • Mice are now numbered to aid admins.
  • -
-

Yoshax updated:

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    -
  • Adds an option and verb to the AI to send emergency messages to Central, functions same as comms console option.
  • -
  • Changes comms console to only have one level of ID require, meaning all heads of staff have what was captain access, allowing them to change alert, send emergency messages and make announcements.
  • -
  • Adds an emergency bluespace relay machine which is mapped into teletcomms, this machine takes emergency messages and sends them to central, if one does not exist on any Z, you cannot send any emergency messages.
  • -
  • Adds an emergency bluespace relay assembly kit orderable from cargo for when the ones on telecomms are destroyed. Assembly is required.
  • -
  • Adds the emergency bluespace relay circuitboard to be researchable and printable in R&D, with sufficient tech levels.
  • -
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30 April 2015

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Yoshax updated:

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    -
  • Adds more items to custom loadout, including a number of dressy suits and some other things.
  • -
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29 April 2015

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Daranz updated:

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    -
  • Paper bundles can now have papers inserted at arbitrary points. This can be done by clicking the previous/next page links with a sheet of paper in hand.
  • -
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HarpyEagle updated:

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    -
  • Added new fire modes to various guns: c20r, STS-35, WT-550, Z8, L6 SAW, and double barreled shotgun. The firing modes work the same way as the egun; click on the weapon with it in your active hand to cycle between modes. Unloading these weapons now requires that you click on them with an empty hand.
  • -
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PsiOmegaDelta updated:

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    -
  • Portable atmospheric pumps and scrubbers now use NanoUI.
  • -
  • Two new events which will cause damage to APCs or cameras when triggered.
  • -
- -

28 April 2015

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Jarcolr updated:

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    -
  • Added 9 new bar sign designs/sprites.
  • -
-

Kelenius updated:

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    -
  • Good news to the roboticists! The long waited firmware update for the bots has arrived. You can expect the following changes:
  • -
  • Medbots have improved the disease detection algorithms.
  • -
  • Floorbot firmware has been bugtested. In particular, they will no longer get stuck near the windows, hopelessly trying to fix the floor under the glass.
  • -
  • Floorbots have also received an internal low-power metal synthesizer. They will use it to make their own tiles. Slowly.
  • -
  • Following the complains from humanitarian organizations regarding securitron brutality, stength of their stunners has been toned down. They will also politely demand that you get on the floor before arresting you. Except for the taser-mounted guys, they will still tase you down.
  • -
  • Other minor fixes.
  • -
  • The lasertag bots are now forbidden to build and use following the incident #1526672. Please don't let it happen again.
  • -
  • The farmbot design has been finished! Made from a watertank, robot arm, plant analyzer, bucket, minihoe and a proximity sensor, these small (not really) bots will be a useful companion to any gardener and/or xenobotanist.
  • -
  • Spider learning alert: they have learned to recognize the bots and will mercilessly attack them.
  • -
  • An experimental CPU upgrade would theoretically allow any of the bots to function with the same intelligence capacity as the maintenance drones. We still have no idea what causes it to boot up. Science!
  • -
  • INCOMING TRANSMISSION: Greetings to agents, pirates, operatives, and anyone who otherwise uses our equipment. Following the NT update of bot firmware, we have updated the cryptographic sequencer's hacking routines as well. The medbots you emag will not poison you anymore, the clanbots won't clean after themselves immediately, and floorbots... wear a space suit. Oh, and it works on the new farmbots, too.
  • -
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PsiOmegaDelta updated:

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    -
  • Beware. Airlocks can now crush more things than just mobs.
  • -
  • AIs now have a personal atmospherics control subsystem.
  • -
  • Some borg modules now have additional subsystems.
  • -
  • Improves borg module handling.
  • -
  • Secure airlocks now buzz when access is denied.
  • -
  • The mental health office door now requires psychiatrist access, and the related button now opens/closes the door instead of bolting.
  • -
  • Restores an old soundtrack 'Thunderdome.ogg'.
  • -
  • Some holodeck programs now have custom ambience tracks.
  • -
-

RavingManiac updated:

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    -
  • The phoron research lab has been renovated to include a heat-exchange system, a gas mixer/filter and a waste gas disposal pump.
  • -
  • Candles now burn for about 30 mintutes.
  • -
-

Yoshax updated:

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    -
  • Adds items to the orderable antag surgical kit so its actually useful for surgery.
  • -
  • Adjusts custom loadout costs to be more standardised and balances. Purely cosmetic items, shoes, hats, and all things that do not provide a straight advtange (sterile mask, or pAI, protection from viruses and possible door hacking or records access, respectively), each cost 1 point, items that provide an advantage like those just mentioned, or provide armor or storage cost 2 points.
  • -
  • Adds practice rounds, both .45 for Sec and Detective's guns, also 9mm top mounted for the Saber, and for the Bulldog.
  • -
  • Adds the .45 and 9mm practice rounds to the armory.
  • -
  • Adds all the practice rounds to the autolathe.
  • -
  • Adds r_walls to the back of the firing range, leaves the sides normal.
  • -
  • Fixes HoS' office door to not be CMO locked.
  • -
- -

24 April 2015

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Dennok updated:

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    -
  • Fixes overmap ship speed calculations.
  • -
  • Adds overmap ship rotation.
  • -
  • Added a floorlayer.
  • -
- -

23 April 2015

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Dennok updated:

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    -
  • Added an automatic pipelayer.
  • -
  • Added an automatic cablelayer.
  • -
-

PsiOmegaDelta updated:

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    -
  • Shower curtains no longer lose their default color upon being washed.
  • -
  • Emergency shutters can again be examined, and from the proper distance.
  • -
  • The virus event will now only infect mobs on the station, currently controlled by player that has been active in the last 5 minutes.
  • -
  • Laptops now use the proper proc for checking camera status.
  • -
  • Makes it possible to eject PDA cartridges using a verb.
  • -
  • Makes it possible to shake tables with one's bare hands to stop climbers.
  • -
  • Added a mass driver door in disposals to prevent trash from floating out into space before proper ejection.
  • -
  • Rig/Hardsuit module tab - Less informative than the NanoUI hardsuit interface but allows quicker access to the various rig modules.
  • -
  • Silicons with the medical augmentation sensors enabled now also see alive/dead status if sensors are set accordingly.
  • -
  • Emergency shutters opened by silicons are now treated as having been forced open by a crowbar.
  • -
  • An active AI chassis can now be pushed, just as an empty chassis can be.
  • -
  • The AI can now use the crew monitor console to track crew members with full sensors enabled.
  • -
  • The AI now has a shortcut to track people holding up messages to cameras.
  • -
  • The AI now has a shortcut to track people sending PDA messages.
  • -
  • Multiple AIs can now share the same holopad.
  • -
  • Admin ghosts can now transfer other ghosts into mobs by drag-clicking.
  • -
  • Ghosts can now toggle seeing darkness and other ghosts separately.
  • -
  • Moving while dead now auto-ghosts you.
  • -
  • Two new random events: Space dust and gravitation failure.
  • -
  • Upgraded wizard spell interface and new spells.
  • -
  • More uplink items.
  • -
  • Uplink items now have rudimentary descriptions.
  • -
-

Yoshax updated:

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    -
  • Adjusts fruits and other stuff to have a minmum of 10 units of juice and stuff.
  • -
- -

18 April 2015

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PsiOmegaDelta updated:

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    -
  • Added a changelog editing system that should cause fewer conflicts and more accurate timestamps.
  • -
- -

07 April 2015

-

RavingManiac updated:

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    -
  • You can now pay vending machines and EFTPOS scanners without removing your ID from your PDA or wallet. Clicking on the vending machine with your ID/PDA/wallet/cash also brings up the menu now instead of attacking the vending machine.
  • -
- -

24 February 2015

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Zuhayr updated:

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    -
  • Major changes to the kitchen and hydroponics mechanics. Review the detailed changelog here,
  • -
- -

18 February 2015

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PsiOmegaDelta updated:

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    -
  • Synths now have timestamped radio and chat messages.
  • -
  • New and updated uplink items.
  • -
  • Multiple AIs can now share the same holopad.
  • -
  • The AI now has built-in consoles, accessible from the subsystem tab.
  • -
- -

16 February 2015

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RavingManiac updated:

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    -
  • Say hello to the new Thermoelectric Supermatter Engine. Read the operating manual to get started.
  • -
- -

12 February 2015

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Daranz updated:

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    -
  • Vending machines now use NanoUI and accept cash. The vendor account can now be suspended to disable all sales in all machines on station.
  • -
- -

04 February 2015

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RavingManiac updated:

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    -
  • Holodeck is now bigger and better, with toggleable gravity and a new courtroom setting
  • -
-

TwistedAkai updated:

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    -
  • Purple Combs should now be visible and have their proper icon
  • -
- -

09 January 2015

-

Zuhayr updated:

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    -
  • Voice changers no longer use ID cards. They have Toggle and Set Voice verbs on the actual mask object now.
  • -
  • Readded moonwalking. Alt-dir to face new dir, or Face-Direction verb to face current dir.
  • -
- -

22 November 2014

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Zuhayr updated:

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    -
  • Added the /obj/item/weapon/rig class - back-mounted deployable hardsuits.
  • -
  • Replaced existing hardsuits with 'voidsuits', functionally identical.
  • -
  • Removed the mounted device and helmet/boot procs from voidsuits.
  • -
  • Refactored a shit-ton of ninja code into the new rig class.
  • -
  • This is more than likely going to take a lot of balancing to get into a good place.
  • -
- -

08 November 2014

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PsiOmegaDelta updated:

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    -
  • Service personnel now have their own frequency to communicate over. Use "say :v".
  • -
  • The AI can now has proper quick access to its private channel. Use "say :o".
  • -
  • Newscasters supports photo captions. Simply pen one on the attached photo.
  • -
  • Once made visible by a cultist ghosts can toggle visiblity at will.
  • -
  • Detonating cyborgs using the cyborg monitor console now notifies the master AI, if any.
  • -
  • More machinery, such as APCs, air alarms, etc., now support attaching signalers to the wires.
  • -
  • Random event overhaul. Admins may wish check the verb "Event Manager Panel".
  • -
- -

04 November 2014

-

TwistedAkai updated:

-
    -
  • Almost any window which has been fully unsecured can now be dismantled with a wrench.
  • -
- -

01 November 2014

-

PsiOmegaDelta updated:

-
    -
  • Adds the last missing step to deconstruct fire alarms. Apply wirecutters.
  • -
  • There's a "new" mining outpost nearby the Research outpost.
  • -
  • Manifest ghosts now have spookier names.
  • -
  • Adds a gas monitor computer for the toxin mixing chamber.
  • -
  • AI can now change the display of individual AI status screens.
  • -
  • More ion laws..
  • -
  • All turrets have been replaced with portable variants. Potential targets can be configured on a per turret basis.
  • -
  • Improved crew monitor map positioning.
  • -
  • Can now order plastic, body-, and statis bags from cargo
  • -
  • PDAs now receive newscasts.
  • -
  • (De)constructable emergency shutters.
  • -
  • Borgs can now select to simply state their laws or select a radio channel, same as the AI.
  • -
- -

01 October 2014

-

RavingManiac updated:

-
    -
  • Zooming with the sniper rifle now adds a view offset in the direction you are facing.
  • -
  • Added binoculars - functionally similar to sniper scope. Adminspawn-only for now.
  • -
  • Bottles from chemistry now, like beakers, use chemical overlays instead of fixed sprites.
  • -
  • Being in space while not magbooted to something will cause your sprite to bob up and down.
  • -
-

Zuhayr updated:

-
    -
  • Added species organ checks to several areas (phoron burn, welder burn, appendicitis, vox cortical stacks, flashes).
  • -
  • Added VV option to add or remove organs.
  • -
  • Added simple bioprinter (adminspawn).
  • -
  • Added smashing/slashing behavior from xenos to some unarmed attacks.
  • -
  • Added some new state icons for diona nymphs.
  • -
  • Added borer husk functionality (cortical borers can turn dead humans into zombies).
  • -
  • Added tackle verb.
  • -
  • Added NO_SLIP.
  • -
  • Added species-specific orans to Dionaea, new Xenomorphs and vox.
  • -
  • Added colour and species to blood data.
  • -
  • Added lethal consequences to missing your heart.
  • -
  • Removed robot_talk_understand and alien_talk_understand.
  • -
  • Removed attack_alien() and several flavours of is_alien() procs.
  • -
  • Removed /mob/living/carbon/alien/humanoid.
  • -
  • Removed alien_hud().
  • -
  • Removed IS_SLOW, NEEDS_LIGHT and RAD_ABSORB.
  • -
  • Renamed is_larva() to is_alien().
  • -
  • Refactored a ton of files, either condensing or expanding them, or moving them to new directories.
  • -
  • Refactored some attack vars from simple_animal to mob/living level.
  • -
  • Refactored internal organs to /mob/living/carbon level.
  • -
  • Refactored rad and light absorbtion to organ level.
  • -
  • Refactored brains to /obj/item/organ/brain.
  • -
  • Refactored a lot of blood splattering to use blood_splatter() proc.
  • -
  • Refactored broadcast languages (changeling and alien hiveminds, drone and binary chat) to actual languages.
  • -
  • Refactored xenomorph abilities to work for humans.
  • -
  • Refactored xenomorphs into human species.
  • -
  • Rewrote larva_hud() and human_hud(). The latter now takes data from the species datum.
  • -
  • Rewrote diona nymphs as descendents of /mob/living/carbon/alien.
  • -
  • Rewrote xenolarva as descendents of /mob/living/carbon/alien.
  • -
  • Rewrote /mob/living/carbon/alien.
  • -
  • Moved alcohol and toxin processing to the liver.
  • -
  • Moved drone light proc to robot level, added integrated_light_power and local_transmit vars to robots.
  • -
  • Moved human brainloss onto the brain organ.
  • -
  • Shuffled around and collapsed several redundant procs down to carbon level (hide, ventcrawl, Bump).
  • -
  • Fixed species swaps from NO_BLOOD to those with blood killing the subject instantly.
  • -
- -

28 September 2014

-

Gamerofthegame updated:

-
    -
  • Hoverpods fully supported, currently orderable from cargo. Two slots, three cargo, space flight and a working mech for all other intents and purposes.
  • -
  • Added the Rigged laser and Passenger Compartment equipment. The rigged laser is a weapon for working exosuits - just a ordinary laser, but with triple the cool down and rather power inefficient. The passenger compartment allows other people to board and hitch a ride on the mech - such as in fire rescue or for space flight.
  • -
-

Zuhayr updated:

-
    -
  • Organs can now be removed and transplanted.
  • -
  • Brain surgery is now the same as chest surgery regarding the steps leading up to it.
  • -
  • Appendix and kidney now share the groin and removing the first will prevent appendicitis.
  • -
  • Lots of backend surgery/organ stuff, see the PR if you need to know.
  • -
- -

20 September 2014

-

HarpyEagle updated:

-
    -
  • Fixes evidence bags and boxes eating each other. Evidence bags now store items by dragging the bag onto the item to be stored.
  • -
- -

05 September 2014

-

RavingManiac updated:

-
    -
  • NewPipe implemented: Supply and scrubber pipes can be run in parallel without connecting to each other.
  • -
  • Supply pipes will only connect to supply pipes, vents and Universal Pipe Adapters(UPAs).
  • -
  • Scrubber pipes will only connect to scrubber pipes, scrubbers and UPAs.
  • -
  • UPAs will connect to regular, scrubber and supply pipes.
  • -
- -

31 August 2014

-

Whitellama updated:

-
    -
  • Matches and candles can be used to burn papers, too.
  • -
  • Observers have a bit more time (20 seconds, instead of 7.5) before the Diona join prompt disappears.
  • -
- -

27 August 2014

-

Whitellama updated:

-
    -
  • Made destination taggers more intuitive so you know when you've tagged something
  • -
  • Ported package label and tag sprites
  • -
  • Ported using a pen on a package to give it a title, or to write a note
  • -
  • Donut boxes and egg boxes can be constructed out of cardboard
  • -
- -

05 August 2014

-

HarpyEagle updated:

-
    -
  • Atmos Rewrite. Many atmos devices now use power according to their load and gas physics
  • -
  • Pressure regulator device. Replaces the passive gate and can regulate input or output pressure
  • -
  • Gas heaters and gas coolers are now constructable and can be upgraded with parts from research
  • -
  • Fixes recharger and cell charger power draw. Rechargers draw 15 kW, wall chargers draw 25 kW, and heavy-duty cell chargers draw 40 kW. Cyborg charging stations draw 75 kW.
  • -
  • Laptops, and various other machines, now draw more reasonable amounts of power
  • -
  • Machines will periodically update their powered status if moved from a powered to an unpowered area and vice versa
  • -
- -

02 August 2014

-

Whitellama updated:

-
    -
  • Arcane tomes can now be stored on bookshelves.
  • -
  • Dionaea players no longer crash on death, and now become nymphs properly.
  • -
- -

31 July 2014

-

HarpyEagle updated:

-
    -
  • Stun batons now work like tasers and deal agony instead of stun
  • -
  • Being hit in the hands with a stun weapon will cause whatever is being held to be dropped
  • -
  • Handcuffs now require an aggressive grab to be used
  • -
- -

26 July 2014

-

Whitellama updated:

-
    -
  • Added dynamic flavour text.
  • -
  • Fixed bug with suit fibers and fingerprints.
  • -
- -

20 July 2014

-

PsiOmegaDelta updated:

-
    -
  • AI can now store up to five camera locations and return to them when desired.
  • -
  • AI can now alt+left click turfs in camera view to list and interact with the objects.
  • -
  • AI can now ctrl+click turret controls to enable/disable turrets.
  • -
  • AI can now alt+click turret controls to toggle stun/lethal mode.
  • -
  • AI can now select which channel to state laws on.
  • -
- -

06 July 2014

-

HarpyEagle updated:

-
    -
  • Re-enabled and rewrote the wound infection system
  • -
  • Infections can be prevented by properly bandaging and salving wounds
  • -
  • Infections are cured by spaceacillin
  • -
- -

01 July 2014

-

Various updated:

-
    -
  • Hardsuit breaching.
  • -
  • Rewritten fire.
  • -
  • Supermatter now glows and sucks things into it as it approaches criticality.
  • -
  • Station Vox (Vox pariahs) are now available.
  • -
  • Wheelchairs.
  • -
  • Cargo Trains.
  • -
  • Hardsuit cycler machinery.
  • -
  • Rewritten lighting (coloured lights!)
  • -
  • New Mining machinery and rewritten smelting.
  • -
  • Rewritten autolathe
  • -
  • Mutiny mode.
  • -
  • NanoUI airlock and docking controllers.
  • -
  • Completely rewritten shuttle code.
  • -
  • Derelict Z-level replacement: construction site.
  • -
  • Computer3 laptops.
  • -
  • Constructable SMES units.
  • -
  • Omni-directional atmos machinery.
  • -
  • Climbable tables and crates.
  • -
  • Xenoflora added to Science.
  • -
  • Utensils can be used to eat food.
  • -
  • Decks of cards are now around the station.
  • -
  • Service robots can speak languages.
  • -
  • Xenoarch updates and fixes.
  • -
  • Rewritten species-specific gear icon handling.
  • -
  • Cats and borers can be picked up.
  • -
  • Botanist renamed to Gardener.
  • -
  • Hydroponics merged with the Kitchen.
  • -
  • Latejoin spawn points (Arrivals, Cryostorage, Gateway).
  • -
  • Escape pods only launch automatically during emergency evacuations
  • -
  • Escape pods can be made to launch during regular crew transfers using the control panel inside the pod, or by emagging the panel outside the pod
  • -
  • When swiped or emagged, the crew transfer shuttle can be delayed in addition to being launched early
  • -
- -

20 June 2014

-

Cael_Aislinn updated:

-
    -
  • New discoverable items added to xenoarchaeology, and new features for some existing ones. Artifact harvesters can now harvest the secondary effect of artifacts as well as the primary one.
    -
  • -
  • Artifact utilisers should be much nicer/easier to use now.
    -
  • Alden-Saraspova counters and talking items should work properly now.
    -
  • -
    -
- -

19 June 2014

-

Chinsky updated:

-
    -
  • Adds guest terminals on the map. These wall terminals let anyone issue temporary IDs. Only access that issuer has can be granted, and maximum time pass can be issued for is 20 minutes. All operations are logged in terminals.
  • -
- -

15 June 2014

-

HarpyEagle updated:

-
    -
  • Fixed wound autohealing regardless of damage amount. The appropriate wound will now be assigned correctly based on damage amount and type
  • -
  • Fixed several other bugs related wounds that resulted in damage magically disappearing
  • -
  • Fixed various sharp objects not being counted as sharp, bullets in particular
  • -
  • Fixed armour providing more protection from bullets than it was supposed to
  • -
- -

13 June 2014

-

HarpyEagle updated:

-
    -
  • Added docking ports for shuttles
  • -
  • Shuttle airlocks will automatically open and close, preventing people from being sucked into space by because someone on another z-level called a shuttle
  • -
  • Some docking ports can also double as airlocks
  • -
  • Docking ports can be overriden to prevent any automatic action. Shuttles will wait for players to open/close doors manually
  • -
  • Shuttles can be forced launched, which will make them not wait for airlocks to be properly closed
  • -
- -

03 June 2014

-

Hubblenaut updated:

-
    -
  • Added wheelchairs
  • -
  • Replaced stool in Medical Examination with wheelchair
  • -
  • Using a fire-extinguisher to propel you on a chair can have consequences (drive into walls and people, do it!)
  • -
- -

31 May 2014

-

Jarcolr updated:

-
    -
  • 21 New cargo crates, go check them out!
  • -
  • Peanuts have now been added, food items are now being developed.
  • -
  • 2 new cargo groups, Miscellaneous and Supply.
  • -
  • Sugarcane seeds can now be gotten from the seed dispenser.
  • -
  • 5 new satchels when selecting "satchel" for RD, scientist, botanist, virologist, geneticist (disabled) and chemist.
  • -
  • Clicking on a player with a paper/book when you have the eyes selected shows them the book/paper forcefully.
  • -
- -

28 May 2014

-

Chinsky updated:

-
    -
  • Adds few new paperBBcode tags, to make up for HTML removal.
  • -
  • [logo] tag draws NT logo image (one from wiki).
  • -
  • [table] [/table] tags mark borders of tables. [grid] [/grid] are borderless tables, useful of making layouts. Inside tables following tags are used: [row] marks beginning of new table row, [cell] - beginning of new table cell.
  • -
- -

23 May 2014

-

Hubble updated:

-
    -
  • Personal lockers are now resettable
  • -
  • Take off people's accessories or change their sensors in the drag and drop-interface
  • -
  • Merge paper bundles by hitting one with another
  • -
  • Line breaks in Security, Medical and Employment Records
  • -
  • Record printouts will have names on it
  • -
  • Set other people's internals in belt and suit storage slots
  • -
  • No longer changing suit sensors while cuffed
  • -
  • No longer emptying other people's pockets when they are not full yet
  • -
- -

16 May 2014

-

HarpyEagle updated:

-
    -
  • Silicon mob types (AI, cyborgs, PAI) can now speak certain species languages depending on type and module
  • -
  • Languages can now be whispered when using the language code with either the whisper verb or the whisper speech code
  • -
- -

06 May 2014

-

Hubble updated:

-
    -
  • Clip papers together by hitting a paper with a paper or photo
  • -
  • Adds icons for copied stamps
  • -
- -

03 May 2014

-

Cael_Aislinn updated:

-
    -
  • Coming out of nowhere the past few months, the Garland Corporation has made headlines with a new prehistoric theme park delighting travellers with species thought extinct. Now available for research stations everywhere is the technology that made it all possible! Features include:
    - - 13 discoverable prehistoric species to clone from fossils (including 5 brand new ones).
    - - 11 discoverable prehistoric plants to clone from fossils (including 9 brand new ones).
    - - New minigame that involves correctly ordering the genomes inside each genetic sequence to unlock an animal/plant.
    - - Some prehistoric animals and plants may seem strangely familiar... while others may bring more than the erstwhile scientist bargains for.
    -




  • -
- -

29 April 2014

-

HarpyEagle updated:

-
    -
  • Webbing vest storage can now be accessed by clicking on the item in inventory
  • -
  • Holsters can be accessed by clicking on them in inventory
  • -
  • Webbings and other suit attachments are now visible on the icon in inventory
  • -
  • Removing jumpsuits now requires drag and drop to prevent accidental undressing
  • -
  • Added an action icon for magboots that can be used to toggle them similar to flashlights
  • -
  • Fuel tanks now spill fuel when wrenched open
  • -
- -

25 April 2014

-

Various updated:

-
    -
  • Overhauled saycode, you can now use languages over the radio.
  • -
  • Chamelon items beyond just the suit.
  • -
  • NanoUI Virology
  • -
  • 3D Sounds
  • -
  • AI Channel color for when they want to be all sneaky
  • -
  • New inflatable walls and airlocks for your breach sealing pleasure.
  • -
  • Carbon Copy papers, so you can subject everyone to your authority and paperwork, but mainly paperwork
  • -
  • Undershirts and rolling down jumpsuits
  • -
  • Insta-hit tasers, can be shot through glass as well.
  • -
  • Changeling balances, an emphasis put more on stealth.
  • -
  • Genetics disabled
  • -
  • Telescience removed, might be added again when we come up with a less math headache enducing version of it.
  • -
  • Bugfixes galore!
  • -
- -

11 April 2014

-

Jarcolr updated:

-
    -
  • You can now flip coins like a D2
  • -
  • Miscellaneous cargo crates got a tiny buff, Standard Costume crate is now Costume Crate
  • -
  • Grammar patch,telekinesis/amputated arm exploit fixes,more in the future
  • -
  • Grille kicking now does less damage
  • -
  • TELESCOPIC baton no longer knocks anybody down,still got a lot of force though
  • -
  • Other small-ish changes and fixes that aren't worth mentioning
  • -
- -

06 April 2014

-

RavingManiac updated:

-
    -
  • Tape recorders and station-bounced radios now work inside containers and closets.
  • -
- -

30 March 2014

-

RavingManiac updated:

-
    -
  • Inflatable walls and doors added. Useful for sealing off hull breaches, but easily punctured by sharp objects and Tajarans.
  • -
- -

10 March 2014

-

Chinsky updated:

-
    -
  • Viruses now affect certain range of species, different for each virus
  • -
  • Spaceacilline now prevents infection, and has a small chance to cure viruses at Stage 1. It does not give them antibodies though, so they can get sick again!
  • -
  • Biosuits and spacesuits now offer more protection against viruses. Full biosuit competely prevents airborne infection, when coupled with gloves they both protect quite well from contact ones
  • -
  • Sneezing now spreads viruses in front of mob. Sometimes he gets a warning beforehand though
  • -
- -

05 March 2014

-

RavingManiac updated:

-
    -
  • Smartfridges added to the bar, chemistry and virology. No more clutter!
  • -
  • A certain musical instrument has returned to the bar.
  • -
  • There is now a ten second delay between ingesting a pill/donut/milkshake and regretting it.
  • -
- -

01 March 2014

-

Various updated:

-
    -
  • Paint Mixing, red and blue makes purple!
  • -
  • New posters to tell you to respect those darned cat people
  • -
  • NanoUI for APC's, Canisters, Tank Transfer Valves and the heaters / coolers
  • -
  • PDA bombs are now less annoying, and won't always blow up / cause internal bleeding
  • -
  • Blob made less deadly
  • -
  • Objectiveless Antags now a configuration option, choose your own adventure!
  • -
  • Engineering redesign, now with better monitoring of the explodium supermatter!
  • -
  • Security EOD
  • -
  • New playable race, IPC's, go beep boop boop all over the station!
  • -
  • Gamemode autovoting, now players don't have to call for gamemode votes, it's automatic!
  • -
- -

19 February 2014

-

Aryn updated:

-
    -
  • New air model. Nothing should change to a great degree, but temperature flow might be affected due to closed connections not sticking around.
  • -
- -

01 February 2014

-

Various updated:

-
    -
  • NanoUI for PDA
  • -
  • Write in blood while a ghost in cult rounds with enough cultists
  • -
  • Cookies, absurd sandwiches, and even cookable dioanae nymphs!
  • -
  • A bunch of new guns and other weapons
  • -
  • Species specific blood
  • -
- -

01 January 2014

-

Various updated:

-
    -
  • AntagHUD and MedicalHUD for ghosts, see who the baddies are, check for new configuration options.
  • -
  • Ghosts will now have bold text if they are in the same room as the person making conversations easier to follow.
  • -
  • New hairstyles! Now you can use something other then hotpink floor length braid.
  • -
  • DNA rework, tell us how you were cloned and became albino!
  • -
  • Dirty floors, so now you know exactly how lazy the janitors are!
  • -
  • A new UI system, feel free to color it yourself, don't set it to completely clear or you will have a bad time.
  • -
  • Cryogenic storage, for all your SSD needs.
  • -
  • New hardsuits for those syndicate tajaran
  • -
- -

18 December 2013

-

RavingManiac updated:

-
    -
  • Mousetraps can now be "hidden" through the right-click menu. This makes them go under tables, clutter and the like. The filthy rodents will never see it coming!
  • -
  • Monkeys will no longer move randomly while being pulled.
  • -
- -

01 December 2013

-

Various Developers banged their keyboards together: updated:

-
    -
  • New Engine, the supermatter, figure out what a cooling loop is, or don't and blow up engineering!
  • -
  • Each department will have it's own fax, make a copy of your butt and fax it to the admins!
  • -
  • Booze and soda dispensers, they are like chemmasters, only with booze and soda!
  • -
  • Bluespace and Cryostasis beakers, how do they work? Fuggin bluespace how do they work?
  • -
  • You can now shove things into vending machines, impress your friends on how things magically disappear out of your hands into the machine!
  • -
  • Robots and Androids (And gynoids too!) can now use custom job titles
  • -
  • Various bugfixes
  • -
- -

24 November 2013

-

Yinadele updated:

-
    -
  • Supermatter engine added! Please treat your new engine gently, and report any strangeness!
  • -
  • Rebalanced events so people don't explode into appendicitis or have their organs constantly explode.
  • -
  • Vending machines have had bottled water, iced tea, and grape soda added.
  • -
  • Head reattachment surgery added! Sew heads back on proper rather than monkey madness.
  • -
  • Pain crit rebalanced - Added aim variance depending on pain levels, nerfed blackscreen severely.
  • -
  • Cyborg alt titles: Robot, and Android added! These will make you spawn as a posibrained robot. Please enjoy!
  • -
  • Fixed the sprite on the modified welding goggles, added a pair to the CE's office where they'll be used.
  • -
  • Fixed atmos computers- They are once again responsive!
  • -
  • Added in functionality proper for explosive implants- You can now set their level of detonation, and their effects are more responsively concrete depending on setting.
  • -
  • Hemostats re-added to autolathe!
  • -
  • Added two manuals on atmosia and EVA, by MagmaRam! Found in engineering and the engineering bookcase.
  • -
  • Fixed areas in medbay to have fully functional APC sectors.
  • -
  • Girders are now lasable.
  • -
  • Please wait warmly, new features planned for next merge!
  • -
- -

23 November 2013

-

Ccomp5950 updated:

-
    -
  • Players are now no longer able to commit suicide with a lasertag gun, and will feel silly for doing so.
  • -
  • Ghosts hit with the cult book shall now actually become visible.
  • -
  • The powercells spawned with Exosuits will now properly be named to not confuse bearded roboticists.
  • -
  • Blindfolded players will now no longer require eye surgery to repair their sight, removing the blindfold will be sufficient.
  • -
  • Atmospheric Technicians will now have access to Exterior airlocks.
  • -
- -

01 November 2013

-

Various updated:

-
    -
  • Autovoting, Get off the station when your 15 hour workweek is done, thanks unions!
  • -
  • Some beach props that Chinsky finds useless.
  • -
  • Updated NanoUI
  • -
  • Dialysis while in sleepers - removes reagents from mobs, like the chemist, toss him in there!
  • -
  • Pipe Dispensers can now be ordered by Cargo
  • -
  • Fancy G-G-G-G-Ghosts!
  • -
- -

29 October 2013

-

Cael_Aislinn updated:

-
    -
  • Xenoarchaeology's chemical analysis and six analysis machines are gone, replaced by a single one which can be beaten in a minigame.
  • -
  • Sneaky traitors will find new challenges to overcome at the research outpost, but may also find new opportunities (transit tubes can now be traversed).
  • -
  • Finding active alien machinery should now be made significantly easier with the Alden-Saraspova counter.
  • -
- -

06 October 2013

-

Chinsky updated:

-
    -
  • Return of dreaded side effects. They now manifest well after their cause disappears, so curing them should be possible without them reappearing immediately. They also lost last stage damaging effects.
  • -
- -

24 September 2013

-

Snapshot updated:

-
    -
  • Removed hidden vote counts.
  • -
  • Removed hiding of vote results.
  • -
  • Removed OOC muting during votes.
  • -
  • Crew transfers are no longer callable during Red and Delta alert.
  • -
  • Started work on Auto transfer framework.
  • -
- -

18 September 2013

-

Kilakk updated:

-
    -
  • Fax machines! The Captain and IA agents can use the fax machine to send properly formatted messages to Central Command.
  • -
  • Gave the fax machine a fancy animated sprite. Thanks Cajoes!
  • -
- -

08 August 2013

-

Erthilo updated:

-
    -
  • Raise Dead rune now properly heals and revives dead corpse.
  • -
  • Admin-only rejuvenate verb now heals all organs, limbs, and diseases.
  • -
  • Cyborg sprites now correctly reset with reset boards. This means cyborg appearances can now be changed without admin intervention.
  • -
- -

04 August 2013

-

Chinsky updated:

-
    -
  • Health HUD indicator replaced with Pain indicator. Now health indicator shows pain level instead of actual vitals level. Some types of damage contribute more to pain, some less, usually feeling worse than they really are.
  • -
- -

01 August 2013

-

Asanadas updated:

-
    -
  • The Null Rod has recovered its de-culting ability, for balance reasons. Metagaming with it is a big no-no!
  • -
  • Holy Water as a liquid is able to de-cult. Less effective, but less bloody. May be changed over the course of time for balance.
  • -
-

CIB updated:

-
    -
  • Chilis and cold chilis no longer kill in small amounts
  • -
  • Chloral now again needs around 5 units to start killing somebody
  • -
-

Cael Aislinn updated:

-
    -
  • Security bots will now target hostile mobs, and vice versa.
  • -
  • Carp should actually emigrate now, instead of just immigrating then squatting around the outer hull.
  • -
  • Admins and moderators have been split up into separate 'who' verbs (adminwho and modwho respectively).
  • -
-

CaelAislinn updated:

-
    -
  • Re-added old ion storm laws, re-added grid check event.
  • -
  • Added Rogue Drone and Vermin Infestation random events.
  • -
  • Added/fixed space vines random event.
  • -
  • Updates to the virus events.
  • -
  • Spider infestation and alien infestation events turned off by default.
  • -
  • Soghun, taj and skrell all have unique language text colours.
  • -
  • Moderators will no longer be listed in adminwho, instead use modwho.
  • -
-

Cael_Aislinn updated:

- -

Chinsky updated:

-
    -
  • Old new medical features:
  • -
  • Autoinjectors! They come preloaded with 5u of inapro, can be used instantly, and are one-use. You can replace chems inside using a syringe. Box of them is added to Medicine closet and medical supplies crate.
  • -
  • Splints! Target broken liimb and click on person to apply. Can be taken off in inventory menu, like handcuffs. Splinted limbs have less negative effects.
  • -
  • Advanced medikit! Red and mean, all doctors spawn with one. Contains better stuff - advanced versions of bandaids and aloe heal 12 damage on the first use.
  • -
  • Wounds with damage above 50 won't heal by themselves even if bandaged/salved. Would have to seek advanced medical attention for those.
  • -
-

Erthilo updated:

-
    -
  • Fixed SSD (logged-out) players not staying asleep.
  • -
  • Fixed set-pose verb and mice emotes having extra periods.
  • -
  • Fixed virus crate not appearing and breaking supply shuttle.
  • -
  • Fixed newcaster photos not being censored.
  • -
-

Gamerofthegame updated:

-
    -
  • Miscellaneous mapfixes.
  • -
-

GauHelldragon updated:

-
    -
  • Servicebots now have RoboTray and Printing Pen. Robotray can be used to pick up and drop food/drinks. Printing pen can alternate between writing mode and rename paper mode by clicking it.
  • -
  • Farmbots. A new type of robot that weeds, waters and fertilizes. Use robot arm on water tank. Then use plant analyzer, mini-hoe, bucket and finally proximity sensor.
  • -
  • Chefs can clang their serving trays with a rolling pin. Just like a riot shield!
  • -
-

Jediluke69 updated:

-
    -
  • Added 5 new drinks (Kira Special, Lemonade, Brown Star, Milkshakes, Rewriter)
  • -
  • Nanopaste now heals about half of what it used to
  • -
  • Ballistic crates should now come with shotguns loaded with actual shells no more beanbags
  • -
  • Iced tea no longer makes a glass of .what?
  • -
-

Jupotter updated:

-
    -
  • Fix the robotiscist preview in the char setupe screen
  • -
-

Kilakk updated:

-
    -
  • Added the Xenobiologist job. Has access to the research hallway and to xenobiology.
  • -
  • Removed Xenobiology access from Scientists.
  • -
  • Removed the Xenobiologist alternate title from Scientists.
  • -
  • Added "Xenoarchaeology" to the RD, Scientists, and to the ID computer.
  • -
  • Changed the Research Outpost doors to use "Xenoarchaeology" access.
  • -
-

Meyar updated:

-
    -
  • The syndicate shuttle now has a cycling airlock during Nuke rounds.
  • -
  • Restored the ability for the syndicate Agent ID to change the name on the card (reforge it) more than once.
  • -
  • ERT Radio now functional again.
  • -
  • Research blast doors now actually lock down the entirety of station-side Research.
  • -
  • Added lock down buttons to the wardens office.
  • -
  • The randomized barsign has made a return.
  • -
  • Syndicate Agent ID's external airlock access restored.
  • -
-

NerdyBoy1104 updated:

-
    -
  • New Botany additions: Rice and Plastellium. New sheet material: Plastic.
  • -
  • Plastellium is refined into plastic by first grinding the produce to get plasticide. 20 plasticide + 10 polytrinic acid makes 10 sheets of plastic which can be used to make crates, forks, spoons, knives, ashtrays or plastic bags from.
  • -
  • Rice seeds grows into rice stalks that you grind to get rice. 10 Rice + 5 Water makes boiled rice, 10 rice + 5 milk makes rice pudding, 10 rice + 5 universal enzyme (in beaker) makes Sake.
  • -
-

RavingManiac updated:

-
    -
  • You can now stab people with syringes using the "harm" intent. This destroys the syringe and transfers a random percentage of its contents into the target. Armor has a 50% chance of blocking the syringe.
  • -
-

Segrain updated:

-
    -
  • Meteor showers actually spawn meteors now.
  • -
  • Engineering tape fits into toolbelt and can be placed on doors.
  • -
  • Pill bottles can hold paper.
  • -
-

SkyMarshal updated:

-
    -
  • Fixed ZAS
  • -
  • Fixed Fire
  • -
-

Spamcat updated:

-
    -
  • Figured I should make one of these. Syringestabbing now produces a broken syringe complete with fingerprints of attacker and blood of a victim, so dispose your evidence carefully. Maximum transfer amount per stab is lowered to 10.
  • -
-

VitrescentTortoise updated:

-
    -
  • Added a third option for not getting any job preferences. It allows you to return to the lobby instead of joining.
  • -
-

Whitellama updated:

-
    -
  • One-antag rounds (like wizard/ninja) no longer end automatically upon death
  • -
  • Space ninja has been implemented as a voteable gamemode
  • -
  • Space ninja spawn landmarks have been implemented (but not yet placed on the map), still spawn at carps-pawns instead. (The code will warn you about this and ask you to report it, it's a known issue.)
  • -
  • Five new space ninja directives have been added, old directives have been reworded to be less harsh
  • -
  • Space ninjas have been given their own list as antagonists, and are no longer bundled up with traitors
  • -
  • Space ninjas with a "steal a functional AI" objective will now succeed by downloading one into their suits
  • -
  • Space ninja suits' exploding on death has been nerfed, so as not to cause breaches
  • -
  • A few space ninja titles/names have been added and removed to be slightly more believable
  • -
  • The antagonist selector no longer chooses jobbanned players when it runs out of willing options
  • -
-

Zuhayr updated:

-
    -
  • Added pneumatic cannon and harpoons.
  • -
  • Added embedded projectiles. Bullets and thrown weapons may stick in targets. Throwing them by hand won't make them stick, firing them from a cannon might. Implant removal surgery will get rid of shrapnel and stuck items.
  • -
-

faux updated:

-
    -
  • Mixed Wardrobe Closet now has colored shoes and plaid skirts.
  • -
  • Dress uniforms added to the Captain, RD, and HoP wardrobe closets. A uniform jacket has also been added to the Captain's closet. HoS' hat has been re-added to their closet. I do not love the CMO and CE enough to give them anything.
  • -
  • Atheletic closet now has five different swimsuits *for the ladies* in them. If you are a guy, be prepared to be yelled at if you run around like a moron in one of these. Same goes for ladies who run around in shorts with their titties swaying in the space winds.
  • -
  • A set of dispatcher uniforms will spawn in the security closet. These are for playtesting the dispatcher role.
  • -
  • New suit spawns in the laundry room. It's for geezer's only. You're welcome, Book.
  • -
  • Nurse outfit variant, orderly uniform, and first responder jacket will now spawn in the medical wardrobe closet.
  • -
  • A white wedding dress will spawn in the chaplain's closet. There are also several dresses currently only adminspawnable. Admins: Look either under "bride" or "dress." The bride one leads to the colored wedding dresses, and there are some other kinds of dresses under dress.
  • -
  • No more luchador masks or boxing gloves or boxing ring. You guys have a swimming pool now, dip in and enjoy it.
  • -
  • he meeting hall has been replaced with an awkwardly placed security office meant for prisoner processing.
  • -
  • Added a couple more welding goggles to engineering since you guys liked those a lot.
  • -
  • Flasks spawn behind the bar. Only three. Don't fight over them. I don't know how to add them to the bar vending machine otherwise I would have done that instead. Detective, you have your own flask in your office, it's underneath the cigarettes on your desk.
  • -
  • Added two canes to the medical storage, for people who have leg injuries and can't walk good and stuff. I do not want to see doctors pretending to be House. These are for patients. Do not make me delete this addition and declare you guys not being able to have nice things.
  • -
  • Secondary entance to EVA now directly leads into the medbay hardsuit section. Sorry for any inconviences this will cause. The CMO can now fetch the hardsuits whenever they want.
  • -
  • Secondary security hardsuit has been added to the armory. Security members please stop stealing engineer's hardsuits when you guys want to pair up for space travel.
  • -
  • Firelocks have been moved around in the main hallways to form really ghetto versions of airlocks.
  • -
  • Violin spawns in theatre storage now. I didn't put the piano there though, that was someone else.
  • -
  • Psych office in medbay has been made better looking.
  • -
-

proliberate updated:

-
    -
  • Station time is now displayed in the status tab for new players and AIs.
  • -
- -

30 July 2013

-

Erthilo updated:

-
    -
  • EFTPOS and ATM machines should now connect to databases.
  • -
  • Gravitational Catapults can now be removed from mechs.
  • -
  • Ghost manifest rune paper naming now works correctly.
  • -
  • Fix for newscaster special characters. Still not recommended.
  • -
-

Kilakk updated:

-
    -
  • Added colored department radio channels.
  • -
- -

28 July 2013

-

Segrain updated:

-
    -
  • Camera console circuits can be adjusted for different networks.
  • -
  • Nuclear operatives and ERT members have built-in cameras in their helmets. Activate helmet to initialize it.
  • -
- -

26 July 2013

-

Kilakk updated:

-
    -
  • Brig cell timers will no longer start counting down automatically.
  • -
  • Separated the actual countdown timer from the timer controls. Pressing "Set" while the timer is counting down will reset the countdown timer to the time selected.
  • -
- -

11 July 2013

-

Chinsky updated:

-
    -
  • Gun delays. All guns now have delays between shots. Most have less than second, lasercannons and pulse rifles have around 2 seconds delay. Automatics have zero, click-speed.
  • -
- -

06 July 2013

-

Chinsky updated:

-
    -
  • Humans now can be infected with more than one virus at once.
  • -
  • All analyzed viruses are put into virus DB. You can view it and edit their name and description on medical record consoles.
  • -
  • Only known viruses (ones in DB) will be detected by the machinery and HUDs.
  • -
  • Viruses cause fever, body temperature rising the more stage is.
  • -
  • Humans' body temperature does not drift towards room one unless there's big difference in them.
  • -
  • Virus incubators now can transmit viuses from dishes to blood sample.
  • -
  • New machine - centrifuge. It can isolate antibodies or viruses (spawning virus dish) from a blood sample in vials. Accepts vials only.
  • -
  • Fancy vial boxes in virology, one of them is locked by ID with MD access.
  • -
  • Engineered viruses are now ariborne too.
  • -
- -

05 July 2013

-

Spamcat updated:

-
    -
  • Pulse! Humans now have hearbeat rate, which can be measured by right-clicking someone - Check pulse or by health analyzer. Medical machinery also has heartbeat monitors. Certain meds and conditions can influence it.
  • -
- -

03 July 2013

-

Segrain updated:

-
    -
  • Security and medical cyborgs can use their HUDs to access records.
  • -
- -

28 June 2013

-

Segrain updated:

-
    -
  • AIs are now able to examine what they see.
  • -
- -

27 June 2013

-

Segrain updated:

-
    -
  • ID cards properly setup bloodtype, DNA and fingerprints again.
  • -
- -

26 June 2013

-

Segrain updated:

-
    -
  • Autopsy scanner properly displays time of wound infliction and death.
  • -
  • Autopsy scanner properly displays wounds by projectile weapons.
  • -
-

Whitellama updated:

-
    -
  • One-antag rounds (like wizard/ninja) no longer end automatically upon death
  • -
  • Space ninja has been implemented as a voteable gamemode
  • -
  • Space ninja spawn landmarks have been implemented (but not yet placed on the map), still spawn at carps-pawns instead. (The code will warn you about this and ask you to report it, it's a known issue.)
  • -
  • Five new space ninja directives have been added, old directives have been reworded to be less harsh
  • -
  • Space ninjas have been given their own list as antagonists, and are no longer bundled up with traitors
  • -
  • Space ninjas with a "steal a functional AI" objective will now succeed by downloading one into their suits
  • -
  • Space ninja suits' exploding on death has been nerfed, so as not to cause breaches
  • -
  • A few space ninja titles/names have been added and removed to be slightly more believable
  • -
  • The antagonist selector no longer chooses jobbanned players when it runs out of willing options
  • -
- -

23 June 2013

-

Segrain updated:

-
    -
  • Airlocks of various models can be constructed again.
  • -
-

faux updated:

-
    -
  • There has been a complete medbay renovation spearheaded by Vetinarix. http://baystation12.net/forums/viewtopic.php?f=20&t;=7847 <-- Please put any commentary good or bad, here.
  • -
  • Some maintenance doors within RnD and Medbay have had their accesses changed. Maintenance doors in the joint areas (leading to the research shuttle, virology, and xenobiology) are now zero access. Which means anyone in those joints can enter the maintenance tunnels. This was done to add additional evacuation locations during radiation storms. Additional maintenance doors were added to the tunnels in these areas to prevent docs and scientists from running about.
  • -
  • Starboard emergency storage isn't gone now, it's simply located in the escape wing.
  • -
  • An engineering training room has been added to engineering. This location was previously where surgery was located. If you are new to engineering or need to brush up on your skills, please use this area for testing.
  • -
- -

22 June 2013

-

Cael_Aislinn updated:

-
    -
  • The xenoarchaeology depth scanner will now tell you what energy field is required to safely extract a find.
  • -
  • Excavation picks will now dig faster, and xenoarchaeology as a whole should be easier to do.
  • -
- -

21 June 2013

-

Jupotter updated:

-
    -
  • Fix the robotiscist preview in the char setupe screen
  • -
- -

18 June 2013

-

Segrain updated:

-
    -
  • Fixed some bugs in windoor construction.
  • -
  • Secure windoors are made with rods again.
  • -
  • Windoors drop their electronics when broken. Emagged windoors can have theirs removed by crowbar.
  • -
  • Airlock electronics can be configured to make door open for any single access on it instead of all of them.
  • -
  • Cyborgs can preview their icons before choosing.
  • -
- -

13 June 2013

-

Kilakk updated:

-
    -
  • Added the Xenobiologist job. Has access to the research hallway and to xenobiology.
  • -
  • Removed Xenobiology access from Scientists.
  • -
  • Removed the Xenobiologist alternate title from Scientists.
  • -
  • Added "Xenoarchaeology" to the RD, Scientists, and to the ID computer.
  • -
  • Changed the Research Outpost doors to use "Xenoarchaeology" access.
  • -
- -

12 June 2013

-

Zuhayr updated:

-
    -
  • Added pneumatic cannon and harpoons.
  • -
  • Added embedded projectiles. Bullets and thrown weapons may stick in targets. Throwing them by hand won't make them stick, firing them from a cannon might. Implant removal surgery will get rid of shrapnel and stuck items.
  • -
- -

11 June 2013

-

Meyar updated:

-
    -
  • Fixes a security door with a firedoor ontop of it.
  • -
  • Fixed a typo relating to the admin Select Equipment Verb. (It's RESPONSE team not RESCUE team)
  • -
  • ERT are now automated, from their spawn to their shuttle. Admin intervention no longer required! (Getting to the mechs still requires admin permission generally)
  • -
  • Added flashlights to compensate for the weakened PDA lights
  • -
  • ERT Uniforms updated to be in line with Centcom uniforms. No more turtlenecks, no sir.
  • -
- -

09 June 2013

-

Segrain updated:

-
    -
  • Emagged supply console can order SpecOp crates again.
  • -
- -

06 June 2013

-

Asanadas updated:

-
    -
  • Added a whimsical suit to the head of personnel's secret clothing locker.
  • -
-

Meyar updated:

-
    -
  • Disposal's mail routing fixed. Missing pipes replaced.
  • -
  • Chemistry is once again a part of the disposals delivery circuit.
  • -
  • Added missing sorting junctions to Security and HoS office.
  • -
  • Fixed a duplicate sorting junction.
  • -
- -

05 June 2013

-

Chinsky updated:

-
    -
  • Load bearing equipment - webbings and vests for engineers and sec. Attach to jumpsuit, use 'Look in storage' verb (object tab) to open.
  • -
-

Segrain updated:

-
    -
  • Exosuits now can open firelocks by walking into them.
  • -
- -

01 June 2013

-

Chinsky updated:

-
    -
  • Bloody footprints! Now stepping in the puddle will dirty your shoes/feet and make you leave bloody footprints for a bit.
  • -
  • Blood now dries up after some time. Puddles take ~30 minutes, small things 5 minutes.
  • -
  • Untreated wounds now heal. No more toe stubs spamming you with pain messages for the rest of the shift.
  • -
  • On the other side, everything is healed slowly. Maximum you cna squeeze out of first aid is 0.5 health per tick per organ. Lying down makes it faster too, by 1.5x factor.
  • -
  • Lids! Click beaker/bottle in hand to put them on/off. Prevent spilling
  • -
  • Added 'hailer' to security lockers. If used in hand, says "Halt! Security!". For those who can't run and type.
  • -
- -

31 May 2013

-

Segrain updated:

-
    -
  • Portable canisters now properly connect to ports beneath them on map load.
  • -
  • Fixed unfastening gas meters.
  • -
- -

30 May 2013

-

Segrain updated:

-
    -
  • Meteor showers actually spawn meteors now.
  • -
  • Engineering tape fits into toolbelt and can be placed on doors.
  • -
  • Pill bottles can hold paper.
  • -
-

Spamcat updated:

-
    -
  • Pill bottle capacity increased to 14 items.
  • -
  • Fixed Lamarr (it now spawns properly)
  • -
-

proliberate updated:

-
    -
  • Station time is now displayed in the status tab for new players and AIs.
  • -
- -

28 May 2013

-

Erthilo updated:

-
    -
  • Fixes everyone being able to understand alien languages. HERE IS YOUR TOWER OF BABEL
  • -
-

VitrescentTortoise updated:

-
    -
  • Wizard's forcewall now works.
  • -
- -

26 May 2013

-

Chinsky updated:

-
    -
  • Tentacles! Now clone damage will make you horribly malformed like examine text says.
  • -
-

Meyar updated:

-
    -
  • The syndicate shuttle now has a cycling airlock during Nuke rounds.
  • -
  • Restored the ability for the syndicate Agent ID to change the name on the card (reforge it) more than once.
  • -
  • ERT Radio now functional again.
  • -
  • Research blast doors now actually lock down the entirety of station-side Research.
  • -
  • Added lock down buttons to the wardens office.
  • -
  • The randomized barsign has made a return.
  • -
  • Syndicate Agent ID's external airlock access restored.
  • -
-

VitrescentTortoise updated:

-
    -
  • Added a third option for not getting any job preferences. It allows you to return to the lobby instead of joining.
  • -
- -

25 May 2013

-

Erthilo updated:

-
    -
  • Fixes alien races appearing an unknown when speaking their language.
  • -
  • Fixes alien races losing their language when cloned.
  • -
  • Fixes UI getting randomly reset when trying to change it in Genetics Scanners.
  • -
- -

21 May 2013

-

SkyMarshal updated:

-
    -
  • ZAS will now speed air movement into/out of a zone when unsimulated tiles (e.g. space) are involved, in relation to the number of tiles.
  • -
  • Portable Canisters will now automatically connect to any portable connecter beneath them on map load.
  • -
  • Bug involving mis-mapped disposal junction fixed
  • -
  • Air alarms now work for atmos techs (whoops!)
  • -
  • The Master Controller now properly stops atmos when it runtimes.
  • -
  • Backpacks can no longer be contaminated
  • -
  • ZAS no longer logs air statistics.
  • -
  • ZAS now rebuilds as soon as it detects a semi-complex change in geometry. (It was doing this already, but in a convoluted way which was actually less efficient)
  • -
  • General code cleanup/commenting of ZAS
  • -
  • Jungle now initializes after the random Z-level loads and atmos initializes.
  • -
- -

15 May 2013

-

Spamcat updated:

-
    -
  • Added telescopic batons to HoS's and captain's lockers. These are quite robust and easily concealable.
  • -
- -

14 May 2013

-

Cael_Aislinn updated:

-
    -
  • Depth scanners can now be used to determine what material archaeological deposits are made of, meaning lab analysis is no longer required.
  • -
  • Some useability issues with xenoarchaeology tools have been resolved, and the transit pods cycle automatically now.
  • -
- -

24 April 2013

-

Jediluke69 updated:

-
    -
  • Added 5 new drinks (Kira Special, Lemonade, Brown Star, Milkshakes, Rewriter)
  • -
  • Nanopaste now heals about half of what it used to
  • -
  • Ballistic crates should now come with shotguns loaded with actual shells no more beanbags
  • -
  • Iced tea no longer makes a glass of .what?
  • -
-

NerdyBoy1104 updated:

-
    -
  • New Botany additions: Rice and Plastellium. New sheet material: Plastic.
  • -
  • Plastellium is refined into plastic by first grinding the produce to get plasticide. 20 plasticide + 10 polytrinic acid makes 10 sheets of plastic which can be used to make crates, forks, spoons, knives, ashtrays or plastic bags from.
  • -
  • Rice seeds grows into rice stalks that you grind to get rice. 10 Rice + 5 Water makes boiled rice, 10 rice + 5 milk makes rice pudding, 10 rice + 5 universal enzyme (in beaker) makes Sake.
  • -
-

faux updated:

-
    -
  • Mixed Wardrobe Closet now has colored shoes and plaid skirts.
  • -
  • Dress uniforms added to the Captain, RD, and HoP wardrobe closets. A uniform jacket has also been added to the Captain's closet. HoS' hat has been re-added to their closet. I do not love the CMO and CE enough to give them anything.
  • -
  • Atheletic closet now has five different swimsuits *for the ladies* in them. If you are a guy, be prepared to be yelled at if you run around like a moron in one of these. Same goes for ladies who run around in shorts with their titties swaying in the space winds.
  • -
  • A set of dispatcher uniforms will spawn in the security closet. These are for playtesting the dispatcher role.
  • -
  • New suit spawns in the laundry room. It's for geezer's only. You're welcome, Book.
  • -
  • Nurse outfit variant, orderly uniform, and first responder jacket will now spawn in the medical wardrobe closet.
  • -
  • A white wedding dress will spawn in the chaplain's closet. There are also several dresses currently only adminspawnable. Admins: Look either under "bride" or "dress." The bride one leads to the colored wedding dresses, and there are some other kinds of dresses under dress.
  • -
  • No more luchador masks or boxing gloves or boxing ring. You guys have a swimming pool now, dip in and enjoy it.
  • -
  • he meeting hall has been replaced with an awkwardly placed security office meant for prisoner processing.
  • -
  • Added a couple more welding goggles to engineering since you guys liked those a lot.
  • -
  • Flasks spawn behind the bar. Only three. Don't fight over them. I don't know how to add them to the bar vending machine otherwise I would have done that instead. Detective, you have your own flask in your office, it's underneath the cigarettes on your desk.
  • -
  • Added two canes to the medical storage, for people who have leg injuries and can't walk good and stuff. I do not want to see doctors pretending to be House. These are for patients. Do not make me delete this addition and declare you guys not being able to have nice things.
  • -
  • Secondary entance to EVA now directly leads into the medbay hardsuit section. Sorry for any inconviences this will cause. The CMO can now fetch the hardsuits whenever they want.
  • -
  • Secondary security hardsuit has been added to the armory. Security members please stop stealing engineer's hardsuits when you guys want to pair up for space travel.
  • -
  • Firelocks have been moved around in the main hallways to form really ghetto versions of airlocks.
  • -
  • Violin spawns in theatre storage now. I didn't put the piano there though, that was someone else.
  • -
  • Psych office in medbay has been made better looking.
  • -
- -

17 April 2013

-

SkyMarshal updated:

-
    -
  • ZAS is now more deadly, as per decision by administrative team. May be tweaked, but currently AIRFLOW is the biggest griefer.
  • -
  • World startup optimized, many functions now delayed until a player joins the server. (Reduces server boot time significantly)
  • -
  • Zones will now equalize air more rapidly.
  • -
  • ZAS now respects active magboots when airflow occurs.
  • -
  • Airflow will no longer throw you into doors and open them.
  • -
  • Race condition in zone construction has been fixed, so zones connect properly at round start.
  • -
  • Plasma effects readded.
  • -
  • Fixed runtime involving away mission.
  • -
- -

11 April 2013

-

SkyMarshal updated:

-
    -
  • Fire has been reworked.
  • -
  • In-game variable editor is both readded and expanded with fire controlling capability.
  • -
- -

09 April 2013

-

SkyMarshal updated:

-
    -
  • Fire Issues (Firedoors, Flamethrowers, Incendiary Grenades) fixed.
  • -
  • Fixed a bad line of code that was preventing autoignition of flammable gas mixes.
  • -
  • Volatile fuel is burned up after a point.
  • -
  • Partial-tile firedoors removed. This is due to ZAS breaking when interacting with them.
  • -
- -

04 April 2013

-

SkyMarshal updated:

-
    -
  • Fixed ZAS
  • -
  • Fixed Fire
  • -
-

Spamcat updated:

-
    -
  • Blood type is now saved in character creation menu, no need to edit it manually every round.
  • -
- -

27 March 2013

-

Asanadas updated:

-
    -
  • The Null Rod has recovered its de-culting ability, for balance reasons. Metagaming with it is a big no-no!
  • -
  • Holy Water as a liquid is able to de-cult. Less effective, but less bloody. May be changed over the course of time for balance.
  • -
- -

26 March 2013

-

Spamcat updated:

-
    -
  • Chemmaster now puts pills in pill bottles (if one is inserted).
  • -
  • Stabbing someone with a syringe now deals 3 damage instead of 7 because 7 is like, a crowbar punch.
  • -
  • Lizards can now join mid-round again.
  • -
  • Chemicals in bloodstream will transfer with blood now, so don't get drunk before your blood donation. Viruses and antibodies transfer through blood too.
  • -
  • Virology is working again.
  • -
- -

15 March 2013

-

Cael_Aislinn updated:

-
    -
  • Mapped a compact research base on the mining asteroid, with multiple labs and testing rooms. It's reachable through a new (old) shuttle dock that leaves from the research wing on the main station.
  • -
- -

14 March 2013

-

Spamcat updated:

-
    -
  • Figured I should make one of these. Syringestabbing now produces a broken syringe complete with fingerprints of attacker and blood of a victim, so dispose your evidence carefully. Maximum transfer amount per stab is lowered to 10.
  • -
- -

11 March 2013

-

CIB updated:

-
    -
  • Cloning now requires you to put slabs of meat into the cloning pod to replenish biomass.
  • -
-

Cael Aislinn updated:

-
    -
  • The xenoarchaeology update is here. This includes a major content overhaul and a bunch of new features for xenoarchaeology.
  • -
  • Digsites (strange rock deposits) are now much more nuanced and interesting, and a huge number of minor (non-artifact) finds have been added.
  • -
  • Excavation is now a complex process that involves digging into the rock to the right depth.
  • -
  • Chemical analysis is required for safe excavation of the digsites, in order to determine how best to extract the finds.
  • -
  • Anomalous artifacts have been overhauled and many longstanding bugs with existing effects have been fixed - the anomaly utiliser should now work much more often.
  • -
  • Numerous new artifact effects have been added and some new artifact types can be dug up from the asteroid.
  • -
  • New tools and equipment have been added, including normal and spaceworthy versions of the anomaly suits, excavation tools and other neat gadgets.
  • -
  • Five books have been written by subject matter experts from around the galaxy to help the crew of the Exodus come to grips with this exacting new science (over 3000 words of tutorials!).
  • -
-

Chinsky updated:

-
    -
  • Sec HUDs now can see short versions of sec records.on examine. Med HUDs do same for medical records, and can set medical status of patient.
  • -
  • Damage to the head can now cause brain damage.
  • -
- -

09 March 2013

-

Cael Aislinn updated:

-
    -
  • Beekeeping is now possible. Construct an apiary of out wood and embed it into a hydroponics tray, then get a queen bee and bottle of BeezEez from cargo bay. - Hives produce honey and honeycomb, but be wary if the bees start swarming.
  • -
- -

06 March 2013

-

Cael Aislinn updated:

-
    -
  • Type 1 thermoelectric generators and the associated binary circulators are now moveable (wrench to secure/unsecure) and orderable via Quartermaster.
  • -
  • code/maps/rust_test.dmm contains an example setup for a functional RUST reactor. Maximum output is in the range of 12 to 20MW (12 to 20 million watts).
  • -
  • Removed double announcement for gridchecks, reduced duration of gridchecks.
  • -
-

RavingManiac updated:

-
    -
  • You can now stab people with syringes using the "harm" intent. This destroys the syringe and transfers a random percentage of its contents into the target. Armor has a 50% chance of blocking the syringe.
  • -
- -

05 March 2013

-

CIB updated:

-
    -
  • Added internal organs. They're currently all located in the chest. Use advanced scanner to detect damage. Use the same surgery as for ruptured lungs to fix them.
  • -
-

Cael Aislinn updated:

-
    -
  • Set roundstart music to randomly choose between space.ogg and traitor.ogg (see http://baystation12.net/forums/viewtopic.php?f=5&t;=6972)
  • -
  • All RUST components except for TEGs (which generate the power) are now obtainable ingame, bored engineers should get hold of them and setup an experimental reactor for testing purposes.
  • -
- -

27 February 2013

-

Gamerofthegame updated:

-
    -
  • Added the (base gear) ERT preset for the debug command.
  • -
  • Map fixes, Virology hole fixed. Atmospheric fixes for mining and, to a less extent, the science outpost. (No, not cycling airlocks)
  • -
  • Fiddled with the ERT set up location on Centcom. Radmins will now have a even easier time equiping a team of any real pratical size, especially coupled with the above debug command.
  • -
- -

25 February 2013

-

Cael Aislinn updated:

-
    -
  • As well as building hull shield generators, normal shield gens can now be built (see http://baystation12.net/forums/viewtopic.php?f=1&t;=6993).
  • -
  • New random events: multiple new system wide-events have been have been added to the newscaster feeds, some not quite as respectable as others.
  • -
  • New random event: some lucky winners will win the TC Daily Grand Slam Lotto, while others may be the target of malicious hackers.
  • -
- -

23 February 2013

-

Cael Aislinn updated:

-
    -
  • RUST machinery components should now be researchable (with high requirements) and orderable through QM (with high cost).
  • -
  • Shield machinery should now be researchable (with high requirements) and orderable through QM (with high cost). This one is reportedly buggy.
  • -
  • Rogue vending machines should revert back to normal at the end of the event.
  • -
  • New Unathi hair styles.
  • -
- -

22 February 2013

-

Chinsky updated:

-
    -
  • Change to body cavity surgery. Can only put items in chest, groind and head. Max size for item - 3 (chest), 2 (groin), 1 (head). For chest surgery ribs should be bent open, (lung surgery until second scalpel step). Surgery step needs preparation step, with drill. After that you can place item inside, or seal it with cautery to do other step instead.
  • -
- -

20 February 2013

-

Chinsky updated:

-
    -
  • Added new surgery: putting items inside people. After you use retractor to keep incision open, just click with any item to put it inside. But be wary, if you try to fit something too big, you might rip the veins. To remove items, use implant removal surgery.
  • -
  • Crowbar can be used as alternative to retractor.
  • -
  • Can now unload guns by clicking them in hand.
  • -
  • Fixed distance calculation in bullet missing chance computation, it was always assuming 1 or 0 tiles. Now distace REALLY matters when you shoot.
  • -
  • To add more FUN to previous thing, bullets missed to not disappear but keep going until they hit something else.
  • -
  • Compressed Matter and Explosive implants spawn properly now.
  • -
  • Tweaks to medical effects: removed itch caused by bandages. Chemical effects now have non-100 chance of appearing, the stronger medicine, the more probality it'll have side effects.
  • -
- -

18 February 2013

-

Cael Aislinn updated:

-
    -
  • Security bots will now target hostile mobs, and vice versa.
  • -
  • Carp should actually emigrate now, instead of just immigrating then squatting around the outer hull.
  • -
  • Admins and moderators have been split up into separate 'who' verbs (adminwho and modwho respectively).
  • -
- -

14 February 2013

-

CIB updated:

-
    -
  • Medical side-effects(patients are going to come back for secondary treatment)
  • -
  • NT loyalty setting(affects command reports and gives antags hints who might collaborate with them)
  • -
  • Simple animal balance fixes(They're slower now)
  • -
-

CaelAislinn updated:

-
    -
  • Re-added old ion storm laws, re-added grid check event.
  • -
  • Added Rogue Drone and Vermin Infestation random events.
  • -
  • Added/fixed space vines random event.
  • -
  • Updates to the virus events.
  • -
  • Spider infestation and alien infestation events turned off by default.
  • -
  • Soghun, taj and skrell all have unique language text colours.
  • -
  • Moderators will no longer be listed in adminwho, instead use modwho.
  • -
-

Gamerofthegame updated:

-
    -
  • Miscellaneous mapfixes.
  • -
- -

13 February 2013

-

Erthilo updated:

-
    -
  • Fixed SSD (logged-out) players not staying asleep.
  • -
  • Fixed set-pose verb and mice emotes having extra periods.
  • -
  • Fixed virus crate not appearing and breaking supply shuttle.
  • -
  • Fixed newcaster photos not being censored.
  • -
- -

31 January 2013

-

CIB updated:

-
    -
  • Chilis and cold chilis no longer kill in small amounts
  • -
  • Chloral now again needs around 5 units to start killing somebody
  • -
- -

23 January 2013

-

Cael_Aislinn updated:

- - -

21 January 2013

-

Cael_Aislinn updated:

-
    -
  • Satchels and ore boxes can now hold strange rocks.
  • -
  • Closets and crates can now be built out of 5 and 10 plasteel respectively.
  • -
  • Observers can become mice once more.
  • -
- -

13 January 2013

-

Chinsky updated:

-
    -
  • If you get enough (6) blood drips on one tile, it'll turn into a blood puddle. Should make bleeding out more visible.
  • -
  • Security belt now able to hold taser, baton and tape roll.
  • -
  • Added alternative security uniform to Security wardrobes.
  • -
  • Ported Urist cult runes. Down with the crayon drawings! Example: http://dl.dropbox.com/u/26846767/images/SS13/255_symbols.PNG
  • -
  • Engineering tape now require engineer OR atmos access instead of both.
  • -
  • Implants now will react to EMP, possibly in !!FUN!! ways
  • -
-

GauHelldragon updated:

-
    -
  • Servicebots now have RoboTray and Printing Pen. Robotray can be used to pick up and drop food/drinks. Printing pen can alternate between writing mode and rename paper mode by clicking it.
  • -
  • Farmbots. A new type of robot that weeds, waters and fertilizes. Use robot arm on water tank. Then use plant analyzer, mini-hoe, bucket and finally proximity sensor.
  • -
  • Chefs can clang their serving trays with a rolling pin. Just like a riot shield!
  • -
- -

07 January 2013

-

Cael_Aislinn updated:

- -

Chinsky updated:

-
    -
  • Implants: Explosvie implant, exploding when victim hears the codephrase you set.
  • -
  • Implants: Compressed Matter implat, scan item (making it disappear), inject yourself and recall that item on will!
  • -
  • Implant removal surgery, with !!FUN!! results if you mess up it.
  • -
  • Coats now have pockets again.
  • -
  • Bash people on tabetops. an windows, or with stools. Grab people to bash them on tables or windows (better grab for better hit on windows). Drag stool sprite on you to pick it up, click on it in hand to make it usual stool again.
  • -
  • Surgical caps, and new sprites for bloodbags and fixovein.
  • -
  • Now some surgery steps will bloody your hands, Full-body blood coat in case youy mess up spectacualry.
  • -
  • Ported some crates (Art, Surgery, Sterile equiplemnt).
  • -
  • Changed contraband crates. Posters moved to Art Crate, cigs and lipstick ot party crate. Now contraband crate has illegal booze and illicit drugs.
  • -
  • Finally got evac party lights
  • -
  • Now disfigurment,now it WILL happen when damage is bad enough.
  • -
  • Now if you speak in depressurized area (less than 10 kPa) only people next to you can hear you. Radios still work though.
  • -
+ +

09 September 2018

+

BurgerBB updated:

+
    +
  • Fixed the battlemonster coin not having a sprite.
  • +
  • Fixed legendary battlemonster cards not appearing in vendors.
  • +
  • Fixed new battlemonster decks incorrectly displaying 0 cards.
  • +
  • Fixed hydroponics having the wrong wood floor tiles.
  • +
  • Fixed potential looping powernet issue with surface.
  • +
+

CodePanter updated:

+
    +
  • Corrected all occurences of the typo 'recieve'.
  • +
+

ParadoxSpace updated:

+
    +
  • After sending in sufficient quantities of chili peppers to the first Odin cookout of the month, NT has graciously allowed gardeners to have service cloaks.
  • +
  • Crafty Unathi and Tajaran crewmembers have learned a new way to slightly adjust their tails as to not stick out of cloaks and ponchos.
  • +
+ +

05 September 2018

+

BurgerBB updated:

+
    +
  • Balanced Battlemonster stats.
  • +
+

PoZe updated:

+
    +
  • Beepsky/ED209 will no longer arrest you for using pen or PDA on it
  • +
+ +

03 September 2018

+

BurgerBB updated:

+
    +
  • Fixed Battlemonster decks from being stuck in backpacks and pockets. Fixed some id names and card descriptions.
  • +
  • Added significantly more booster packs to Battlemonster Vendors. Added missing spell/trap cards.
  • +
  • Tweaked foodcode so there are no food related bugs possible ever again.
  • +
  • Reworked chip pickup so it works like paper bins.
  • +
  • Adjusted extinguisher fluid to be better at putting out fires on people.
  • +
+ +

02 September 2018

+

Alberyk updated:

+
    +
  • Burritos should now only require two meatballs to make.
  • +
  • Vegan burrits do not require cabbage and carrot anymore.
  • +
  • Added new chemicals.
  • +
  • You can now store more mining tools in the mining voidsuit and hardsuit suit storage slot.
  • +
+

Alberyk, Kyres1 updated:

+
    +
  • Added a new set of sprites for the ninja hardsuit.
  • +
+

Arrow768 updated:

+
    +
  • The janitor from the previous shift didnt refill all the vending machines. Ask your janitor for a refill.
  • +
  • By adding a secret additive to the food, NanoTrasen has increased the time it takes until food is burned in the cooking machines.
  • +
+

BurgerBB updated:

+
    +
  • Fixed drinkable food... again.
  • +
  • Fixed multiple reagents having incorrect inhale metabolism values.
  • +
  • Overhauled the design of the kitchen and bar.
  • +
  • Fixed maintenance junk spawning from above.
  • +
  • Added a fun new card game; Battle Monsters. A vending machine that dispenses these cards and the rulebook can be found in the library.
  • +
  • Added a new holodeck preset: Battlemonsters Arena. Now you can duel it out like manchildren in the holodeck.
  • +
  • Added the ability to rename food and edit its description with a pen. Please don't make me regret this.
  • +
+

Furrycactus updated:

+
    +
  • Sublevel has received some quality of life improvements for Engineers, predominantly involving Atmospherics, but also with the Tesla and airlocks.
  • +
  • Atmospherics was made larger, now has a large tank for N2O, and was also given a large tank for custom gas mixes. A gas heater was also added alongside the previous gas cooler, an engineering console with remote Air Alarm Control was added, Pipe Dispensers were added, and the overall roundstart efficiency of the setup was reduced in order to give Atmospheric Technicians more things to actually do.
  • +
  • The Tesla Engine was given a few tweaks to make it equally roundstart viable as the Supermatter. The Tesla Bay APC was given a super-capacity power cell in place of a regular power cell, and the Particle Accelerator components now start already in-place and in correct order. Wires were also tidied up and made neater; this should make setting it up more time efficnent. Tesla Grid SMES was upgraded to match the roundstart Supermatter Grid SMES so that it can output power on-par with the Supermatter. It is fully capable of powering the station on its own, and then some.
  • +
  • Sublevel airlocks have been connected to the station air supply line with a gas pump, like the airlocks in mining, solars, and the surface docks. They were very prone to becoming stuck due to a lack of air, this should help stop that and make using said airlocks more viable.
  • +
+

LordFowl updated:

+
    +
  • Grenades can no longer be screwdriver'd for variable detonation.
  • +
  • Grenades now have a 3-second timer instead of a 5-second timer.
  • +
+

MoondancerPony updated:

+
    +
  • Fixes calling transfer votes early.
  • +
  • Replaces all instances of world.time in SSVote with round_duration_in_ticks. This should result in more consistent behavior overall, but may result in unexpected issues. Please report any, if they occur.
  • +
  • Increases the metabolism rate of Cardox to .6u every tick (two seconds).
  • +
+

NortonDK updated:

+
    +
  • Changed the name and description of the space heater(now space A/C), to better show that it can also cool
  • +
+

ParadoxSpace updated:

+
    +
  • Adds a few Zorane drinks. Safe for human and Vaurcan consumption alike.
  • +
  • Uproots and murders potted plant near Engineering for placement of Zo'ra Soda vendor.
  • +
  • Adds fingerless gloves, varsity jackets, new tracksuits, high-top shoes, departmental ponchos, beanies, departmental cloaks, departmental jackets, puffer jackets, a kimono, a new formal uniform, headphones, and military jackets.
  • +
  • Cloaks and ponchos can now be worn over suit-slot items and as jumpsuit accessories. Yes, even over spacesuits and armored vests.
  • +
+

PoZe updated:

+
    +
  • Beepsky/ED209 now uses different method of movement. Making it waay faster at moving
  • +
  • Beepsky/ED209 now arrests/detains person who attacks them. Reporting arrest/detaintion, who attacked them, what weapon was used and location
  • +
  • Beepsky/ED209 uses better paths between beacons, so it moves faster. But it still moved between mostly two beacons, I will change it next dev cycle
  • +
  • ED 209 now listesn to verbal command such as 'stay', 'stop', 'arrest', 'detain', 'patrol'. So you can say something like 'ED, can you go on your damn patrol?!' or 'ED, arrest that scummbag Urist'. Also you do not need to give full First and Last name in order for ED to arrest/detain tha person, either first of Last works.
  • +
  • ED 209 now has a verb that lets you to set its nickname to which he will respond. So that you can call it something like 'ED', etc. It will not change its name however. Also only people with access and who are not set to arrest can use that verb.
  • +
  • IPC and Cyborgs surge prevention modules(EMP immunity) now give you 2-5 EMP protections which determined by RNG during installation of it.
  • +
  • IPC uplink surge prevention module(EMP immunity) cost reduced to 12 telecrystals.
  • +
  • Cyborgs surge prevention module(EMP immunity) gold and silver cost reduced by 50%. It is now 5000 gold and 7500 silver.
  • +
+

TheDocOct updated:

+
    +
  • Updated the ERT Civil Protection helmets to look nicer, and added visor raising/lowering to them.
  • +
+

ben10083 updated:

+
    +
  • Service Borgs can now produce Coffee and Espresso with their synthesizer.
  • +
+ +

27 August 2018

+

BurgerBB updated:

+
    +
  • Fixed food specifc placement for real now.
  • +
  • Pills can now also be placed specifically.
  • +
+ +

26 August 2018

+

Skull132 updated:

+
    +
  • Fixed the vending machines. (Thank you BYOND.)
  • +
+ +

25 August 2018

+

BurgerBB updated:

+
    +
  • Fixed hypospray and inhalers being able to inject at a distance.
  • +
  • Fixed food unable to be placed specifically. Applied specific placing code to most reagent containers.
  • +
  • Added missing kelotane reagent to borg hypospray.
  • +
+ +

14 August 2018

+

Arrow768 updated:

+
    +
  • Combat Hyposprays ignore the armor checks and can inject instantly.
  • +
+

BurgerBB updated:

+
    +
  • Fixed a bug that allowed players to forcefeed sausage to others from a distance.
  • +
+ +

11 August 2018

+

BurgerBB updated:

+
    +
  • People can no longer drink pizza. This balance fix is sponsored by Papa 'Facing Trump Tower while chanting white power' John.
  • +
+

PoZe updated:

+
    +
  • Arithrazine was tweaked to kill Dionea with 5 units within 2 minutes, instead of original 1.
  • +
  • Hyronalin was teaked to kill Dionea with 15 units within 6 minutes, instead of original 3
  • +
+

flimango updated:

+
    +
  • Fixed RCON tags.
  • +
+ +

07 August 2018

+

BurgerBB updated:

+
    +
  • Fixes the kinetic uranium recharger from not functioning.
  • +
  • Fixes food/plants from being able to be poured into containers.
  • +
  • Removes water dispersion, as it would hang the server during scrubber events.
  • +
+

flimango updated:

+
    +
  • Remapped the surface solars cables to run internally.
  • +
  • Fixed the surface solars to properly transfer power to the main grid and vice versa.
  • +
+ +

06 August 2018

+

BurgerBB updated:

+
    +
  • Fixes condiments, including salt and pepper, not being able to be poured.
  • +
  • Fixes objects getting stuck in xenobiology disposals.
  • +
  • Fixes autoinhalers and autoinjectors refusing to change their icons after use.
  • +
  • Fixes Slime Batons not spawning without a power source.
  • +
  • Fixes miscalculation in heat reduction for fire extinguishers.
  • +
+

Karolis2011 updated:

+
    +
  • Added a reliable way to manually force send resources to client if asset manager fails.
  • +
+ +

05 August 2018

+

Alberyk updated:

+
    +
  • Added checkers and chess game kits to the custom loadout.
  • +
  • Added some random asteroid dungeons.
  • +
  • You can now build floors using some materials, such as silver, gold and diamond.
  • +
  • Added tajaran flags and banners to the custom loadout.
  • +
  • Added tobacco, peppercorn, onion and garlic seeds.
  • +
  • Added new cooking recipes.
  • +
  • Using arm blade or shield does not create gibs anymore.
  • +
  • Removed shotgun speed loaders.
  • +
  • Added unique sprites for shotgun shells boxes.
  • +
  • Added some loaded and unloaded sprites for some guns.
  • +
  • Sterile masks can now be adjusted, to either cover the face or hang on the neck.
  • +
  • Cutting any gloves fingertips will now reduce the insulation of the gloves in question.
  • +
  • Added a pair of tajaran and unathi insulated gloves to the chief engineer and electrical supplies closets.
  • +
  • Added a new unathi clothing to the loadout.
  • +
+

Arrow768 updated:

+
    +
  • Centcom now pays for certain products shipped to them. Use the export scanners to determine what they would like to have and how much they pay for it.
  • +
  • Sometimes central requests special products to be shipped to them. Make sure to pay attention to the cargo consoles.
  • +
  • Invoices for shipments and orders can now be printed using the cargo control console.
  • +
+

BurgerBB updated:

+
    +
  • Added Monoammonium Phosphate, a reagent that excels in extinguishing fires, and acts as a fertilizer. They are now found in fire extinguishers instead of water. Added Monoammonium Phosphate tanks around the station in place of some water tanks.
  • +
  • Added a new weak chem sprayer, 'Xenoblaster', which can be found in xenobiology for xenobiologists.
  • +
  • Fire extinguishers can be filled with any reagent using an extinguisher cartridge. Extinguisher cartridges can be ordered by cargo, or found in atmospherics.
  • +
  • Reagent dispensers, such as watertanks and beer kegs, can now be filled with any reagent. Fuel tanks are an exception.
  • +
  • Most mobile reagent dispensers can leak their contents if you use harm intent wrench on them. Changed how leaking works.
  • +
  • Reworked how reagent containers (glass beakers, drinks) behave on interaction. You can splash anyone with any container on harm intent, and drink/use them on other intents.
  • +
  • Added a fire storage area in atmospherics that contains firefighting equipment and Monoammonium Phosphate containers.
  • +
  • Lube and water can be spread to other tiles if there is too much water or lube on one tile.
  • +
  • Adds several new and unique kinetic accelerator parts that can only be found in warehouse or in abandoned crates.
  • +
  • Kinetic Accelerators can now be held with two hands for a recoil reduction, accuracy increase, and slight firerate increase. Some high-end kinetic accelerators require two hands to fire, and all kinetic accelerators require two hands to pump.
  • +
  • Adds a kinetic analyzer, a device that can be purchased from cargo that analyzes kinetic accelerators, displaying useful data about the assembly.
  • +
  • Remapped Xenobiology to be worthy of a research station.
  • +
  • Stunbatons have a 95% chance to pacify slimes. 5% chance to make them rabid.
  • +
+

Fire and Glory updated:

+
    +
  • Vendor K'ois bar packaging has been changed to make it easier for new crew to understand its toxicity
  • +
+

Flamingo updated:

+
    +
  • Adjusted roof solar wiring to (hopefully) fix the roof solars power routing bug.
  • +
+

Karolis2011 updated:

+
    +
  • Removes Topic() rate limiting. This should make HTML UIs more responsive.
  • +
  • Added completely new Vueui HTML interface system. It should bring more responsive UIs.
  • +
  • Added user prefrence for UI theme. At this moment this applies only to Vueui interfaces.
  • +
  • Made photocopier and fax machines use Vueui.
  • +
  • Made Air control consoles use Vueui.
  • +
+

LordFowl updated:

+
    +
  • Airlocks will now open when out of power and blast doors will close.
  • +
  • Crowbars can no longer open unpowered blast doors.
  • +
+

ParadoxSpace updated:

+
    +
  • Adds HUD aviators for each kind of HUD, also adding night/thermal versions to the uplink.
  • +
  • Adds civilian sunglasses to the loadout, they do not protect against flashes.
  • +
+

PoZe updated:

+
    +
  • Hyronalin now causes Diona to receive toxin damage. For reference 10 units will get Diona into cirtical state within 3:30 minutes. 15 unit will kill.
  • +
  • Arithrazine now causes Diona to receive deadly toxin damage. Even 5u will kill Diona within 1:03 minutes
  • +
  • Tea now causes Diona to receive toxin damage. Tiny bit more then how it cures radiation for other species.
  • +
  • Radium now cures toxin damage for Diona. You would need at least 1/3 more of it to cure same amount of Hyronalin effect.
  • +
  • Adds cyborg surge prevention upgrade module. It is an upgrade that makes cyborg being immune to 1-3 EMP pulses. Can be constructed by robotics, but is expensive and high tech. After being fried, module can be replaced with new module
  • +
  • Adds IPC surge prevention module. Available only via traitor uplink, costs 14 telecrystals. Just like cyborg module it make user immune to 1-3 EMP pulses. Comes in from uplink as modified nanopaste that is one time use(doesn't heal user). Module can be repaired with another traitor nanopaste
  • +
+

TheDocOct updated:

+
    +
  • Added a conference room to the public surface level, with a bridge-access bolt button.
  • +
  • Moved the surface level atmospherics equipment into the surface engineering storage room, and adjusted it accordingly.
  • +
  • Renovated the surface command 'Head of Staff Preparation' room into 'Command Dock Monitoring'.
  • +
+

ben10083 updated:

+
    +
  • Added a Medical Hud to the Medical Module
  • +
+ +

04 August 2018

+

Ron updated:

+
    +
  • Corporate Reporters can now access security.
  • +
  • Removing a pAI from the potted plant no longer results in two being dropped.
  • +
+ +

29 July 2018

+

Alberyk updated:

+
    +
  • You now need to be in the grab intent to climb up walls and climb down open spaces.
  • +
+

BurgerBB updated:

+
    +
  • Fixed backpressure surges going through welded vents.
  • +
+

Karolis2011 updated:

+
    +
  • Fixes holograms not having proper rotation state when copied subject is rotated.
  • +
+ +

24 July 2018

+

Arrow768 updated:

+
    +
  • Increases the size of the new player window to ensure the player polls are always shown.
  • +
+

BurgerBB updated:

+
    +
  • Fixed inhalers for real now.
  • +
+

PoZe updated:

+
    +
  • Mechs that were shot with ION guns and got into maintenance mode while having it forbidden to switch the mode can now be unlocked by their DNA owners. By being able to allow maintenance mode.
  • +
  • Cyborgs, AI, simple animals rejuvinate proc no longer crashes, making healing process to be complete.
  • +
  • Microwave now has a verb to eject its content even whe it is not powered on
  • +
  • Fixed service cyborg basic sprite eyes overlay
  • +
+

ben10083 updated:

+
    +
  • Removed the duplicate stamp and fixes the name of the camera in the journalists office.
  • +
+ +

22 July 2018

+

Alberyk updated:

+
    +
  • Removed the thermal drill dispersion, making it a more effective mining tool.
  • +
  • Added siik'tau as an alternative language.
  • +
  • Bicaridine does not heal lung damage anymore when inhaled.
  • +
  • Removed the telebaton stun when aiming for the legs. The telebaton will now deal halloss, pain damage, when attacking in disarm intent
  • +
  • Pepperspray does not stun when hitting someone without face protection anymore, it will now cause moderate pain instead.
  • +
  • Merchant's pet sellers should sell more mudane animals, and buy more exotic ones, also fixing an exploit with buying and selling animals.
  • +
  • Merchant should not be able to buy flags or other objects that can not be moved anymore.
  • +
  • Vampires can't bite people wearing airtight helmets due to their necks being protected anymore.
  • +
  • Vampires can now drink blood from drinking glasses and etc to gain usable blood.
  • +
+

Arrow768 updated:

+
    +
  • Adds a Notification System to send notifications to players.
  • +
  • A borgs voice is now garbled if its damaged too much.
  • +
  • Added a low power warning sound / light that can be activated by borgs if they run out of juice.
  • +
  • The taser cooling module can be applied to sec borgs again.
  • +
  • Injecting armored targets with the hypospray now takes a while.
  • +
+

BurgerBB updated:

+
    +
  • Kinetic Accelerators can no longer dig holes. Improved warehouse and abandoned crate loot chances of getting kinetic accelerators. High level kinetic accelerators can now be found.
  • +
  • Added a random dungeon framework. Mappers can make their own dungeons and submit them to Github.
  • +
+

Kaedwuff updated:

+
    +
  • There are no clowns. Move along.
  • +
+

Karolis2011 updated:

+
    +
  • Made AI's crew holograms more representitive of current state of crew memeber.
  • +
  • Made secret mode setup retry automaticly if it fails to setup round.
  • +
+

LordFowl updated:

+
    +
  • Removes ashy footprints.
  • +
+

LordFowl, BygoneHero, Kyres1 updated:

+
    +
  • Added the Sedantis flag.
  • +
  • Added Vaurca variants of softsuits.
  • +
  • Changed Vaurca vision to use client colors.
  • +
  • Added climbing. Click on a wall/open turf to climb. Large and/or anchored items increase your ability to climb. Small items decrease your ability to climb.
  • +
  • Humans and Vaurca are fastest at climbing, and Unathi and Dionaea are the slowest at climbing.
  • +
  • Made Vaurca natural climbers, meaning they can never fail.
  • +
  • Added various event-orientated Vaurca items.
  • +
  • Vaurca can now wear specially modified softsuits.
  • +
  • Added cleave to energy glaives.
  • +
  • Changes the sprites of all organs in Vaurca to be more alien.
  • +
  • Tweaked client colors, fixing inaccuracies in colorblindedness.
  • +
  • Cardox no longer acts as an acid, no longer affecting mobs on touch.
  • +
+

LordFowl, Loow, NursieKitty updated:

+
    +
  • Removed Skrell allergy to protein.
  • +
+

MattAtlas updated:

+
    +
  • Added new firearm sounds. Enjoy.
  • +
+

ParadoxSpace updated:

+
    +
  • Bucklers can now be made out of wood.
  • +
+

PoZe updated:

+
    +
  • Airbubble now shows what kind of tank is attached and what is the pressure of the tank when examined
  • +
  • Airbubble sprite now shows if airbubble is using tank or not.
  • +
  • Fixed names for black and technicolor detective armoured trenchcoats
  • +
  • Detective armoured trenchcoats are avaliable in loadout section of character setup. (Only for detectives and HOS)
  • +
+

Skull132 updated:

+
    +
  • Fixed a slew of cases where an action would or might print a numeric value to the user.
  • +
  • Corporate Reports now gain rudimentary department access, so they could better report on corporate affairs.
  • +
+

ben10083 updated:

+
    +
  • Added camera at Medbay Entrance and renamed the other camera that is now at Emergency Pre-op
  • +
  • Gave Clerical Module a denied stamp (WHY WAS THIS THE EMAG ITEM?!) and tape roll, if it's emagged/hacked it gets a chameleon stamp for proper forging of documents.
  • +
  • Nerfed disable time of flashed borgs from 5-10 seconds to 3-7 seconds
  • +
  • Sec Borgs rejoice! Your stunbatons have been buffed to consume half of the charge it used to!
  • +
  • Added a camera to the Psychiatrist Office.
  • +
  • Fixed name of the Psychiatry Closet camera
  • +
+ +

17 July 2018

+

Alberyk updated:

+
    +
  • The staff of change should work properly now.
  • +
+

BurgerBB updated:

+
    +
  • Fixed a bug that gave male and female unathi penises while wearing dresses.
  • +
+

PoZe updated:

+
    +
  • Destroyed cyborg components no longer just vanish
  • +
+ +

14 July 2018

+

Alberyk updated:

+
    +
  • Fixed an oversight that allowed the detonation of emmaged cyborgs using the robotics console.
  • +
  • Vaurca should now spawn with proper survival gear.
  • +
+

BurgerBB updated:

+
    +
  • Fixes inhalers having odd gasmask interaction.
  • +
+

PoZe updated:

+
    +
  • Branded IPC frames can now wear wizard and mercs void suits
  • +
  • Light replacer now has sprites when being emagged.
  • +
+ +

27 June 2018

+

Arrow768 updated:

+
    +
  • Various plaques have been placed around the station to memorize the odin murders.
  • +
+ +

26 June 2018

+

Lohikar updated:

+
    +
  • RIG actuator Z-climbing now actually works. Probably.
  • +
+

PoZe updated:

+
    +
  • Fixed commanded mobs. They will no longer attack people they follow, destroy things around them.
  • +
  • Commanded mobs will not attack their master even if they are being attacked by their own master.
  • +
+ +

24 June 2018

+

PoZe updated:

+
    +
  • Airbubble comes now with fully filled engineering extended airtank(6 liters max). Instead of double emergency airtank(10 liters max). It lasts around the same time, even slightly longer(40 minutes).
  • +
  • Airbubble now gets ripped and leaks after being shot with projectile weapons.
  • +
  • Airbubbles no longer produces infinite cable restrains.
  • +
  • Users of airbubble can no longer 'magically' get out of bubble with it still remaining closed.
  • +
  • No longer it takes time to get in and out of Airbubble.
  • +
+ +

22 June 2018

+

Arrow768 updated:

+
    +
  • The drone console now lists drones on different station levels.
  • +
+ +

20 June 2018

+

BurgerBB updated:

+
    +
  • Readds disposal spread in disposals. Re-fixes the scrubber vent in the warehouse mail room.
  • +
  • Adds holopads to missing areas without holopads.
  • +
  • Fixed hull shields not covering departures properly.
  • +
+ +

18 June 2018

+

Alberyk updated:

+
    +
  • Added new tajaran related accessories options to the custom loadout.
  • +
  • Added new tajaran related cuisine options.
  • +
  • Added a gatling machine gun to the syndicate uplink.
  • +
  • Added bayonets.
  • +
  • Changed how stuttering is handled in game, it should be less ridiculous overall.
  • +
+

Arrow768 updated:

+
    +
  • The Tau Ceti Daily Grand Slam Lottery has filed for bankruptcy and has been relaunched under new management.
  • +
  • Resourceful employees have found a way to hide things inside of potted plants.
  • +
+

BurgerBB updated:

+
    +
  • Removed basic kinetic accelerators from code. Replaced them with customizable kinetic accelerators with a robust array of customization. Weaker custom kinetic accelerators can be purchased from the mining vendor or found randomly in cargo, while the stronger variants can be researched and produced by science.
  • +
  • Added traitor kinetic accelerators to uplink. These ones shoot laser beams, and can accept custom accelerator parts.
  • +
  • Gave wrenches to mining drones and mining cyborgs, so synthetics can tinker with custom KAs.
  • +
  • Improved the shuttle and docks design.
  • +
  • Users will now be automatically threatened with a day ban if they mention the phrase 'Organ Damage'.
  • +
  • Fixed library books spawning outside of shelves.
  • +
  • Fixed kinetic accelerators displaying an error when equipped on the waist.
  • +
  • Balances kinetic accelerator research to prevent easy research exploit. Balances traitor kinetic accelerator to be less powerful.
  • +
  • Tweaked the new library to be more aesthetically pleasing. Removed empty mediwall from the command section of the shuttle. Removed floating light near departures and on the shuttle. Removed pointless holopad on the evac shuttle.
  • +
+

Code - PoZe, Sprites - DronzTheWolf updated:

+
    +
  • Adds airbubble(oxyball) into the game. It is used to protect user inside from decompressed environment for 30 minutes. Has an air tank attached to it that can be replaced.
  • +
  • Adds airbubble to every emergency locker
  • +
  • Mercenaries have their own air bubble with special sprites, for kidnapping. Mercenaries have two airbubbles, Heist shuttle has three as they are pirates.
  • +
+

Kaedwuff updated:

+
    +
  • Librarians now also get a service headset at start.
  • +
  • Cyanide no longer makes you instantly pass out, allowing you a precious half minute to say your final goodbyes (or taunts to security) before you die horribly.
  • +
+

LordFowl updated:

+
    +
  • Sprinting no longer deals oxygen damage unless you have asthma, a coughing disability, or damage to your lungs.
  • +
  • Adds the asthma disability to chargen, which reduces your ability to sprint and your ability to naturally regenerate oxygen damage.
  • +
  • Adds a new mental disability - Love.
  • +
+

LordRaven001 updated:

+
    +
  • Ports mixing bowls from Baystation
  • +
  • Removed butcher knives from the contraband section in the vendor, added them to the normal vendor.
  • +
  • Balanced the Kitchen Vendor around 2 Chefs
  • +
+

MoondancerPony updated:

+
    +
  • Tweaks a lot of things to do with newscasters. Maybe there will be a fancy new UI soon? Who knows.
  • +
  • Removes the Journalist alt-title from Librarian.
  • +
  • Adds the Corporate Reporter job and the Freelance Journalist alt-title. Corporate Reporters have more liability and responsibility, but have greater access and legitimacy. Freelance journalists have no such restrictions, but are all on their own. To add to this, there are now two press passes- a normal and a corporate one. These do not guarantee you anything from Security or Command, however, so be warned!
  • +
  • The merchandise store has been replaced with a brand-new journalist's office, set up for interviews and writing. Journalists also get their own pet.
  • +
  • You can now comment, like, and dislike newscaster stories. PDAs can see, but not interact with, the new newscaster functionality. PDA news features may expand or be removed in the future.
  • +
+

PoZe updated:

+
    +
  • IPCs can not be convertable to cult.
  • +
  • IPCs can no longer draw runes, since they have no blood. They still can use talismans
  • +
  • Cultist IPCs are immune to cultist EMP from runes or talismans.
  • +
  • Fixed Journalist Office missing power cables.
  • +
  • Journalist Office is now connected to the bridge subgrid, instead of main grid.
  • +
  • Shuttle wall structures that are on the corners have been moved one tile in different directions, so that it looks good.
  • +
+

Scheveningen updated:

+
    +
  • Blinding sources are significantly increased in duration.
  • +
  • Direct flashes no longer stun those who are -not- sentient trees, robots, or bugpeople.
  • +
  • Changed how flash break mechanics work. Crappy budget NT tech is more likely to break from overuse.
  • +
+

ben10083 updated:

+
    +
  • Following multiple security breaches and thefts from the vault, NanoTrasen has increased security in the main vault.
  • +
+ +

16 June 2018

+

Arrow768 updated:

+
    +
  • ID Cards ejected from modular computers are no longer ejected onto the floor.
  • +
+ +

10 June 2018

+

Arrow768 updated:

+
    +
  • The psychedelic jumpsuit can no longer be found in maint.
  • +
+ +

03 June 2018

+

BurgerBB updated:

+
    +
  • Added vents to the cargo warehouse connector to prevent underpressure from disposal inlets.
  • +
  • Disposal outlets now spread out items so all the trash doesn't pile up on one tile.
  • +
+ +

29 May 2018

+

Kaedwuff updated:

+
    +
  • You can no longer slice fruit (or anything else) with a syringe.
  • +
+ +

28 May 2018

+

Kaedwuff updated:

+
    +
  • The janitor's closet now has service headsets in it again.
  • +
  • The chaplain now also gets a service headset again.
  • +
+ +

25 May 2018

+

Arrow768 updated:

+
    +
  • IPCs can be converted to the cult again, but only serve as constructs.
  • +
+

LordFowl updated:

+
    +
  • Fixes the number 3 being broadcasted from surgery tables.
  • +
+

PoZe updated:

+
    +
  • Veding machines at Centcomm don't charge money for their products. Hail NanoTrasen!
  • +
+ +

22 May 2018

+

Arrow768 updated:

+
    +
  • Fixes a bad bugfix that reintruduced the bug which allows to "regenerate" used items using the vending machines.
  • +
+

Lohikar updated:

+
    +
  • Unathi can no longer chew on holograms.
  • +
+ +

20 May 2018

+

BurgerBB updated:

+
    +
  • Fixed various broken/incorrect recipes for food.
  • +
  • Fixes smoking pipes burning up too quickly.
  • +
  • Fixed some non-public vendors refusing to accept items.
  • +
  • Removed the additonal seed vendor due to redundancy.
  • +
+ +

17 May 2018

+

Kaedwuff updated:

+
    +
  • The bahama lizard recipe has been fixed to now actually be craftable. It now requires only lemon juice, ice, cream, and xuizi juice.
  • +
+

PoZe updated:

+
    +
  • Wizard disable technology spell no longer affects the caster.
  • +
+ +

14 May 2018

+

BurgerBB updated:

+
    +
  • Fixed breath analyzers not working. Fixed inhalers not playing their proper injection sounds. Fixed BLT recipe. Fixed a misplaced tile in Hydroponics.
  • +
  • Tweaked the weight of the inhalers to match their size and sprite. Added more information to inhaler cartridges when examining them. Made inhalers more user-friendly.
  • +
  • Tweaked the layout of Hydroponics and added an actual seed storage for excess seeds.
  • +
+ +

13 May 2018

+

Alberyk updated:

+
    +
  • Fixed securitrons trying to arrest the head of personnel because of their gun.
  • +
  • ERT's id should have the proper access now.
  • +
  • Added new tajara related clothing options to the custom loadout.
  • +
  • Added partial understanding to some languages, it allows you to understand some words from a certain language without knowing it.
  • +
  • Added new tajara language, Delvahhi, available to the Zhan-Khazan.
  • +
  • Added new accessory related options to the loadout, such as ties.
  • +
+

Arrow768 updated:

+
    +
  • It is now possible to call commanded animals by a nickname.
  • +
  • The sentencing console has been upgraded with a integrated fining system.
  • +
  • Due to protests from the "real" engineers, the janitor is no longer part of the engineering department and has been reintegrated into the service department.
  • +
  • NT has entered a cooperation with various news outlets to provide quality information at the start of the shift.
  • +
  • Due to quality issues NT has banned Editor Mike Hammers of the Gibson Gazette from publishing news.
  • +
  • It has come to our attention that a flaw might effect the containment systems of the station.
  • +
  • IPCs can no longer be converted to cultists.
  • +
+

Banditoz updated:

+
    +
  • You can now use , and . to go up and down z-levels, respectively.
  • +
+

BurgerBB updated:

+
    +
  • Added additional z-level protection for AI.
  • +
  • Moved the bomb range further away from the station to prevent z-level breaches caused by explosions.
  • +
  • Butanol based drinks can now be selected from the loadout via flask.
  • +
  • Tweaked some of the more boring loot options to be more interesting. Reduced the chance of getting arcade loot in the warehouse. Increased the amount of loot in the warehouse from 80 to 100.
  • +
  • Added new food items.
  • +
  • Redesigned Hydroponics. Lightly tweaked the layout of cargo.
  • +
  • Removed Hextrasenil and Trisyndicotin.
  • +
  • Cardox grenades are now located in the vault. Added a bookin various locations reminding non-medical staff not to give mental medication to prisoners.
  • +
  • Cardox is now slightly poisonous, and can directly remove phoron from blood when consumed. Cardox can now remove phoron in the air when applied to turfs.
  • +
  • Added the panocelium mushrooms, a mushroom mutated from fly amanita. They contain panotoxic, a potent toxin that causes intense amounts of pain. Added Calomel, a special medication that purges most chemicals from the bloodstream. Added Pulmodeiectionem, a special medication that purges most chemicals from the lungs.
  • +
  • Added inhalers and autoinhalers. Inhalers and Autoinhalers can quickly add reagents to the lungs. Inhalers can be found in chemistry, made in science, found/ordered from cargo, or purchased from a traitor uplink. Oxygen deprevation kits now contain autoinhalers instead of pills. Added breath analyzers, a medical device that analyzes useful information about the respiratory system. Oxygen deprevation kits now contain breath analyzers instead of health analyzers.
  • +
  • Bicardine now heals lung damage when inhaled at the cost of general reduced effectiveness. Phoron, ammonia, hyperzine, dexalin plus, soporific, chloral hydrate, and space drugs are more effective when inhaled. All painkillers, except for inaprovaline, have no effectiveness when breathed in. Tricordrazine has no effectiveness when breathed in. Breathing in acid now deals direct damage to the lungs.
  • +
  • Fixed the metabolism rate of mental medication to reflext their intended values. Reduced the dosage threshhold to supress traumas to reflect their intended values.
  • +
  • Reworked intoxication entirely. Inebriation lasts generally longer, and the effects are generally more realistic.
  • +
  • Added missing seeds to garden vendors. Converted the hydroponics seed vendor into a better vending machine.
  • +
+

ParadoxSpace updated:

+
    +
  • Adds shorts, skirts, a leather coat, orange goggles, a colorable headband and leather vests to the loadout.
  • +
  • Adds about 10 new cyberpunk themed hairstyles.
  • +
  • Shaves half of your head.
  • +
+

PoZe updated:

+
    +
  • All AI intercom microphones are turned off by default. To help new antag AI players not to accidentally reveal their plans
  • +
  • Hostile mobs now attack back any mobs who touch/attack/shoot or throw objects at them. They also now prioritize mobs with lowest health
  • +
  • Added oxygen candles as an item. They are one-time emergency item that is used to fill 2-3 tiles of depressurized environment
  • +
+

Skull132 updated:

+
    +
  • Bumped Vaurca economic modifier by 1 point, as per lore developments.
  • +
+ +

10 May 2018

+

Kaedwuff updated:

+
    +
  • No longer can your victims resist their way out of a good sucking after being hypnotized by your vampire.
  • +
+ +

07 May 2018

+

BurgerBB updated:

+
    +
  • Fixes the stacking machine from eating materials due to an oversight.
  • +
+

PoZe updated:

+
    +
  • EMT room now has two GPS and two medical emergency medical radios
  • +
  • Increased size of Toxin's airlock, allowing canister to refill from main air supply
  • +
  • Fixed tags(names) for medical construction level security cameras
  • +
  • Chemistry, and security construction levels request consoles names are fixed according to their room.
  • +
+ +

25 April 2018

+

Alberyk updated:

+
    +
  • Vaurca should have proper natural insulation once more.
  • +
+

Arrow768 updated:

+
    +
  • You can now see if someone opens a sodacan that has been shaken.
  • +
+ +

19 April 2018

+

PoZe updated:

+
    +
  • Access to Research Division Maint door is fixed
  • +
  • Added missing firelocks to construction level of security
  • +
  • Fixed broken small light icon to appear properly
  • +
  • Shower now reacts with mobs as water supposed to, damaging slimes.
  • +
  • Pool, Ocean or generic water turfs now cleans anything that enters it, cleans it's own turf and damages slimes.
  • +
  • Fixed chainsaw unwielded force
  • +
  • Chainsaw powered force buffed, 30 unwielded and 60 wielded
  • +
  • Closets now spawn one sheet of metal upon being destroyed
  • +
  • Turbolifts now properly destroy atoms, and gib any mobs that are in closets
  • +
  • Crusher no longer kills AI eye
  • +
  • Medical construction level now has full camera coverage
  • +
+ +

15 April 2018

+

BurgerBB updated:

+
    +
  • Tweaked the recipes for Burritos to prevent bugs.
  • +
  • Fixed mental medication being all lowercase. Fixed escitalopram causing crippling drowsiness.
  • +
  • Significantly reduced the volume and range of lottery tickets.
  • +
+

Lohikar updated:

+
    +
  • Openspaces will now properly show mobs/objects that became visible after roundstart.
  • +
+ +

12 April 2018

+

Printer16 updated:

+
    +
  • The science firing range now has some firing pins.
  • +
  • The security training room no longer starts vented.
  • +
  • Removed an extra disposal chute from the medical chem lab.
  • +
  • Shuttle sound removed.
  • +
+ +

08 April 2018

+

Alberyk updated:

+
    +
  • Added martial arts, traitors should have access to some of them in their uplinks.
  • +
  • Plastic explosives should be more effective in destroying walls.
  • +
  • IPC's monitors screen are now considered facial hair, for better interaction with hats.
  • +
  • You can now repair emp affected hardsuits with Nanopaste.
  • +
  • Added a hardsuit mounted cooling module, printable from robotics.
  • +
  • The mounted emag module should work properly now.
  • +
  • Replacing a dead ipc's powercell or posibrain should not revive them anymore.
  • +
  • Robotics can now create ipcs using a cyborg chassis that had its law system disabled, the new ipc's chassis will be based on the torso's brand. While robotics is unable to print torsos with their own brand, they should be available at cargo.
  • +
  • Added new a vaurca fashion option to the custom loadout.
  • +
+

Arrow768 updated:

+
    +
  • The reason of a cargo order is now sown in the cargo order application in the order details.
  • +
  • A manifest is placed inside of each crate ordered from cargo.
  • +
  • Orders can now be paid in advance after they have been approved.
  • +
  • The shuttle fee is now calculated per order and no longer split over all orders on the shuttle.
  • +
  • Changed the backend dataformat of cargo. See Pull #4435 for details.
  • +
  • Change the camera networks from Civilian East / Civilian West to Civilian Main / Civilian Surface / Supply / Service
  • +
+

BurgerBB updated:

+
    +
  • Completely reworked anti-depressants so they only cure certain types of traumas at various strengths. Added additional anti-depressants and special medication. Antidepressants and some painkillers now have adverse effects when with alchohol.
  • +
  • Added a new reagant breathing system. Inhaled smoke no longer counts as eating it. Inhaleing reagents is 25% weaker than injecting it directly.
  • +
  • Reworked cigarrettes so they actually have effects, including very gradual organ damage and a minor performance enhancer. Custom cigarettes can also be made in the biogenerator, or found elsewhere.
  • +
  • Reworked heart damage so that negative effects are more linear. Tweaked oxy loss from blood loss to also be more linear.
  • +
  • Improved the mining/cargo layout to better reflect the needs and desires of cargo techs and miners.
  • +
  • Ninja matter fabricators now produce steel throwing stars instead of uranium throwing stars. Adjusted the power cost and price of the ninja matter fabricator. Adjusted the weight class of throwing stars to make them smaller. Added steel throwing stars to the traitor uplink.
  • +
  • Reduced the amount of reagents in a scrubber blast from 50 to 35.
  • +
  • Added paint, luminol, fuel, blood, sterilizine, ipecac, and soporific to scrubber event RNG.
  • +
  • Resisting from a chair unrestrained no longer adds a cooldown to activating objects.
  • +
  • Action figures are no longer massive, and only take up 1 slot in your inventory.
  • +
  • Boxing gloves can now be worn by any race.
  • +
  • The ore summoner can only move up to 10 ore at a time.
  • +
+

Kaedwuff updated:

+
    +
  • IAA now spawn in their office. HoS now also spawn with an improved, imposing distance from their team.
  • +
+

LordFowl updated:

+
    +
  • Footprints will now be created on ashy turfs, and ash will spread onto the shoes causing ash-tracks.
  • +
  • Added electroshock, hypnotic, and isolation therapy. Each cures a specific set of traumas.
  • +
  • Brain surgery now only cures certain traumas.
  • +
  • Expanded the psychiatry office into a mental health ward.
  • +
+

ParadoxSpace updated:

+
    +
  • Adds HUD Eyepatches for Security, Medical, Mesons, Material, and Science.
  • +
  • Adds civilian iPatch for general use.
  • +
  • Adds Welder Eyepatch.
  • +
  • Adds Night Vision and Thermal Vision eyepatches to uplink, and heist roundstart.
  • +
+

PoZe updated:

+
    +
  • Removed the nurse dress from medical lockers and changes the default nurse outfit to purple scrubs.
  • +
+

Ron updated:

+
    +
  • Added a sound for firealarms and the shuttle jumping somewhere.
  • +
+

Skull132 updated:

+
    +
  • Junk food no longer causes heart/organ damage. That PR has been reverted effectively.
  • +
  • Junk food now causes nutrition to last less. You'll go hungry roughly twice as fast when eating only junk food.
  • +
+

TheGreatNacho updated:

+
    +
  • Added gasping for air when people are losing their breath.
  • +
+

soryy708 updated:

+
    +
  • Created a deeper, espresso centric, coffee mixing system
  • +
  • Added 'CoffeeMaster 3000' to the bar
  • +
  • Created a 'Barista' alt-title for the bartender
  • +
+ +

06 April 2018

+

Printer16 updated:

+
    +
  • Ninja uplinks and merc uplinks now work properly. Check your tabs for items that were previously unavailable due to the bug.
  • +
  • Traitors can no longer see categories they don't have access to.
  • +
  • Updated the diseased touch information to show how much it actually uses.
  • +
  • You can no longer fold artifact boxes into cardboard.
  • +
  • EMP'ing magical staffs no longer breaks them.
  • +
  • The RPED now works properly.
  • +
  • Mechs can not use crash if they are in maintenance protocols.
  • +
  • Updated the e-sword interaction with cigarettes.
  • +
  • Xenos can no longer get brain traumuas.
  • +
  • Using *halt as a cyborg no longer displays the name twice.
  • +
  • Updated the eyedrop failure message.
  • +
  • The thermal drill no longer breaks if you move while charging it.
  • +
  • Updated implants to work on station zlevels.
  • +
+ +

31 March 2018

+

TheGreatNacho updated:

+
    +
  • Set the sentencing machine and brig timer to read the convicts name from their ID, instead of their mob.
  • +
  • Fixed lighter being deleted when pulling a cigarette out of it's packet with your mouth.
  • +
  • Fixed spears losing their material after mounting head to them.
  • +
+ +

21 March 2018

+

BurgerBB updated:

+
    +
  • Made junkfood bread and rasins healthier. Made light junkfood snacks slightly healthier.
  • +
  • Lottery cards now generally give less, have 3 scratches per card, and take longer to scratch.
  • +
+ +

18 March 2018

+

Alberyk updated:

+
    +
  • The Automatic Robotic Factory 5000 should now work properly.
  • +
+

Skull132 updated:

+
    +
  • Magboots and hardsuit gloves now give you your stuff back properly.
  • +
+ +

13 March 2018

+

BurgerBB updated:

+
    +
  • Fixed various chainsaw bugs.
  • +
  • Added Chainsaws to traitor uplink.
  • +
+ +

10 March 2018

+

Alberyk updated:

+
    +
  • Added some new gloves; brass knuckles, power fists and clawed gauntlets. Each of them has different effects in unarmed combat when worn.
  • +
  • You can now select what kind of unarmed attack you want to use via a verb in the ic tab.
  • +
  • Opening or closing a cyborg's cover should take time now.
  • +
  • Overclocked cyborgs can't be stunned with a flash anymore.
  • +
  • Cyborg's stun batons should drain less power from their cells.
  • +
  • Exosuits weapons should be more effective now.
  • +
  • Increased exosuit equipment capacity to 4.
  • +
  • Added new exosuit weapons.
  • +
  • Added more ancient melee weapons.
  • +
  • You can strap grenades to spears now.
  • +
+

Arrow768 updated:

+
    +
  • Due to budget constraints the safeties have been removed from shutters and blast doors. Personnel is advised to stand clear when they are being closed.
  • +
  • The deadman switch function from the signaler will now send a signal when the signaler is dropped or moved into a different slot.
  • +
+

BurgerBB updated:

+
    +
  • Added chainsaws, a powerful two-handed weapon that requires welder fuel to operate. Chainsaws can open airlocks and lockers when powered.
  • +
  • Diona nymphs can perform partial merges at half biomass, with the consequence of missing limbs. The more biomass, the less missing limbs.
  • +
  • Added a mask and eyewear slot for dionaea.
  • +
  • Made Dionaea immune to the effects of blindfolds and muzzles.
  • +
  • Dionaea receive only 25% arousal per second from blindfolds and muzzles.
  • +
  • Added several new preservatives and flavorings in vending machine junkfood. As a result, junkfood is now more filling.
  • +
  • Tweaked pain messages.
  • +
  • Penalties for Organ damage now start at >=1 instead of >0.
  • +
  • Added Adipemcina, a fictional heart medication that specially reduces heart damage.
  • +
  • Added filtered kois, a significantly less dangerous kois which can be made by combining Cardox and normal kois. Added Cardox, an anti-phoron reagent which can eliminate phoron and remove the harmful spores from kois.
  • +
  • Replaced kois bars with less dangerous kois bars containing filtered kois which do not spore. Dangerous ones are moved to the contraband section, which can be hacked and vended for free. Phoron punch also now has filtered kois, but no alternative.
  • +
  • Decreased the Kois spore chance when eating unfiltered Kois.
  • +
  • Rebalanced lottery tickets so you don't win as much. Lottery tickets can now be purchased at cigarette machines as well.
  • +
+

Buterrobber202 updated:

+
    +
  • The Wizard Federation is pleased to announce that they have started to actually train Wizards outside of the Spatial School, meaning they should have more useable spells during their missions.
  • +
+

Ezuo updated:

+
    +
  • You can now make Ned Kelly style armor by using an ordinary trenchcoat on makeshift armor. Be protected and stylish at the same time!
  • +
  • You now must detach helmets from suits to refit them.
  • +
  • Skrellian spacesuits are now voidsuits, allowing you to attach helmets and magboots to them.
  • +
+

Juani2400 updated:

+
    +
  • Complete remap of the Medical main level. Expect bugs and missing equipment.
  • +
  • New nuke chamber, added an alternative exit for the bunker, new location for CSI's and Detective's offices, new Security Training Wing, remapped Kitchen, new shop, remapped Vault's entrance.
  • +
  • New transfer/escape shuttle. Not the final version, probably. Consider it an experiment to test your acceptance to the new design type.
  • +
  • New Research-coloured folders (Sprite recolouring by Fire and Glory).
  • +
  • A lot of bugfixes, missing stuff, and minor suggestions requested by you in this: https://forums.aurorastation.org/viewtopic.php?f=18&t=9863. You should visit and leave your suggestions there.
  • +
+

Kaedwuff updated:

+
    +
  • The AI's Common Channel intercom will no longer betray Traitor or Malf AIs. Unless they want it to.
  • +
  • Straightjackets can now be escaped from, if you have sufficient time alone, and new sprites have been given to make them more jackety.
  • +
  • Druid and Cleric wizards can now take their victims for granite.
  • +
  • Added a number of new cocktails made with unathi booze. Many have custom sprites, and one of them is slightly dangerous to non-unathi.
  • +
+

Lohikar updated:

+
    +
  • ZAS Knockdown now has a distance cap. (Fixes 'space wind')
  • +
+

LordFowl updated:

+
    +
  • Batons will now deal both brute and shock damage.
  • +
  • Electricity system modified to be more realistic in its arcing and damage,
  • +
  • Electricity can now cause electronic damage.
  • +
  • IPCs will now be paralysed by cattleprods, stunrods, and harmbatons targeted at the chest.
  • +
+

PoZe, AndurilFlame updated:

+
    +
  • Trench coat, detective's coat, coloured detective's coats, and gentlecoat are now able to be buttoned up and unbottoned.
  • +
+

Skull132 updated:

+
    +
  • Added the flag of the best nation: the Eridani Corporate Federation.
  • +
+

kevinz000 updated:

+
    +
  • Projectiles have received a major overhaul into pixel projectiles processed by subsystem a la TG.
  • +
+ +

24 February 2018

+

BurgerBB updated:

+
    +
  • Improved tortilla and burrito recipies. Dips are also more flavorful.
  • +
+

sdtwbaj updated:

+
    +
  • Skrell have a higher chance to get more money.
  • +
+ +

11 February 2018

+

Lohikar updated:

+
    +
  • The asteroid's sprites should no longer get fucked up by shuttle movement, explosions, or mining.
  • +
  • Breaking asteroid floors on the lowest level will now break to openspace/space instead of more asteroid.
  • +
+ +

04 February 2018

+

Alberyk updated:

+
    +
  • Sharp weapons and welders are twice as effective in destroying plants.
  • +
  • Removed k'ois seeds from the botany's seed storage.
  • +
+

LordFowl updated:

+
    +
  • The number of spores released by a plant is now dependent on the plants potency.
  • +
  • K'ois health has been reduced by half.
  • +
+ +

31 January 2018

+

LordFowl updated:

+
    +
  • Both versions of K'ois mycosis will mature at a doubled rate.
  • +
  • Added SSD timers for when examining inactive/disconnected mobs.
  • +
+ +

29 January 2018

+

Alberyk updated:

+
    +
  • Cutting someone's hand should now force them to drop the item they are holding on said hand.
  • +
+ +

28 January 2018

+

BurgerBB updated:

+
    +
  • Poking people with a cane no longer causes blood to fly everywhere.
  • +
  • Tweaked Arcade Machine droprates so they're less depressing.
  • +
  • Tweaked burito recipies to use more meatballs, and as well use a new nutrition algorithm.
  • +
  • Tweaked dionaea autohiss to be less annoying.
  • +
+ +

27 January 2018

+

AgentWhatever updated:

+
    +
  • Constructing a console or computer now makes sense visually
  • +
+

Alberyk updated:

+
    +
  • Emagged cyborgs should now be immune to detonation by robotics console.
  • +
  • Examining a cyborg will now reveal what modules they are holding and each module is active.
  • +
  • Antag related species, such as vox, xenomorphs and skeletons, can now pry open airlocks by clicking on them with harm intent.
  • +
  • Return alien weeds to their old format, replacing the vines.
  • +
  • Alien acid should now be able to melt floors.
  • +
  • Added makeshift material based armor, you should be able to craft it using some materials and a bucket.
  • +
  • Some weapons, such as axes, are able to cleave and hit targets around their original victim now.
  • +
  • Re-added facehuggers to xenomorphs, bringing back all the infection circle.
  • +
  • Ported crawling mechanics from polaris: you can now crawl, if lying down, by dragging your sprite to a title near yourself.
  • +
  • Vampire's dominate should now require more total blood to unlock.
  • +
  • Increased dominate's blood cost to 50.
  • +
  • Added railgun's magazines and radioisotope thermoelectric generator designs to research and development.
  • +
  • Trying to move, when possible, will now resist if you are grabbed.
  • +
  • Throwing a grab will now always break the grab, do not matter the distance.
  • +
  • Holy water should be more effective when fighting the undead.
  • +
  • Added explosive land mines, you can get them by using an uplink.
  • +
  • Added more options to the loadout, such as colorable sweaters, flower pins and towels.
  • +
  • Added more underwear options.
  • +
  • Increased the total loadout points to ten.
  • +
  • Added a new type of wound; punctures, caused by stabbing attacks and pointed weapons.
  • +
  • Phoron gas should be purple now, to match the solid and liquid form.
  • +
  • Added rings, ported from baystation12, to the custom loadout.
  • +
  • You should now be able to interact with airlock's buttons and controllers while inside a mecha.
  • +
  • Removed the binary channels from posibrains.
  • +
  • Added a plasma cutter as an emmaged module to the contruction module.
  • +
  • Unathi handcuff breaking should now cost stamina.
  • +
  • You can now properly click on people and objects that are on water titles, such as the pool.
  • +
  • Changed how the telebaton's stun works, it should now take in consideration things like spacesuits, armor and species related variables when stunning a target.
  • +
+

Arrow768 updated:

+
    +
  • Buffs the Malf AI. Hacking APCs provides more CPU and RAM.
  • +
  • Ties the Nuke into the AI station-selfdestruct. Inserting the disk aborts it.
  • +
  • Changed the thermaldrill to be more useful for mining and less useful for killing people.
  • +
  • Cargo now has a delivery application to allow recipients to pay for the order and confirm the delivery
  • +
  • The order application no longer returns to the main menu after adding a item to the order.
  • +
  • Tweaks the access of all heads of staff. They now have all access to their department and basic access to the others.
  • +
+

BRAINOS updated:

+
    +
  • Added 19 new hairstyles and 3 new beards.
  • +
+

BurgerBB updated:

+
    +
  • Added syndicate balloons, nanotrasen balloons, replica katanas, bosun whistles, champion belts, invisible pens, bikehorns, lipstick, fake moustashes, clown masks, mime masks, fake wands, binoculars, megaphones, random booze, and the banhammer to the arcade loot tables.
  • +
  • Toy mechs are significatnly rarer.
  • +
  • Toy swords now spawn with random colors (red,blue,purple,green) as opposed to just the static blue.
  • +
  • Removed duplicate katana code that seemingly exists for no real reason.
  • +
  • Added additional biogenerator recipies as well as the ability to emag the biogenerator. Emagged Biogenerators unlocked hidden recipies.
  • +
  • Biogenerated Meat is replaced with Biomeat; a differently colored variant of regular meat with additional flavoring, but still has the functionality of meat. Added Vitamin Pills that contain 25 nutrients and 1 random flavoring of juice.
  • +
  • Reworked biogenerator code so that recipies are easier to add internally. Changed and added some sound paths, and slightly improved the UI by adding the ability to make multiple items of the same type in the Biogenerator for all recipies.
  • +
  • When creating milk, cartons of milk are spawned instead of being put into the biogenerator's internal bottle.
  • +
  • Removed hidden super secret monkey recipie from the Biogenerator.
  • +
  • Sorted locker equipment so it's much more effiecient in terms of loadout.
  • +
  • Added new cane abilities based on intent. Help intent pokes people; disarm intent smacks people for slight damage, with a chance to disarm; Grab intent grabs people, harm intent deals regular damage.
  • +
+

Chaoko99 updated:

+
    +
  • Added a preference to check if the player is on harm intent before firing; defaults off.
  • +
  • Added SUPER MAIM: A unified system for dice-roll gibbing per limb, rather than a flat chance without respect to body part.
  • +
  • Fixed the plasma cutter's inability to dismember.
  • +
  • Changed the following weapons and their ammo to use SUPER MAIM: Desert Eagle (.50), Anti-Material Sniper Rifle (a145), Mateba (.357), Plasma Cutter. Buckshot.
  • +
+

Ezuo updated:

+
    +
  • Ported Chinsky's implementation of using the numpad to select damage zones. 1-6 for limbs, body and groin. The limb keys toggle between arm/leg and hand/foot. The 8 key toggles between head/mouth/eyes. Use control+numpad if you dont use hotkeys.
  • +
+

Lohikar updated:

+
    +
  • You can now elect to have a grey (default) colored bag instead of your job specific type.
  • +
  • Objects partially obscured by shadow will no longer be partially fullbright.
  • +
  • Zeng-Hu has released the new Zeng-Hu Mobility Frame, a positronic chassis that emphasizes speed at the cost of fragility.
  • +
  • Bishop Cybernetics have released their Accessory Frame, a positronic chassis designed to catch the eye while remaining power-efficient.
  • +
  • Hephaestus Industries has announced their Generation 2 Industrial Frame, designed to withstand more abuse than its competitors at the cost of agility.
  • +
  • Xion Manufacturing Group has announced their version of the HI G1 Industrial Frame, engineered to be an affordable and cool-running industrial worker.
  • +
  • IPCs are now flashable.
  • +
  • Computers now occasionally beep.
  • +
  • Your HUD no longer lies to you about your health if you're actually dead.
  • +
  • Spreading-style explosions have been rewritten: they should be faster and more reliable.
  • +
  • Spreading-style explosions now have simple explosions' directional explosion sounds.
  • +
  • Spreading-style explosions now cross Z-levels.
  • +
  • Light tubes will now make a plonk noise when turning on.
  • +
  • Light switches now make a noise when switched.
  • +
  • Lights in an area will now turn on/off in a random order when they lose/gain power.
  • +
  • Lights without power will now enter 'emergency mode': they'll glow a dim red and draw from a small internal cell, which lasts approximately 10 minutes. Emergency mode can be disabled at the APC, and the cell can be replaced.
  • +
  • Light switches will now glow in the dark.
  • +
  • The asteroid once again has random rock decals on flooring.
  • +
  • Non-surface Z levels will now use a rockier asteroid floor sprite.
  • +
  • Fixed some grammar issues with rock/sand names & tweaked their descriptions slightly. Sand has been renamed to ash to better match the sprite.
  • +
  • Dinnerware vendors now stock lunchboxes.
  • +
+

LordFowl updated:

+
    +
  • NanoTrasen has discontinued their subversive elements report and has replace it with a priority report on various other crew metrics.
  • +
  • Implements Black K'ois.
  • +
  • Implements Black K'ois Mycosis and K'ois Mycosis.
  • +
  • Buffs K'ois healing properties
  • +
  • Vaurca can now control which limb they bite
  • +
  • Fixes a bug where Vaurca lungs would start processing twice.
  • +
  • Modifies Industrial eyes. Industrial eye's are also now more receptive to coloring, so you can have any color you like.
  • +
  • Added vending machine restockers, which can be used to restock vending machines. Can be ordered from cargo with a custodial ID.
  • +
  • Added the janicart deluxe, a multi-object vehicle that can be used to clean wide swathes of area with its turbomop and space hoover attachments.
  • +
  • Added backmounted chemsprayers.
  • +
  • Janitors have been moved from civilian to engineering.
  • +
  • Flags and banners are now available in the custom loadout sections. Banners are one tile decals, flags are 2x1 tile decals.
  • +
  • Diona nymphs produced from a gestalt's death will now follow the player diona nymph.
  • +
  • The player can freely control any of their constituent nymphs after they split at will by middle-clicking on them, and will switch to any living nymph should their active nymph die.
  • +
  • Diona gestalts can now devour mobs as well as their constituent nymphs can.
  • +
  • Diona will once again regrow severed limbs.
  • +
  • Diona and nymphs will once again gain biomass from eating food.
  • +
  • Devouring will now actually devour the target.
  • +
  • Removes energy weapons (except the Lawgiver MkII) from the RnD protolathe.
  • +
  • Adds components for the construction of modular energy weapons to the RnD protolathe. An energy weapon can be constructed by adding a capacitor, a lens, and a modulator plus any number of modifiers to an appropriate chassis.
  • +
  • Added more spam.
  • +
  • SSD/Inactivity timers are available when examining another player.
  • +
  • Brain damage no longer causes effects directly. It will now introduce trauma traits based on a threshold-percentage progression. Brain damage still causes brain-death at 60.
  • +
  • Adds trauma traits: Come in three flavors: mild, severe, and special. Mild range from annoying to dangerous. Severe range from dangerous to annoyingly dangerous. Special are oddly beneficial, sometimes
  • +
  • Normally a mob can only have one mild trauma and one severe/special trauma at a time.
  • +
  • Citalopram and Paroxetine can be used to suppress traumas, while brain surgery can be used to remove them. Maybe the psychiatrist will see some use? Not.
  • +
  • Oxygen loss will now cause brain damage if it is severe enough.
  • +
  • Intoxication will now induce brain damage at a severe enough level.
  • +
  • Many brain damaging effects have been given a cap, making them non-lethal.
  • +
  • Added a new plant gene, TRAIT_SPOROUS, which if set the plant will periodically release smoke clouds of its constituent reagents.
  • +
  • Added a new Vaurca-centric drink to cola vendors, appropriately named Phoron Punch.
  • +
  • Added a K'ois paste to the bartender's soft-drink dispenser. Possibilities of bartender mixes involving kois paste in the future.
  • +
  • Vaurca now spawn with more phoron in their starting tank, K'ois now provides more phoron when consumed, and K'ois bars are now cheaper, so that the need to breathe phoron is less of a round-determining chore.
  • +
+

MattAtlas updated:

+
    +
  • The Mateba now uses .454 caliber and has a different firing sound.
  • +
  • Changed the Heist readied-player requirement down from 15 to 12. Also modified minimum raiders down from 4 to 3.
  • +
+

Pacmandevil updated:

+
    +
  • Firing pins. Guns now need an Authentication device to fire. there are several different types.
  • +
  • Science now has a testing range to test guns in.
  • +
+

Printer16 updated:

+
    +
  • Ported the ambition system for antags.
  • +
  • Running or walking over blood can cause you to slip.
  • +
  • You are now able to view where an object is stuck inside someone when you examine them.
  • +
  • Mesons now glow green when activated.
  • +
  • Using a soda can with harm intent now shakes it up causing it to explode on whoever opens it.
  • +
  • You can now toggle the announcement voice. The option is in the ASFX menu.
  • +
+

Scheveningen updated:

+
    +
  • Changes Baseline + Industrial burn modifiers. Baselines are more susceptible to burn, Industrials handle heat better and survive for longer.
  • +
  • Also changes default damage modifiers for synthetic limbs. Retains its brute resistance, but takes more damage from burn-based sources.
  • +
+

Skull132 updated:

+
    +
  • Code phrases and responses are properly generated again.
  • +
  • Mercs, heisters, and revs now get code phrases and responses, as they're all somewhat involved with the Syndicate. This is with mixed modes in mind.
  • +
  • Added a roof indicator to the top right of the game screen.
  • +
  • Added move-up and -down buttons to the AI UI. Sprites courtesy of BygoneHero.
  • +
+

Synnono updated:

+
    +
  • NanoTrasen is proud to announce that the bar now features 21 new beverages. Please drink responsibly.
  • +
  • Edited the recipe for the Old Fashioned. It is now the old fashioned way to make an Old Fashioned.
  • +
  • Brown Star (Star-Kist) can now be found in soft drink dispensers. Lemon Juice is now available from the Booze-o-Mat like other citrus juices.
  • +
  • Added a sprite for the Metropolitan. Finally.
  • +
  • Edited some existing beverage descriptions and tastes.
  • +
+

WrongEnd updated:

+
    +
  • Adds anal retentive bolt action rifles and prank guns.
  • +
+ +

14 January 2018

+

Lohikar updated:

+
    +
  • Unathi can no longer chew through metal.
  • +
+

LordFowl updated:

+
    +
  • You can no longer climb down ladders if a solid turf is in the way.
  • +
  • Only mobs will be prevented from falling down an open turf by ladders. Non mobs will fall, ladder or not.
  • +
+ +

30 December 2017

+

PoZe updated:

+
    +
  • Turret control panels who has turrets with one fire mode only no longer can switch modes.
  • +
  • Mix of turrets with different fire modes now will work as it should be. Using turrets with same fire mode as desired.
  • +
  • Built turrets now have same fire rate as the gun it was made of
  • +
+ +

22 December 2017

+

Alberyk updated:

+
    +
  • The tranquilizer rifle should work properly now.
  • +
  • Fixed some items, such as animals, not appearing when opening a christmas gift.
  • +
+

LordFowl updated:

+
    +
  • Mining drones no longer have all access IDs.
  • +
  • Mining drones can be upgraded with kinetic accelerators, further cementing the obsolescence of the human shaft miner.
  • +
  • Mining drones can no longer be upgraded with plasma cutters, and their emag module is no longer a thermal drill.
  • +
+ +

12 December 2017

+

Lohikar updated:

+
    +
  • Engineering crews have corrected a fault in station wiring that caused station lighting to be instead connected to the Equipment power pool. Officials suspect a prank from misbehaving maintenance drones.
  • +
+

PoZe updated:

+
    +
  • Fixed AI seeing mobs who use stealth suits. That is both ninja and raider's stealth suit or anyone else with same technology.
  • +
  • BST sunglasses now protect from welder damage
  • +
  • GODMODE now also protects user from welder damage
  • +
+

Skull132 updated:

+
    +
  • CCIAA can now see the round type.
  • +
+ +

08 December 2017

+

Lohikar updated:

+
    +
  • Made some changes to how the server deletes pipes; explosions will probably be laggier, but there should no longer be crushing lag 5 minutes later.
  • +
+

Santa updated:

+
    +
  • Merry Christmas NSS Aurora!
  • +
+ +

30 November 2017

+

Alberyk updated:

+
    +
  • Fix warrior vaurca being unable to spawn with toeless jackboots.
  • +
  • Lowered the Nar'sie's summoning sound.
  • +
  • Fixed autohiss applying while speaking Ya'ssa.
  • +
+

Lohikar updated:

+
    +
  • Stacking units no longer illegally produce unlicenced cyborg glass synthesizers.
  • +
  • The stacking machine's UI has been made prettier for no particular reason.
  • +
+

MoondancerPony updated:

+
    +
  • Removed diona nymph mind control. (Players will no longer aggressively grab themselves when trying to grab a diona nymph.)
  • +
+

PoZe updated:

+
    +
  • Fixed crates, and lockers interaction with shut welder
  • +
  • Added ability to weld and cut apart any secure or wall lockers or secure wall lockers.
  • +
  • Tesla's Engine APC is no longer affected by power down even
  • +
  • Tesla coils and grounding rods can now be fully constructed from machine assembly
  • +
+ +

20 November 2017

+

Alberyk updated:

+
    +
  • Removed telecomms being able to identify the speaker's species with precision.
  • +
+

Lohikar updated:

+
    +
  • Fixed an issue where walking through doors with lights could screw up directional lighting.
  • +
+ +

11 November 2017

+

TheGreatJorge updated:

+
    +
  • Turret controls should now work with turrets correctly once again.
  • +
+ +

05 November 2017

+

Chaoko99 updated:

+
    +
  • Hopefully removes all uses of the 'Red Cross' to avoid committing victimless war crimes. Please report any uses that were missed. To Devs: If you get an error mentioning a missing type path of '/obj/structure/sign/redcross', replace it with '/obj/structure/sign/greencross'
  • +
+

Karolis2011 updated:

+
    +
  • Modular computers can no longer download programs that can't actually run on them.
  • +
+

Printer16 updated:

+
    +
  • You can now reboot maintenance drones.
  • +
  • Universal recorder transcripts are now printed into your hand.
  • +
  • Added a stop all sounds verb located in the OOC tab.
  • +
  • Shredding ID cards no longer generates paper.
  • +
  • Borgs can now fill up buckets/beakers/other containers by using the sink.
  • +
  • The AI help menu has been updated.
  • +
  • Updated the NanoUI map.
  • +
  • Medbots no longer try to heal IPCs.
  • +
+ +

30 October 2017

+

Alberyk updated:

+
    +
  • Removed mixed secret from the voting options, all mixed gamemodes should be added to the regular secret rotation.
  • +
+ +

29 October 2017

+

Skull132 updated:

+
    +
  • Sleepers will no longer jettison their stored components when you exit them.
  • +
  • Vampires approaching frenzy will now get their appropriate messages again.
  • +
  • For vampires: capped the maximum time you can accumulate for frenzy. And having more blood will now reduce frenzy faster: the more humans you succ dry, the faster you become human again!
  • +
  • Fixed a runtime in robot/put_in_hands, which bugged out numerous gripper interactions. To include building robots as a science borg.
  • +
  • Toxins can now be added to the pathogenic dish incubator again.
  • +
  • Robotic eyes (not assisted ones!) are now partially immune to pepperspray effects. Because robots.
  • +
  • Death timers no longer reset if you re-enter your corpse.
  • +
  • Holocall fixes: icons are generated properly, caller view is moved properly, icons are cleaned up properly, AI interaction is now fine.
  • +
  • Added a second lobby screen, courtesy of NursieKitty and Zelm.
  • +
  • Wizards can no longer upgrade spacebats into an instant-summon. The ability to spam mobs is bad ju-ju.
  • +
+ +

28 October 2017

+

Alberyk updated:

+
    +
  • Blood heal should now fix broken bones and internal bleeding.
  • +
+

Chaoko99 updated:

+
    +
  • Fixed Tesla Balls never deleting themselves.
  • +
  • Corrected the Anomaly Core description, added some clarification of its use.
  • +
+

TheGreatJorge updated:

+
    +
  • Blast doors should now be properly oriented.
  • +
  • Fixes APC overlays.
  • +
  • Xenoarcheology now has one portable ladder and hoist kit available at the excavation site rack.
  • +
+ +

24 October 2017

+

Lohikar updated:

+
    +
  • Shadows no longer mysteriously hang around after building or destroying walls.
  • +
  • IPCs no longer have organic (right) legs. We're not really sure how they got them, and we don't want to know.
  • +
  • The sprint indicator now actually works for IPCs, as well as updating immediately when toggled by a species with stamina.
  • +
+ +

22 October 2017

+

Skull132 updated:

+
    +
  • Hull and bubble shields now work as expected once more.
  • +
+ +

20 October 2017

+

Lohikar updated:

+
    +
  • Parallax preferences now actually get loaded, because apparently that's important or something.
  • +
  • Shuttles should now longer get mysterious square shadows.
  • +
+

MoondancerPony updated:

+
    +
  • Memory chips will no longer automatically overwrite themselves to whatever their outputs are connected to, and will now output properly. An engineer seems to have installed the chip backwards inside the casing. NanoTrasen apologises for this lapse in service.
  • +
  • Locators and other scanning devices now properly push data to other devices.
  • +
  • Basic pathfinders will now stop moving if they cannot see their target, instead of jamming.
  • +
+ +

15 October 2017

+

AgentWhatever updated:

+
    +
  • After a very long and elaborate process, we have finally learned our new announcement system that the location of certain objects beamed onto the station is, in fact, known. You are welcome
  • +
+

Alberyk updated:

+
    +
  • Removed cult word research, cultists can use their runes without having to find out the meanings.
  • +
  • Ghosts have more influence upon the material plane during cult rounds.
  • +
  • Manifested ghosts can't be used to summon Nar'sie anymore.
  • +
  • The null is more powerful against the forces of the paranormal now.
  • +
  • Added a new bag option; messenger bags.
  • +
  • The telebaton stun should not longer ignore the target's armor.
  • +
  • Ported the baystation12 merchant jobs, with additions and proper modifications.
  • +
  • Added new cleric wizard spells.
  • +
  • Summon bear and summon bats should be a bit more powerful.
  • +
  • You can now only use transformation sting on bodies.
  • +
  • Added dice to the custom loadout.
  • +
  • Replaced the combat module plasma cutter with a new melee weapon.
  • +
  • Fixed traitor cyborgs not being emmaged whens selected as traitors.
  • +
  • Fixed the syndicate borg's emag not working as it should.
  • +
  • Bees damage should be less deadly now.
  • +
  • Added new immersive pool mechanics.
  • +
  • Added new sounds to certain items and actions.
  • +
  • Added new sounds to some cult runes.
  • +
  • Cultists can not accept wizard contracts anymore.
  • +
  • Added new food recipes.
  • +
  • You can now pick up corgis.
  • +
  • IPCs, dionae and other races that could not suffer oxygen damage, should be able to succumb now.
  • +
  • Added a tajara language; Ya'ssa.
  • +
  • Changed the default occupation's preference to return to lobby if you do not get the job you want.
  • +
  • Revolutionaries and loyalists now have access to a device that can create a single central command report.
  • +
+

Arrow768 updated:

+
    +
  • Cargo is now based on credits instead of points.
  • +
  • Adds more mixed modes (feeding, infiltration, paranormal).
  • +
  • Halfs the blood required for diseased touch.
  • +
  • Added a button to call the emergency shuttle.
  • +
  • It is no longer possible to call the shuttle using the command console.
  • +
+

BRAINOS updated:

+
    +
  • Completely resprited prosthetic limbs with all new sprites for Bishop, Xion, Hephaestus and Zeng-Hu. The first three are a major step forward in quality, while Zeng-Hu's limbs are entirely re-imagined as something new!
  • +
+

Belsima updated:

+
    +
  • Replaced ATM, requisition, and some other consoles with old holographic sprites.
  • +
+

Chaoko99 updated:

+
    +
  • Nitrous Oxide is an oxidizer.
  • +
  • Replaced the old [CAUTION] Canister with a cleaner sprite.
  • +
  • Added a hazard stripe overlay for people to add to new canister sprites in DM.
  • +
  • Nerfed space bear speed, damage.
  • +
  • Parallax dust now defaults to on.
  • +
  • Replaced the energy sword and double saber sprites with those from /TG/.
  • +
  • Gravity generator has lights now.
  • +
  • Singularity cannot eat ore overlays anymore, they will be destroyed alongside their respective asteroid wall.
  • +
  • Replaced our RPED sprite with /TG/'s, and added a little animation atop that.
  • +
  • Added a special bag for slime cores. Credit to Virgo for the sprite.
  • +
  • Hastens slime-core extraction surgery slightly.
  • +
+

Ezuo updated:

+
    +
  • Added a box in the chaplain's office that allows them to select from a null rod, staff, or athame.
  • +
+

HetNeSS updated:

+
    +
  • Added a GPS tool to rescue cyborg module pack and a mining drill to construction borg module pack
  • +
+

Juani2400 updated:

+
    +
  • Remapped: Atmospherics, Captain's Office, Heads of Staff Conference Room, CMO's office, Medical Briefing Room, Security Processing and Holding Cell.
  • +
  • Modified: Robotics Laboratory.
  • +
  • Mapped in the desk ringers.
  • +
  • Added a new subtype of folder: Security.
  • +
  • Added new flooring decals for Medical.
  • +
  • Started the re-work of map areas. Most areas have been renamed as a result. More changes to be done eventually.
  • +
+

Karolis2011 updated:

+
    +
  • Replaced command and communications console with modular console
  • +
+

Lohikar updated:

+
    +
  • Added some subtle shadow effects to walls and open spaces that should make them stand out more.
  • +
  • ChemMasters will now default to transfer-to-beaker instead of transfer-to-disposal.
  • +
  • Welding and disassembling lockers now takes 2 seconds instead of being instantaneous.
  • +
  • Escaping welded lockers now shows a progress bar to the escapee if Progress Bars are enabled in your global preferences.
  • +
  • Made some sanity check messages more clear as to why an object cannot be interacted with.
  • +
  • The Bluespace Bears / Bioweapons event has been removed.
  • +
  • NT is proud to announce general availability of modular electronics kits for Research and Engineering departments galaxy-wide, batteries not included. (Ported from Polaris)
  • +
  • Implants now actually fit back in the implanter that they were removed from.
  • +
  • Round duration is now actually the duration of the round, instead of time passed since last server reboot.
  • +
  • Elevators now have elevator music.
  • +
  • APCs now have west/east icon states.
  • +
  • Fire alarms should no longer have inconsistent offsets on walls.
  • +
  • Guest ID cards' icons will now change when they expire.
  • +
  • Removed some extra pixels in some voidsuit helmets' item light overlay.
  • +
  • Preferences setup will now tell you if you try to add body markings to a species that has none available.
  • +
  • Admin revive will now restore body markings and round-start prosthetics.
  • +
  • Wires can now be placed on catwalks in space.
  • +
  • Two new icon scaling sizes have been added to the Icons menu: 96x and 128x.
  • +
  • Stairs now actually work. Not that there is any.
  • +
  • Walking off the side of (real) stairs will now cause you to faceplant on the ground.
  • +
  • Multi-tile doors' icons should now work properly with open spaces.
  • +
  • Sprinting stamina now has a bar showing your remaining stamina instead of coloring the sprint button.
  • +
  • Replaced our ancient wall sprites with a slightly tweaked fancy one from Europa.
  • +
+

MoondancerPony updated:

+
    +
  • You can now print device cells from the protolathe or mechatronic fabricator for use in integrated electronics.
  • +
  • Damage overlays now update on their own. You can stop punching IPCs and shells to fix their faces, now, Lualyrr.
  • +
  • Shells now have their own face repair surgery. Use it when they're showing up as Unknown. The steps are: Scalpel, Multitool/Cable Coil, Retractor/Wirecutters, Cautery.
  • +
+

Pacmandevil updated:

+
    +
  • Whenever you shoot someone while aiming at them, the aim is Dropped
  • +
  • There is now a cooldown to re-aiming after you shoot, this is currently 3 seconds.
  • +
  • A few more Emotes. try to not slap yourselves too much.
  • +
+

Printer16 updated:

+
    +
  • Deconstructing book cases now gives the proper type of wood.
  • +
  • You will now receive a message when implanted with a loyalty implant.
  • +
  • Added a new code: Code Yellow. This is used for biological threats (IE. carp or space vines) and does not allow security to search without a warrant.
  • +
  • The crusher is no longer safe to use while operational.
  • +
  • Added a drop pod.
  • +
  • The gravity generator was added back.
  • +
  • Ported holocalls.
  • +
  • Added a limit to the mining vendor.
  • +
  • The floodlight was changed to come on the shuttle when bought from the mining vendor.
  • +
  • You can now upgrade sleepers, cooking appliances, tesla coils and the ore processer.
  • +
  • Beakers now show a message if they have solids inside.
  • +
  • Added an accuracy rating to containers. Containers will only tell you how many units of chemicals there are according to how accurate they are.
  • +
  • Admins can now replace people using the 'replace player with ghost' option in the secrets tab.
  • +
  • You can now view the probability of each gamemode using the check gamemode probability verb.
  • +
+

Scheveningen updated:

+
    +
  • Adds a dispersion effect to the thermal drill.
  • +
  • Tentatively buffs laser damage types across the board and makes other adjustments to their overall impact.
  • +
  • Reduces laser rifle maximum capacity to 15 (down from 20). It is a change to make it less oppressive.
  • +
+

SoundScopes updated:

+
    +
  • Can no longer point at things using alt+rightclick due to hacky code
  • +
+

wraithcraft updated:

+
    +
  • Added Champagne, Mint Syrup and Bitters. (Now avaliable in your local booze-o-mat)
  • +
  • Added Champagne to the booze dispenser.
  • +
  • Added 11 new (moderately thought out) cocktails.
  • +
+ +

13 October 2017

+

Alberyk updated:

+
    +
  • Fixed two AIs spawning during paranoia.
  • +
+

Belsima updated:

+
    +
  • Microwaves can now be cleaned with soap.
  • +
+

MoondancerPony updated:

+
    +
  • Telescience now starts with 3 crystals again.
  • +
  • Telescience can now go up to 5 crystals instead of just 4.
  • +
  • The default Z-level for the telescience console is now the level it's actually on.
  • +
+ +

17 September 2017

+

Skull132 updated:

+
    +
  • CCIAA now have full access to AOOC, as per the decree of the Head Admins.
  • +
+ +

14 September 2017

+

Lohikar updated:

+
    +
  • Orange security consoles have had their red lights swapped out for orange ones. No longer will your orange holoconsole mysteriously glow red.
  • +
  • Space vines should no longer create comical amounts of lag.
  • +
+

MoondancerPony updated:

+
    +
  • Made eye color selection work in character setup.
  • +
+ +

09 September 2017

+

Ezuo updated:

+
    +
  • Fixed the long broken Lawgiver code. It will now function as intended, with different firemodes using different charge values.
  • +
+ +

06 September 2017

+

Skull132 updated:

+
    +
  • Cameras will no longer lag the server to death whenever you click to jump to a turf that's outside the station.
  • +
+ +

05 September 2017

+

Lohikar updated:

+
    +
  • Storage code has been tweaked so ore bags should no longer take multiple seconds to fill/empty.
  • +
  • The ore summoner should actually transport useful amounts of ore now.
  • +
+ +

27 August 2017

+

Printer16 updated:

+
    +
  • Hunter killers can repair themselves now.
  • +
+ +

23 August 2017

+

Lohikar updated:

+
    +
  • Nursing Intern has been renamed to Medical Resident.
  • +
+ +

15 August 2017

+

Lohikar updated:

+
    +
  • Vaurca now have two hearts and one set of lungs as was originally intended instead of three hearts and two sets of lungs.
  • +
+ +

13 August 2017

+

Lohikar updated:

+
    +
  • Crayons now have range sanity checks.
  • +
  • Cryopods no longer act as impromptu teleportation devices.
  • +
  • Fixed a bug which caused space parallax to always be static, regardless of preferences.
  • +
+ +

07 August 2017

+

Lohikar updated:

+
    +
  • Fixed a visual inconsistency where airlock hatches & maint panel overlays would draw over the opening animation when they shouldn't have.
  • +
+ +

05 August 2017

+

Alberyk updated:

+
    +
  • Changed the uprising gamemode to be revolution and traitor, instead of revolution and cult.
  • +
+ +

04 August 2017

+

Lohikar updated:

+
    +
  • Elevators now use small lights instead of tube lights.
  • +
  • Lights will no longer mysteriously float in mid-air in elevator shafts.
  • +
+ +

03 August 2017

+

Skull132 updated:

+
    +
  • Genetics has been removed again.
  • +
+ +

02 August 2017

+

Lohikar updated:

+
    +
  • Tesla coils now actually work without requiring server staff intervention.
  • +
  • Fixed a bug where orbits (such as the Tesla) didn't animate as they were intended to.
  • +
+ +

31 July 2017

+

Lohikar updated:

+
    +
  • Progress bars will now stack instead of obscuring each other when you are doing multiple things at once.
  • +
  • NanoTrasen Autodrobe(tm) units have received a firmware update and should no longer steal your clothes. NanoTrasen apologises for any inconveniences caused by showing up to your workplace in the nude.
  • +
  • Fixed an issue where objects could not be seen in holes in some rare cases.
  • +
+ +

27 July 2017

+

Lohikar updated:

+
    +
  • The nuke no longer destroys CC if detonated on the station.
  • +
  • You should no longer make footstep sounds when being dragged around or when dead.
  • +
  • A manufacturing defect has been identified in airlock control mainboards that caused field-programmed boards to ignore configured access restrictions. NanoTrasen is not responsible for any loss of property caused by defective airlocks.
  • +
+ +

25 July 2017

+

MoondancerPony updated:

+
    +
  • Added a recipe for Cafe Melange, black coffee and cream.
  • +
  • Cargo can now order premium coffee beans and Morning Glory Coffee Mates. This addition sponsored by Morning Glory Coffee.
  • +
  • The recipe for Cafe Au Lait actually works now.
  • +
+ +

24 July 2017

+

Lohikar updated:

+
    +
  • Ghosts are no longer sideways.
  • +
+ +

23 July 2017

+

Lohikar updated:

+
    +
  • Hopefully fixed a bug where markings would not show in certain cases.
  • +
  • Fixed a bug where ghosts would find their inner nudist upon death.
  • +
  • Reduced openturfs' darkening factor a bit: below objects should be easier to see now.
  • +
  • You can now examine human-types and other objects with complex examine behavior through openturfs.
  • +
  • Fixed a bug where sometimes openturfs would look strange after a nearby lighting update.
  • +
+

Skull132 updated:

+
    +
  • Fixes the lobotomy surgery running whenever you try to create chest-cavities.
  • +
  • You can now put mining flags/beacons into your backpack after using them again.
  • +
  • Thralls can now be embraced, as was intended.
  • +
  • Ore magnets will no longer cause hilarious amounts of lag.
  • +
  • Unbuckling yourself from a hoist clamp will no longer render the hoist kit unusable.
  • +
  • The hoist clamp should now appear over whatever object it's clipped to while said object is clipped to it. It'll reset after unhooking.
  • +
+ +

21 July 2017

+

Alberyk updated:

+
    +
  • Changed how overdoses works, instead of triggered the affect after the reagents are processed, the overdose effect will now happen after the total dose is above the threshold.
  • +
  • Reduced the damage caused by dermaline, dylovene, kelotane, dexalin and tricordrazine overdoses.
  • +
+

Skull132 updated:

+
    +
  • Fixes custom loadouts and role preferences not loading properly on initial character load.
  • +
  • NanoTrasen relation is now properly saved and loaded.
  • +
  • You can now cancel out of adjusting amputated/proshetic limbs properly.
  • +
  • Default cyborg module flavour text now saves properly.
  • +
+ +

20 July 2017

+

Lohikar updated:

+
    +
  • The 'Gutter' language has been renamed to 'Freespeak' for lore reasons.
  • +
+

Skull132 updated:

+
    +
  • I caved and made the spam filter actually work. It should no longer mute you for empty strings that are worthless.
  • +
  • Added language validation. It was previously possible to enter the game as a character with languages you weren't supposed to access. These are now properly purged as necessary.
  • +
+ +

18 July 2017

+

AgentWhatever updated:

+
    +
  • We now have 4 different ways to pronounce fungi. Damn you people complaining
  • +
  • All borgs now have eyes indicating if they are alive or not
  • +
+ +

16 July 2017

+

AgentWhatever updated:

+
    +
  • By default, borgs can now understand sign, gutter, tajara sign, Siik Tajr and Azaziba
  • +
  • Clerical and syndie borgs can now speak in more tongues
  • +
  • Swapped basic and default/classic icons of all modules
  • +
  • Fixed the eyes of the heavy science borg when looking west
  • +
  • L and R now shows on every possible hud target selection.
  • +
  • Funjy does not exist anymore. Say hello to fun guy(fungi) from our new announcement system
  • +
  • The announcement system voice got an upgrade. Including steps on how to create more
  • +
  • The siren is much more alarming now
  • +
  • Bye bye bosun-whistle night mode, hello slightly annoying chime
  • +
  • Fixed two borg eye sprites never showing because of typos and another basic icon not showing
  • +
+

Alberyk updated:

+
    +
  • Changed the tajara random name generator to use more lore friendly names.
  • +
  • Improvised firearms failure chances should be more unpredictable now.
  • +
  • Added some new guns sprites.
  • +
  • Added more options to the custom loadout.
  • +
  • Added more alien sprites for hardsuits.
  • +
  • Lichdom will now create a phylactery that is necessary for the wizard's resurrection.
  • +
  • Dylovene and tricordrazine now have an overdose threshold.
  • +
  • Kelotane, dermaline, bicaridine and dexalin overdoses are more dangerous now.
  • +
  • Plant-B-Gone should be a bit more damaging to dionae.
  • +
  • You can now destroy violins.
  • +
  • Added more sounds to certain actions and guns.
  • +
  • Added a body marking system, ported from Polaris.
  • +
  • Ported baystation 12 preview character system.
  • +
  • Added a new changeling power, horror form.
  • +
  • Added new changeling related sounds.
  • +
  • Ported a taste system from baystation12.
  • +
  • Removed the ipc brute reduction, since robotic limbs have them by default, also reduced the brute reduction of industrial ipcs.
  • +
  • Fixed shells and industrial's head not being marked as vital parts of their bodies.
  • +
  • Ports baystation12 armor system: Armor now has a chance to either block an attack or absorb a fixed portion of damage, instead of randomly blocking either nothing, half, or full damage.
  • +
  • Added more hairstyles, ported from baystation.
  • +
+

Arrow768 updated:

+
    +
  • Fixed wrong message being displayed when items are restocked into vending machines
  • +
  • Fixed warrants not being removed from the warrant projector
  • +
  • Fixed AI not seeing borg cams
  • +
  • Fixed random antag during extended
  • +
  • Automates the announcement of CCIA General Notices to raise crew awareness for them
  • +
  • Service borgs can use cooking containers with their gripper.
  • +
  • Medial Borg Hypospray: Replaces Sleeptoxin with Tramadol
  • +
  • Added the crusher.
  • +
  • Synthetics are no longer able to authorize warrants.
  • +
  • Removed the bootknive from custom loadouts.
  • +
  • Added crowbars to the borg modules that were missing them.
  • +
  • Removed the flashbangs from the lockers and the security vending machine
  • +
  • Warden access is now required to access the armory
  • +
  • Removed the .45s from the armory
  • +
  • Officer lockers now contain a .45
  • +
  • Added cadet lockers with their essential gear
  • +
  • Properly named the cadet uniform
  • +
  • There are now 4 officer and 2 cadet lockers
  • +
+

Fire and Glory updated:

+
    +
  • Adjusted the Kneebreaker Hammer's throwing mechanics, it can be thrown through the air faster, it no longer instantly kills people when shot out of a cannon.
  • +
  • The Tajaran variant of the AMI has been modified following complaints of their feet being 'literrrally not shaped for the boots'.
  • +
  • The Unathi stealth rig looks a little less like a ninja suit and a bit more like the stealth rig. (didn't have the heart to do the Tajarn&Skrell rigs)
  • +
  • All Tajaran ERT helmets no longer permit the edge of the Tajaran's face to poke out of the helmet.
  • +
  • The skin of the wearer will no longer poke through the Unathi ninja suit.
  • +
  • Other, more low-profile changes have been made to various alien RIGsuits.
  • +
  • Punted puppies.
  • +
  • Stopped the Tajaran and Unathi Industrial RIG helmets from covering the suit's shoulder pads when deployed
  • +
  • Ivan the carp is invading your arcades and cargo warehouse.
  • +
  • Stopped the Tajaran industrial RIG chestpiece from obscuring the cat's mouth when he looks south with no helmet.
  • +
  • With any luck, stopped cigarettes from phasing in and out of existence when held. Tell me directly if this keeps being a thing.
  • +
  • Even if you hide a brick in your chin like Skull132, you shouldn't expose it to space, the paramedic Rescue RIG has been modified to reflect this.
  • +
+

HetNeSS updated:

+
    +
  • Added an autopsy scanner to mediborg; a t-ray scanner, an air analyzer, a lightreplacer, a floor painter, and an inflatable dispenser to a construction borg; Added a wood and a plastic synthesizers to an engineering borg. Engineering borgs can now produce a wooden, white, dark and a freezer floor tiles. Security borgs are now equipped with a book of space laws. Janiborgs did receive a bucket and a matter decomplier. Service borgs did receive a bar of soap and a rag. Mining-related cyborgs now are equipped with a GPS tool.
  • +
  • Re-counted a value of an internal metal, plasteel, glass and wire storage of construction, engineering borgs and a maintenance drone.
  • +
+

Lohikar updated:

+
    +
  • Removed butanol from the chemistry dispenser as it wasn't actually used for anything.
  • +
  • Ported another server's implementation of /vg/'s holomaps.
  • +
  • NanoTrasen's equipment division has aquired more efficient ovens and fryers. Engineering departments galaxy-wide celebrate.
  • +
  • Cooking messages now have 100% more grammar.
  • +
  • Parallax now actually moves like it was intended to.
  • +
  • Parallax can now be made static in your preferences to get an immobile star background effect.
  • +
  • You can now Ctrl-Shift-Click on a PDA to remove its pen.
  • +
  • PDAs' examine text will now say if the PDA has a pen or not.
  • +
  • Coffee overdoses no longer poison Tajara.
  • +
  • Tweaked all mobs' vision flags to hopefully reduce visual glitches with objects mounted on walls.
  • +
  • A calibration error in chameleon suits that prevented them from copying some types of clothing has been corrected. Personnel responsible for mistake have been taken care of.
  • +
  • Removed the privacy poll.
  • +
  • Examining a human-type will no longer explicitly tell you if they are a shell. Are your co-workers really what they say they are?
  • +
  • IPC Tags are now located in the head. As such, you no longer need to stare at an IPC's groin to identify it.
  • +
  • Replaced our master controller & ProcessScheduler with /tg/'s StonedMC, which should lead to better overall server performance.
  • +
  • Added lag-checks to the Singularity.
  • +
  • Tesla beams now travel between objects instantly instead of bouncing.
  • +
  • Tesla mini-balls will increase the Tesla's bolt rate instead of increasing the energy per bolt.
  • +
  • The Tesla will now lose power over time like the singularity if not powered with a particle accelerator.
  • +
  • Tweaked how lattices' icons are generated.
  • +
  • Added lagchecks to ZAS & Airflow.
  • +
  • Fixed a bug where paper's icon did not update in certain cases.
  • +
  • Conveyor belts' switches are now more responsive.
  • +
  • Refactored a lot of backend code which should lead to better performance or improved response times for certain objects. See the PR on GitHub for details.
  • +
  • Slowed down blob growth a bit.
  • +
  • Reworked how the server boots up; server restarts should be significantly faster.
  • +
  • Added some lag-checks to quick-pickup bags so they won't lag the entire server.
  • +
  • Changed how the server sends some resource files to clients in an effort to reduce connection delay.
  • +
  • Made some tweaks to the server's decision-making process for when to run lighting updates in an effort to reduce lag.
  • +
  • Reduced APC icon update delay.
  • +
  • Exosuit fabricators' material insert animation is now colored based on what material is being inserted into the fabricator.
  • +
  • Fixed a regression in lighting performance caused by a fix for infinite darkness.
  • +
  • Tweaked how some common shades of lighting are drawn client-side in an effort to improve client-side performance in common situations.
  • +
  • Tweaked how queued lighting updates are processed, allowing the lighting engine to do partial lighting updates instead of always doing a complete update cycle.
  • +
  • Added a new icon generation system for openturfs, allowing mobs & objects below to be drawn in real-time without a meaningful performance impact.
  • +
  • Added a safety check to prevent admin commands from starting the game before server initialization has completed.
  • +
  • NanoTrasen would like to remind employees that the doors have always made a different noise on close. Do not listen to anyone who claims otherwise, they are lying to you.
  • +
  • Airlock doors now actually make a click sound on bolt instead of yelling 'CLICK' at you.
  • +
  • Added some updated IV drip sprites from Bay.
  • +
  • Some stacks' icons will now reflect how full said stack is.
  • +
  • Added some styling to the Voting panel.
  • +
  • Lights will now shine through Z-holes (openturfs).
  • +
+

LordFowl updated:

+
    +
  • After much feedback from players, I have buffed Vaurca starting phoron levels, and phoron gained from all K'ois products.
  • +
  • Added K'ois bars to the vending machine until something more immersive is settled on.
  • +
  • Fixed Vaurca not spawning with appropriate footwear.
  • +
  • Fixed K'ois Spores not properly spawning in hydroponics.
  • +
  • Chaplains now have a wider range of alt-titles.
  • +
  • Goggles will now blink every 40 seconds, instead of every 4 seconds.
  • +
  • Wardens now spawn with a box of blank IDs in their locker, for easily profiling criminals that 'lost' their own ID, or never had one.
  • +
+

MoondancerPony updated:

+
    +
  • Added a Hoist, deployable via hoist kits. Objects and people can be attached to it and raised/lowered across Z levels without incurring damage.
  • +
+

Nanako updated:

+
    +
  • Animals nibbling food and cardboard boxes now has a visual and audio effect. No more chatspam!
  • +
  • Fixed computer passflags, so they can now properly be crawled under by animals (and fired through because holoscreens are not solid).
  • +
  • Fixed a bug where animals could get stuck in a sleeping animation while still awake.
  • +
  • Reduced the power of several near-instadeath chems. Most notably mercury and polytrinic acid.
  • +
  • Buffed lexorin to be a bit less useless. Changeling death sting is more deadly now.
  • +
  • Facing and attack animations now work properly with windows on your tile
  • +
+

Printer16 updated:

+
    +
  • You can no longer move gun cabinets without unscrewing them and unwrenching them.
  • +
  • Talking with a broken jaw is now harder.
  • +
  • The railgun, decloner, and mech teleporter have had their research print requirements decreased.
  • +
  • A new synthetic tree for the Malf AI featuring various researches relating to their robotic allies.
  • +
  • Clicking the reset camera hack without selecting a camera as a Malf AI now pulls up a menu allowing you select which camera you want to hack.
  • +
  • The electrical pulse has been replaced with a hack holopad research.
  • +
  • The debugger can now fix broken APCs. APCs no longer have a 100% chance to blue screen upon getting hacked.
  • +
+

Skull132 updated:

+
    +
  • Added the leg actuator RIG module. These allow you to fall from heights if enabled, without taking damage; to leap horizontally (Vox style); and to climb up open turfs if you're facing a solid turf above you. Combat versions also allow you to grapel people.
  • +
  • You can now view the reason for your active job ban by clicking on the [BANNED] text on job/role selection.
  • +
  • Whitelisted jobs now display as [WHITELISTED] instead of [BANNED] if you are short a whitelist.
  • +
  • A restart vote can no longer be called if there are active admins on the server. They will be notified of your attempt, however.
  • +
  • Mining flags are now light beacons. For added ambiance and usefulness on the dimly lit asteroid of NewMap.
  • +
  • Fixed the bug where your items would vanish if you were to unequip them from personal storage when lying down.
  • +
  • Ghost follow links are now /tg/ style and more uniform on the screen.
  • +
  • Added the Mixed Secret gamemode, which contains all of the mixed antag modes.
  • +
  • Modified the powersink to cause a large powersurge upon reaching its capacity, as opposed to flat out exploding violently. Powersurge causes EMP like effects on connected power nodes, light bursting, and small explosions. Said effects get lessen the further out the items are from range.
  • +
  • Labels added with the hand labeler can now be removed.
  • +
  • Added customized signatures to character customization. Enjoy!
  • +
  • Spiders will no longer create massive stacks of cocoons under dead comrades.
  • +
  • Limbs infested with spider eggs will now take longer to burst. When they do burst, the limb is gibbed.
  • +
  • Infested limbs will give out more warning now past a certain stage.
  • +
  • Modified the spider event. The moderate severity one will now no longer spawn nurses, so they can't multiply.
  • +
  • Added a major severity spider event. It spawns more spiders than the moderate severity one along with nurses.
  • +
  • Blueprints now work on the asteroid as they would work in space. They also no longer megalag the server to death.
  • +
  • Attempting to power the entirety of the asteroid, and thus lagging the server to death, is no longer possible.
  • +
+

Synnono updated:

+
    +
  • Mushroom pizza no longer tastes like vomit, among other taste tweaks to some recipes. Yum!
  • +
  • Sector Command has been convinced to supply additional kitchen staples in the Kitchen Supply Crate.
  • +
  • In an effort to keep up with Colonial Chinese fashion trends, four new cheongsam dresses have been added to the custom loadout's dress selection.
  • +
  • Women's dress flats in six colors have been added to the custom loadout, in the Shoes and Footwear section.
  • +
  • Consulted NanoTrasen cultural sensitivity focus group and added 26 recipes to the kitchen appliances. Also introduced brownie mix to space.
  • +
  • Added a new spice to the kitchen's pantry closet.
  • +
+

Wraithcraft updated:

+
    +
  • Added new hairstyle (Wheeler).
  • +
+

inselc updated:

+
    +
  • Drones are no longer able to transmit empty messages.
  • +
  • Invalid underwear or socks selections will now automatically revert to 'None' when changing the character's gender.
  • +
+ +

15 June 2017

+

inselc updated:

+
    +
  • Mice and drones are no longer able to push lockers around.
  • +
+ +

13 June 2017

+

Nanako updated:

+
    +
  • Fixed personal AI's having all-access to the station. They are now back to only having the access of their master.
  • +
+ +

16 May 2017

+

Printer16 updated:

+
    +
  • Eggplants can now be mutated.
  • +
  • RnD can now print flora disks.
  • +
  • Crowbars can now lift strata and Linoleum tiles.
  • +
  • Blobs can no longer steal tools from borgs.
  • +
  • You can now unbuckle someone on a space bike.
  • +
  • If you fail to dislocate a limb there will now be a chat message.
  • +
  • Increased damage done to all simple_mobs slightly and added proper hit verbs.
  • +
  • Smoking pipes have been made small items.
  • +
  • IPC's can now wear refitted voidsuits. (Only if refitted to human/skrell)
  • +
  • The holodeck thunderdome ready button no longer requires power.
  • +
+ +

14 May 2017

+

Alberyk updated:

+
    +
  • Fixed manhacks attacking traitors, heisters and mercenaries.
  • +
  • Fixed ipcs being able to repair themselves using cable coil.
  • +
+ +

01 May 2017

+

Fire and Glory updated:

+
    +
  • Brown Hijabs now have sprites.
  • +
+

Lohikar updated:

+
    +
  • A fault in the production process of polaroid film has been corrected; photos will no longer randomly develop as black.
  • +
+ +

29 April 2017

+

Lohikar updated:

+
    +
  • Fixed an issue where Chauncey's name was not set correctly.
  • +
  • Tweaked the grammar of fox and corgi vocalizations slightly.
  • +
+

LordFowl updated:

+
    +
  • Lobotomy is now a surgical operation. Dislocated brains can also be lobotomized. Lobotomy will permanently damage the brain and remove a target's memories.
  • +
  • Placing a brain into an MMI will require a lobotomy to be performed on the brain first.
  • +
+ +

19 April 2017

+

Ccomp5950 updated:

+
    +
  • Objects in bags and other containers (including your hands and pocket) will now hear speach again. This impacts radios, explosive implants, and the universal recorder.
  • +
+ +

14 April 2017

+

Lohikar updated:

+
    +
  • Fixed a bug where RnD machinery with materials inserted could not be disassembled.
  • +
  • The lighting engine and cameras have settled their differences and will work properly together now.
  • +
  • Made a few elements of camera code slightly less completely stupid, camera lag may be slightly lower.
  • +
+

MoondancerPony updated:

+
    +
  • Removed blind IPC clairvoyance. IPCs can no longer see when their optics have been removed.
  • +
  • Industrial IPCs are now officially rated for low-pressure usage.
  • +
+

Nanako updated:

+
    +
  • Fixed a lot of missing safety checks in the kitchen that were allowing mice, ghosts and AIs to do things they shouldnt.
  • +
  • Fixed reagents combining in cooking container that made certain recipes un-creatable. Chemical reactions will no longer happen in cooking containers.
  • +
  • Changed whole eggs to egg yolk instead for a couple of recipes. Also adjusted bread recipe.
  • +
  • AI can now turn cooking appliances on/off with a ctrl+click
  • +
+ +

12 April 2017

+

MoondancerPony updated:

+
    +
  • Taught roboticists how to properly remove IPC organs.
  • +
  • IPC organs are now encased.
  • +
+ +

10 April 2017

+

Lohikar updated:

+
    +
  • Shells have figured out how to put on socks & undershirts. Synth uprising soon.
  • +
  • Repairing holes to space no longer sucks the light out of a room forever.
  • +
  • Footstep sounds now actually work without having to take off your boots.
  • +
  • NanoTrasen has fired several designers in charge of stations' night-mode control systems after it was revealed that they did not actually know how time works.
  • +
  • Red-alert is now kind enough to restore the previous nightmode settings instead of forcing its standards of illumination on the crew.
  • +
+

MoondancerPony updated:

+
    +
  • Eliminated the possibility for 'double-spending' airlock electronics, duplicating boards and allowing you to complete multiple airlocks with one board.
  • +
+ +

08 April 2017

+

MoondancerPony updated:

+
    +
  • Fixed protohumans.
  • +
  • Tajaran subspecies now have their own subspecies of Farwa.
  • +
+

Nanako updated:

+
    +
  • Added butanol, an alcohol that is safe, though largely ineffective, for humans and most species, but highly intoxicating (and safe in moderation) for unathi. Pure butanol is in the chem dispenser, and can be distilled by combining sugar, corn oil and universal enzyme.
  • +
  • Added two new butanol-based drinks, imported from Moghes, they can be found in the bar and rarely in the cargo warehouse.
  • +
  • Added a new tajaran spirit, can be found in the bar fridge and sometimes in the warehouse.
  • +
  • Kegs of beer or xuizi juice can now be ordered at cargo.
  • +
  • Fixed several issues with alcohol effects getting stuck and not wearing off when you sober up.
  • +
  • Reduced the rate at which the liver filters alcohol, making it slightly easier to get drunk and take longer to sober up. Drink responsibly!
  • +
+

Printer16 updated:

+
    +
  • Vampires now know when they finished enthralling someone.
  • +
  • The Auxilliary Forensics Tools crate now spawns with a UV light.
  • +
  • A Malf AI's advanced encryption hack has been given a lot more space to work with.
  • +
+

inselc updated:

+
    +
  • Drones are now able to decompile burnt matches.
  • +
  • Ghosts will no longer trigger infrared emitters.
  • +
  • Transferring chemicals to a chem implant will now show actual amount of reagents transferred.
  • +
  • Relocating your/someone's limb will now properly show a message to all bystanders.
  • +
+ +

03 April 2017

+

Lohikar updated:

+
    +
  • Fixed a bug where holstering didn't quite work right with tactical armor.
  • +
  • Industrial IPC units' eye controller firmware has been upgraded, fixing a bug where a unit's configured eye color would not display.
  • +
+

Nanako updated:

+
    +
  • Fixed some issues where creatures being sacrificed to pylons could bug out.
  • +
+ +

02 April 2017

+

Alberyk updated:

+
    +
  • Increased hp, damage and utility of the dark form spell.
  • +
  • Healing spells should heal more now.
  • +
+

Lohikar updated:

+
    +
  • An error in shell manufacturing processes has been corrected; shell units should now be produced with correct eye and skin coloration.
  • +
  • Industrials now actually have visible eyes.
  • +
  • ERT, CCIA, BSTs, Wizards, and other non-station human-types now no longer skip breakfast before arriving at the station.
  • +
+ +

30 March 2017

+

Lohikar updated:

+
    +
  • The mining ore smelter has received some percussive maintenance from the bluespace technicians and now should process iron and carbon correctly.
  • +
  • Apparently the smelter conveyor belt isn't supposed to lead into a wall.
  • +
+ +

29 March 2017

+

Skull132 updated:

+
    +
  • Robotic internal organ removal surgery now works as intended again.
  • +
+ +

26 March 2017

+

Lohikar updated:

+
    +
  • Smoke no longer causes unexplainable patches of darkness. Thanks oldcode.
  • +
+ +

25 March 2017

+

inselc updated:

+
    +
  • Fixed reagents disappearing from beakers when used to construct circuit imprinters and protolathes.
  • +
  • Fixed fax machines getting stuck on '0 seconds remaining'.
  • +
  • Suspension field generator can now be unwrenched again.
  • +
  • Medical and security record notes formatting fixed to show line breaks for pAI on PDA, and on records in the filing cabinets.
  • +
  • Wallet now showing correct sprite after inserting a guest pass.
  • +
+ +

22 March 2017

+

Lohikar updated:

+
    +
  • An update has been issued for all standard-issue PDAs; users note crew manifest no longer causes crashes.
  • +
+

Nanako updated:

+
    +
  • Slightly reduced the power of cult pylon turrets. This is an iterative process, they will be rebalanced gradually.
  • +
  • Fixed an exploit that allowed duplicating items in vendors and buying more than the vendor has.
  • +
+

Skull132 updated:

+
    +
  • Administrators can now invoke rename-synths verb by normally renaming a character from the VV panel.
  • +
+ +

19 March 2017

+

AgentWhatever updated:

+
    +
  • Two seperate sleek cyborg icons for chemistry and medical.
  • +
  • A variation on the heavyMed icon for science. No more mishaps between heavy science and medical borgs
  • +
  • Chemistry and medical drone, sleek and advanced droid cyborg icons now selectable by medical module. Rescue cyborgs are set to one variant of sleek, drone or advanced droid.
  • +
  • Deleted random pixel in opened cyborg hatch overlay when viewing from the front and battery removed.
  • +
+

Alberyk updated:

+
    +
  • Ported the baystation version of the wizard gamemode, with modifications and additions.
  • +
  • Added new sounds when casting most spells.
  • +
  • Ported the newest custom loadout from baystation12.
  • +
  • Loadout flask and vacuum-flask can now be prefilled.
  • +
  • Added lunchboxes.
  • +
  • Added more options to the custom loadout, like winter coats.
  • +
  • Added nooses.
  • +
  • Tajara and unathi botanists should start with leather gloves now.
  • +
  • Alcohol should be more poisonous to unathi now.
  • +
  • Claws should be a bit more deadly in combat.
  • +
  • Added new custom loadout options.
  • +
  • Added ablative and ballistics helmets to the armory.
  • +
  • Added arm blades and arm shields abilities to changelings.
  • +
  • Added visible messages to certain lings stings.
  • +
  • Changelings can now select when getting up after using their regeneration skill.
  • +
  • Changeling transform will now change to the species of the selected dna, replacing change species.
  • +
  • Changelings can't absorb monkeys anymore.
  • +
  • Fixed organ rejection caused by ling transformation.
  • +
  • Fixed changeling stings affecting ipcs.
  • +
  • Added new sprites for regular, rubber and rifle casings.
  • +
  • Changed some gun sprites.
  • +
  • Changed the tactical mask sprite.
  • +
+

Arrow768 updated:

+
    +
  • Added a Client Enrollment App that allows to Enroll a device as either private or as (locked down) work device
  • +
  • Various Map Changes
  • +
  • Added Wall Mounted Consoles
  • +
  • Ported Holo-Warrants from bay. Can be found in the security officers lockers
  • +
  • Added a holowarrant to sec borgs. Borgs can now display warrants to the suspects.
  • +
+

Fire and Glory updated:

+
    +
  • Added Hijab's, obtainable in the heads section of custom loadout.
  • +
  • Added a variant of the Unathi robe, obtainable in the xeno section of custom loadout (for Unathi).
  • +
  • Added different sprites for Ninja Tajara, Unathi, and Skrell.
  • +
+

Lohikar updated:

+
    +
  • A new engine type is now orderable from cargo.
  • +
  • Smoothed out the animation for area lights such as fire alarms.
  • +
  • A progress bar is now shown when you start an action which takes time.
  • +
  • IPCs (not including shells) now emit a small amount of light, colored according to their type and screen color.
  • +
  • Ported over and improved /vg/'s smooth lighting system.
  • +
  • Tweaked the emission color of station lighting.
  • +
  • Glowing slime cores now emit colored light instead of white light.
  • +
  • Space tiles are now darker.
  • +
  • Space tiles now have a parallax effect.
  • +
  • Added color to the light of many consoles that did not have one set.
  • +
  • You can no longer rotate your view with Rotate-View verbs, as it was breaking lighting.
  • +
  • Hallucinations no longer rotate your view for the same reason as above.
  • +
  • Colored lighting should mix better now.
  • +
  • Rebalanced light emission of most light sources to better fit new lighting system.
  • +
  • Lighting now updates immediately when you open an airlock.
  • +
  • Completely rewrote lighting system.
  • +
  • The game's mob processor should be more robust.
  • +
  • Tweaked several of the game's core processes in an effort to reduce lag.
  • +
  • Fire alarms should no longer cause lag.
  • +
  • Hydroponics trays should no longer cause lag.
  • +
  • Fixed an issue where some objects could not be deconstructed with RnD.
  • +
  • Helmet lights now actually display the powered-on sprite.
  • +
  • Cats on heads no longer magically turn invisible.
  • +
  • Cyborgs' portable destructive analyzer can no longer steal intercoms or the captain's safe.
  • +
  • Duffle (duffel?) bags now have in-hand sprites.
  • +
  • Tweaked how footstep sound effects are played in an effort to improve performance.
  • +
  • Re-securing displaced girders now has a delay like was originally intended.
  • +
  • Solar panel arrays now use dynamic lighting.
  • +
  • Tweaked how movement is handled in an effort to improve responsiveness.
  • +
  • Nightmode probably works again. Probably.
  • +
  • You can now fold pieces of paper into paper airplanes, which can be thrown farther than unfolded sheets of paper.
  • +
  • Flashlights, Floodlights, and Synthetic Integrated lights are now directional.
  • +
  • Fixed AIs being unable to set status displays by clicking on them.
  • +
  • Tesla links can no longer be installed in laptops and tablets.
  • +
  • Most voidsuits should have in-hand sprites once more.
  • +
  • Tesla links are now constructable at protolathes as was originally intended.
  • +
  • Modular computers now emit different colors of light depending on what program is currently running.
  • +
  • Computers' sprites now show if the computer is functional or not.
  • +
  • Severed organs inside containers will no longer leave blood drips.
  • +
  • M'sai and Zhan-Khazan Tajara can now use prosthetics.
  • +
  • Fixed a bug that prevented Coal and Iron ore from spawning on the asteroid.
  • +
  • Fixed Engineering's alert consoles displaying as blank.
  • +
  • Vampires should now be able to properly embrace thralls.
  • +
  • Held mobs such as maintenance drones no longer act as ID cards.
  • +
  • NanoTrasen has issued a software update to standard Janitor PDAs; changelogs note custodial supply locator now actually works.
  • +
  • Standard-issue automatic flasher units have been exorcised and should no longer be triggered by the dead.
  • +
  • After complaints about chickens showing cannibalistic tendencies, Centcomm has changed chicken suppliers.
  • +
  • Station-issued chemical dispensers are no longer produced in a haunted factory and should not be affected by the dead.
  • +
  • Vending machines have been given a talking to after several synthetics reported tools being forcibly removed for stocking.
  • +
  • It is no longer possible to add more languages than your species is physically capable of learning.
  • +
  • You can now detach paper shredders from the floor with a wrench.
  • +
  • The supermatter's light now changes based on how energetic the crystal is.
  • +
  • You can now change your socks at the underwear wardrobe.
  • +
  • Refactored sparks & BS Bears to be much less laggy.
  • +
  • Fixed bolt lights on doors not emitting light like they were intended to.
  • +
  • Maintenance has 100% more ambience.
  • +
  • Atmos now has its own ambience sound, distinct from the rest of Engineering.
  • +
+

LordFowl updated:

+
    +
  • Energy swords and shields can now reflect energy weapon projectiles. The ninja sword additionally can deflect bullets.
  • +
  • Added 'Tip of the round' to the lobby. Based off of /tg/'s, it comes with its own Aurora tips too.
  • +
+

Nanako updated:

+
    +
  • Fixed diona gestalts not having a mouth.
  • +
  • Nymphs which evolve into gestalts no longer get Tau Ceti Basic for free. They will only have it if they knew it as a nymph.
  • +
  • Diona gestalts now have a second ear slot.
  • +
  • Gestalts now remove air from the atmosphere when converting it to nutrition.
  • +
  • Rebalanced plant-b-gone versus diona. Also diona can now eat fertilizer.
  • +
  • Fixed being unable to build multiple windoors on different sides of the same tile. Also prevented stacking windoors.
  • +
  • Reduced the hallucination chance of paroxetine.
  • +
  • Added some exosuit charging pads to the mining outpost.
  • +
  • Fixed sliced fruit being inedible and the slices just vanishing.
  • +
  • Fixed the engiborg inflatables dispenser permanantly breaking if it ran out once.
  • +
  • Increased the health of cult juggernauts significantly, and reduced the damage they take from reflected lasers.
  • +
  • Reduced the damage of common laser weapons by ~25%. pistols a little more
  • +
  • Cooking appliances overhauled majorly. The general flow of cooking has been changed to be less about frantic clicking, and more about time management. All cooking operations now take much longer, but each appliance is capable of doing multiple things synchronously.
  • +
  • The fryer and oven now have several removable containers, multiple items can be loaded into each to cook them all at once, combine them into a desired output, or make certain new recipes with them. Multiple containers plus multiple items in each container allows large scale bulk cooking.
  • +
  • Oven and fryer both now require pre-heating at the start of a round. this takes 10-15 mins and consumes a lot of power. Don't forget to turn them on!
  • +
  • Fryer now has a fairly indepth oil mechanic. Oil levels in the fryer should be kept topped up via a replacement tank, and oil is gradually transferred into food, increasing its nutritional value. Hot oil can also be scooped out and splashed on someone as a decent weapon. A replacement oiltank can sometimes be found in maintenance, otherwise it can be ordered at cargo
  • +
  • Oven now has a door that opens and closes. Heat is lost rapidly while its open.
  • +
  • The cereal and candy makers now have a single large container, to combine multiple ingredients into cereal or candy.
  • +
  • The microwave can now cook multiple copies of the same recipe if all the ingredients are added. And the microwave will no longer produce a burned mess with extra ingredients, as long as there's enough to make a recipe.
  • +
  • Many recipes are moved out of the microwave and into the oven or fryer.
  • +
  • Moved to fryer: All donuts, cuban carp
  • +
  • Moved to Oven: All breads, flatbread, diona roast, all pies, cookie, fortune cookie, all pizzas, enchiladas, monkey delight, pretzel
  • +
  • Combination cooking will now change the size of the resulting food item based on the quantity of stuff used to make it. You can make an epic-sized cake if you find enough ingredients. This doesnt affect normal cooking recipes
  • +
  • Added a battering mechanic. Batter and beer-batter mixes can be created, and food dipped into them before cooking. This adds lots of calories and changes the appearance of food.
  • +
  • Added several new recipes, mainly to the fryer. Many of them require batter.
  • +
  • Fixed a ton of bugs related to cooking stuff.
  • +
  • Adjusted microwave sprites to pulsate while turned on.
  • +
  • Fixed several issues with construct wallsmashing, and made it less spammy.
  • +
  • Cult Pylons can now be upgraded into arcane defensive turrets, by sacrificing a small creature. They are weak, but accurate, rapid, and absorb lasers.
  • +
  • Improved pylon graphics.
  • +
  • Fixed mice never waking up when they went to sleep, and being able to move towards food while sleeping. Also sleeping animals now wake up when interacted with.
  • +
  • Cats will now take naps.
  • +
  • Mice now alter their pixel offset as they move around.
  • +
  • Fixed being unable to repair mechanical organs with nanopaste or screwdriver, these both work now.
  • +
  • Screwdriver can no longer be used as a ghetto alternative to bone gel. Use duct tape instead.
  • +
  • Energy swords and chainswords can be used to cut open ribs in surgery.
  • +
  • Fixed attacking your patient with tools on help intent when there wasnt a valid surgery step.
  • +
  • Fixed pillbottle interactions with chemmaster machines.
  • +
  • Fixed being asked to pick a cyborg sprite multiple times. Also fixed a missing sprite.
  • +
  • Small creatures and projectiles can now move over girders and machinery frames. 50% chance to stop projectiles.
  • +
  • Fixed an incorrect message with small creatures climbing onto people.
  • +
  • Potted plants can now be killed by fire, explosions, sharp weapons and gunfire
  • +
  • Added a large bundle of new potted plant sprites
  • +
+

Printer16 updated:

+
    +
  • Arming a nuclear device to explode (Saftey off and timer counting down) now raises the code to delta.
  • +
  • Traitors can now buy an advanced pinpointer.
  • +
  • Added the medal box back.
  • +
  • Loyalty implants now have a chance to melt when exposed to EMP's.
  • +
  • Microwaves now display a proper message when crowbared.
  • +
+

Skull132 updated:

+
    +
  • Modified the voting limitation system to only prohibit voting for lobby sitters and ghosts who went straight from the lobby to observing.
  • +
  • Replaced staff memos with directly pulling the Discord memos.
  • +
  • Added the 'Discord' button to the top right. It will take you to the Discord server if the bot is properly set up!
  • +
+

VikingPingvin updated:

+
    +
  • Added a filter function for departments in the PDA messenger screen.
  • +
+ +

14 March 2017

+

LordFowl updated:

+
    +
  • Fixed chest-buzzers in Vaurca.
  • +
+ +

05 March 2017

+

Skull132 updated:

+
    +
  • Internal organ repair surgery for mechanical organs now works properly again.
  • +
+ +

17 February 2017

+

LordFowl updated:

+
    +
  • Shells now spawn with fully robotic legs.
  • +
  • Green IPC screen has been fixed.
  • +
+ +

10 February 2017

+

Alberyk updated:

+
    +
  • Fixed chairs, beds and stools animated by the staff of animation having no sprites.
  • +
+ +

07 February 2017

+

Lohikar updated:

+
    +
  • Added plastic flaps to medical OR storage to prevent air leakage.
  • +
  • Re-added missing cyborg storage units in Drone Fabrication.
  • +
  • The engineering outpost's SMES should spawn enabled now.
  • +
  • The library's deck of cards should spawn properly now.
  • +
+ +

03 February 2017

+

Alberyk updated:

+
    +
  • Fixed the fake central command announcement, in the traitor uplinks, not working.
  • +
+ +

30 January 2017

+

Lohikar updated:

+
    +
  • Fixed a bug that lead to crates blocking gas flow when they shouldn't, interfering with replacement SM crystal installation.
  • +
+ +

29 January 2017

+

Alberky updated:

+
    +
  • Re-added the loot crates to mining.
  • +
+ +

25 January 2017

+

Skull132 updated:

+
    +
  • Mesons and thermals no longer function as proper night-vision.
  • +
+ +

23 January 2017

+

Alberyk updated:

+
    +
  • Bottles can be smashed against people again.
  • +
  • You can't store paper bins inside bags anymore.
  • +
  • Changed the sbiten recipe to use mead instead of vodka.
  • +
+ +

21 January 2017

+

Alberyk updated:

+
    +
  • Fixed nutriments on hardsuit injectors modules not providing nutrition correctly.
  • +
  • Fixed being unable to fire at point blank with the lawgiver.
  • +
  • Fixed some missing unathi and tajaran mask sprites.
  • +
+

Skull132 updated:

+
    +
  • Fixed voidsuits being weird during unequip and magboots eating shoes.
  • +
  • An attempted fix of the AI gaining AOOC and antag status during cult rounds.
  • +
+ +

20 January 2017

+

Nanako updated:

+
    +
  • Remade security spiderborg sprite
  • +
  • Rebalanced a wide variety of insignificant events to be a bit more interesting
  • +
  • Fixed computer passability for drones, and made kitchen meatsppikes passable.
  • +
  • Fixed drunkenness not working.
  • +
  • Fixed unusual containers always containing common junk instead of rarer items. Yes this was actually a bug.
  • +
  • Service grippers can now pick up trash. Including used plates, bowls, etc
  • +
  • CCIA and ERT should have the proper security hud icons now.
  • +
  • Added a bulk metal crate to cargo, making it easy to order a large number of metal sheets at once.
  • +
+ +

19 January 2017

+

Alberyk updated:

+
    +
  • Fixed clones spawning dead inside the cloning pod.
  • +
+ +

15 January 2017

+

Lohikar updated:

+
    +
  • Added a fancy new UI to the medical advanced scanner.
  • +
  • The medical advanced scanner can print once more.
  • +
  • Tweaked how the advanced scanner describes injuries and infections.
  • +
  • You can no longer scan IPCs with the adv. scanner.
  • +
  • The in-game year should be lore-accurate again.
  • +
  • Text-editors on consoles should no longer show [editorbr].
  • +
+

LordFowl updated:

+
    +
  • Harvesters will cultify the area around them whenever they use their vile magics. Wicked things.
  • +
  • Constructs can utilize cult runes properly, provided they are summoned by the cult in the first place.
  • +
+

Nanako updated:

+
    +
  • Fixed diona nymphs being unable to pass over tables and furniture.
  • +
  • Diona nymph walking speed greatly reduced. Nymphs can now sprint
  • +
+ +

12 January 2017

+

Lohikar updated:

+
    +
  • Auto-Hiss should no longer act on sign languages.
  • +
  • Auto-Hiss should no longer act on Tajaran languages.
  • +
  • Auto-Hiss should no longer act on Unathi languages.
  • +
  • Examining an IPC no longer checks their non-existent pulse.
  • +
  • You can no longer check the pulse of a species that does not have one.
  • +
  • Examining a human-type mob with robotic limbs no longer shows red examine text for each limb.
  • +
  • Examining a human-type mob now shows hunger level again.
  • +
  • The Ninja's self-destruct should actually kill the Ninja now.
  • +
  • You can no longer use sign language over radios.
  • +
+

Nanako updated:

+
    +
  • Cyborg grippers now show their contents on their icon and when examined.
  • +
  • Fixed many bugs with grippers, and made them more robust to reduce future bugs.
  • +
  • Added a MASSIVE quantity of new cyborg chassis sprites. Some are added to every module. All sprites taken from other codebases including VG station, TG station, paradise, and baystation. All licensed under GPL.
  • +
  • Using an empty gripper on a mob now does an action depending on your attack intent.
  • +
+

Skull132 updated:

+
    +
  • Re-added the character delete button.
  • +
  • Fixed borg scanners.
  • +
  • Fixed a case of the colour squares on character creation showing wrong colours.
  • +
  • Fixed underwear/socks/undershirts bugging out on incompatible saved data.
  • +
  • Fixed not being able to infect any human mobs (monkeys included) with viruses via injection.
  • +
  • Fixed spacelube not drying ever. It still takes a shit load of time, however.
  • +
+ +

11 January 2017

+

Alberyk updated:

+
    +
  • You can now apply splints to hands and feet.
  • +
  • Nanopaste can be used to fix robotics limbs now.
  • +
+

Nanako updated:

+
    +
  • Mousetraps will now trigger when walked on. Also nerfed the instastun for shoeless mobs stepping on them.
  • +
  • Fixed several mouse related bugs.
  • +
  • Fixed the individual respawn times not working. Respawning should now work as before
  • +
  • Cloaking devices now use power, the cell can be removed for charging or replacement with a screwdriver.
  • +
  • Cloaking devices now hide the user from rightclick menus, and in general make them harder to hit.
  • +
  • Cloaking device is now available in traitor uplinks. Costs 14 TC, its very powerful.
  • +
  • Added an *idle emote for people with tails to reset their tail wagging to the default speeds.
  • +
  • Fixed a bug where dead or SSD crewmembers would constantly try to stop wagging their tail (even if they don't have one) causing some lag.
  • +
+ +

08 January 2017

+

Lohikar updated:

+
    +
  • Refactored printing.
  • +
+ +

07 January 2017

+

Alberyk updated:

+
    +
  • Added new sprites for the captain voidsuit, with xeno versions as well.
  • +
  • Added bluesec sprites for the corporate security uniforms.
  • +
  • You can now roll up sleeves of certain jumpsuits.
  • +
  • Added socks.
  • +
  • Paramedics and emts have access to firelocks now.
  • +
  • Added new cooking machines to the kitchen, ported from Baystation.
  • +
  • Added Siik'Tajr as an alternative language for tajaran.
  • +
  • Added new barsigns.
  • +
  • Re-added the HONKER exosuit.
  • +
  • Fixed suit cooling unit not working when worn on the back.
  • +
  • Fixed suit cooling unit not working when inside mechas.
  • +
  • Force gloves have an unique sprite now.
  • +
  • Added hooded winter jackets.
  • +
  • Tweaked the hos gear to be far more uniform now.
  • +
  • Added a frag grenade module to the syndicate cyborg.
  • +
  • Added a rather explosive failsafe device to syndicate borgs.
  • +
  • Added space-bikes.
  • +
  • Added a new alternative language for unathi.
  • +
  • Replaced the station nuclear fission explosive with something else.
  • +
  • Fixed hide behaving like metal sheets.
  • +
  • Fixed being unable to remove the medal of captaincy from the captain jumpsuit.
  • +
  • Added new custom loadout options, like tracksuits and the atlas armband.
  • +
  • Waistcoats and suspenders are now accessories instead of suits.
  • +
  • Tabling weakening should be more random now.
  • +
+

Arrow768 updated:

+
    +
  • Char Records are now properly nulled when a new char is created
  • +
  • Security Incidents are now persisted across rounds
  • +
  • Players can delete their own incidents in the records menu
  • +
+

Bedshaped updated:

+
    +
  • Bayport: Scrubbers are now weldable.
  • +
  • Fixed incorrect messages when welding vents.
  • +
  • Moved badge overlays to opposite side of uniform.
  • +
+

Lohikar updated:

+
    +
  • Telecomms machines now have open-panel sprites.
  • +
  • Added a new particle accelerator sprite.
  • +
  • IPCs can now use *beep, *ping and *buzz.
  • +
  • Fixed formatting of forms when held up to a security camera.
  • +
  • Fixed grammar error in IA and CE's headsets.
  • +
  • Global nightmode toggle no longer affects security as was originally intended.
  • +
  • Manually turning on nightmode will prevent the automatic system from turning it off.
  • +
  • Added a night-mode control program for the Chief Engineer.
  • +
  • Changed how night-mode works internally.
  • +
  • Red alert now disables night-mode.
  • +
  • Slightly changed alert messages.
  • +
  • Speculative fix for perpetual night-mode.
  • +
  • Explosions should no longer lock up the server.
  • +
  • Significantly reduced lag from most things.
  • +
  • Fire alarms are constructable again.
  • +
  • Fire alarms now use NanoUI.
  • +
  • Fire alarms now indicate on the alarm sprite when they're activated.
  • +
  • Some AI displays now have special icons used when the AI is dead.
  • +
  • Added an admin verb that allows force-storaging of SSD AIs.
  • +
  • The AI's icon now changes when it is EMPed.
  • +
+

LordFowl updated:

+
    +
  • Borgs that self-destruct will now cause a small explosion and launch a variable amount of very painful shrapnel.
  • +
  • It is no longer possible to put chelms into MMIs.
  • +
  • Removing cells from industrial mining drills now requires a crowbar.
  • +
  • Industrial mining drills have been made more dangerous.
  • +
  • Blobs have been made more dangerous.
  • +
  • Correctly set the tag of the IAA's request console.
  • +
  • Added request console to warden's office.
  • +
  • Ported over Apollo's infraction system, and overhauled it to fit our regulations.
  • +
  • Any minor or medium infractions will be semi-permanently attached to a player's metadata, creating a permanent criminal record.
  • +
  • Added a sentencing computer to the warden's office and brig processing to tie into the infractions overhaul. Documentation on operation is available in-game.
  • +
  • Added two new IPC subspecies - Shell Frame and Industrial Frame. Renamed main species to Baseline Frame.
  • +
  • All IPCs now spawn with the tagger organ in their groin, which accurately identifies them unless removed.
  • +
  • Organics can select synthskin prosthetics, but only of their own species.
  • +
  • Shells can now only mimic a single species - no more multi-species abominations.
  • +
  • IPCs can now change their body colour.
  • +
  • Seperated Vaurcae into two subspecies - Worker and Warrior, who have minor stat differences and very slight aesthetic differences.
  • +
  • Added an internal phoron tank to Vaurcae, replacing the functionality of the filtration bit.
  • +
  • Vaurcae now require phoron to breathe, and are poisoned by nitrogen. They can acquire phoron either from their internal tank, or external tanks.
  • +
  • Vaurca filtration bit is now used to convert ingested phoron (in pill or foodstuff form) into gaseous phoron for their internal tank.
  • +
  • A Vaurcae lesser form has been created: V'krexi.
  • +
  • Vaurcae functionality to the auto-hiss'er has been created.
  • +
  • Vox Armalis and related items have been recreated for adminbus and staff of change shenanigans.
  • +
  • Vaurcae Breeder and related items have been created for adminbus, staff of change, and genetic shenanigans.
  • +
  • Vaurcae sprint has been modified to be more effective, particularly for Warriors.
  • +
  • Vaurcae tox-loss and blood-loss have been tweaked to make them both significantly less deadly, but still vulnerabilities.
  • +
  • The cloner wil now no longer clone mechanical organs or limbs.
  • +
  • Vaurcae can now be cloned, however none of their mechanical organs will be cloned with them.
  • +
  • K'ois has now been made far less effective, providing less nutrition and less produce.
  • +
+

Nanako updated:

+
    +
  • Added some public consoles to the library.
  • +
  • Bartender, chaplain and librarian get their own consoles in their workspace.
  • +
  • Computer consoles can now be walked under by small animals, and will usually not block projectiles.
  • +
  • Reworked exosuit tracking beacons into two types, one with and one without a killswitch.
  • +
  • Tracking beacons can now be removed. Opening the panel is necessary to install or remove them.
  • +
  • EMP effects against exosuits are less directly damaging but cause more side effects and malfunctions.
  • +
  • Added some audio to a couple of maintenance operations on exosuits.
  • +
  • Hopefully fixed a bug where picked up animals would instantly die.
  • +
  • Adjusted several event probabilities for better variety, and a little less major events.
  • +
  • Added Rabbit pai image option, and pais can now be picked up in expanded form, ported from baystation
  • +
  • Added in-hand sprites for mice, ported from baystation
  • +
  • Construction drones now have unique sprites for being held in hand and worn on head.
  • +
  • Pais are now collapsed with an alt + click. Normal clicks will do similar things to animals, petting, kicking, etc.
  • +
  • pAIs when unfolded can now be scooped up, held and worn on your head.
  • +
  • Bicaridine metabolises a little faster but heals less
  • +
  • Fixed bicaridine not properly healing internal bleeding.
  • +
  • Footstep sounds adjusted on several different kinds of floors. Notably plating and carpets.
  • +
  • Nutrition is now randomised on spawning
  • +
  • Reduced Diona nymph health a bit
  • +
  • Diona nymphs no longer gain light while ventcrawling inside a pipe. Hiding in there too long will be fatal.
  • +
  • Overhauled all of the security hud job icons, to be larger, more visually pleasing and better communicate roles
  • +
  • Intern positions, paramedics and psychiatrists now have an icon. All jobs that were missing an icon should be fixed
  • +
  • Made the loyalty implant icon a less obtrusive green light, instead of a big red square
  • +
  • CCIA, ERT, IAA, bluespace techs and any similar nanotrasen representatives should now have the N logo as their icon
  • +
  • Mice and lizards will now decompose to a skeleton 30mins after death, or if turned to dust by something (like the supermatter)
  • +
  • Enhanced functionality of the Bee smoker, found in the beekeeping crate at cargo. It now runs on welder fuel, and can generate directed clouds of smoke. Can be used to calm mobile, angry bees.
  • +
  • The bee net is now fully functional and can be used to capture bees and release them elsewhere, or return them to an open hive. Docile/calm bees are easier to catch.
  • +
  • Beekeeping crate now includes lots of extra equipment to start your honey empire!
  • +
  • New sprites for beesmoker
  • +
  • Volume and quantity of bee buzzing sounds nerfed
  • +
  • Bee maximum damage reduced by 15%
  • +
  • Added a sudoku game to modular computers, available to everyone on all platforms
  • +
  • Crates can now be hoisted ontop of tables, takes time depending on how heavy it is. Crates on tables will always block projectiles, making them easier to shoot with emitters and good cover
  • +
  • Crates can now be slid under tables. They must be closed to do this, and cannot be opened while under a table. Combined with the above, this allows stacking of up to two crates on one tile.
  • +
  • The morgue, medical cold storage, AI core and AI upload, are now refridgerated areas (5 celsius). The kitchen freezer is a sub-zero area at -20 celsius.
  • +
  • Morgue, medical storage, AI core, AI upload, kitchen freezer and research server room, all now have high-power air alarms that use 3x as much power and are better at regulating temperatures.
  • +
  • Power costs of all air alarms increased a little.
  • +
  • Fixed a bug where thermostats wouldn't work if set to 0 celsius. Thermostats will now also clamp inputs to the nearest valid temperature instead of discarding invalid input.
  • +
  • Kitchen rearranged slightly to make more sense. Equipment moved out of freezer, flaps added to keep heat out.
  • +
  • ChemMaster and Condimaster machines can now be unwrenched and moved around.
  • +
+

Printer16 updated:

+
    +
  • Removed empty jetpacks playing a sound.
  • +
  • A malfunctioning AI's advanced encyrption hack now prints a paper at the communications console.
  • +
  • Intercepted messages now say 'to' depending if it intercepted the message sender.
  • +
  • Cleanbots no longer make emotes when they are unable to find their path (How would you know anyways?) They are also a lot more quite.
  • +
  • You can no longer join as a mouse before roundstart.
  • +
  • The maintenance drone poster no longer has a typo.
  • +
  • For malfunctioning AI, the system override research now takes longer.
  • +
  • With the change above, it now takes less time to research forcefields and machine override.
  • +
  • The turret enhancer hardware is slightly buffed to make it more useful.
  • +
  • There is now a slightly smaller fail and critical fail chance for the malfunctioning AI's Advanced and Elite hack.
  • +
  • You can no longer fill fire extiguishers with blank units.
  • +
  • You can't spam buy services anymore.
  • +
  • CE hardsuit is more resistant to fires. RD hardsuit is more resistant to EMP's, but slightly weaker.
  • +
+

Serveris updated:

+
    +
  • Added new gear and weaponry, available to Emergency Response Teams.
  • +
  • Remapped the NTCC Odin ERT Divison, introducting the tactical vending machine, containg some new gear and providing better storage for exisiting gear.
  • +
  • Added several new admin loadouts for ERT and DO escorts.
  • +
  • Added a variant of the new tactical vending machine to security, with slight differences to the ERT variant.
  • +
  • ERT no longer have access to the entire CC station; DOs now have access to most of it.
  • +
  • ERT are now loyalty implanted -printer16
  • +
+

Skull132 updated:

+
    +
  • Chat mark-up now requires whitespace (or radio tokens, in case of radio speech) to surround mark-up markers for them to be valid. "/this will/ work," "as /will/ this," ":s/and this./" But, "/this will not /work." This enables you to use words with underscores in them, and to type type-paths and other things in BYOND.
  • +
  • Mark-up no longer nukes BYOND server addresses.
  • +
  • IPCs now have a very minor chance of getting shocked from feeding on APCs. There's 0 chance of getting shocked from using a cyborg recharger, though. To that end, also added 1 extra borg recharger into arrivals bathroom.
  • +
  • The server greeting window now only updates your saved hashes (makes tabs not yellow) if you actually view what's in them. Opening and closing the greeting without viewing at the individual tabs no longer toggles them as read.
  • +
  • Added an admin command for R_DEBUG and R_SERVER flag owners to toggle the global default explosion type.
  • +
  • Rewrote the entire SQL saving and loading system. On top of the backend changes, it is important to note that a character's name cannot be edited after 5 days since the creation of the character.
  • +
  • Removed the ability to play a character with a random name.
  • +
  • Fixed old character data not being wiped if you press the New Character button.
  • +
  • Fixed the skill level not being recalculated properly upon loading a character from SQL.
  • +
+ +

29 December 2016

+

Lohikar updated:

+
    +
  • Fixed a bug where certain mob types died forever.
  • +
+ +

24 December 2016

+

Atlantis updated:

+
    +
  • Setup Supermatter admin button now uses map markers and supports all coolant types.
  • +
  • Floodlight upgrade added. This upgrade doubles robot's light intensity (it will be more or less same as actual floodlight), at the cost of higher power usage.
  • +
  • You may now install matter bin into a cyborg in order to boost it's matter synth's maximal capacity. Better matter bin adds more capacity
  • +
  • Default capacity of matter synths for engineering module tweaked a little, since prices of reinforced walls, etc. increased recently. Steel changed from 40 to 60 sheets default, plasteel from 10 (Construction default) to 20.
  • +
  • SMES units now try to balance their inputs and outputs. For outputs this means two SMESes powering the same grid will share the load by percentage. For inputs, all SMESes inputting from one power network will split the available power by percentage.
  • +
  • Some minor SMES configuration changes have been made: Atmospherics SMES now starts configured to prevent power outages when people forget about it, engine SMESes are now configured to input/output at full rate. These are only defaults and may be changed ingame as usual.
  • +
  • Removed old computer3 system, most noticeable due to removal of old laptops.
  • +
  • Adds brand new modular computer system that replaces computer3. These computers may run programs from hard drive, and one device is not limited to one program.
  • +
  • Modular computers can be assembled manually from components printed at RnD (Consoles mainly), or purchased (from old laptop vending machines).
  • +
  • Adds NTNet, networking used by modular computers, including an administration console, NTNet relays, and antag programs.
  • +
  • Adds small set of programs modular computers can run. More programs will be added in the future.
  • +
  • Various small things added, such as, data crystals (USB flash drives), NTNRC (messaging, IRC/forum style), file sending, etc.
  • +
  • Added Inflatables Dispenser(ID), an item that allows rapid deployment, transport and removal of inflatables.
  • +
  • Engineering, Construction and Crisis modules are now outfitted with ID.
  • +
  • Three boxes in engineering have been replaced by three IDs.
  • +
  • w_classes of inflatables readjusted. Boxes and IDs can be carried in backpack now. Individual inflatables are small enough to fit in pocket.
  • +
  • NanoUI for Robotics Control Console
  • +
  • NanoUI for Supermatter Crystal - AI/Robot only, purely informational
  • +
  • Converted phoron glass to borosilicate glass, adjusted heat resistances accordingly, got rid of copypaste fire code. Fire resistance is now handled by variables so completely fireproof windows are possible with varedit.
  • +
  • Windows take fire damage when heat exceeds 100C regular windows, 750C reinforced regular, 2000C borosilicate and 4000C reinforced borosilicate. For comparsions, reinforced walls begin taking damage around 6000.
  • +
  • Expanded gridcheck random event. Affected devices now show error UI and may be restarted manually before the event ends. All Z-levels are now affected equally.
  • +
+

Chinsky updated:

+
    +
  • Can pick up monkeys / undress resomi now properly. HELP intent for scooping, NON-HELP for undressing.
  • +
  • Meat limbs now can be attached. Use limb on missing area, then hemostat to finalize it.
  • +
  • Limbs from other races can be now attached. They'll cause rejection, but it can be kept at bay with spaceacilline to some point. Species special attack is carried over too, i.e. you can clawn people if you sew a cathand to yourself.
  • +
  • Limbs that are left in open will rot in ~7 minutes. Use freezers or cryobags to stop it. You can still attach them, but you wish you couldn't.
  • +
  • Updated penlights to be more of use in diagnostics, they now show following conditions:
  • +
  • Eye damage
  • +
  • Blurry eyes (overall slower reaction)
  • +
  • Brain damage (one eye reacts slower)
  • +
  • Opiates use (pinpoint pupils)
  • +
  • Drugs use (dilated pupils)
  • +
  • Made capguns into proper guns code-wise. It means you can now take people hostage with them, stick in your mouth, and all other things you can do with real guns but probably shouldn't.
  • +
  • Russian roulette! Fun for whole sec team! Unload some shells from revolver, spin the cylinder(verb) and you're good to go!
  • +
+

Datraen updated:

+
    +
  • Objects can now be yanked out of synthetics.
  • +
+

GinjaNinja32 updated:

+
    +
  • Changed language selection to allow multiple language selections, changed humans/unathi/tajarans/skrell to not automatically gain their racial language, instead adding it to the selectable languages for that species. Old slots will warn when loaded that the languages may not be what you expect.
  • +
  • Added an auto-hiss system for those who would prefer the game do their sss or rrr for them. Activate via Toggle Auto-Hiss in the OOC tab.
  • +
  • Auto-hiss system in 'basic' mode will extend 's' for Unathi and 'r' for Tajara. 'Full' mode adds 'x' to 'ks' for Unathi, and is identical to 'basic' mode for Tajara.
  • +
+

HarpyEagle updated:

+
    +
  • Renames many guns to follow a consistent naming style. Updated and changed gun description text to be more lore-friendly.
  • +
  • Throwing a booze bottle at something nearby while on harm intent causes it to smash, splashing it's contents over whatever it hits.
  • +
  • Rags can now be wrung out over a container or the floor, emptying it's contents into the container or splashing them on the floor.
  • +
  • Rags can now be soaked using the large water and fuel tanks instead of just beakers.
  • +
  • Rags soaked in welding fuel can be lit on fire.
  • +
  • Rags can now be stuffed into booze bottles. When the bottle smashes, the stuffed rag is dropped onto the ground.
  • +
  • Fixed eggs having a ridiculously large chemical volume.
  • +
  • T-Ray scanner effects are now only visible to the person holding the scanner.
  • +
  • Traitors can now purchase the C-20r and the STS-35 for telecrystals.
  • +
  • Adds armour penetration mechanic for projectiles and melee weapons.
  • +
  • Laser carbines, LWAP, and shotgun now have a small amount of armour penetration, ballistic rifles (not SMGs) have moderate amounts, laser cannon has high armour penetration, and the PTR mostly ignores body armour.
  • +
  • Shotgun slugs and Z8/STS damage has been lowered slightly to accomodate for their higher penetration. In general ballistics deal less damage but have higher penetration than comparable laser weapons. Notable exception: X-Ray lasers have had their damage lowered slightly but gain very high armour penetration.
  • +
  • Energy swords now have very high armour penetration. Ninja blades do less damage but ignore armour completely.
  • +
  • Shields no longer block attacks from directly behind the player.
  • +
  • Riot shields no longer stop bullets or beams (except for beanbags and rubber bullets), however they are now more effective at blocking melee attacks and thrown objects.
  • +
  • Energy shields block melee attacks as effectively as riot shields do. Their ability to block projectiles is largely unchanged.
  • +
  • Melee weapons now only block melee attacks.
  • +
  • Two handed weapons have a small chance of blocking melee attacks when wielded in two hands.
  • +
  • Sound and visual effects when blocking attacks with an energy shield or energy sword.
  • +
  • Fixed dead or unconscious people blocking stuff with shields.
  • +
+

Hubblenaut updated:

+
    +
  • Mobs on help intent will not push others that aren't.
  • +
  • Adds glass bottles for Cola, Space Up and Space Mountain Wind to Booze-O-Mat.
  • +
  • Some bar drink recipes have been amended to easily sum to 30 units for drinking glasses.
  • +
  • Vendors now have a product receptor for accepting goods. Opening the maintenance painel is no longer required.
  • +
  • Wrenching a vending machine is no longer a silent action.
  • +
  • Stepup: Item placement on 4x4 grids seemed to work great. Now we'll try 8x8.
  • +
  • Light replacers now hold up to 32 light bulbs.
  • +
  • Light replacers can be obtained through janitorial supply crates.
  • +
  • A sheet of glass fills the light replacer by 16 bulbs.
  • +
  • Bruise packs are now applied per wound, not per limb.
  • +
  • Bruise packs now use a delay depending on wound severity for applying.
  • +
  • Removed instant healing ability from advanced bruise packs and ointment.
  • +
  • Adds tape for atmospherics.
  • +
  • Tape graphics and algorithm changes. Looks a lot more appealing now.
  • +
  • Starting and ending tape on the same turf will connect it to all surrounding walls/windows.
  • +
  • Lifting a part of the tape will lift an entire tape section.
  • +
  • Mobs on help intent do stop for tape.
  • +
  • Crumpled tape does not affect tape breaking behavior anymore.
  • +
+

Karolis2011 updated:

+
    +
  • Improved modular computer performance
  • +
+

Kelenius updated:

+
    +
  • AI now hears LOOC both around its eye and its core, and speaks in LOOC around its eye. Keep in mind that you won't hear and won't be heard if there is a wall between your eye and the target.
  • +
  • Bees have been updated and are totally worth checking out (beekeeping crate at cargo).
  • +
  • Sleeper consoles removed. All interaction is now done by clicking on the sleeper itself.
  • +
  • To put people into sleeper, you now have to click-drag people to it. Grabs no longer work. To exit the sleeper, move.
  • +
  • Sleeper now uses a NanoUI.
  • +
  • Click cooldowns have been removed on pretty much everything that isn't an attack.
  • +
  • Mechfab can now be upgraded using RPED, and now uses NanoUI.
  • +
+

Loganbacca updated:

+
    +
  • Added a backend (wireless) system for communication between machinery and other devices.
  • +
+

Matthew951 updated:

+
    +
  • Added Vincent Volaju's hair.
  • +
  • Added Vincent Volaju's beard.
  • +
+

Neerti updated:

+
    +
  • The AI can now toggle whether its hologram will move towards the center of its view using the 'Toggle Hologram Movement' verb.
  • +
+

Orelbon updated:

+
    +
  • Changed the HoP's suit to more vibrant colors and hopefully you will like it.
  • +
+

PsiOmegaDelta updated:

+
    +
  • Can now click held mobs, such as Pun Pun, to view their inventory.
  • +
  • Uplink crystals can now be converted into physical form to allow transfer between uplink devices.
  • +
  • Each mercenary now spawn with their own private uplink, with each indivual uplink having the same number of telecrystals as the normal traitor uplink.
  • +
  • Resomi, and any other humanoid mobs, can now bump doors open despite their size.
  • +
  • Can now use the Antag Uplink to buy a door hacking device with endless uses and which leaves doors unharmed, but instead needs some time to do its work.
  • +
  • Adds a system to allow objects to implement custom multitool interactions in a modular manner.
  • +
  • The AI can now toggle multitool mode on/off, using the new 'Toggle Multitool Mode' verb.
  • +
  • Cloning vats can now be connected to a cloning console by using a multitool.
  • +
  • Station alert console circuits can now be altered using a multitool, changing which alarm types are displayed.
  • +
  • Can now select the color of a cable coil using a multitool.
  • +
  • Helmet cameras are no longer enabled by clicking the helmet, instead there is a 'Toggle Helmet Camera' verb.
  • +
  • Engineering alarm consoles now display camera alerts.
  • +
  • Adds a hacking tool that for all intents and purposes acts and works like a multitool until a screwdriver is applied.
  • +
  • Gives full control of airlocks after 20-40 seconds of hacking.
  • +
  • The last 6-8 hacked airlocks are always accessed instantly.
  • +
  • The round start and auto-antag spawners can now check if players have played long enough to be eligable for selection.
  • +
  • Both the pulse taker and target must now remain still for the duration of the check or it will fail.
  • +
  • Blobs and simple mobs now attack all external organs instead of a subset. The overall damage remains the same but the number of fractures caused will, in general, be fewer.
  • +
  • Spider nurses now have a chance of injecting their victims with spider eggs which eventually hatch. If the limb is removed from the host, the host dies, or the spiderling has matured sufficiently it will crawl out into freedom. Medical scanners will pick upp eggs and spiderlings as foreign bodies.
  • +
  • The AI chassis now glows, with the color depending on the currently selected display.
  • +
  • Ports /tg/'s meteor event. Meteors now appear to be more accurate, come in a greater variety, and may drop ores on their final destruction.
  • +
  • Observers can now follow both the AI and its eye upon speech.
  • +
  • Observers can now follow both observers and their body, if they ever had one, upon speech.
  • +
  • Observers can now follow hivemind speakers if the speaker is not using an alias or antagHUD is enabled.
  • +
  • Turret controls now glow, with the color depending on the current mode.
  • +
  • The traitor uplink no longer displays all items in a long list, instead has categories which when accessed shows the relevant items.
  • +
  • The amount you start with in your station account is now affected by species, rank, and NT's stance towards you.
  • +
  • Adds the option to set the icon size to 48x48, found under the Icons menu, along with 32x32, 64x64, and stretch to fit.
  • +
  • Active AI cores now provides coverage on the AI camera network. Does not utilize actual cameras, thus will not show up on security consoles.
  • +
  • The Dinnerware vending machine now offer both utensil knives and spoons without first having to hack them.
  • +
  • Synths now have id cards with access levels which is checked when operating most station equipment.
  • +
  • Station synthetics still have full station access but can no longer interact with syndicate equipment, and syndicate borgs now start with only syndicate access.
  • +
  • Syndicate borgs can copy the access from other cards by utilizing their own id card module, similar to how syndicate ids work.
  • +
  • When examined up close id cards now offer a more detailed view.
  • +
  • Agent ids now offer much greater customization, allowing changing name, age, DNA, toggling of AI tracking termination (using the electronic warfware option), and more.
  • +
  • As AI tracking can now be enabled/disabled at will AI players should not feel the need to hesitate before informing relevant crew members when camera tracking is explicitly terminated.
  • +
  • Uplink menu now more organized and with new categories.
  • +
  • Now possible to cause falsified ion storm announcements.
  • +
  • Now possible to cause falsified radiation storm announcements, with expected maintenance access changes.
  • +
  • Now possible for mercenaries to create falsified Central Command Update messages.
  • +
  • Now possible for mercenaries to create falsified crew arrival messages and records.
  • +
  • Cargo now sorts under its own department on station manifests.
  • +
  • Manual radio frequency changes can no longer go outside the standard frequency span.
  • +
  • Users with sufficient access can instead select pre-defined channels outside this span, such as department channels, when using intercoms.
  • +
  • Changed the language prefix keys to the following: , # -
  • +
  • Language prefix keys can be changed in the Character Setup. Changes are currently not global, but per character.
  • +
  • Meteor events now select a map edge to arrive from, with a probability for each individual wave to come from either neighboring edge. Meteors will never arrive from opposite the starting edge.
  • +
  • Blobs can now spawn anywhere in maintenance, rather than picking location from a pre-determined list.
  • +
  • Added new verb, 'Character Setup' under the Preferences tab, to allow modifying your character settings at any time.
  • +
  • ED-209s, hostile mobs, and mecha weapons should again be able to fire without issue.
  • +
  • Agent ids can now be assigned an owner even after having been dropped on the floor.
  • +
  • Monkey cubes can now be expanded in sinks again.
  • +
  • Antagonist and special role preferences has been overhauled. Please update these specific character preferences as they have been reset.
  • +
  • Should again be possible to resist out of chairs, beds, and welded lockers.
  • +
+

Raptor1628 updated:

+
    +
  • Armory layout changed, weapons returned to static amounts.
  • +
  • New security armor and helmet sprites added.
  • +
+

RavingManiac updated:

+
    +
  • Tape recorders now record hearable emotes and action messages (e.g. gunshots).
  • +
  • Sound environments tweaked to feel more claustrophobic
  • +
  • Being drugged, hallucinating, dizzy, or in low-pressure or vacuum will alter sounds you hear
  • +
  • Sound environment in holodeck will change to reflect the loaded program
  • +
  • Storage in backpacks, boxes and other containers is now capacity-based. Some containers like belts remain slot-based.
  • +
+

Sligneris updated:

+
    +
  • Modified the wording of NT Default's laws.
  • +
+

Soadreqm updated:

+
    +
  • Increased changeling starting genetic points to 25.
  • +
+

Techhead updated:

+
    +
  • Added a new random event: Shipping Error - A random crate is mistakenly shipped to the station.
  • +
  • Removed gaseous reagents from the chemistry system and replaced with real-world organic chemistry precursors.
  • +
  • Hydrogen has been replaced with hydrazine, a highly toxic, flammable liquid.
  • +
  • Oxygen has been replaced with acetone, a mildly toxic liquid. Ethanol's ink-sovlent capabilities have been copied to it.
  • +
  • Chlorine has been replaced with hydrochloric acid. It is a stronger acid than sulphuric but less toxic.
  • +
  • Nitrogen has been replaced with ammonia. Ammonia now acts as a Dexalin-equivalent for Vox.
  • +
  • Flourine has also been replaced with hydrazine in its one recipe. Flourosurficant has been renamed azosurficant.
  • +
  • Being splashed with liquid Phoron will burn eyes and contaminate clothes like being exposed to Phoron gas.
  • +
  • Prison break event has been expanded to include Virology or Xenobiology
  • +
  • Disabling area power will now prevent doors from opening during the event
  • +
  • Converted Request Console interface into NanoUI.
  • +
+

TheWelp updated:

+
    +
  • Microwaves can now be unanchored with a crowbar.
  • +
  • Added boardgame item for use with table-top board games.
  • +
  • Added differing card decks, including a Tarot deck and two trading card games.
  • +
  • Remade /TG/Station's Orion Trail arcade machine with bay-specific modifications.
  • +
  • Bookcases are now movable/buildable/destroyable.
  • +
  • Paper can now be crumpled by using in-hand while on hurt intent.
  • +
  • Library Computer External Archive is now sortable.
  • +
+

Vivalas updated:

+
    +
  • A new uplink item has been added! A briefcase full 'o thalla can now be bought by traitors for bribes and such!
  • +
+

Yoshax updated:

+
    +
  • Makes hyposprays start empty instead of filled with Tricord.
  • +
+

Zuhayr updated:

+
    +
  • Aiming has been rewritten, keep an eye out for weird behavior.
  • +
  • Backend change: allowed accessories to be placed on any clothing item with the appropriate variables set.
  • +
  • Drones can now pull a variety of things (such as scrubbers). This came with a pulling refactor so please report any strangeness with pulling in general.
  • +
  • Drones (and any mob that can be picked up) can be bashed against airlocks and such to use their internal access, so long as the person using them does not have an ID card equipped.
  • +
  • Rewrote fireaxe cabinets. Click with a multitool to unlock or loc, click with a hand to open or close, smash with anything that does damage, and drag onto your icon to remove the fireaxe.
  • +
  • Added a ghost requisition system for posibrains and living plants.
  • +
  • Added attack_ghost() to hydro trays and posibrains to allow ghosts to enter them.
  • +
  • Prosthetic limbs are now only repairable with welders/cable coils if they have suffered below 30 combined damage.
  • +
  • Surgery steps that cause no pain and have no failure wounding have been added: screwdriver for 'incision', crowbar to open, multitool to 'decouple' a prosthetic organ. Hemostat is still used to take an organ out.
  • +
  • Using a welder or a cable coil as a surgical tool after opening a maintenance hatch will repair damage beyond the 30 damage cap. In other words, severe damage to robolimbs requires expert repair from someone else.
  • +
  • Eye and brain surgery were removed; they predate the current organ system and are redundant.
  • +
  • IPC are now simply full prosthetic bodies using a specific manufacturer (Morpheus Cyberkinetics).
  • +
  • IPC can 'recharge' in a cyborg station to regain nutriment. They no longer interface with APCs.
  • +
  • NO_BLOOD flag now bypasses ingested and blood reagent processing.
  • +
  • NO_SCAN now bypasses mutagen reagent effects.
  • +
  • Cyborg analyzers now show damage to prosthetic limbs and organs on humans.
  • +
  • Prosthetic EMP damage was reduced.
  • +
  • Several organ files were split up/moved around.
  • +
  • Unfolded pAIs can now be scooped up and worn as hats.
  • +
  • Scoop-up behavior is now standardized to selecting help intent and dragging their icon onto yours.
  • +
  • Click a hat on a drone with help intent to equip it. Drag the drone onto yourself with grab intent to remove it.
  • +
  • Rewrote tiling. White floors, dark floors and freezer floors now have associated tiles.
  • +
  • Changed how decals work in the mapper. floor_decal is now used instead of an icon in floors.dmi.
  • +
  • The floor painter has been rewritten to use decals. Click it in-hand to set direction and decal.
  • +
  • Floor lights are now built from the autholathe, secured with a screwdriver, activated by clicking them with an empty hand, and repaired with a welding torch.
  • +
  • Unathi now have minor slowdown and 20% brute resist.
  • +
  • Tajarans now have lower bonus speed and a flat 15% malus to brute and burn.
  • +
  • Vox can now eat monkeys and small animals.
  • +
  • Tajarans can now eat small animals.
  • +
  • Unarmed attack damage has been lowered across the board.
  • +
  • Added the ability for AIs in hardsuits to control suit modules and movement with a dead or unconcious wearer.
  • +
  • Added ballistic supply drop pods.
  • +
  • Added diona gestalt random map template.
  • +
  • Swapped the singularity beacon out for a hacked supply beacon.
  • +
  • Xenomorph Queens (or infested surgeons...) can now add a hive node to a victim in order to slave them to the hive.
  • +
  • Xenomorph brute/burn mods were tweaked to buff them significantly.
  • +
  • Alien larvae now hatch from eggs when ghosts click on them.
  • +
  • Alien larvae now gain progression towards adulthood from being inside a human with blood, which they drink.
  • +
  • Alien weeds now use the vine system.
  • +
+

neersighted updated:

+
    +
  • Add /tg/-like attack overlays.
  • +
+ +

06 December 2016

+

Santa updated:

+
    +
  • Merry Christmas NSS Aur- Exodus!
  • +
+ +

21 November 2016

+

Alberyk updated:

+
    +
  • Mechanical traps and portable flashers will trigger regardless if you are walking or running.
  • +
+ +

18 November 2016

+

Bedshaped updated:

+
    +
  • Fixed bitten blood bag message displaying incorrectly.
  • +
+

Nanako updated:

+
    +
  • Fixed healing of animals with food, bandages, ointment, and trauma/burn kits. All of these things should work now.
  • +
  • Animals will now show if they're wounded upon examination.
  • +
+ +

11 November 2016

+

Bedshaped updated:

+
    +
  • Fixed Spider-bots unable to vent-crawl.
  • +
  • Fixed a runtime error when exiting through a pipe after vent-crawling.
  • +
  • Fixed incorrect message when putting robots in storage.
  • +
  • Fixed floor painters being able to be used on non-valid tiles.
  • +
  • Fixed magnetic locks unable to be damaged and increased their health.
  • +
  • Quietened Bosun's whistle.
  • +
+ +

09 November 2016

+

Nanako updated:

+
    +
  • Fixed a significant issue that caused many people to sprint slower than they should have.
  • +
  • Fixed being able to regenerate stamina while hungry and drive nutrition into infinite negative.
  • +
  • Fixed being able to set your walk speed so low you paralyse yourself almost forever.
  • +
  • Adjusted many values related to sprinting and stamina
  • +
+

Skull132 updated:

+
    +
  • Fixed the trolleys and trams by reverting code, and simply tweaking the values to reference the updated move system. All issues, including edgecases, should be resolved now.
  • +
+ +

07 November 2016

+

Skull132 updated:

+
    +
  • Reverted the changes done to limb removal. They now flip again. Also no longer lose hair while doing so.
  • +
+ +

06 November 2016

+

Alberyk updated:

+
    +
  • Ported new door crushing mechanics from baystation, now door crushing someone will push them away from the door, instead of just stunning them.
  • +
  • Opening airlocks with brain damage may be more difficult now.
  • +
  • Golems should be space-proof now.
  • +
  • Golems are a bit slower, but are more resistant to trauma.
  • +
  • New sprites for golems.
  • +
  • Added new flavors of flashlights.
  • +
  • Ported glowsticks from polaris.
  • +
  • You can now carry flashlights in your armor.
  • +
  • Wizard robes and voidsuits can now carry magic related items.
  • +
  • The chaplain hoodie, and nun robes, can now store religious objects in their suit storage.
  • +
  • New recorder, camera and lantern sprites.
  • +
  • Cult hoods have the same armor as the robes now.
  • +
  • Tweaked the weapons available to the heister in their skipjack.
  • +
  • Added a canesword, replacing the switchblade in the concealed cane.
  • +
  • Tweaked the chances of ghetto handguns malfunctioning.
  • +
  • Randomized most of the items you can find in the maintenance tunnels.
  • +
  • Added a new rare finding in xenoarchaeology.
  • +
  • Heisters found another pirate haven to continue their operations.
  • +
  • Added new poster designs.
  • +
  • Added magboots and insulated gauntlets to the chief engineer hardsuit.
  • +
  • Selecting the combat module as cyborgs now requires an event to be activated via the keycard authentication device, an upgrade from roboticis or code delta also triggers also allows it.
  • +
  • Added a glowstick crate and another contraband crate to cargo.
  • +
  • Removed job restriction from jackboots on the custom loadout.
  • +
+

Bedshaped updated:

+
    +
  • Added a button on APCs to set the area lights to a 'night-mode' which is dimmer and saves energy.
  • +
  • Added an automated system to turn 'night-mode' on in hallways between 6pm and 7am in station time.
  • +
  • New implementation of magnetic door locks, can be found in armory and eng secure storage.
  • +
  • Added hydraulic servo sounds.
  • +
  • Crew monitoring computer: Lightened the font colors of suff and tox.
  • +
+

Fire and Glory updated:

+
    +
  • Added the Kneebreaker Hammer to the code, at a later date this'll become a traitor uplink item.
  • +
  • Ported our old biosuits.
  • +
+

LordFowl updated:

+
    +
  • Gave detective a colourable trench-coat, solving the Dick Tracy Dilemma.
  • +
  • Wooden closets now have a slightly larger capacity, indicative of their greater size.
  • +
  • Added three new energy-based weapons, one designed purely for pest-control.
  • +
  • Added a new rare handpistol, based off of a proposed competitor to the NT Mk58.
  • +
  • Added a new pet for the Head of Security - the PTR-7 Tranquilizer Rifle.
  • +
  • Syndicate manhack delivery grenades are now available via the traitor uplink.
  • +
  • Manhacks will no longer attack anyone belonging to the 'syndicate' faction, including Heist pirates.
  • +
  • Tweaked loadout customisation whitelists, generally making them more restrictive by role.
  • +
  • Dismembered limbs no longer suffer from pixelation due to unnecessary rotation of the sprite.
  • +
  • Severed heads retain the facial features of their owner.
  • +
  • Heads impaled on spears now look like the head of their owner.
  • +
  • It is no longer possible to be older or younger than your species ought to be.
  • +
+

Nanako updated:

+
    +
  • Explosions now have proper directional sounds, so you can tell the direction that something exploded in.
  • +
  • Distant explosions now cause mild screen shaking proportional to power and distance.
  • +
  • Adjusted sound volumes for several actions related to windows and airlocks.
  • +
  • Adds a major new feature: Cargo stocking. Now the cargo bay, and especially the warehouse, will come pre-stocked with a large variety of assorted junk, supplies and useful oddities, intended for distributing to whoever on the station will enjoy/use them the most.
  • +
  • Potted plants now have varied sprites instead of always being the same.
  • +
  • Small animals can now crawl over crates. Crates will now only block bullets sometimes. Also a few insects had their density fixed.
  • +
  • Clusterbangs and Floor layer machines now function properly. Maybe you'll find them in cargo...
  • +
  • Added a bountiful new event!
  • +
  • Fixed nymphs being able to kill people by repeated DNA sampling.
  • +
  • Added a new sprinting mechanic. Moving in run mode is now much faster, but limited by stamina or a special species mechanic. Sprinting works slightly differently for each species.
  • +
  • Moving in walk mode is now as fast as run used to be. Walk is the new default speed.
  • +
  • Added a walkspeed limiting feature. Use Limit Walk Speed in the IC tab, or alt+click on the walk/run button to bring up a menu. This allows limiting your walk speed very precisely to any value below normal. It can only slow you down, will not increase speed.
  • +
  • Natural recovery of suffocation damage is now slower.
  • +
  • Alcohol, caffienated drinks, and several performance enhancing drugs now have interactions with movement, sprinting and stamina.
  • +
  • Toolboxes that are full of stuff now hit much harder, but spill their contents.
  • +
  • Fixed unathi being able to eat while wearing face-covering helmets, and being able to rapidly spam devour.
  • +
  • Fixed being unable to save pAI information. It now autosaves whenever anything is entered. Save and load buttons are obsolete and removed.
  • +
  • Altered some event probabilities. And the announcement for space vines is now delayed significantly longer
  • +
+

OneOneThreeEight updated:

+
    +
  • Adds back previous oldcode functionality of telescopic batons.
  • +
  • Slightly nerfed weaken() potency from telescopic baton to prevent overt stunlocking.
  • +
+

inselc updated:

+
    +
  • Updated PDA Power Monitor UI.
  • +
  • Sleeper Console now uses fancy NanoUI. Added printout feature. Added sanity checks.
  • +
  • Removed animation on emagging robotic limbs.
  • +
  • Fixed CCIAA turret whitelist.
  • +
  • Fixed fax machine cooldown.
  • +
  • Added ability to expand monkey cubes at water tanks.
  • +
  • Added stationwide fax broadcast.
  • +
+ +

30 October 2016

+

inselc updated:

+
    +
  • Fixed hungry Shades.
  • +
  • Fixed AI being able to interact with IV drips.
  • +
  • Fixed Alt-Clicking PDA on ground displaying wrong message.
  • +
  • Fixed smallbot controls access.
  • +
  • Fixed mice being able to open and close laptop computers.
  • +
+ +

29 October 2016

+

inselc updated:

+
    +
  • Fixed welding tool not using fuel when repairing IPCs, and repairing IPCs in switched-off state.
  • +
  • Fixed Artificers healing other constructs.
  • +
  • Fixed invisible runes triggering message when trying to clean the tile they're on.
  • +
  • Added Juggernaut ability to smash machines.
  • +
+ +

13 October 2016

+

Alberyk updated:

+
    +
  • Flashing someone should not turn them into a revolutionary anymore.
  • +
+ +

07 October 2016

+

Alberyk updated:

+
    +
  • Space bears should not attack ssd players anymore.
  • +
+ +

02 October 2016

+

Skull132 updated:

+
    +
  • Contest v2.5 is a thing now. Passive pro-synth objectives are gone, all major known exploits are gone, and a more aggressive pro-synth objective has been added.
  • +
+ +

01 October 2016

+

Alberyk updated:

+
    +
  • Stun-batons should not deal twice their damage when offline.
  • +
+

Nanako updated:

+
    +
  • Harvesting bears with a knife now skins them too.
  • +
+

Skull132 updated:

+
    +
  • Started gathering statistics about the IE version players have installed. Intent is to figure out how wide spread HTML5/CSS3 capability is.
  • +
+ +

28 September 2016

+

Alberyk updated:

+
    +
  • Fixed space lube never drying.
  • +
+

Bedshaped updated:

+
    +
  • Beepsky and other bots now affected by EMPs.
  • +
  • Fixed power cells disappearing when removed from held mag locks.
  • +
  • Fixed missing pronoun when chewing your hand.
  • +
  • Added admin notices when someone chews their hand off.
  • +
  • Emptying a container into a sink correctly 'empties' it.
  • +
  • Fixed Spider-bots not being able to ventcrawl.
  • +
  • Adding an adminlog to vent clog events.
  • +
+ +

25 September 2016

+

Nanako updated:

+
    +
  • Added several new items to research and engineering grippers, allows research borgs to build some bots and work in xenoflora. Engineering units can make motion sensing cameras. Also added some small items to research module to assist in robotics/xenoflora, and a rollingpin+knife to the service borg for kitchen work.
  • +
  • Fixed borgs being unable to set transfer amount on beakers. Beakers can now be alt-clicked to set the transfer amount, including when held in a gripper.
  • +
+

Skull132 updated:

+
    +
  • Rules viewport enlarged, to make space for the prettier rules formatting.
  • +
+ +

21 September 2016

+

Bedshaped updated:

+
    +
  • Fixed Diona Nymphs not having vision while ventcrawling.
  • +
  • Thanks Zuhayr: Fixed behaviour where interacting with some atmos machinery caused you to pseudo ventcrawl.
  • +
+ +

19 September 2016

+

Alberyk updated:

+
    +
  • The improvised handgun now has a chance to jam when being fired.
  • +
  • You can now spin revolver cylinders.
  • +
  • The bolt action rifle has unique sounds now.
  • +
  • Unathi and Tajaran mercenaries should not spawn barefoot anymore.
  • +
  • Cult constructs can now properly speak basic once more.
  • +
  • Simple animals, and cult constructs, can force unpowered or broken firedoors now.
  • +
  • Blue security has returned.
  • +
  • Added duffel bags from the old aurora code.
  • +
  • Added mercenary and wizard unique backpack options from old code.
  • +
  • Replaced most of the references of the Nyx system with Tau Ceti.
  • +
  • Voidsuits, armor and armored uniforms should have a better resistance to taser and baton hits.
  • +
  • Head of security armor's options were tweaked to be more like each other.
  • +
  • Syndicate borgs can now select their own name when deployed.
  • +
  • Fixed the syndicate borg having the wrong eye lights.
  • +
  • Laser guns, laser cannons and pulse rifles can be wielded now, increasing their accuracy and fire rate.
  • +
  • Changed the energy gun to be an energy carbine.
  • +
  • Added the energy pistol, it should replace the old energy gun in the heads of staff and warden lockers.
  • +
  • Added shotgun shell boxes, that work like speed-loaders, at the cargo supply console.
  • +
  • Added incendiary shotgun shells.
  • +
  • Shotgun shells should have a different sprites when spent.
  • +
  • Stun batons emit light now.
  • +
  • New heavy asset protection and syndicate commando equipment loadout.
  • +
  • Removed yelling over the radio when breaking cuffs.
  • +
  • The cult of Nar'sie should be more secretive now.
  • +
  • Ninjas have access to a contract uplink now.
  • +
  • Masks when worn by unathi and tajaran have different sprites that don't conflict with their anatomy.
  • +
  • Added suit cooling units to mercenary and heister bases.
  • +
  • Reworked the captain's space armor to be a proper voidsuit.
  • +
  • Vaurca can now use the ninja hardsuit.
  • +
  • Vaurca can't wear voidsuits anymore, with some exceptions, but are able to use softsuits now.
  • +
+

Arrow768 updated:

+
    +
  • Rewrite of the API - This enables more advanced features in the webpanel
  • +
+

Bedshaped updated:

+
    +
  • Air alarm frames now have their correct sprite.
  • +
  • Rotating the shield capacitor now turns the correct direction.
  • +
  • Secure safes will no longer appear to viewers on the other side of a wall.
  • +
  • Fixed cyborgs not being able to unwrench rechargers.
  • +
  • Using magnetic grippers with rechargers gives more feedback to the player.
  • +
  • Ported Bay12's ventcrawling by Zuhayr, originally from vg.
  • +
  • Dice now have to be physically thrown to work.
  • +
+

Fire and Glory updated:

+
    +
  • Fork sprites are now more consistent and less bizarre.
  • +
  • Knife sprites are now more consistent and less bizarre.
  • +
  • Cigarette sprites are now more consistent and will stop disappearing if held in the hand.
  • +
  • Adjusted some custom item sprites with owner's consent.
  • +
  • Increasing Ivan the Space Carp's presence around the station.
  • +
+

Nadrew updated:

+
    +
  • Cleanbots are now fixed, and work better than ever.
  • +
  • The Rapid Part Exchanger didn't properly update the Destructive Analyzer when used.
  • +
  • The Rapid Part Exchanger can now utilize beakers.
  • +
+

Nanako updated:

+
    +
  • You can now quickly point at things using alt+rightclick
  • +
  • Alt click can now be used to quickly eject an ID from records computers, PDAs, and ATMs
  • +
  • Added automatic feeding to most animals which can eat. They will eat food nearby, and beg for food held by others. Animals may take a while to notice food near them. Also tweaked a few animal sizes, metabolisms and meat amounts. Animals are a little less needy for food. Except dogs.
  • +
  • Disciplining a dog with a rolled up newspaper will make it stop stealing food for a little while.
  • +
  • Dead mice don't squeak.
  • +
  • Adjusted feedback messages for animals climbing onto people, and animals being fed by people.
  • +
  • Improved animal AI, and fixed issues of runtime moving around while dead.
  • +
  • Mice can now be worn on your shoulder (ear slot). Special thanks to superballs for making sprites
  • +
  • Maintenance drone lawset has been altered based on administrative feedback.
  • +
  • Drink dispensers and fax machines on tables, can now be walked under by small animals. Including cats.
  • +
  • Examining a held animal now works properly.
  • +
  • Space bears can now control their movement in space.
  • +
  • Bears are now stronger in space or low pressure, weaker in pressurised environments
  • +
  • Rawr! Kthunk!
  • +
  • Added more bears and events!
  • +
  • Attempting to grab or pull bee swarms no longer works
  • +
  • Fixed bee swarms still flying around when dead and appearing to be unkillable.
  • +
  • Bees now take double damage from fire.
  • +
  • Thick material clothing now protects against beestings.
  • +
  • Beekeeping crate is no longer contraband in cargo.
  • +
  • You can no longer buckle people into a chair/bed/etc which is already occupied.
  • +
  • Buckling yourself into something is no longer a visible action, only you will see the message.
  • +
  • LOOC, visible messages and visible emotes now work properly for contained mobs, including PAIs in card form, and any kind of held anima/nymph/drone
  • +
  • MAJOR USABILITY FIX: Distant ghosts no longer see emotes from NPC mobs, like squeaking mice and clacking crabs. Ghost sight will now only show emotes from distant players, turning it on is now useful.
  • +
  • LOOC Colour changed to an older one.
  • +
  • Fixed many hideflags not working, causing headsets, masks, uniforms, etc to be hidden or show when they shouldn't.
  • +
  • Fixed giving items while sitting, added some feedback messages if giving fails.
  • +
  • People who are restrained can't give or be given items.
  • +
  • Implemented new sprites for industrial, advanced and experimental welding tools, credit goes to Araskael
  • +
  • Added a Crash ability to exosuits. Uses the suit's mass to attempt to break through obstacles, sustaining some damage in the process.
  • +
  • Buffed Ripley exosuit armor values significantly, and durand armour slightly. Firefighter ripley also buffed, but is slower than base ripley.
  • +
  • Greatly increased the health values of some high-security airlocks.
  • +
  • Airlocks, tables, girders and windows now behave a bit more consistently when exploded. All airlocks are a bit more resistant to explosions when bolted.
  • +
  • Added some more narrator voices to exosuits.
  • +
  • Added some warning sounds for exosuits when low on power, or badly damaged.
  • +
  • The power drain of EMPs used on exosuits no longer scales with the cell. A better power cell can now survive more EMP hits. Drain level is a little lower for the starting cell.
  • +
  • EMP damage against exosuits reduced by 20%
  • +
  • Adjusted event many weights. Made meteors and vendor breakdowns less common, ion storms more common.
  • +
  • Slightly reduced overall frequency of random events.
  • +
  • Reworked the infestation event!! Can now spawn in a wider variety of locations, and spawn a wider variety of creatures.
  • +
  • Spiders spawned by the infestation event will now grow up, but much slower.
  • +
  • Reduced length of meteor storm a little. Total meteors not changed.
  • +
  • Light Replacers can now be used on a box of lights to automatically refill them.
  • +
  • Added an Advanced Light Replacer, creatable at science. It sucks up broken bulbs into an internal storage, greatly expediting mass-light-fixing
  • +
  • Custodial cyborg module now comes with an advanced light replacer.
  • +
  • Surgeon and Crisis cyborg modules renamed to Medical and Rescue, Janitor cyborg module renamed to Custodial.
  • +
  • Tweaked equipment of cyborg modules.
  • +
  • Grippers can now grab valid items inside any unsecure container
  • +
  • Lethal damage of rubber bullets and beanbag shells reduced. They will be far less likely to cause broken bones and internal damage now.
  • +
  • Halloss (Pain) from rubber and beanbag rounds is now blocked by armour.
  • +
  • Spiderbots no longer block movement.
  • +
  • Spiderbots can now use airlock maintenance hatches.
  • +
  • PAIs can now have the owner's ID card scanned onto them to share access.
  • +
  • PAIs can now use airlock maintenance hatches, but only on airlocks they have access to. Requires a scanned ID
  • +
  • Added new rodent speech verbs for PAIs
  • +
  • Positronic brains and MMIs outside of a chassis can now use ping/beep/buzz audio emotes.
  • +
  • Newly protolathed/fabricated power cells now spawn with no charge.
  • +
  • Added entropy to all cell-charging operations.
  • +
  • Most chargers are now faster. Cyborg charging stations are significantly slower.
  • +
  • Fixed newly spawned cells showing the incorrect charge state.
  • +
  • Fixed and overhauled diona light mechanics. Diona will survive comfortably in darkness for two minutes, suffer and lose health for a farther two minutes, and then spend a minute lying helplessly until death. Nymphs last 20% longer.
  • +
  • Diona nymphs can no longer just evolve into a gestalt after waiting a short amount of time. They must now eat things and accumulate a stockpile of biomass in order to evolve.
  • +
  • Added a devouring system to allow mobs to eat other mobs and gain nutrition from it, either by swallowing them whole (if small enough), or eating them piece by piece if larger.
  • +
  • Diona Nymphs and Unathi can use devouring to eat organic (non-humanoid, non-synthetic, non-supernatural) mobs.
  • +
  • Cows are now worth much more meat.
  • +
  • Diona nymphs can now process chemicals properly, and can consume normal food items (meals, fruit, meat, etc).
  • +
  • Diona nymphs can now harvest fully grown plants from botany, and can eat dead plants and weeds. Requires tray lids to be open.
  • +
  • Nymphs and other small creatures can now gnaw open cardboard boxes to get to their contents.
  • +
  • Many carryable/wearable light sources are now directional. and will project more light infront of you than other directions.
  • +
  • Diona are now only affected by one worn light at a time (the strongest one is chosen). A flashlight and a PDA, or multiple flashlights, will not stack up to keep them alive in the dark.
  • +
  • Diona heat resistance completely removed.
  • +
  • Diona cold levels adjusted - Diona are now more sensitive to cold temperatures than any other species. This does not affect space.
  • +
  • Diona regeneration now scales with their body temperature, dropping down towards zero as they get cold, and accelerating as they get hot. This works out to make them still very resistant to fire, but no longer completely immune.
  • +
  • Dionaea are now weak to cold. Cold temperatures will slow or disable their regeneration, reduce their movespeed, and damage them.
  • +
  • Fire in tiles, and burning mobs, now emit more light.
  • +
  • Cryotubes are now harmful to diona. Very harmful, do not put them in one unless you want to kill it.
  • +
  • Diona internal organs now regenerate too.
  • +
  • Added more choices for the diona random name generator.
  • +
  • Added audio for diona splitting and nymphs growing into gestalts.
  • +
  • Completely overhauled diona merging/absorbing/splitting/evolving mechanics, fixed many bugs and inconsistencies with them.
  • +
  • Diona evolution is now more accurately named Exponential Growth.
  • +
  • Diona gestalts now have six live nymphs inside them. These nymphs can be damaged by explosions, cold, and darkness. If they are too damaged they will be born dead when the gestalt splits.
  • +
  • Diona nymphs can now drain blood from people to sample their DNA and learn any languages they know. Three samples of a language (from different lifeforms) are required to learn it.
  • +
  • Diona nymphs who have learned new languages will pass them onto a gestalt if they merge or grow into one. Nymphs splitting from a gestalt have a chance to inherit each language, otherwise they will forget it. Forgetting how to speak or understand basic is possible.
  • +
  • Diona nymphs grown from replicant pods will only know rootsong when born, they must learn basic. In addition, all diona have rootsong as their default language on roundstart.
  • +
  • Diona gestalts can now regenerate all lost limbs, organs and nymphs. This requires energy and biomass, eating some food may be necessary
  • +
  • Diona are now vulnerable to being stunned by flashes, although a flash will also restore some of their light energy.
  • +
  • Added a new mundane event involving smoke!
  • +
  • Smoke created by chemical smoke grenades will now persist much longer
  • +
  • Added a very alarming new event.
  • +
+

Skull132 updated:

+
    +
  • Ghosts with +ADMIN or +MOD can now alt-left-click on canisters and digital valves in order to toggle them open and shut.
  • +
  • Opening of digital valves provides adminlogs once more.
  • +
  • Unwinding now requires that a prompt be confirmed. This should stop wind-unwind-wind shenanigans from happening.
  • +
  • Antags will now be spawned with their proper count at round start again.
  • +
  • Implemented BOREALIS II into the game. Updates and other information from the game will now be transmitted to both the public and private Discords, as necessary.
  • +
  • Diona can no longer be ninjas, due to the restrictions on what they can wear.
  • +
  • Random antag event will no longer be ran during extended. It also has a narrower selection of antags: namely, all antags with a long start-up time have been excluded (such as cult).
  • +
  • Gave the developers proper mechanics to access and review runtime logs with.
  • +
+

SoundScopes updated:

+
    +
  • Stripping mobs now requires both mobs to stay still.
  • +
  • Drones can no longer push objects they can't pull.
  • +
  • Vairous runtimes, given a healthy home.
  • +
  • Simple Animals can no longer take items of people.
  • +
  • resisting on cargo trains actually unbuckles you properly, no more bluespace teleport
  • +
  • breaking a crate on a cargo tug no longer leaves a hidden crate on the trolly
  • +
  • Holding items up to cameras no longer forces a window in the AI players face.
  • +
  • Having ' in your name no longer breaks when holding items up to cameras
  • +
  • Ian now needs to stand next to something to eat. No more eating through doors(single side windows are an issue)
  • +
  • Welding mask toggle verb when first used now displays the correct icon
  • +
  • Voting on code red or above notifys when it isn't allowed
  • +
  • Using a screwdriver on heater/cooler circuitboards now changes the direction.
  • +
  • Viruses only affect the correct species.
  • +
  • IPC's can't eat from forks.
  • +
+ +

31 August 2016

+

Bedshaped updated:

+
    +
  • Added species check helpers to the code.
  • +
  • ATMs will now announce their ID and location when put in lockdown.
  • +
  • ATMs can no longer scan a person for an ID, must be inserted.
  • +
  • Various bits of code reorganizing.
  • +
  • HOTFIX: Printing paper from an ATM should no longer be able to be spammed.
  • +
  • You can no longer use an ATM if not adjacent to it.
  • +
+ +

25 August 2016

+

Bedshaped updated:

+
    +
  • IV Drips not letting you set allowable rates.
  • +
  • Min chemical volume lowered to avoid weird behaviour at low rates.
  • +
  • Examining an IV Drip will tell you the transfer rate.
  • +
  • Spiderbots are no longer invulnerable.
  • +
  • Destroyed spiderbots will leave behind a brain.
  • +
  • Spiderbot health increased from 10 to 25.
  • +
+

Skull132 updated:

+
    +
  • Potassium-water and nitroglycerin grenades now work again properly.
  • +
+ +

15 August 2016

+

Alberyk updated:

+
    +
  • Added the tommygun to the traitor uplink, as well with their magazine options.
  • +
  • Added more magazines, with different callibers, to the autolathe.
  • +
  • You can now print a portable suit cooling unit at the autolathe.
  • +
  • Fixed a secret crate at mining spawning a broken hardsuit module.
  • +
  • The telebaton has now a sprite in hand when extended.
  • +
  • Added combat hyposprays, available in the traitor uplink, that come loaded with stimulants.
  • +
  • Ported the switch belt layer function from bay, now you can set if you want your belt to appear under or above your suit.
  • +
  • Added new hair options, some from old code and other ported from Polaris.
  • +
  • Added unathi, tajaran and skrell sprites for the gem-encrusted voidsuit.
  • +
  • Added more horns and horns related facial options for Unathi.
  • +
  • Cult swords, and claymores, won't get stuck into people anymore.
  • +
+

Bedshaped updated:

+
    +
  • BloodPacks can now be labeled with their bloodtype using a pen.
  • +
  • BloodPacks can be slashed open using a sharp weapon spraying blood everywhere.
  • +
  • Walking away from an IV you're connected to can now cause bleeding.
  • +
  • Tweak to ripped needle notice.
  • +
  • The transfer rate of an IV can now be set by right clicking or in Object->Set Transfer Rate.
  • +
  • Vampires: Drinking blood from a bloodpack correctly adds to Useable Blood instead of Total Blood
  • +
  • Vampires: Drinking non-fresh blood will no longer raise your blood level for upgrades.
  • +
  • Vampires: Drinking from a bloodpack adds a desc and a saliva residue that the Detective can swab for.
  • +
+

Nanako updated:

+
    +
  • Tweaked surgeon cyborg modules: Added chemistry gripper, removed fire extinguisher, and added soporific to their hypospray.
  • +
  • Removed chemistry gripper from crisis borg.
  • +
  • The chemistry and botany fridges are now see-through, so you can more easily chat with people on the other side.
  • +
  • Cost of cyborg renaming module vastly decreased
  • +
  • Renamed medical's Chemical Closet, to Chemistry Equipment Closet. Nobody ever stores chemicals in an unrefridgerated closet.
  • +
  • Added two boxes of empty spraybottles to the chemistry equipment closet.
  • +
  • Chainswords now have an improved animation.
  • +
  • Chainswords and energy blades can no longer get embedded in people.
  • +
  • Chainswords and energy blades can now be used as surgical tools to amputate limbs. Chainswords are messy. Energy blades will cut clean and cauterize the wound
  • +
  • Surgery messages about amputating bodyparts are now very noticeable
  • +
  • Cauterising wounds with a welding tool is much more reliable. Cauterising with a cigarette is no longer effective.
  • +
  • Fixed chainsword held sprite not updating when toggled
  • +
+

Skull132 updated:

+
    +
  • Fixed a bug where A-OOC was removed from antagonists upon a disconnect. It's now added back in during a reconnect.
  • +
  • AOOC mutes now work properly.
  • +
  • Autotraitor now sets the mind.special_role properly. This means that they can now request objectives properly, autotraitor borgs work properly, etcetera.
  • +
  • Tweaked contest mechanics to give a little bit more feedback to the player as to what he's about to do.
  • +
  • Objectives will now report their success properly on the feedback screen. If an objective was completed/failed but the report showcases another result, then please report it on Github.
  • +
  • Spider bots no longer become hungry.
  • +
  • Simple animals (like mice) can no longer become antags.
  • +
  • Vampire's Hypnotise ability now renders the victim unable to speak while stunned, much like the changeling's silence sting.
  • +
  • Vampire scaling boosted, we should now see the game spawn more than one vampire.
  • +
  • Vampires now lose frenzy faster while feeding. One victim, completely drained, should be enough to get out of a mid-level frenzy.
  • +
  • Vampire thralls are no longer given vampiric abilities/powers.
  • +
  • Added debug logs relating to antag spawning. Will keep these active for a bit to see what's going where.
  • +
+ +

13 August 2016

+

Nanako updated:

+
    +
  • Fixed mice being paralysed and duplicating after being picked up.
  • +
  • -1 squeak
  • +
+ +

12 August 2016

+

Nanako updated:

+
    +
  • Fixed Check Held Location verb for held mobs not being there.
  • +
  • Mouse starting nutrition randomised a little.
  • +
  • Fixed hungry constructs.
  • +
  • Nerfed mice.
  • +
+ +

10 August 2016

+

Alberyk updated:

+
    +
  • Combat cyborgs should have access to security channel, and be able to be tracked via cameras consoles.
  • +
  • Replaced the thermal vision module with a sechud.
  • +
  • Added the thermal vision module to the syndicate borg.
  • +
  • The improvised handgun has a bigger delay between shots and less accuracy.
  • +
+

Skull132 updated:

+
    +
  • Chat mark-up will work now. The closing tags in HTML are utilized properly once more.
  • +
+ +

08 August 2016

+

Alberyk updated:

+
    +
  • Only unathi are able to wear and deploy the breacher suit, both the NanoTrasen and the original version.
  • +
  • You can now carry some security related items in the breacher storage slot.
  • +
  • Replaced the detective colt with a .38 revolver.
  • +
  • Added a syndicate cyborg teleporting device, available to traitors and mercenaries in their uplinks.
  • +
  • Added departamental related voidsuits crates to the supply console.
  • +
  • Added security and engineering maglock crates to the supply console.
  • +
  • Costumes crates do not require theater access anymore.
  • +
  • Added a firefighting suit and helmet for atmos techs.
  • +
  • New, and better, firesuits sprites.
  • +
  • Cyborgs can now select the combat module when the security level is red or higher.
  • +
  • Added some meat-based unathi snacks in the vending machines around the station.
  • +
  • Added an improved wish granter.
  • +
  • Added skeletons.
  • +
  • Melee energy weapons, such as sword, glaives and axes, can now slice apart regular walls and their girders.
  • +
  • Added more skrellian head garments, available in the custom loadout.
  • +
  • Added some neckerchief bandanna, available in the custom loadout.
  • +
  • Added a cigar case cigarettes to the custom loadout.
  • +
  • Lowered the unathi resistance to alcohol and getting drunk as whole.
  • +
  • Added the first Moghes related animal.
  • +
  • Ported engineering and atmospheric jumpsuits from oldcode.
  • +
+

Bedshaped updated:

+
    +
  • Changing the commstation_name to NTCC Odin as per Jackboot
  • +
  • Allowing command reports to have the CCIAAMS signature
  • +
  • Writing [date] on paper will now show the correct lore date
  • +
  • Cyborgs can now repair airlocks with their steel synthesizer
  • +
  • Ghosts and other creatures can no longer rotate shield capacitors
  • +
  • Kois has been added to the Xenobiology seed vendor
  • +
+

LordFowl updated:

+
    +
  • Non-wizards using wizard items may experience fun stuff.
  • +
  • Mental focus damage level's have returned to old-code, to better compete with Mutate.
  • +
  • Mental focus staff has had its area of effect mode returned.
  • +
+

Nanako updated:

+
    +
  • Fixed AI being unable to set network on telecomms traffic control console.
  • +
  • Added hunger and feeding system for simple animals, this includes cats, dogs, mice, lizards, chickens, cows, etc
  • +
  • Animals can now actually consume food instead of nibbling them eternally.
  • +
  • Animals can now be hand-fed by using food on them.
  • +
  • Animals will move more slowly when starving. Examining an animal will show if its hungry.
  • +
  • Fixed a bug where examining an APC at close range would show its description twice
  • +
  • Roboticists now have master-access to all bots
  • +
  • Fixed an exploit where security cam consoles could give xray vision
  • +
  • Added cancel buttons to several input dialogs, including say, me, and PDA messaging
  • +
  • Forensics/crimescene kit now has a held sprite
  • +
  • Fixed a bug with forensics kit not holding as much as it should
  • +
  • All event probabilities reworked for a more varied and interesting event system.
  • +
  • Fixed many small instances where voidsuits were erroneously referred to as hardsuits. Mainly in EVA airlocks
  • +
  • Animals climbing onto people will now show a different, correct message, instead of the scooped one
  • +
  • Fixed an issue where a held animal could be duplicated
  • +
  • Fixed animals bugging out when placed in crates or unworn containers
  • +
  • Corgis, including Ian, will now automatically eat nearby food when they're hungry, and beg for any food held by crewmembers
  • +
  • Ian is now an insatiable eating machine.
  • +
  • Ian now gets more energetic when food is around, but slows down if left alone for a while to save performance
  • +
  • Animals can now heal slowly by eating food.
  • +
  • Increased number of janitor slots to two.
  • +
  • Janitorial carts can now be constructed with metal sheets, and deconstructed with a wrench, welder or plasmacutter if empty.
  • +
  • Janicarts now come without a bucket. Click and drag a mop bucket onto a cart to mount it, and you can unmount it from the janicart interface.
  • +
  • Placing a mop into a janicart, and pouring containers into the bucket, is now done with alt-click. A leftclick will now always wet the mop, and throw objects into the trashbag, respectively.
  • +
  • Janicarts can now be climbed over like tables - Click and drag your sprite onto it.
  • +
  • Custodial closet's Spraycleaner, cleaning grenades, and spare lights, are now inside the janitorial locker instead of on table/floor.
  • +
  • Added an extra janitorial locker in the custodial closet.
  • +
  • Fixed the Captain's deluxe soap being unuseable for cleaning
  • +
  • Soap can now clean more tiles when wetted
  • +
  • Soap and rags can now be wetted in buckets, mopbuckets, watertanks and janicarts
  • +
  • Lighters can now fit into cigarette packets.
  • +
  • Lighters will now go out when placed into a container
  • +
  • Resisting out of lockers now works properly
  • +
  • Breaking out of a locker which is welded AND locked takes longer than if it's only one of those two.
  • +
  • Fixed pAI and vampire candidacy settings not working properly.
  • +
  • Fixed pAI Personality window not populating automatically
  • +
  • Added a greeting blurb for pAIs
  • +
  • Respawn timers are now tracked individually for playing as animals (mice), small synthetics (drones and pAIs) and crew (everything else). This means you can now play as a mouse or drone while waiting to respawn as a full crewmember.
  • +
  • You can now spawn as a drone immediately upon joining as an observer, without having to wait ten minutes. There is still a cooldown between respawning as a drone if you just died as one.
  • +
  • Slightly improved the error messages if you try to respawn when you've not waited long enough.
  • +
  • Fixed a major issue where alien species with cybernetic limbs on spawn would always be the species default colour.
  • +
  • Fixed preview images of nonhumans with cybernetic limbs being tinted the body colour.
  • +
  • Spraying water will now wet all mobs in the tile, dividing reagents amongst them. This fixes some issues where slimes would be unsprayable.
  • +
  • Bomb suit and hood are now far more robust, and resistant to all types of damage
  • +
  • Bomb suits now protect all bodyparts except the hands
  • +
  • Bomb suit slowdown significantly increased
  • +
  • Bomb suits now cause the wearer to gradually overheat and will eventually cause heatstroke, their materials are very bad for dissipating bodyheat
  • +
  • Bomb hoods now restrict peripheral vision like welding goggles, but do not protect your eyes from light
  • +
  • Bomb suits and bomb hoods are now too large to fit in a backpack
  • +
  • Bulletproof, ablative and riot suits are no longer cripplingly overspecialised, their resistance to the non-primary damage types has been increased
  • +
  • Mice now have a sprite for resting
  • +
  • Added a few squeak verbs for mice with new audio, based on samples recorded from real mice!
  • +
  • Mice will now occasionally squeak, and squeak chance increased. Player-controlled mice will also automatically squeak but less often
  • +
  • Mice will now squeal in pain when killed, and sometimes when stepped on
  • +
  • Fixed a bug where mice would permanantly stop squeaking after sleeping once
  • +
  • The cover of broken APCs can now be opened with a welding tool
  • +
+

Skull132 updated:

+
    +
  • Implemented the antag contest base code. This is due for changes as the contest progresses, but should be workable for the time being.
  • +
  • Objectives like brig should now work properly.
  • +
  • HTML parsing is re-enabled in direct and global narrate, for admins.
  • +
  • Spam prevention is no longer activated by automated emotes.
  • +
+

alberyk updated:

+
    +
  • Added a buildable improvised handgun.
  • +
+ +

03 August 2016

+

LordFowl updated:

+
    +
  • The demoleculariser is now constructable via RnD.
  • +
  • Fixed Gatling Lasers and Railguns fitting into bags.
  • +
  • Fixed railguns projectiles not exploding if they missed their target, and generally improved their target criteria.
  • +
  • Zo'ra blasters now fit on the belt-slot and into holsters.
  • +
+ +

24 July 2016

+

Alberyk updated:

+
    +
  • Added departamental related voidsuits crates to the supply console.
  • +
  • Added security and engineering maglock crates to the supply console.
  • +
  • Costumes crates do not require theater access anymore.
  • +
+

Bedshaped updated:

+
    +
  • Command reports now only ask for a name if you used a template
  • +
  • MalfAI's fake command report plays the regular report sound so the Malf can't be metaguessed
  • +
+

LordFowl updated:

+
    +
  • Fixed certain items being unable to acquire via RnD due to impossibly high research requirements.
  • +
  • Fixed lawgiver not displaying a name for its entry in the protolathe.
  • +
  • Halved the effectiveness of the Zo'ra blaster.
  • +
+ +

20 July 2016

+

Skull132 updated:

+
    +
  • You can now shoot at cargo trains, or their passangers specifically. If you click on the train, you will hit it, and thus can destroy it while the passanger is still onboard.
  • +
  • Gibbing or husking a Diona will no longer have them split off into nymphs. A gibbed or husked Diona is now permadead.
  • +
+ +

18 July 2016

+

Alberyk updated:

+
    +
  • Added the unique drinks from the old code.
  • +
  • Renamed Galatic Common back to Ceti Basic.
  • +
  • Ported the id sprites from old aurora code.
  • +
  • The improvised shotgun has now a chance to explode when being fired.
  • +
  • Added a jukebox crate to the supply console.
  • +
  • Added a chainsword.
  • +
  • Added new flavors of swords; rapiers, sabers, trench knives and etc.
  • +
  • You can't hide claymore and katanas inside bags anymore.
  • +
  • You can now print some hardsuit modules in the robotics fabricator, most of them will require high tech and even rare resources.
  • +
  • You can also print nanopaste from the robotics fabricator now.
  • +
  • Zipguns should not start with flash and stun rounds anymore.
  • +
+

Arrow768 updated:

+
    +
  • Fix for lawgiver crowdcontrol spelling
  • +
  • Display CCIA Records of the char on the employment record console
  • +
  • Display Active CCIA Actions assigned to the char record console
  • +
+

Bedshaped updated:

+
    +
  • Added the ability to pull template command reports from the WI
  • +
  • Added the ability to cancel sending a command report
  • +
  • Changed command reports to ask for a name separately
  • +
  • Adding a helper in commstation_name() which returns NMSS Odin currently
  • +
  • Changed the order of no/yes to yes/no in the give prompt
  • +
+

Fire and Glory updated:

+
    +
  • Made Unique sprites for when the AMI and Industrial Hardsuit is being worn by Tajara, Unathi, and Skrell.
  • +
  • Added Unique sprites for all colors of the ERT Hardsuit when worn by Tajara, Unathi, and Skrell.
  • +
  • Made it possible to undo the top buttons of most suits via the roll-down-jumpsuit verb.
  • +
  • Gave the Janitor's wet floor signs lights that can be used by activating them in-hand or alt-clicking them on the ground.
  • +
  • Porting foxes and Chauncey from oldcode, not in any maps, currently.
  • +
+

Lord Lag updated:

+
    +
  • Custom Synthetic sprites are returning from the old code base.
  • +
  • Memetic anomaly possession has been adjusted.
  • +
  • Memetic anomaly thought now functions.
  • +
  • Memetic anomaly code has been introduced
  • +
+

LordFowl updated:

+
    +
  • Age limits are now based upon lore-standards for each race.
  • +
  • Home system, citizenship, and religion defaults have been tailored to the lore standards.
  • +
  • Numbers may be used in chargen for naming, strictly for the purpose of allowing numbers in IPC names.
  • +
  • Age, citizenship, and religion can now be viewed on an ID card.
  • +
  • Citizenship, religion, and home system can be viewed and modified via the employment records consoles.
  • +
  • Vaurca filtration bit organ added. When destroyed or removed, oxygen becomes poisonous to the Vaurca.
  • +
  • Vaurca lungs have been made organic.
  • +
  • Vaurca take 3x toxin damage, as a result of their rather alien biology.
  • +
  • Vaurca lose additional blood when an opportunity to lose blood presents itself, due to their open-circulatory system.
  • +
  • Vaurca organs are no longer all robotic, except for the neural socket and filtration bit.
  • +
  • Vaurca organ surgery is now possible.
  • +
+

Nanako updated:

+
    +
  • Fixed dizziness effects on alcohol, psilocybin, and cryptobiolin taking a long to start up and sometimes never starting for low doses.
  • +
  • Reduced the strength of the confusion effect
  • +
  • Sip size from alcohol bottles is now the same as for glasses, which is half what it was.
  • +
  • Rebalanced all alcoholic drinks with more believable alcohol values, and adjusted alcohol metabolism. Generally drinks are stronger but metabolise more slowly, pace yourself!
  • +
  • Drinking now causes temporary clumsiness until you sober up. Please don't drink and operate heavy machinery.
  • +
  • Excessive drinking now has a chance to cause vomiting.
  • +
  • Different species now have varying susceptibility to alcohol. Tajarans get drunk slightly faster, skrell are twice as fast as humans, unathi can drink more, and vaurca get drunk very slowly, but alcohol poisons them.
  • +
  • Dousing people in alcohol and setting them on fire, now only works with spirits and liqeurs stronger than 40% ABV, and the heat of the resulting fire is based on the strength.
  • +
  • Ethylredoxrazine now removes alcohol from the patient's blood and stomach, and decreases their intoxication. A large enough dose will make them completely sober.
  • +
  • Ethylredoxrazine now metabolises and does its effects much more slowly.
  • +
  • Coffee now sobers up drunk people a little.
  • +
  • Fixed a bug where almost half of all meteors spawned would instantly delete without hitting anything
  • +
  • Meteors that impact energy shields will no longer bug out and spin forever in space
  • +
  • Meteor showers and storms now last a lot longer, and are far more punishing if the station isn't shielded
  • +
  • Meteors are now far more likely to make an audible explosion on impact. Explosion power reduced a bit though
  • +
  • Meteor events now give a three minute advance warning, allowing time to turn on station shield generators
  • +
  • All meteors that impact a shield now make a special sound effect.
  • +
  • Small and normal sized meteors are now vaporised harmlessly on contact with a shield. Large meteors will explode, but with reduced power
  • +
  • Fixed a bug where placing held mobs into containers would make them vanish
  • +
  • pAIs can now examine objects while in card form
  • +
  • Moving pAIs and held mobs around on your person is now a visible action, and the mob or pAI is notified of where its moved to
  • +
  • Added a verb for pAIs and held mobs, to check where on the holder they are.
  • +
  • Pepperspray will no longer make a spraying sound if used while the safety is on
  • +
  • Spray bottles can now be locked by alt-clicking
  • +
  • Added maintenance hatches to most airlocks and hazard shutters, for drones to pass through without opening the door. Hatches do not allow gases through or spread breaches
  • +
  • Welding tools can now be used to burn paper
  • +
  • The upgraded and experimental welding tools will now fit in a toolbelt. Upgraded renamed to advanced
  • +
  • Fixed and implemented the Experimental Welding Tool, which has a regenerating fuel supply. Can be produced in R&D, requires 4 research in engineering and materials
  • +
+

Skull132 updated:

+
    +
  • All chats are now properly logged into the server log, to include the language they were spoken in.
  • +
  • Changeling revive after using the suicide verb will now work properly.
  • +
  • Evidence bag boxes now work like real boxes again. Note that in order to put an object into a bag, you drag that obejct onto the bag.
  • +
  • Borgs will now understand the Tajaran language again.
  • +
  • Alien species should no longer have oddly coloured fur/skin/scales/slime after being cloned.
  • +
  • Fixed the unlimited virus food exploit.
  • +
  • Markup is no longer awful and will not break links. Proper keys have changed: / = italics, _ = underline, ~ = strikethrough, * = bold.
  • +
  • Trash bags can now be used to pick up bullet casings.
  • +
  • Antag-OOC (AOOC) is now available to all antagonists. Moderators also have access to this. Intended usage: general round coordination (motives, backstories, gimmicks, etcetera). The rules regarding IC in OOC still apply, however. Do not use it for metagaming.
  • +
  • Ported the game ID system from Baystation12. When filing complaints, please fill out the appropriate field with it.
  • +
  • Added a new "Server Greeting" system to replace the massive garbled dump of info people get in the lower right panel. Coloured tabs indicated things that need attention. The window can be opened from the OOC tab as well, via the "Open Greeting" button.
  • +
  • Admins (with R_SERVER flag) can now edit the message of the day from within the game, with the "Edit MotD" button in the Server tab. Memos can be edited by any admin from the "Edit Memo" button in the same tab.
  • +
  • Radio jammers added (syndicate uplink for 2 TC, or improvised out of a signaller/signaller assembly, with a cell added to it). These will jam headsets, PDAs, messaging servers, and Vaurca hivenet.
  • +
+ +

12 July 2016

+

LordFowl updated:

+
    +
  • Fixed Vaurca being immune to tasers and stun batons.
  • +
  • Fixed Magic Missile and Fireball.
  • +
+ +

10 July 2016

+

Alberyk updated:

+
    +
  • Science armbands should be available again in the custom loadout.
  • +
  • Added medical scrubs to the custom loadout.
  • +
  • Workboots should have a better sprite.
  • +
+

LordFowl updated:

+
    +
  • Various weapons added by the last patch are properly included in RnD research.
  • +
  • Game year is set properly to 2458.
  • +
  • Wizard laser eyes via mutate now work properly.
  • +
  • Brig exit door in security now functions appropriately.
  • +
  • Arrivals maintainence disposals now functions properly.
  • +
  • Doctors now have the appropriate access to EVA.
  • +
  • Abstract items such as grabs can no longer be placed into crates.
  • +
  • The chaplain's null rod can be used properly as a weapon if intent is set to harm.
  • +
  • Droppers now appropriately display transferred units.
  • +
  • All pAI faces can now be selected.
  • +
  • Soaps, janiborgs, and mops can no longer remove cultist runes.
  • +
  • Soaps, janiborgs, and mops can remove paint applicated via paint-can from turfs.
  • +
  • All instances of Thaler have been replaced with credit chip.
  • +
  • All instances of Hesphaistos have been replaced with Hesphaestus.
  • +
  • Mechanics of the coin slightly tweaked to prevent duping exploits.
  • +
  • Mobs can no longer be painted via paint-cans.
  • +
  • Quartermasters now start with the cargo account details in their memory notes.
  • +
+ +

05 July 2016

+

Alberyk updated:

+
    +
  • Removed the delay from the shuttle call in revolution, it should be 10 minutes now, instead of 20 minutes.
  • +
  • Cult blades are properly sharp now.
  • +
  • Removed the helmet camera from the heist industrial hardsuit.
  • +
  • Interns positions should not start with an extra internal box anymore.
  • +
  • The lethal injection syringe should have a proper sprite now.
  • +
+

Nanako updated:

+
    +
  • Mice will no longer spawn in closed systems with nowhere to ventcrawl to
  • +
  • Mice can no longer spawn in breached areas and die immediately. A spawnpoint with a safe environment will always be chosen
  • +
+ +

29 June 2016

+

Skull132 updated:

+
    +
  • Vampires can no longer have negative amounts of blood or frenzy. This also means that frenzy from low levels of blood is acheivable again.
  • +
  • Dominate and presence no longer affect loyalty implanted personnel, unless the casting vampire has attained full power.
  • +
+ +

27 June 2016

+

Nanako updated:

+
    +
  • Fixed being unable to remove tactical armour
  • +
  • Fixed being unable to place held animals into disposal units
  • +
  • Fixed missing held/onhead icons for cats
  • +
  • Fixed being unable to install robot cameras
  • +
+ +

25 June 2016

+

LordFowl updated:

+
    +
  • Fixed Vaurca hivenet broadcasting into OoC.
  • +
+ +

24 June 2016

+

LordFowl updated:

+
    +
  • Vaurca hivemind language added.
  • +
  • Vaurca appropriate name generator added.
  • +
  • Tied Vaurca language to their neural socket organ.
  • +
  • Added a method for non-Vaurca to intercept the Vaurca hivenet so long as they construct the correct item.
  • +
  • Sprites for Vaurca organs.
  • +
  • Neutered all Vaurca.
  • +
  • Cutting open a Vaurca for surgery now requires heavier equipment.
  • +
  • Injecting a Vaurca with a syringe now will take time.
  • +
  • Adds various Vaurca cosmetic items available via loadout.
  • +
  • Adds a few new burst-fire weapons exploiting the burstfire fix - obtainable via research or adminbus.
  • +
  • Ports the ability to stick heads on spears from Paradise-code.
  • +
  • Added an error message when trying to bite someone before the cooldown expires.
  • +
  • Removed spoken Vaurca language.
  • +
  • Heavily nerfed K'ois' properties.
  • +
  • Halved the nutrition value of nutriment, returning it to old-code state.
  • +
  • Nerfed the damage dealt by bite, while reducing the cooldown.
  • +
  • Fixed burstfire weapons spamming attack messages when fired, allowing for more automatic weapons.
  • +
  • Fixed Vaurca player ability to select coloured eyes.
  • +
+

Skull132 updated:

+
    +
  • Fax machines and Request Consoles can now be linked with PDAs to alert the PDA upon message arrival. These options are available in the machine's UI.
  • +
  • Unbanning staff will now be prompted for an unban reason. Any lifting of bans will now also be logged in the player's notes.
  • +
  • Tajarans now speak Siik'maas, as per their lore.
  • +
+ +

23 June 2016

+

Alberyk updated:

+
    +
  • Added bolt action rifles, raiders have a chance to spawn with one.
  • +
  • Added 7.62mm ammo clips to the hacked autolathe.
  • +
  • Added a new abandoned crate to mining.
  • +
  • Added a tommygun, raiders also get it for now, and two different magazines.
  • +
  • Added a derringer.
  • +
  • Fixed uzis and added a magazine to them.
  • +
  • A lot of old aurora sprites are back now, as well new sprites for guns.
  • +
  • Added more tajaran hairstyles from old code.
  • +
  • Security officers, the warden and detectives can be changelings, traitors and vampires now.
  • +
  • The round should end normally, when the gamemode is heist, after the emergency shuttle docks on central command.
  • +
  • Force gloves are now available on the traitor uplink.
  • +
  • Roboticists starts now with a toolbelt, full of tools, instead of a toolbox.
  • +
  • Added a buildable improvised shotgun.
  • +
  • Added more nine different barsigns.
  • +
+

Bedshaped updated:

+
    +
  • Fixed Object->Remove cartridge not showing the correct message.
  • +
  • Fixed the name of the cartridge not showing when removed.
  • +
+

Nanako updated:

+
    +
  • Added pockets to all armours. 2 slots for vests, 4 slots for coats and fullbody suits
  • +
  • Useability improvement for Tactical Armour internal holster, functions like a uniform-attached holster now
  • +
  • Cyborg jetpack can now be used by security, combat, engineering, construction, mining and crisis borgs
  • +
  • Fixed cyborg jetpack not being installable
  • +
  • Cyborg jetpacks can now be removed and reused
  • +
  • Cyborgs now use less power when moving in space
  • +
  • Fixed jetpacking cyborgs not drifting when stabilisers are disabled
  • +
  • All jetpacks now use twice as much gas when stabilisers are enabled
  • +
  • Most small animals can now be scooped up, including mice, lizards, chickens, chicks, kittens and walking mushrooms
  • +
  • All scoopable animals now have an individually appropriate size set, which determines whether they can fit in pockets/boxes/backpacks/trashbags, etc
  • +
  • Small animals now have a density of zero, allowing them to move under people, or be walked over, without blocking the tile
  • +
  • Scooped critters can now be petted or crushed while held in your hands, using help/harm intent
  • +
  • Drones and nymphs can now be petted while alive. They are picked up by dragging them onto yourself
  • +
  • Dead cats can be picked up
  • +
  • Tabby cats now look correct when held in hand
  • +
  • Medical Records Laptops and Employment Records Consoles are no longer solid. Creatures that can walk on tables, can walk on them
  • +
  • Fixed trays. Trays can now be unloaded by placing them down on a table, then either alt+clicking themn, or rightclicking and selecting Unload Tray
  • +
  • Trays can now load individual items by using it on them, or using the item on the tray, or alt+click to attempt to load everything on the tile
  • +
  • Trays will now spill their contents when dropped, thrown, or when you try to place it into a container
  • +
  • Trays now only hold specific things: Food/drinks, reagent containers, utensils, and smoking supplies
  • +
  • Tray capacity increased
  • +
  • Laptop camera monitors will no longer reset the scrollbar position after every click
  • +
  • Medical huds will now properly update as wounds heal passively, or when bandaged
  • +
  • Added a new Medical HUD state between 70 and 100%, to better recognise very small amounts of damage
  • +
  • Medical huds will no longer show the healthbar on crewmembers who are at full health
  • +
  • Added a healthbar fadeout effect for when someone heals up to 100% while you're watching
  • +
  • Medical huds now update more frequently
  • +
+

Skull132 updated:

+
    +
  • Adds Skype/Discord style mark-up to OOC, LOOC, and say. The tags that can be used are: *, /, and _. Bold is disabled by default over OOC channels.
  • +
  • Makes the code BYOND 510 compatible.
  • +
  • Updates the processScheduler with the usage of the world.tick_usage variable. This should effectively mean less noticeable lag, though tweaking will most likely be required in order to make it work well. Credit to the GOON dev team for this.
  • +
  • Client version control added. Joining with a lower version than required is now impossible for non-staff.
  • +
+ +

22 June 2016

+

Alberyk updated:

+
    +
  • Added tajaran and unathi gloves, a wallet and a new armband to the custom loadout.
  • +
  • Added the Synthetic Intelligence Movement armband.
  • +
  • Fixed wet floor tiles not drying over time.
  • +
  • Added book bags, the librarian starts with one.
  • +
  • Added syndicate belts.
  • +
  • Added janibelt.
  • +
  • Added skrell snacks to the Getmore Chocolate Corp vending machine.
  • +
+

Nanako updated:

+
    +
  • Skrell are now immune to slipping on wet floors
  • +
  • All sources of vomiting now work the same way
  • +
  • Vomiting now removes 30u of reagents from your stomach and splashes them on the floor
  • +
  • Vomiting now doesn't work if your stomach is empty
  • +
  • Added Ipecac, an emetic medicine to induce vomiting when given orally. Made from dylovene, ethanol and hydrogen 1:1:1
  • +
  • Increased the biogenerator's capacity to be able to hold an entire plant bag
  • +
  • Fixed icons getting stuck onscreen when emptying a plantbag into a biogenerator or grinder
  • +
  • Watering hydroponics trays with a bucket of water will no longer waste the excess water.
  • +
  • Fertilizer bottles now contain 60u. Amounts in vendors and biogenerator cost adjusted appropriately
  • +
+

Skull132 updated:

+
    +
  • Fixes toggleable vampire powers. They can now be turned off properly, even if you lack the blood required to activate them.
  • +
  • Fixed Presence not turning off when the vampire is knocked unconcious.
  • +
+ +

20 June 2016

+

Arrow768 updated:

+
    +
  • Mercenary Gamemode: Antag identities/ckeys not revealed at roundend
  • +
+

LordFowl updated:

+
    +
  • Fixed female Vaurca sprites.
  • +
+ +

04 June 2016

+

Arrow768 updated:

+
    +
  • Fixed telescience
  • +
+

Skull132 updated:

+
    +
  • Saving characters that use species without hair is now fixed.
  • +
  • Cleanbots are temporarily disabled, due to infinite loops.
  • +
+ +

01 June 2016

+

LordFowl updated:

+
    +
  • K'ois spores will now properly spawn in hydroponics seed storages.
  • +
  • Vaurca will now spawn with appropriate footwear.
  • +
+

Skull132 updated:

+
    +
  • Skills are now properly loaded from SQL.
  • +
  • Skills are no longer nuked whenever importing characters onto SQL.
  • +
+ +

31 May 2016

+

Nanako updated:

+
    +
  • Sterilizine will now clean wounds, to reduce and prevent infection
  • +
  • Spraybottles now display a message when sprayed on any mob
  • +
  • Proteins now restore blood twice as effectively
  • +
  • Unathi will no longer digest nutriment, only proteins
  • +
  • Added seafood protein. Space-carp fillets, and all recipes made with them, now contain seafood protein instead of animal protein
  • +
  • Skrell are able to safely digest seafood protein
  • +
  • Unathi are now immune to Carpotoxin
  • +
  • Mobs breathing a poisonous gas now get that chemical added to their bloodstream, instead of generic 'toxin'.
  • +
  • Air alarms now properly say phoron instead of toxin
  • +
  • Engine cooling computers now identify phoron as Ph instead of Tx
  • +
  • Passengers can now be removed from exosuit passenger compartments via the maintenance panel
  • +
  • Added a new Chemistry Gripper for cyborgs. It holds beakers, bottles, pills, pillbottles, spraybottles, labellers, and phoron sheets
  • +
  • Removed Large Beaker from crisis and research cyborgs, replaced with chemistry gripper
  • +
  • Cyborgs can now interact with reagent grinders
  • +
  • Cyborgs can now place objects in their gripper, on a table
  • +
  • Cyborgs can now place objects from their gripper into a disposal bin
  • +
  • Cyborgs can now use a gripper to take valid objects out of cardboard boxes
  • +
  • Cyborgs can now use their other tools, on things held in their gripper
  • +
  • Using an empty gripper on a machine now interacts with it
  • +
  • Cyborgs can now use items held in their gripper on rechargers
  • +
  • Fixed the mutation chance on unstable mutagen. It was 1% of what it should have been
  • +
  • Added a little RP message when unstable mutagen does its thing
  • +
  • Sleepers will no longer eject their dialysis beaker and bug out when you eject a patient
  • +
  • Fixed a bug with medical machines where a patient could be duplicated
  • +
  • The dialysis beaker can now be checked and removed while a sleeper has no occupant
  • +
  • Male unathi can now break handcuffs.
  • +
  • Tajarans can now wear tajaran-specific gloves
  • +
  • Tajaran wardens, detectives and heads of security will properly spawn wearing black tajara gloves
  • +
+ +

30 May 2016

+

Akrilla updated:

+
    +
  • Setup character menu available while a ghost/observing.
  • +
  • Taking damage or attacking while stealthed now deactives it.
  • +
  • Unathi don't gain nutriment from protein.
  • +
  • Slimes now take damage when under this cold threshold.
  • +
  • Necrotic organ repair now works as it should.
  • +
  • Certain chemical effects now no longer allow random movement in space.
  • +
  • Certain chemicals now have the correct heartstopping logic.
  • +
  • Cleanbots lag should hopefully be fixed. Report if that isn't the case.
  • +
+

Arrow768 updated:

+
    +
  • Lawgiver ID Fail sound
  • +
  • Various improvements to the Lawgiver
  • +
  • Highlander Gamemode, working again
  • +
  • A few changes to telescience
  • +
+

Brightdawn updated:

+
    +
  • Added a Coffee Machine.
  • +
  • Added Black Coffee
  • +
  • Added Cafe Au Lait (Black Coffee and Milk)
  • +
  • Added Cafe Melange (Black Coffee and Cream)
  • +
+

Lord Lag updated:

+
    +
  • Memetic anomaly code has been introduced
  • +
  • Emergency Shutters no longer have alert pop-ups.
  • +
  • Xenomorph facehuggers now react to protection properly.
  • +
  • Vaurca Insulation fixed.
  • +
+

LordFowl updated:

+
    +
  • Added the option for Vaurca to have unique skin colours.
  • +
  • Vaurca selection screen has a blurb + preview image.
  • +
  • Added K'ois paste and fungi
  • +
  • Phoron no longer poisons Vaurca nor damages their eyes.
  • +
  • Vaurca will receive toxin damage if they breathe oxygen with broken lungs.
  • +
  • Vaurca can no longer wear normal gloves or shoes.
  • +
  • Vaurca can no longer gib lesser mobs via bite.
  • +
  • Vaurca no longer have a slowness debuff.
  • +
  • Vaurca are fully insulated again.
  • +
  • Vaurca sprites have been fixed.
  • +
  • Added various atmospheric substations throughout the station.
  • +
  • Added employment records console, security records console, and request console to the IAA Office.
  • +
+

Skull132 updated:

+
    +
  • Imported autotraitor fix from Baystation12.
  • +
  • Initial antagonist counts balanced and should now be working. No more 6 ops for 15 total players.
  • +
  • Web interface button added up top! Use it!
  • +
  • Staff can now look up the mirrors for various bans.
  • +
  • Bans now work properly. Specially those of the permanent kind.
  • +
  • Characters are now saved to, and loaded from the SQL database. Along with user preferences. All file saves will be automatically transferred over and retained just in case. Hopefully everything makes it there in one piece. Important things to note for players: no more slots, instead, you have characters that you can delete. You can also make new characters.
  • +
  • Vampire is completely rewritten. Most of the powers have been tweaked at the very least, if not completely reworked. New vampire players can consult the 'Vampire Help' command ingame for further info.
  • +
+ +

25 March 2016

+

Lord Lag updated:

+
    +
  • Glasses may once again be combined with HUDs
  • +
  • Borers have a full compliment of abilities once more.
  • +
  • :9 is the new new Vaurcese hotkey.
  • +
  • The broken Temperature gun has been replaced with the Freeze ray
  • +
+

Skull132 updated:

+
    +
  • The 2/3rd majority rule for crew transfer is back. Before 3 hours, the majority is required to pass a vote.
  • +
  • Transfer vote timeout added as a config option. Default is 2 hours. No transfer vote may be called before that time.
  • +
  • Sleeper and body scanner consoles can be walked through once more.
  • +
  • Most hardsuit modules can no longer be utilized inside mechs.
  • +
  • +MODs can now cancel votes and start ones regardless of timer.
  • +
  • +MODs now get check_contents, check_words (cult words), and check_ai_laws verbs.
  • +
  • Holders no longer get debug_variables (view variables) verb.
  • +
  • Processor hang alerts now have numbers to showcase severity of the issue. The higher the number, the worse the issue.
  • +
  • Revolution no longer auto-recalls the shuttle. Nor is the death of the antagonists a valid end condition.
  • +
  • Voting system tweaked. Crew transfer votes are now special, and run on their own timers. This means that cancelled votes no longer interfere with them.
  • +
  • A lot of JMP macros added to attack logs.
  • +
  • Ghosts can no longer drag people into sleepers, cryo chambers, etcetera.
  • +
  • You can no longer generate infinite plasmacutters with RIGs.
  • +
  • Cuffing people now checks whether or not the target is interfered with before slapping the cuffs on.
  • +
  • The pAI cable no longer spams itself spooling.
  • +
  • Uploading to the library is possible again.
  • +
  • Conveyor belts will no longer consume objects.
  • +
  • You can no longer split stacks with a non-functional hand.
  • +
  • Janitors can no longer access medical records. Medical records now require medical bay equipment access.
  • +
  • Telescience consoles are no longer an infinite source of telecrystals upon reconstruction. Further, you can now insert TCs into them again.
  • +
  • Cell 1 has its own locker again.
  • +
  • Integrated the web interface with the game. Players can now create linking requests from the web interface, and accept them ingame. This will be used for more feature integration between the two later.
  • +
  • Integrated the syndicate contract database with the game. Players can interact with contracts from the web interface (create new ones, post comments, report completion, etcetera), and review the contracts from syndicate uplinks. This means that antags with access to an uplink can now roleplay with contracts, fulfilling missions and so forth.
  • +
  • Heisters now spawn with contract uplinks, which are effectively syndicate uplinks without the telecrystals, for checking up on the contracts database.
  • +
+ +

03 March 2016

+

Lord Lag updated:

+
    +
  • Vaurca's language key is now M. Also it should work.
  • +
  • cyborgs should now autoconnect to malfs at round start
  • +
+ +

21 February 2016

+

Skull132 updated:

+
    +
  • IPCs can change their body colour again.
  • +
  • Supermatter's radiation range is lowered by 1/3rd if you don't have a direct sightline to it.
  • +
  • Mods can now toggle attack logs.
  • +
  • Practice lasers no longer generate attack logs.
  • +
  • Wizard related balancing: magic missile recharge time doubled, to make stunlocking no longer possible; subjugate's effect timers halved, recharge cost lowered by 50; horsemask spells are now targeted again.
  • +
  • Purple colour for DO chat.
  • +
  • Medical Interns and Engineering Apprentices given slightly better access, so they're not completely useless with this new map.
  • +
  • Tesla engine components brought inline with Bay12 coding standards. This means you can set them up properly now, whereas before, wrenching or screwdrivering them failed.
  • +
  • A few quality of life improvements for the map: suit cycler for Heist ship, cooling units for engineering and general EVA, traffic computer in telecomms.
  • +
  • Nursing Interns now spawn properly.
  • +
  • Standard severity warnings work properly.
  • +
  • You can no longer suicide with weapons that do no damage. Less than lethal weaponry still works.
  • +
  • IPCs no longer gain toxins damage, nor are they affected by hallucinations.
  • +
  • Fixed a SQL query for the library that was referencing an invalid table.
  • +
  • Hydroponics trays work properly now, with how they consume liquids and reagents.
  • +
+ +

16 February 2016

+

Skull132 updated:

+
    +
  • Adds discordbot, nicknamed BOREALIS. Basically: this enables admins to interact with the game without even being on the server. Should push come to shove, we can restart the server remotely, and answer adminhelps remotely. Also makes some other functionality possible.
  • +
+ +

15 February 2016

+

Lord Lag updated:

+
    +
  • Synthetics should now be able to understand Rootspeak and Vaurcese.
  • +
  • Core Vaurca mechanics are back
  • +
+ +

12 February 2016

+

Ryan784 updated:

+
    +
  • Fixed ChemMaster pill creation spam.
  • +
  • Chaplains can no longer be Vampires.
  • +
  • IPCs will no longer be considered for innapropriate antag positions (Vampire and Changeling).
  • +
  • Changelings will now retain proper abilities using lesser form, and the ability to transform back.
  • +
  • pAI suicide now works correctly.
  • +
+ +

01 February 2016

+

Lady of Ravens updated:

+
    +
  • Ported Aurora's stungloves and modified force gloves.
  • +
  • Ported Aurora's mechanics of heavy machinery eating hair.
  • +
+

Lord Lag updated:

+
    +
  • Ported the Vaurca.
  • +
+

Mahzel updated:

+
    +
  • Ported Aurora's intern positions.
  • +
  • Ported Aurora's magnetic door locks.
  • +
  • Ported Aurora's prisoner suits.
  • +
+

Ryan784 updated:

+
    +
  • Ported Aurora's null-rod conversion mechanics for cult.
  • +
  • Ported Aurora's welderbomb delay and related admin/mod actions.
  • +
  • Ported Aurora's horsemask removal spell.
  • +
  • Ported Aurora's glove kits for aliens.
  • +
  • Ported Aurora's gold slime mechanics.
  • +
  • Ported Aurora's lawgiver.
  • +
  • Ported the AI HUD, originally by Jack-Fractal.
  • +
  • Ported Aurora's footstep sounds.
  • +
  • Ported the vampire code. Needs a lot of testing and may break.
  • +
+

Skull132 updated:

+
    +
  • Ported Telescience from TGStation.
  • +
  • Ported Aurora's old rifle code, with minor refractors.
  • +
  • Ported Aurora's forensics code. Code refractored by Zuhayr.
  • +
  • Ported SQL based whitelisting, playernotes, warnings. Refractored where necessary.
  • +
  • Adjusted the Bay12 paralyze player function to work as our wind function used to work. It also now gives warnings to people nearby if someone was winded.
  • +
  • Made tasers to actually fire projectiles again. And not lasers. Tasers are not lasers, sillys.
  • +
  • Handcuffing does not require you to have the person in level 2 grab, as it does in vanilla bay.
  • +
+ +

06 December 2015

+

Hubblenaut updated:

+
    +
  • Welding a broken camera will use the correct icon.
  • +
  • Camera assemblies remember their tag and network from previous usage.
  • +
+ +

22 November 2015

+

neersighted updated:

+
    +
  • Laptop Vendors now accept ID Containers (PDA, Wallet, etc).
  • +
  • Personal Lockers now accept ID Containers (PDA, Wallet, etc).
  • +
+ +

27 October 2015

+

HarpyEagle updated:

+
    +
  • When affected by pepperspray, eye protection now prevents blindness and face protection now prevents stun, instead of face protection doing both.
  • +
+ +

14 October 2015

+

Hubblenaut updated:

+
    +
  • Airlock backup power test light properly offline when backup power down.
  • +
  • Empty flavor texts no longer draw an empty line on examination.
  • +
  • Material stacks now properly merge upon creation.
  • +
  • Messages for adding to existing stack appear again.
  • +
+

TheWelp updated:

+
    +
  • Removed higher Secret player requirements.
  • +
+ +

10 October 2015

+

HarpyEagle updated:

+
    +
  • Rubber bullets and beanbags now are now resisted by melee armour.
  • +
  • Fixed a couple of bugs causing phoron gas fires to burn cooler and slower than they were supposed to.
  • +
  • Merc bombs are now appropriately explosive again. Same goes for bombs made by toxins.
  • +
+ +

11 September 2015

+

HarpyEagle updated:

+
    +
  • Made flares brighter.
  • +
+ +

05 September 2015

+

Zuhayr updated:

+
    +
  • Auto-traitor should now be fixed.
  • +
  • The Secret game mode should now be fixed.
  • +
+ +

24 August 2015

+

HarpyEagle updated:

+
    +
  • Girders are now reinforced by using a screwdriver on the girder before applying the material sheets. Use a screwdriver again instead to cancel reinforcing.
  • +
  • Mechanical traps no longer spawn in the janitor's locker.
  • +
  • Mechanical traps can now be printed with a hacked autolathe.
  • +
+

Zuhayr updated:

+
    +
  • Pariahs are now a subspecies of Vox with less atmos/cold protection, a useless brain, and lower health.
  • +
  • Leap now only gives a passive grab and has a shorter range. It also stuns Pariahs longer than it does their target.
  • +
+ +

17 August 2015

+

PsiOmegaDelta updated:

+
    +
  • Station time and duration now available in the Status tab.
  • +
+ +

11 August 2015

+

PsiOmegaDelta updated:

+
    +
  • 0.1.19 is live.
  • +
  • Crew monitors now update every 5th second instead of every other. Reduces lag and gives antags a larger window of opportunity to disable suit sensors if they have to harm someone.
  • +
+ +

31 July 2015

+

HarpyEagle updated:

+
    +
  • Fixed projectiles being able to hit people in body parts that they don't have. This will also mean that the less limbs someone has the less effective they will be as a body shield.
  • +
+ +

29 July 2015

+

Karolis2011 updated:

+
    +
  • Made tagger and sorting pipes dispensible.
  • +
  • Unwelding and welding sorting/tagger pipes, no longer delete data about them.
  • +
+ +

27 July 2015

+

Kelenius updated:

+
    +
  • Borg shaker now works similarly to hypospray. It generates reagents that can be poured into glasses.
  • +
  • Therefore, they can no longer duplicate rare reagents such as phoron.
  • +
+ +

14 July 2015

+

HarpyEagle updated:

+
    +
  • Fixes wrong information being reported when analyzing locked abandoned crates with a multitool.
  • +
+

PsiOmegaDelta updated:

+
    +
  • Ninjas can no longer teleport unto turfs that contain solid objects.
  • +
  • Wizards can no longer etheral jaunt unto turfs that contain solid objects.
  • +
+ +

11 July 2015

+

HarpyEagle updated:

+
    +
  • Added inhand sprites for flashes, flashbangs, emp and other grenades.
  • +
+

Loganbacca updated:

+
    +
  • Turrets no longer burn holes through the AI.
  • +
  • Projectiles now have a chance of hitting mobs riding cargo trains.
  • +
  • Fixed visual bugs with projectile effects.
  • +
+ +

10 July 2015

+

Zuhayr updated:

+
    +
  • Ninja now spawns on a little pod on Z2 and can teleport to the main level.
  • +
+ +

06 July 2015

+

GinjaNinja32 updated:

+
    +
  • 'Provisional' is now also a valid temporary position prefix for manifest sorting.
  • +
+ +

04 July 2015

+

PsiOmegaDelta updated:

+
    +
  • Portable turrets now only blocks movement while deployed.
  • +
  • Portable turrets are no longer invincible while undeployed, however they have increased damage resistance in this state.
  • +
  • Crescent portable turrets should no longer act up during attempts to (un)wrench and alter their settings.
  • +
+ +

30 June 2015

+

PsiOmegaDelta updated:

+
    +
  • Non-general areas on Crescent are now protected by blast doors to enforce area restrictions. Admins can operate these from the central checkpoint.
  • +
+ +

24 June 2015

+

HarpyEagle updated:

+
    +
  • Fixed Tajaran name generation producing names without a space between first and last.
  • +
  • Adds docking to the mercenary shuttle. Works similarly to other shuttles, except docking and undocking is manually initiated and not automatic. A system to approve or deny dock requests still to be implemented.
  • +
  • Toolboxes can now hold larger items, such as stacks of metal or power cells, at the cost of having less space for other things.
  • +
  • Gloves/shoes can now be worn even if you have one hand/foot missing. The other one still has to be present, of course. The items still drop when you first lose the hand/foot.
  • +
  • Budget insulated gloves are somewhat less useless. On average, they will stop half the damage from getting shocked, and the worst case insulation is not as bad as it used to be. Budget gloves that are as good as regular insulated gloves are still as rare as they were before though.
  • +
  • PTR bullets are now hitscan, to make them somewhat better for actual sniping.
  • +
  • The telecoms server room now has an actual cycling airlock into it.
  • +
  • Non-vital body parts will no longer take further damage above a certain amount, and will inflict paincrit effects instead. On most humaniods the head, chest, and groin are vital.
  • +
  • Engineers now spawn with industrial workboots (credit: ChessPiece/Bishop).
  • +
  • Damaged robotic legs now more likely to have an effect.
  • +
  • Fixed bug preventing internal organs from taking damage in some cases.
  • +
  • New flavours of tables around the station. Engineering starts with more plastic.
  • +
  • Fixed worn items not appearing in some cases. Most notably crossbows and certain guns when worn on the back. As a side effect, laundry machines no longer transform items.
  • +
  • Crit oxyloss now runs in game time instead of real time. So if lag is slowing your movement the same slowdown applies to the dying person you're trying to reach.
  • +
  • Breathmasks can now be adjusted by clicking on them in your hand, in addition to the verb.
  • +
  • Wearing a space helmet or similar face-covering gear now prevents eating and force-feeding food, drink, and pills.
  • +
  • Phoron in air ignites above it's flashpoint temperature and a certain (very small) minimum concentration. Environments that have oxygen and are hot enough, and have phoron but not enough concentration to burn will produce flareouts, which are mostly a visual effect.
  • +
  • Adds animation when making unarmed attacks or attacking with melee weapons, to help make it clearer who is attacking.
  • +
  • Opening an unpowered door now has an appropriate sound.
  • +
  • Ingesting diseased blood may contract the disease.
  • +
+ +

19 June 2015

+

HarpyEagle updated:

+
    +
  • Prevents being on fire from merely warming mobs up slightly in some cases. Mob fires also burn hotter.
  • +
  • Matches can now be used to light things adjacent to you when thrown.
  • +
  • Made the effects of having a damaged robotic leg more prominent.
  • +
  • Robot limbs no longer cause pain messages. A reminder that you can still check their status with 'Help Intent' -> 'Click Self'.
  • +
  • Knifing damage scales with weapon force and throat protection. Helmets only provide throat protection if they are air tight. Trying to cut someone's throat with wirecutters and/or while wearing an armoured sealed helmet will require several attempts before the victim passes out.
  • +
  • Knifing switches on harm intent, in case you just wanted to beat on the victim for some reason.
  • +
  • Prevents knifing bots or silicons.
  • +
+ +

05 June 2015

+

PsiOmegaDelta updated:

+
    +
  • Split stacks no longer lose their coloring.
  • +
  • Can no longer merge cables of different colors.
  • +
+ +

04 June 2015

+

PsiOmegaDelta updated:

+
    +
  • AI eyes can now be found in the observer follow list.
  • +
  • Synths can now review all law modules that can be found on the station from their law manager.
  • +
  • Synths can state these laws if desired, however this is strongly discouraged unless subverted/malfunctioning.
  • +
  • Astral projecting mobs, such as wizards or cultists, may no longer respawn as something else while their body lives.
  • +
+ +

02 June 2015

+

Techhead updated:

+
    +
  • Re-adds extended capacity emergency oxygen tanks to relevant jobs.
  • +
+ +

30 May 2015

+

Atlantis updated:

+
    +
  • Malfunction Overhaul - Whole gamemode was completely reworked from scratch. Most old abilities have been removed and quite a lot of new abilities was added. AI also has to hack APCs to unlock higher tier abilities faster, instead of having access to them from the round start. Most forced things, such as, shuttle recalling were removed and are instead controlled by the AI. Code is fully modular allowing for future modifications.
  • +
+

HarpyEagle updated:

+
    +
  • Fixes Engineer ERT gloves not being insulated.
  • +
  • IV stands are no longer bullet shields. They also allow mice, drones, pAIs et al to pass though.
  • +
+

PsiOmegaDelta updated:

+
    +
  • You can now review the server revision date and hash by using the 'Show Server Revision' verb in the OOC category.
  • +
+ +

27 May 2015

+

PsiOmegaDelta updated:

+
    +
  • The inactive check process now respects client holder status and can be configured how long clients may remain inactive before being kicked.
  • +
+ +

22 May 2015

+

Ccomp5950 updated:

+
    +
  • Beepsky no longer kills goats.
  • +
  • Goats will move towards vines that are 4 spaces away now instead of 1
  • +
  • Goats will eat the spawning plants for vines as well as the vines themselves.
  • +
+

Chinsky updated:

+
    +
  • Ghetto diagnosis. Grab patient, aim at bodypart you want to check, click on them with help intent. This will tell you about their wounds, fractures and other oddities (toxins/oxygen) for that bodypart.
  • +
  • Fractures are visible on very damaged limbs. Dislocations are always visible. Surgery incisions now visible too.
  • +
  • Stethoscopes actually make sense now. They care for heart/lungs status when reporting pulse and respiration now.
  • +
+

HarpyEagle updated:

+
    +
  • Re-implemented fuel fires. Tweaked fire behaviour overall.
  • +
+

Yoshax updated:

+
    +
  • Bear traps now do damage when stood on, enough to break bones! Bear traps can now affect any limb of a person who is on the ground, including head! Bear traps are no longer legcuffs and instead embed in the limb they attack.
  • +
  • Bear traps now take several seconds to deploy and cannot be picked up when armed, they must be disarmed by clicking on them. They also cannot be moved then they are deployed.
  • +
+

Zuhayr updated:

+
    +
  • Massive material refactor. Walls, beds, chairs, stools, tables, ashtrays, knives, baseball bats, axes, simple doors, barricades, so on.
  • +
  • Tables are now built via steel then another sheet on the resulting frame. They can then be reinforced by dragging a stack of sheets onto the table.
  • +
  • Walls are built with steel for girders, then right-click the girder and select the reinforce verb while holding a stack, then click the girders with a final sheet.
  • +
  • Various things can be built with various sheet types. Experiment! Just keep in mind that uranium is now radioactive and phoron is now flammable.
  • +
+ +

18 May 2015

+

Hubblenaut updated:

+
    +
  • Adds a light for available backup power on airlocks.
  • +
+

Kelenius updated:

+
    +
  • There has been a big update to the reagent system. A full-ish changelog can be found here: http://pastebin.com/imHXTRHz. In particular:
  • +
  • Reagents now differentiate between being ingested (food, pills, smoke), injected (syringes, IV drips), and put on the skin (sprays, beaker splashing).
  • +
  • Injecting food and drinks will cause bad effects.
  • +
  • Healing reagents, generally speaking, have stronger effects when injected.
  • +
  • Toxins now work slower and deal more damage. Seek medical help!
  • +
  • Alcohol robustness has been lowered.
  • +
  • Acid will no longer melt large numbers of items at once.
  • +
  • Synaptizine is no longer hilariously deadly.
  • +
+

Loganbacca updated:

+
    +
  • Changed MULE destination selection to be list based.
  • +
+

PsiOmegaDelta updated:

+
    +
  • Destroying a camera by brute force now has a chance to break the wiring within.
  • +
  • Turf are now processed. This, for example, causes radioactive walls to regularly irradiate nearby mobs.
  • +
  • Welders should now always update their icon and inhand states properly.
  • +
+ +

17 May 2015

+

PsiOmegaDelta updated:

+
    +
  • Teleporter artifacts should no longer teleport mobs inside objects.
  • +
+ +

16 May 2015

+

GinjaNinja32 updated:

+
    +
  • Rewrote tables. To construct a table, use steel to make a table frame, then plate the frame with a material such as steel, gold, wood, etc. Hold a stack in your hand and drag it to the table to reinforce it. To deconstruct a table, use a screwdriver to remove the reinforcements (if present), then a wrench to remove the plating, and a wrench again to dismantle the frame. Use a welder to repair any damage. Use a carpet tile on a table to add felt, and a crowbar to remove it.
  • +
+

HarpyEagle updated:

+
    +
  • Adds tail animations for tajaran and unathi. Animations are controlled using emotes.
  • +
+ +

14 May 2015

+

PsiOmegaDelta updated:

+
    +
  • Should now be more evident that the brig disposal chute sends its goods to the common brig area.
  • +
  • Cells now drain when using more charge than what is available.
  • +
  • The rig stealth module now requires as much power to run as the energy blade module.
  • +
+

Techhead updated:

+
    +
  • Vox will spawn with emergency nitrogen tanks in their survival boxes.
  • +
  • Diona will spawn with an emergency flare instead of a survival box.
  • +
  • Engineers no longer spawn with extended-capacity oxygen tanks.
  • +
  • Vox spawning without backpacks will have their nitrogen tank equipped to their back.
  • +
  • The Bartender's spare beanbag shells have been moved into bar backroom with the shotgun.
  • +
  • Portable air pumps now fill based on external/airtank pressure when pumping in.
  • +
+ +

12 May 2015

+

Dennok updated:

+
    +
  • New buildmode icons made by BartNixon.
  • +
+

HarpyEagle updated:

+
    +
  • Masks and helmets that cover the face block feeding food, drinks, and pills.
  • +
+

MrSnapwalk updated:

+
    +
  • Added seven new AI core displays.
  • +
  • Changed the pAI sprite and added several new expressions.
  • +
+

PsiOmegaDelta updated:

+
    +
  • The space vine event now comes with a station announcement.
  • +
+ +

11 May 2015

+

Mloc updated:

+
    +
  • Rewritten lighting system.
  • +
  • Better coloured lights.
  • +
  • Animated transitions.
  • +
+

PsiOmegaDelta updated:

+
    +
  • As an observer, using antagHUD should now always restrict you from respawning without admin intervention.
  • +
+

Techhead updated:

+
    +
  • Voidsuits can have tanks inserted into the storage slot.
  • +
  • Voidsuits display helpful information on their contents on examine.
  • +
  • Magboots can be equipped over other shoes. Except other magboots.
  • +
+ +

10 May 2015

+

GinjaNinja32 updated:

+
    +
  • Acting jobs on the manifest will now sort with their non-acting counterparts. All assignments beginning with the word 'acting', 'temporary', or 'interim' will do this.
  • +
+

Yoshax updated:

+
    +
  • Removes sleepy chems from being cloned, adds a consistent period of 30 tick sleep.
  • +
+ +

09 May 2015

+

Yoshax updated:

+
    +
  • Maps in the top mounted 9mm practice rounds, .45 practice rounds, and practice shotgun shells into the armory.
  • +
+ +

07 May 2015

+

HarpyEagle updated:

+
    +
  • Breaking out of lockers now has sound and animation.
  • +
+

PsiOmegaDelta updated:

+
    +
  • The cloning computer can again successfully locate nearby cloning vats and DNA scanners at round start.
  • +
  • Security equipment now treats individuals with CentCom ids with the greatest respect.
  • +
  • Adds stretches of power cable around the construction outpost, ensuring one does not have to climb over machines to being laying cables.
  • +
+

RavingManiac updated:

+
    +
  • Muzzle-flash lighting effect for guns
  • +
  • Energy guns now display shots remaining on examine
  • +
+ +

06 May 2015

+

PsiOmegaDelta updated:

+
    +
  • Examining a pen or crayon now lists the available special commands in the examine tab.
  • +
+ +

05 May 2015

+

PsiOmegaDelta updated:

+
    +
  • Grilles no longer return too many rods when destroyed (using means other than wirecutters).
  • +
+

RavingManiac updated:

+
    +
  • Intent menu now appears while zooming with a sniper rifle.
  • +
+ +

02 May 2015

+

HarpyEagle updated:

+
    +
  • Neck-grabbing someone now stuns them properly.
  • +
+

PsiOmegaDelta updated:

+
    +
  • The spider infestation event now makes an announcement much sooner.
  • +
  • Admins can now toggle OOC/LOOC separately.
  • +
  • Mice are now numbered to aid admins.
  • +
+

Yoshax updated:

+
    +
  • Adds an option and verb to the AI to send emergency messages to Central, functions same as comms console option.
  • +
  • Changes comms console to only have one level of ID require, meaning all heads of staff have what was captain access, allowing them to change alert, send emergency messages and make announcements.
  • +
  • Adds an emergency bluespace relay machine which is mapped into teletcomms, this machine takes emergency messages and sends them to central, if one does not exist on any Z, you cannot send any emergency messages.
  • +
  • Adds an emergency bluespace relay assembly kit orderable from cargo for when the ones on telecomms are destroyed. Assembly is required.
  • +
  • Adds the emergency bluespace relay circuitboard to be researchable and printable in R&D, with sufficient tech levels.
  • +
+ +

30 April 2015

+

Yoshax updated:

+
    +
  • Adds more items to custom loadout, including a number of dressy suits and some other things.
  • +
+ +

29 April 2015

+

Daranz updated:

+
    +
  • Paper bundles can now have papers inserted at arbitrary points. This can be done by clicking the previous/next page links with a sheet of paper in hand.
  • +
+

HarpyEagle updated:

+
    +
  • Added new fire modes to various guns: c20r, STS-35, WT-550, Z8, L6 SAW, and double barreled shotgun. The firing modes work the same way as the egun; click on the weapon with it in your active hand to cycle between modes. Unloading these weapons now requires that you click on them with an empty hand.
  • +
+

PsiOmegaDelta updated:

+
    +
  • Portable atmospheric pumps and scrubbers now use NanoUI.
  • +
  • Two new events which will cause damage to APCs or cameras when triggered.
  • +
+ +

28 April 2015

+

Jarcolr updated:

+
    +
  • Added 9 new bar sign designs/sprites.
  • +
+

Kelenius updated:

+
    +
  • Good news to the roboticists! The long waited firmware update for the bots has arrived. You can expect the following changes:
  • +
  • Medbots have improved the disease detection algorithms.
  • +
  • Floorbot firmware has been bugtested. In particular, they will no longer get stuck near the windows, hopelessly trying to fix the floor under the glass.
  • +
  • Floorbots have also received an internal low-power metal synthesizer. They will use it to make their own tiles. Slowly.
  • +
  • Following the complains from humanitarian organizations regarding securitron brutality, stength of their stunners has been toned down. They will also politely demand that you get on the floor before arresting you. Except for the taser-mounted guys, they will still tase you down.
  • +
  • Other minor fixes.
  • +
  • The lasertag bots are now forbidden to build and use following the incident #1526672. Please don't let it happen again.
  • +
  • The farmbot design has been finished! Made from a watertank, robot arm, plant analyzer, bucket, minihoe and a proximity sensor, these small (not really) bots will be a useful companion to any gardener and/or xenobotanist.
  • +
  • Spider learning alert: they have learned to recognize the bots and will mercilessly attack them.
  • +
  • An experimental CPU upgrade would theoretically allow any of the bots to function with the same intelligence capacity as the maintenance drones. We still have no idea what causes it to boot up. Science!
  • +
  • INCOMING TRANSMISSION: Greetings to agents, pirates, operatives, and anyone who otherwise uses our equipment. Following the NT update of bot firmware, we have updated the cryptographic sequencer's hacking routines as well. The medbots you emag will not poison you anymore, the clanbots won't clean after themselves immediately, and floorbots... wear a space suit. Oh, and it works on the new farmbots, too.
  • +
+

PsiOmegaDelta updated:

+
    +
  • Beware. Airlocks can now crush more things than just mobs.
  • +
  • AIs now have a personal atmospherics control subsystem.
  • +
  • Some borg modules now have additional subsystems.
  • +
  • Improves borg module handling.
  • +
  • Secure airlocks now buzz when access is denied.
  • +
  • The mental health office door now requires psychiatrist access, and the related button now opens/closes the door instead of bolting.
  • +
  • Restores an old soundtrack 'Thunderdome.ogg'.
  • +
  • Some holodeck programs now have custom ambience tracks.
  • +
+

RavingManiac updated:

+
    +
  • The phoron research lab has been renovated to include a heat-exchange system, a gas mixer/filter and a waste gas disposal pump.
  • +
  • Candles now burn for about 30 mintutes.
  • +
+

Yoshax updated:

+
    +
  • Adds items to the orderable antag surgical kit so its actually useful for surgery.
  • +
  • Adjusts custom loadout costs to be more standardised and balances. Purely cosmetic items, shoes, hats, and all things that do not provide a straight advtange (sterile mask, or pAI, protection from viruses and possible door hacking or records access, respectively), each cost 1 point, items that provide an advantage like those just mentioned, or provide armor or storage cost 2 points.
  • +
  • Adds practice rounds, both .45 for Sec and Detective's guns, also 9mm top mounted for the Saber, and for the Bulldog.
  • +
  • Adds the .45 and 9mm practice rounds to the armory.
  • +
  • Adds all the practice rounds to the autolathe.
  • +
  • Adds r_walls to the back of the firing range, leaves the sides normal.
  • +
  • Fixes HoS' office door to not be CMO locked.
  • +
+ +

24 April 2015

+

Dennok updated:

+
    +
  • Fixes overmap ship speed calculations.
  • +
  • Adds overmap ship rotation.
  • +
  • Added a floorlayer.
  • +
+ +

23 April 2015

+

Dennok updated:

+
    +
  • Added an automatic pipelayer.
  • +
  • Added an automatic cablelayer.
  • +
+

PsiOmegaDelta updated:

+
    +
  • Shower curtains no longer lose their default color upon being washed.
  • +
  • Emergency shutters can again be examined, and from the proper distance.
  • +
  • The virus event will now only infect mobs on the station, currently controlled by player that has been active in the last 5 minutes.
  • +
  • Laptops now use the proper proc for checking camera status.
  • +
  • Makes it possible to eject PDA cartridges using a verb.
  • +
  • Makes it possible to shake tables with one's bare hands to stop climbers.
  • +
  • Added a mass driver door in disposals to prevent trash from floating out into space before proper ejection.
  • +
  • Rig/Hardsuit module tab - Less informative than the NanoUI hardsuit interface but allows quicker access to the various rig modules.
  • +
  • Silicons with the medical augmentation sensors enabled now also see alive/dead status if sensors are set accordingly.
  • +
  • Emergency shutters opened by silicons are now treated as having been forced open by a crowbar.
  • +
  • An active AI chassis can now be pushed, just as an empty chassis can be.
  • +
  • The AI can now use the crew monitor console to track crew members with full sensors enabled.
  • +
  • The AI now has a shortcut to track people holding up messages to cameras.
  • +
  • The AI now has a shortcut to track people sending PDA messages.
  • +
  • Multiple AIs can now share the same holopad.
  • +
  • Admin ghosts can now transfer other ghosts into mobs by drag-clicking.
  • +
  • Ghosts can now toggle seeing darkness and other ghosts separately.
  • +
  • Moving while dead now auto-ghosts you.
  • +
  • Two new random events: Space dust and gravitation failure.
  • +
  • Upgraded wizard spell interface and new spells.
  • +
  • More uplink items.
  • +
  • Uplink items now have rudimentary descriptions.
  • +
+

Yoshax updated:

+
    +
  • Adjusts fruits and other stuff to have a minmum of 10 units of juice and stuff.
  • +
+ +

18 April 2015

+

PsiOmegaDelta updated:

+
    +
  • Added a changelog editing system that should cause fewer conflicts and more accurate timestamps.
  • +
+ +

07 April 2015

+

RavingManiac updated:

+
    +
  • You can now pay vending machines and EFTPOS scanners without removing your ID from your PDA or wallet. Clicking on the vending machine with your ID/PDA/wallet/cash also brings up the menu now instead of attacking the vending machine.
  • +
+ +

24 February 2015

+

Zuhayr updated:

+
    +
  • Major changes to the kitchen and hydroponics mechanics. Review the detailed changelog here,
  • +
+ +

18 February 2015

+

PsiOmegaDelta updated:

+
    +
  • Synths now have timestamped radio and chat messages.
  • +
  • New and updated uplink items.
  • +
  • Multiple AIs can now share the same holopad.
  • +
  • The AI now has built-in consoles, accessible from the subsystem tab.
  • +
+ +

16 February 2015

+

RavingManiac updated:

+
    +
  • Say hello to the new Thermoelectric Supermatter Engine. Read the operating manual to get started.
  • +
+ +

12 February 2015

+

Daranz updated:

+
    +
  • Vending machines now use NanoUI and accept cash. The vendor account can now be suspended to disable all sales in all machines on station.
  • +
+ +

04 February 2015

+

RavingManiac updated:

+
    +
  • Holodeck is now bigger and better, with toggleable gravity and a new courtroom setting
  • +
+

TwistedAkai updated:

+
    +
  • Purple Combs should now be visible and have their proper icon
  • +
+ +

09 January 2015

+

Zuhayr updated:

+
    +
  • Voice changers no longer use ID cards. They have Toggle and Set Voice verbs on the actual mask object now.
  • +
  • Readded moonwalking. Alt-dir to face new dir, or Face-Direction verb to face current dir.
  • +
+ +

22 November 2014

+

Zuhayr updated:

+
    +
  • Added the /obj/item/weapon/rig class - back-mounted deployable hardsuits.
  • +
  • Replaced existing hardsuits with 'voidsuits', functionally identical.
  • +
  • Removed the mounted device and helmet/boot procs from voidsuits.
  • +
  • Refactored a shit-ton of ninja code into the new rig class.
  • +
  • This is more than likely going to take a lot of balancing to get into a good place.
  • +
+ +

08 November 2014

+

PsiOmegaDelta updated:

+
    +
  • Service personnel now have their own frequency to communicate over. Use "say :v".
  • +
  • The AI can now has proper quick access to its private channel. Use "say :o".
  • +
  • Newscasters supports photo captions. Simply pen one on the attached photo.
  • +
  • Once made visible by a cultist ghosts can toggle visiblity at will.
  • +
  • Detonating cyborgs using the cyborg monitor console now notifies the master AI, if any.
  • +
  • More machinery, such as APCs, air alarms, etc., now support attaching signalers to the wires.
  • +
  • Random event overhaul. Admins may wish check the verb "Event Manager Panel".
  • +
+ +

04 November 2014

+

TwistedAkai updated:

+
    +
  • Almost any window which has been fully unsecured can now be dismantled with a wrench.
  • +
+ +

01 November 2014

+

PsiOmegaDelta updated:

+
    +
  • Adds the last missing step to deconstruct fire alarms. Apply wirecutters.
  • +
  • There's a "new" mining outpost nearby the Research outpost.
  • +
  • Manifest ghosts now have spookier names.
  • +
  • Adds a gas monitor computer for the toxin mixing chamber.
  • +
  • AI can now change the display of individual AI status screens.
  • +
  • More ion laws..
  • +
  • All turrets have been replaced with portable variants. Potential targets can be configured on a per turret basis.
  • +
  • Improved crew monitor map positioning.
  • +
  • Can now order plastic, body-, and statis bags from cargo
  • +
  • PDAs now receive newscasts.
  • +
  • (De)constructable emergency shutters.
  • +
  • Borgs can now select to simply state their laws or select a radio channel, same as the AI.
  • +
+ +

01 October 2014

+

RavingManiac updated:

+
    +
  • Zooming with the sniper rifle now adds a view offset in the direction you are facing.
  • +
  • Added binoculars - functionally similar to sniper scope. Adminspawn-only for now.
  • +
  • Bottles from chemistry now, like beakers, use chemical overlays instead of fixed sprites.
  • +
  • Being in space while not magbooted to something will cause your sprite to bob up and down.
  • +
+

Zuhayr updated:

+
    +
  • Added species organ checks to several areas (phoron burn, welder burn, appendicitis, vox cortical stacks, flashes).
  • +
  • Added VV option to add or remove organs.
  • +
  • Added simple bioprinter (adminspawn).
  • +
  • Added smashing/slashing behavior from xenos to some unarmed attacks.
  • +
  • Added some new state icons for diona nymphs.
  • +
  • Added borer husk functionality (cortical borers can turn dead humans into zombies).
  • +
  • Added tackle verb.
  • +
  • Added NO_SLIP.
  • +
  • Added species-specific orans to Dionaea, new Xenomorphs and vox.
  • +
  • Added colour and species to blood data.
  • +
  • Added lethal consequences to missing your heart.
  • +
  • Removed robot_talk_understand and alien_talk_understand.
  • +
  • Removed attack_alien() and several flavours of is_alien() procs.
  • +
  • Removed /mob/living/carbon/alien/humanoid.
  • +
  • Removed alien_hud().
  • +
  • Removed IS_SLOW, NEEDS_LIGHT and RAD_ABSORB.
  • +
  • Renamed is_larva() to is_alien().
  • +
  • Refactored a ton of files, either condensing or expanding them, or moving them to new directories.
  • +
  • Refactored some attack vars from simple_animal to mob/living level.
  • +
  • Refactored internal organs to /mob/living/carbon level.
  • +
  • Refactored rad and light absorbtion to organ level.
  • +
  • Refactored brains to /obj/item/organ/brain.
  • +
  • Refactored a lot of blood splattering to use blood_splatter() proc.
  • +
  • Refactored broadcast languages (changeling and alien hiveminds, drone and binary chat) to actual languages.
  • +
  • Refactored xenomorph abilities to work for humans.
  • +
  • Refactored xenomorphs into human species.
  • +
  • Rewrote larva_hud() and human_hud(). The latter now takes data from the species datum.
  • +
  • Rewrote diona nymphs as descendents of /mob/living/carbon/alien.
  • +
  • Rewrote xenolarva as descendents of /mob/living/carbon/alien.
  • +
  • Rewrote /mob/living/carbon/alien.
  • +
  • Moved alcohol and toxin processing to the liver.
  • +
  • Moved drone light proc to robot level, added integrated_light_power and local_transmit vars to robots.
  • +
  • Moved human brainloss onto the brain organ.
  • +
  • Shuffled around and collapsed several redundant procs down to carbon level (hide, ventcrawl, Bump).
  • +
  • Fixed species swaps from NO_BLOOD to those with blood killing the subject instantly.
  • +
+ +

28 September 2014

+

Gamerofthegame updated:

+
    +
  • Hoverpods fully supported, currently orderable from cargo. Two slots, three cargo, space flight and a working mech for all other intents and purposes.
  • +
  • Added the Rigged laser and Passenger Compartment equipment. The rigged laser is a weapon for working exosuits - just a ordinary laser, but with triple the cool down and rather power inefficient. The passenger compartment allows other people to board and hitch a ride on the mech - such as in fire rescue or for space flight.
  • +
+

Zuhayr updated:

+
    +
  • Organs can now be removed and transplanted.
  • +
  • Brain surgery is now the same as chest surgery regarding the steps leading up to it.
  • +
  • Appendix and kidney now share the groin and removing the first will prevent appendicitis.
  • +
  • Lots of backend surgery/organ stuff, see the PR if you need to know.
  • +
+ +

20 September 2014

+

HarpyEagle updated:

+
    +
  • Fixes evidence bags and boxes eating each other. Evidence bags now store items by dragging the bag onto the item to be stored.
  • +
+ +

05 September 2014

+

RavingManiac updated:

+
    +
  • NewPipe implemented: Supply and scrubber pipes can be run in parallel without connecting to each other.
  • +
  • Supply pipes will only connect to supply pipes, vents and Universal Pipe Adapters(UPAs).
  • +
  • Scrubber pipes will only connect to scrubber pipes, scrubbers and UPAs.
  • +
  • UPAs will connect to regular, scrubber and supply pipes.
  • +
+ +

31 August 2014

+

Whitellama updated:

+
    +
  • Matches and candles can be used to burn papers, too.
  • +
  • Observers have a bit more time (20 seconds, instead of 7.5) before the Diona join prompt disappears.
  • +
+ +

27 August 2014

+

Whitellama updated:

+
    +
  • Made destination taggers more intuitive so you know when you've tagged something
  • +
  • Ported package label and tag sprites
  • +
  • Ported using a pen on a package to give it a title, or to write a note
  • +
  • Donut boxes and egg boxes can be constructed out of cardboard
  • +
+ +

05 August 2014

+

HarpyEagle updated:

+
    +
  • Atmos Rewrite. Many atmos devices now use power according to their load and gas physics
  • +
  • Pressure regulator device. Replaces the passive gate and can regulate input or output pressure
  • +
  • Gas heaters and gas coolers are now constructable and can be upgraded with parts from research
  • +
  • Fixes recharger and cell charger power draw. Rechargers draw 15 kW, wall chargers draw 25 kW, and heavy-duty cell chargers draw 40 kW. Cyborg charging stations draw 75 kW.
  • +
  • Laptops, and various other machines, now draw more reasonable amounts of power
  • +
  • Machines will periodically update their powered status if moved from a powered to an unpowered area and vice versa
  • +
+ +

02 August 2014

+

Whitellama updated:

+
    +
  • Arcane tomes can now be stored on bookshelves.
  • +
  • Dionaea players no longer crash on death, and now become nymphs properly.
  • +
+ +

31 July 2014

+

HarpyEagle updated:

+
    +
  • Stun batons now work like tasers and deal agony instead of stun
  • +
  • Being hit in the hands with a stun weapon will cause whatever is being held to be dropped
  • +
  • Handcuffs now require an aggressive grab to be used
  • +
+ +

26 July 2014

+

Whitellama updated:

+
    +
  • Added dynamic flavour text.
  • +
  • Fixed bug with suit fibers and fingerprints.
  • +
+ +

20 July 2014

+

PsiOmegaDelta updated:

+
    +
  • AI can now store up to five camera locations and return to them when desired.
  • +
  • AI can now alt+left click turfs in camera view to list and interact with the objects.
  • +
  • AI can now ctrl+click turret controls to enable/disable turrets.
  • +
  • AI can now alt+click turret controls to toggle stun/lethal mode.
  • +
  • AI can now select which channel to state laws on.
  • +
+ +

06 July 2014

+

HarpyEagle updated:

+
    +
  • Re-enabled and rewrote the wound infection system
  • +
  • Infections can be prevented by properly bandaging and salving wounds
  • +
  • Infections are cured by spaceacillin
  • +
+ +

01 July 2014

+

Various updated:

+
    +
  • Hardsuit breaching.
  • +
  • Rewritten fire.
  • +
  • Supermatter now glows and sucks things into it as it approaches criticality.
  • +
  • Station Vox (Vox pariahs) are now available.
  • +
  • Wheelchairs.
  • +
  • Cargo Trains.
  • +
  • Hardsuit cycler machinery.
  • +
  • Rewritten lighting (coloured lights!)
  • +
  • New Mining machinery and rewritten smelting.
  • +
  • Rewritten autolathe
  • +
  • Mutiny mode.
  • +
  • NanoUI airlock and docking controllers.
  • +
  • Completely rewritten shuttle code.
  • +
  • Derelict Z-level replacement: construction site.
  • +
  • Computer3 laptops.
  • +
  • Constructable SMES units.
  • +
  • Omni-directional atmos machinery.
  • +
  • Climbable tables and crates.
  • +
  • Xenoflora added to Science.
  • +
  • Utensils can be used to eat food.
  • +
  • Decks of cards are now around the station.
  • +
  • Service robots can speak languages.
  • +
  • Xenoarch updates and fixes.
  • +
  • Rewritten species-specific gear icon handling.
  • +
  • Cats and borers can be picked up.
  • +
  • Botanist renamed to Gardener.
  • +
  • Hydroponics merged with the Kitchen.
  • +
  • Latejoin spawn points (Arrivals, Cryostorage, Gateway).
  • +
  • Escape pods only launch automatically during emergency evacuations
  • +
  • Escape pods can be made to launch during regular crew transfers using the control panel inside the pod, or by emagging the panel outside the pod
  • +
  • When swiped or emagged, the crew transfer shuttle can be delayed in addition to being launched early
  • +
+ +

20 June 2014

+

Cael_Aislinn updated:

+
    +
  • New discoverable items added to xenoarchaeology, and new features for some existing ones. Artifact harvesters can now harvest the secondary effect of artifacts as well as the primary one.
    +
  • +
  • Artifact utilisers should be much nicer/easier to use now.
    +
  • Alden-Saraspova counters and talking items should work properly now.
    +
  • +
    +
+ +

19 June 2014

+

Chinsky updated:

+
    +
  • Adds guest terminals on the map. These wall terminals let anyone issue temporary IDs. Only access that issuer has can be granted, and maximum time pass can be issued for is 20 minutes. All operations are logged in terminals.
  • +
+ +

15 June 2014

+

HarpyEagle updated:

+
    +
  • Fixed wound autohealing regardless of damage amount. The appropriate wound will now be assigned correctly based on damage amount and type
  • +
  • Fixed several other bugs related wounds that resulted in damage magically disappearing
  • +
  • Fixed various sharp objects not being counted as sharp, bullets in particular
  • +
  • Fixed armour providing more protection from bullets than it was supposed to
  • +
+ +

13 June 2014

+

HarpyEagle updated:

+
    +
  • Added docking ports for shuttles
  • +
  • Shuttle airlocks will automatically open and close, preventing people from being sucked into space by because someone on another z-level called a shuttle
  • +
  • Some docking ports can also double as airlocks
  • +
  • Docking ports can be overriden to prevent any automatic action. Shuttles will wait for players to open/close doors manually
  • +
  • Shuttles can be forced launched, which will make them not wait for airlocks to be properly closed
  • +
+ +

03 June 2014

+

Hubblenaut updated:

+
    +
  • Added wheelchairs
  • +
  • Replaced stool in Medical Examination with wheelchair
  • +
  • Using a fire-extinguisher to propel you on a chair can have consequences (drive into walls and people, do it!)
  • +
+ +

31 May 2014

+

Jarcolr updated:

+
    +
  • 21 New cargo crates, go check them out!
  • +
  • Peanuts have now been added, food items are now being developed.
  • +
  • 2 new cargo groups, Miscellaneous and Supply.
  • +
  • Sugarcane seeds can now be gotten from the seed dispenser.
  • +
  • 5 new satchels when selecting "satchel" for RD, scientist, botanist, virologist, geneticist (disabled) and chemist.
  • +
  • Clicking on a player with a paper/book when you have the eyes selected shows them the book/paper forcefully.
  • +
+ +

28 May 2014

+

Chinsky updated:

+
    +
  • Adds few new paperBBcode tags, to make up for HTML removal.
  • +
  • [logo] tag draws NT logo image (one from wiki).
  • +
  • [table] [/table] tags mark borders of tables. [grid] [/grid] are borderless tables, useful of making layouts. Inside tables following tags are used: [row] marks beginning of new table row, [cell] - beginning of new table cell.
  • +
+ +

23 May 2014

+

Hubble updated:

+
    +
  • Personal lockers are now resettable
  • +
  • Take off people's accessories or change their sensors in the drag and drop-interface
  • +
  • Merge paper bundles by hitting one with another
  • +
  • Line breaks in Security, Medical and Employment Records
  • +
  • Record printouts will have names on it
  • +
  • Set other people's internals in belt and suit storage slots
  • +
  • No longer changing suit sensors while cuffed
  • +
  • No longer emptying other people's pockets when they are not full yet
  • +
+ +

16 May 2014

+

HarpyEagle updated:

+
    +
  • Silicon mob types (AI, cyborgs, PAI) can now speak certain species languages depending on type and module
  • +
  • Languages can now be whispered when using the language code with either the whisper verb or the whisper speech code
  • +
+ +

06 May 2014

+

Hubble updated:

+
    +
  • Clip papers together by hitting a paper with a paper or photo
  • +
  • Adds icons for copied stamps
  • +
+ +

03 May 2014

+

Cael_Aislinn updated:

+
    +
  • Coming out of nowhere the past few months, the Garland Corporation has made headlines with a new prehistoric theme park delighting travellers with species thought extinct. Now available for research stations everywhere is the technology that made it all possible! Features include:
    + - 13 discoverable prehistoric species to clone from fossils (including 5 brand new ones).
    + - 11 discoverable prehistoric plants to clone from fossils (including 9 brand new ones).
    + - New minigame that involves correctly ordering the genomes inside each genetic sequence to unlock an animal/plant.
    + - Some prehistoric animals and plants may seem strangely familiar... while others may bring more than the erstwhile scientist bargains for.
    +




  • +
+ +

29 April 2014

+

HarpyEagle updated:

+
    +
  • Webbing vest storage can now be accessed by clicking on the item in inventory
  • +
  • Holsters can be accessed by clicking on them in inventory
  • +
  • Webbings and other suit attachments are now visible on the icon in inventory
  • +
  • Removing jumpsuits now requires drag and drop to prevent accidental undressing
  • +
  • Added an action icon for magboots that can be used to toggle them similar to flashlights
  • +
  • Fuel tanks now spill fuel when wrenched open
  • +
+ +

25 April 2014

+

Various updated:

+
    +
  • Overhauled saycode, you can now use languages over the radio.
  • +
  • Chamelon items beyond just the suit.
  • +
  • NanoUI Virology
  • +
  • 3D Sounds
  • +
  • AI Channel color for when they want to be all sneaky
  • +
  • New inflatable walls and airlocks for your breach sealing pleasure.
  • +
  • Carbon Copy papers, so you can subject everyone to your authority and paperwork, but mainly paperwork
  • +
  • Undershirts and rolling down jumpsuits
  • +
  • Insta-hit tasers, can be shot through glass as well.
  • +
  • Changeling balances, an emphasis put more on stealth.
  • +
  • Genetics disabled
  • +
  • Telescience removed, might be added again when we come up with a less math headache enducing version of it.
  • +
  • Bugfixes galore!
  • +
+ +

11 April 2014

+

Jarcolr updated:

+
    +
  • You can now flip coins like a D2
  • +
  • Miscellaneous cargo crates got a tiny buff, Standard Costume crate is now Costume Crate
  • +
  • Grammar patch,telekinesis/amputated arm exploit fixes,more in the future
  • +
  • Grille kicking now does less damage
  • +
  • TELESCOPIC baton no longer knocks anybody down,still got a lot of force though
  • +
  • Other small-ish changes and fixes that aren't worth mentioning
  • +
+ +

06 April 2014

+

RavingManiac updated:

+
    +
  • Tape recorders and station-bounced radios now work inside containers and closets.
  • +
+ +

30 March 2014

+

RavingManiac updated:

+
    +
  • Inflatable walls and doors added. Useful for sealing off hull breaches, but easily punctured by sharp objects and Tajarans.
  • +
+ +

10 March 2014

+

Chinsky updated:

+
    +
  • Viruses now affect certain range of species, different for each virus
  • +
  • Spaceacilline now prevents infection, and has a small chance to cure viruses at Stage 1. It does not give them antibodies though, so they can get sick again!
  • +
  • Biosuits and spacesuits now offer more protection against viruses. Full biosuit competely prevents airborne infection, when coupled with gloves they both protect quite well from contact ones
  • +
  • Sneezing now spreads viruses in front of mob. Sometimes he gets a warning beforehand though
  • +
+ +

05 March 2014

+

RavingManiac updated:

+
    +
  • Smartfridges added to the bar, chemistry and virology. No more clutter!
  • +
  • A certain musical instrument has returned to the bar.
  • +
  • There is now a ten second delay between ingesting a pill/donut/milkshake and regretting it.
  • +
+ +

01 March 2014

+

Various updated:

+
    +
  • Paint Mixing, red and blue makes purple!
  • +
  • New posters to tell you to respect those darned cat people
  • +
  • NanoUI for APC's, Canisters, Tank Transfer Valves and the heaters / coolers
  • +
  • PDA bombs are now less annoying, and won't always blow up / cause internal bleeding
  • +
  • Blob made less deadly
  • +
  • Objectiveless Antags now a configuration option, choose your own adventure!
  • +
  • Engineering redesign, now with better monitoring of the explodium supermatter!
  • +
  • Security EOD
  • +
  • New playable race, IPC's, go beep boop boop all over the station!
  • +
  • Gamemode autovoting, now players don't have to call for gamemode votes, it's automatic!
  • +
+ +

19 February 2014

+

Aryn updated:

+
    +
  • New air model. Nothing should change to a great degree, but temperature flow might be affected due to closed connections not sticking around.
  • +
+ +

01 February 2014

+

Various updated:

+
    +
  • NanoUI for PDA
  • +
  • Write in blood while a ghost in cult rounds with enough cultists
  • +
  • Cookies, absurd sandwiches, and even cookable dioanae nymphs!
  • +
  • A bunch of new guns and other weapons
  • +
  • Species specific blood
  • +
+ +

01 January 2014

+

Various updated:

+
    +
  • AntagHUD and MedicalHUD for ghosts, see who the baddies are, check for new configuration options.
  • +
  • Ghosts will now have bold text if they are in the same room as the person making conversations easier to follow.
  • +
  • New hairstyles! Now you can use something other then hotpink floor length braid.
  • +
  • DNA rework, tell us how you were cloned and became albino!
  • +
  • Dirty floors, so now you know exactly how lazy the janitors are!
  • +
  • A new UI system, feel free to color it yourself, don't set it to completely clear or you will have a bad time.
  • +
  • Cryogenic storage, for all your SSD needs.
  • +
  • New hardsuits for those syndicate tajaran
  • +
+ +

18 December 2013

+

RavingManiac updated:

+
    +
  • Mousetraps can now be "hidden" through the right-click menu. This makes them go under tables, clutter and the like. The filthy rodents will never see it coming!
  • +
  • Monkeys will no longer move randomly while being pulled.
  • +
+ +

01 December 2013

+

Various Developers banged their keyboards together: updated:

+
    +
  • New Engine, the supermatter, figure out what a cooling loop is, or don't and blow up engineering!
  • +
  • Each department will have it's own fax, make a copy of your butt and fax it to the admins!
  • +
  • Booze and soda dispensers, they are like chemmasters, only with booze and soda!
  • +
  • Bluespace and Cryostasis beakers, how do they work? Fuggin bluespace how do they work?
  • +
  • You can now shove things into vending machines, impress your friends on how things magically disappear out of your hands into the machine!
  • +
  • Robots and Androids (And gynoids too!) can now use custom job titles
  • +
  • Various bugfixes
  • +
+ +

24 November 2013

+

Yinadele updated:

+
    +
  • Supermatter engine added! Please treat your new engine gently, and report any strangeness!
  • +
  • Rebalanced events so people don't explode into appendicitis or have their organs constantly explode.
  • +
  • Vending machines have had bottled water, iced tea, and grape soda added.
  • +
  • Head reattachment surgery added! Sew heads back on proper rather than monkey madness.
  • +
  • Pain crit rebalanced - Added aim variance depending on pain levels, nerfed blackscreen severely.
  • +
  • Cyborg alt titles: Robot, and Android added! These will make you spawn as a posibrained robot. Please enjoy!
  • +
  • Fixed the sprite on the modified welding goggles, added a pair to the CE's office where they'll be used.
  • +
  • Fixed atmos computers- They are once again responsive!
  • +
  • Added in functionality proper for explosive implants- You can now set their level of detonation, and their effects are more responsively concrete depending on setting.
  • +
  • Hemostats re-added to autolathe!
  • +
  • Added two manuals on atmosia and EVA, by MagmaRam! Found in engineering and the engineering bookcase.
  • +
  • Fixed areas in medbay to have fully functional APC sectors.
  • +
  • Girders are now lasable.
  • +
  • Please wait warmly, new features planned for next merge!
  • +
+ +

23 November 2013

+

Ccomp5950 updated:

+
    +
  • Players are now no longer able to commit suicide with a lasertag gun, and will feel silly for doing so.
  • +
  • Ghosts hit with the cult book shall now actually become visible.
  • +
  • The powercells spawned with Exosuits will now properly be named to not confuse bearded roboticists.
  • +
  • Blindfolded players will now no longer require eye surgery to repair their sight, removing the blindfold will be sufficient.
  • +
  • Atmospheric Technicians will now have access to Exterior airlocks.
  • +
+ +

01 November 2013

+

Various updated:

+
    +
  • Autovoting, Get off the station when your 15 hour workweek is done, thanks unions!
  • +
  • Some beach props that Chinsky finds useless.
  • +
  • Updated NanoUI
  • +
  • Dialysis while in sleepers - removes reagents from mobs, like the chemist, toss him in there!
  • +
  • Pipe Dispensers can now be ordered by Cargo
  • +
  • Fancy G-G-G-G-Ghosts!
  • +
+ +

29 October 2013

+

Cael_Aislinn updated:

+
    +
  • Xenoarchaeology's chemical analysis and six analysis machines are gone, replaced by a single one which can be beaten in a minigame.
  • +
  • Sneaky traitors will find new challenges to overcome at the research outpost, but may also find new opportunities (transit tubes can now be traversed).
  • +
  • Finding active alien machinery should now be made significantly easier with the Alden-Saraspova counter.
  • +
+ +

06 October 2013

+

Chinsky updated:

+
    +
  • Return of dreaded side effects. They now manifest well after their cause disappears, so curing them should be possible without them reappearing immediately. They also lost last stage damaging effects.
  • +
+ +

24 September 2013

+

Snapshot updated:

+
    +
  • Removed hidden vote counts.
  • +
  • Removed hiding of vote results.
  • +
  • Removed OOC muting during votes.
  • +
  • Crew transfers are no longer callable during Red and Delta alert.
  • +
  • Started work on Auto transfer framework.
  • +
+ +

18 September 2013

+

Kilakk updated:

+
    +
  • Fax machines! The Captain and IA agents can use the fax machine to send properly formatted messages to Central Command.
  • +
  • Gave the fax machine a fancy animated sprite. Thanks Cajoes!
  • +
+ +

08 August 2013

+

Erthilo updated:

+
    +
  • Raise Dead rune now properly heals and revives dead corpse.
  • +
  • Admin-only rejuvenate verb now heals all organs, limbs, and diseases.
  • +
  • Cyborg sprites now correctly reset with reset boards. This means cyborg appearances can now be changed without admin intervention.
  • +
+ +

04 August 2013

+

Chinsky updated:

+
    +
  • Health HUD indicator replaced with Pain indicator. Now health indicator shows pain level instead of actual vitals level. Some types of damage contribute more to pain, some less, usually feeling worse than they really are.
  • +
+ +

01 August 2013

+

Asanadas updated:

+
    +
  • The Null Rod has recovered its de-culting ability, for balance reasons. Metagaming with it is a big no-no!
  • +
  • Holy Water as a liquid is able to de-cult. Less effective, but less bloody. May be changed over the course of time for balance.
  • +
+

CIB updated:

+
    +
  • Chilis and cold chilis no longer kill in small amounts
  • +
  • Chloral now again needs around 5 units to start killing somebody
  • +
+

Cael Aislinn updated:

+
    +
  • Security bots will now target hostile mobs, and vice versa.
  • +
  • Carp should actually emigrate now, instead of just immigrating then squatting around the outer hull.
  • +
  • Admins and moderators have been split up into separate 'who' verbs (adminwho and modwho respectively).
  • +
+

CaelAislinn updated:

+
    +
  • Re-added old ion storm laws, re-added grid check event.
  • +
  • Added Rogue Drone and Vermin Infestation random events.
  • +
  • Added/fixed space vines random event.
  • +
  • Updates to the virus events.
  • +
  • Spider infestation and alien infestation events turned off by default.
  • +
  • Soghun, taj and skrell all have unique language text colours.
  • +
  • Moderators will no longer be listed in adminwho, instead use modwho.
  • +
+

Cael_Aislinn updated:

+ +

Chinsky updated:

+
    +
  • Old new medical features:
  • +
  • Autoinjectors! They come preloaded with 5u of inapro, can be used instantly, and are one-use. You can replace chems inside using a syringe. Box of them is added to Medicine closet and medical supplies crate.
  • +
  • Splints! Target broken liimb and click on person to apply. Can be taken off in inventory menu, like handcuffs. Splinted limbs have less negative effects.
  • +
  • Advanced medikit! Red and mean, all doctors spawn with one. Contains better stuff - advanced versions of bandaids and aloe heal 12 damage on the first use.
  • +
  • Wounds with damage above 50 won't heal by themselves even if bandaged/salved. Would have to seek advanced medical attention for those.
  • +
+

Erthilo updated:

+
    +
  • Fixed SSD (logged-out) players not staying asleep.
  • +
  • Fixed set-pose verb and mice emotes having extra periods.
  • +
  • Fixed virus crate not appearing and breaking supply shuttle.
  • +
  • Fixed newcaster photos not being censored.
  • +
+

Gamerofthegame updated:

+
    +
  • Miscellaneous mapfixes.
  • +
+

GauHelldragon updated:

+
    +
  • Servicebots now have RoboTray and Printing Pen. Robotray can be used to pick up and drop food/drinks. Printing pen can alternate between writing mode and rename paper mode by clicking it.
  • +
  • Farmbots. A new type of robot that weeds, waters and fertilizes. Use robot arm on water tank. Then use plant analyzer, mini-hoe, bucket and finally proximity sensor.
  • +
  • Chefs can clang their serving trays with a rolling pin. Just like a riot shield!
  • +
+

Jediluke69 updated:

+
    +
  • Added 5 new drinks (Kira Special, Lemonade, Brown Star, Milkshakes, Rewriter)
  • +
  • Nanopaste now heals about half of what it used to
  • +
  • Ballistic crates should now come with shotguns loaded with actual shells no more beanbags
  • +
  • Iced tea no longer makes a glass of .what?
  • +
+

Jupotter updated:

+
    +
  • Fix the robotiscist preview in the char setupe screen
  • +
+

Kilakk updated:

+
    +
  • Added the Xenobiologist job. Has access to the research hallway and to xenobiology.
  • +
  • Removed Xenobiology access from Scientists.
  • +
  • Removed the Xenobiologist alternate title from Scientists.
  • +
  • Added "Xenoarchaeology" to the RD, Scientists, and to the ID computer.
  • +
  • Changed the Research Outpost doors to use "Xenoarchaeology" access.
  • +
+

Meyar updated:

+
    +
  • The syndicate shuttle now has a cycling airlock during Nuke rounds.
  • +
  • Restored the ability for the syndicate Agent ID to change the name on the card (reforge it) more than once.
  • +
  • ERT Radio now functional again.
  • +
  • Research blast doors now actually lock down the entirety of station-side Research.
  • +
  • Added lock down buttons to the wardens office.
  • +
  • The randomized barsign has made a return.
  • +
  • Syndicate Agent ID's external airlock access restored.
  • +
+

NerdyBoy1104 updated:

+
    +
  • New Botany additions: Rice and Plastellium. New sheet material: Plastic.
  • +
  • Plastellium is refined into plastic by first grinding the produce to get plasticide. 20 plasticide + 10 polytrinic acid makes 10 sheets of plastic which can be used to make crates, forks, spoons, knives, ashtrays or plastic bags from.
  • +
  • Rice seeds grows into rice stalks that you grind to get rice. 10 Rice + 5 Water makes boiled rice, 10 rice + 5 milk makes rice pudding, 10 rice + 5 universal enzyme (in beaker) makes Sake.
  • +
+

RavingManiac updated:

+
    +
  • You can now stab people with syringes using the "harm" intent. This destroys the syringe and transfers a random percentage of its contents into the target. Armor has a 50% chance of blocking the syringe.
  • +
+

Segrain updated:

+
    +
  • Meteor showers actually spawn meteors now.
  • +
  • Engineering tape fits into toolbelt and can be placed on doors.
  • +
  • Pill bottles can hold paper.
  • +
+

SkyMarshal updated:

+
    +
  • Fixed ZAS
  • +
  • Fixed Fire
  • +
+

Spamcat updated:

+
    +
  • Figured I should make one of these. Syringestabbing now produces a broken syringe complete with fingerprints of attacker and blood of a victim, so dispose your evidence carefully. Maximum transfer amount per stab is lowered to 10.
  • +
+

VitrescentTortoise updated:

+
    +
  • Added a third option for not getting any job preferences. It allows you to return to the lobby instead of joining.
  • +
+

Whitellama updated:

+
    +
  • One-antag rounds (like wizard/ninja) no longer end automatically upon death
  • +
  • Space ninja has been implemented as a voteable gamemode
  • +
  • Space ninja spawn landmarks have been implemented (but not yet placed on the map), still spawn at carps-pawns instead. (The code will warn you about this and ask you to report it, it's a known issue.)
  • +
  • Five new space ninja directives have been added, old directives have been reworded to be less harsh
  • +
  • Space ninjas have been given their own list as antagonists, and are no longer bundled up with traitors
  • +
  • Space ninjas with a "steal a functional AI" objective will now succeed by downloading one into their suits
  • +
  • Space ninja suits' exploding on death has been nerfed, so as not to cause breaches
  • +
  • A few space ninja titles/names have been added and removed to be slightly more believable
  • +
  • The antagonist selector no longer chooses jobbanned players when it runs out of willing options
  • +
+

Zuhayr updated:

+
    +
  • Added pneumatic cannon and harpoons.
  • +
  • Added embedded projectiles. Bullets and thrown weapons may stick in targets. Throwing them by hand won't make them stick, firing them from a cannon might. Implant removal surgery will get rid of shrapnel and stuck items.
  • +
+

faux updated:

+
    +
  • Mixed Wardrobe Closet now has colored shoes and plaid skirts.
  • +
  • Dress uniforms added to the Captain, RD, and HoP wardrobe closets. A uniform jacket has also been added to the Captain's closet. HoS' hat has been re-added to their closet. I do not love the CMO and CE enough to give them anything.
  • +
  • Atheletic closet now has five different swimsuits *for the ladies* in them. If you are a guy, be prepared to be yelled at if you run around like a moron in one of these. Same goes for ladies who run around in shorts with their titties swaying in the space winds.
  • +
  • A set of dispatcher uniforms will spawn in the security closet. These are for playtesting the dispatcher role.
  • +
  • New suit spawns in the laundry room. It's for geezer's only. You're welcome, Book.
  • +
  • Nurse outfit variant, orderly uniform, and first responder jacket will now spawn in the medical wardrobe closet.
  • +
  • A white wedding dress will spawn in the chaplain's closet. There are also several dresses currently only adminspawnable. Admins: Look either under "bride" or "dress." The bride one leads to the colored wedding dresses, and there are some other kinds of dresses under dress.
  • +
  • No more luchador masks or boxing gloves or boxing ring. You guys have a swimming pool now, dip in and enjoy it.
  • +
  • he meeting hall has been replaced with an awkwardly placed security office meant for prisoner processing.
  • +
  • Added a couple more welding goggles to engineering since you guys liked those a lot.
  • +
  • Flasks spawn behind the bar. Only three. Don't fight over them. I don't know how to add them to the bar vending machine otherwise I would have done that instead. Detective, you have your own flask in your office, it's underneath the cigarettes on your desk.
  • +
  • Added two canes to the medical storage, for people who have leg injuries and can't walk good and stuff. I do not want to see doctors pretending to be House. These are for patients. Do not make me delete this addition and declare you guys not being able to have nice things.
  • +
  • Secondary entance to EVA now directly leads into the medbay hardsuit section. Sorry for any inconviences this will cause. The CMO can now fetch the hardsuits whenever they want.
  • +
  • Secondary security hardsuit has been added to the armory. Security members please stop stealing engineer's hardsuits when you guys want to pair up for space travel.
  • +
  • Firelocks have been moved around in the main hallways to form really ghetto versions of airlocks.
  • +
  • Violin spawns in theatre storage now. I didn't put the piano there though, that was someone else.
  • +
  • Psych office in medbay has been made better looking.
  • +
+

proliberate updated:

+
    +
  • Station time is now displayed in the status tab for new players and AIs.
  • +
+ +

30 July 2013

+

Erthilo updated:

+
    +
  • EFTPOS and ATM machines should now connect to databases.
  • +
  • Gravitational Catapults can now be removed from mechs.
  • +
  • Ghost manifest rune paper naming now works correctly.
  • +
  • Fix for newscaster special characters. Still not recommended.
  • +
+

Kilakk updated:

+
    +
  • Added colored department radio channels.
  • +
+ +

28 July 2013

+

Segrain updated:

+
    +
  • Camera console circuits can be adjusted for different networks.
  • +
  • Nuclear operatives and ERT members have built-in cameras in their helmets. Activate helmet to initialize it.
  • +
+ +

26 July 2013

+

Kilakk updated:

+
    +
  • Brig cell timers will no longer start counting down automatically.
  • +
  • Separated the actual countdown timer from the timer controls. Pressing "Set" while the timer is counting down will reset the countdown timer to the time selected.
  • +
+ +

11 July 2013

+

Chinsky updated:

+
    +
  • Gun delays. All guns now have delays between shots. Most have less than second, lasercannons and pulse rifles have around 2 seconds delay. Automatics have zero, click-speed.
  • +
+ +

06 July 2013

+

Chinsky updated:

+
    +
  • Humans now can be infected with more than one virus at once.
  • +
  • All analyzed viruses are put into virus DB. You can view it and edit their name and description on medical record consoles.
  • +
  • Only known viruses (ones in DB) will be detected by the machinery and HUDs.
  • +
  • Viruses cause fever, body temperature rising the more stage is.
  • +
  • Humans' body temperature does not drift towards room one unless there's big difference in them.
  • +
  • Virus incubators now can transmit viuses from dishes to blood sample.
  • +
  • New machine - centrifuge. It can isolate antibodies or viruses (spawning virus dish) from a blood sample in vials. Accepts vials only.
  • +
  • Fancy vial boxes in virology, one of them is locked by ID with MD access.
  • +
  • Engineered viruses are now ariborne too.
  • +
+ +

05 July 2013

+

Spamcat updated:

+
    +
  • Pulse! Humans now have hearbeat rate, which can be measured by right-clicking someone - Check pulse or by health analyzer. Medical machinery also has heartbeat monitors. Certain meds and conditions can influence it.
  • +
+ +

03 July 2013

+

Segrain updated:

+
    +
  • Security and medical cyborgs can use their HUDs to access records.
  • +
+ +

28 June 2013

+

Segrain updated:

+
    +
  • AIs are now able to examine what they see.
  • +
+ +

27 June 2013

+

Segrain updated:

+
    +
  • ID cards properly setup bloodtype, DNA and fingerprints again.
  • +
+ +

26 June 2013

+

Segrain updated:

+
    +
  • Autopsy scanner properly displays time of wound infliction and death.
  • +
  • Autopsy scanner properly displays wounds by projectile weapons.
  • +
+

Whitellama updated:

+
    +
  • One-antag rounds (like wizard/ninja) no longer end automatically upon death
  • +
  • Space ninja has been implemented as a voteable gamemode
  • +
  • Space ninja spawn landmarks have been implemented (but not yet placed on the map), still spawn at carps-pawns instead. (The code will warn you about this and ask you to report it, it's a known issue.)
  • +
  • Five new space ninja directives have been added, old directives have been reworded to be less harsh
  • +
  • Space ninjas have been given their own list as antagonists, and are no longer bundled up with traitors
  • +
  • Space ninjas with a "steal a functional AI" objective will now succeed by downloading one into their suits
  • +
  • Space ninja suits' exploding on death has been nerfed, so as not to cause breaches
  • +
  • A few space ninja titles/names have been added and removed to be slightly more believable
  • +
  • The antagonist selector no longer chooses jobbanned players when it runs out of willing options
  • +
+ +

23 June 2013

+

Segrain updated:

+
    +
  • Airlocks of various models can be constructed again.
  • +
+

faux updated:

+
    +
  • There has been a complete medbay renovation spearheaded by Vetinarix. http://baystation12.net/forums/viewtopic.php?f=20&t;=7847 <-- Please put any commentary good or bad, here.
  • +
  • Some maintenance doors within RnD and Medbay have had their accesses changed. Maintenance doors in the joint areas (leading to the research shuttle, virology, and xenobiology) are now zero access. Which means anyone in those joints can enter the maintenance tunnels. This was done to add additional evacuation locations during radiation storms. Additional maintenance doors were added to the tunnels in these areas to prevent docs and scientists from running about.
  • +
  • Starboard emergency storage isn't gone now, it's simply located in the escape wing.
  • +
  • An engineering training room has been added to engineering. This location was previously where surgery was located. If you are new to engineering or need to brush up on your skills, please use this area for testing.
  • +
+ +

22 June 2013

+

Cael_Aislinn updated:

+
    +
  • The xenoarchaeology depth scanner will now tell you what energy field is required to safely extract a find.
  • +
  • Excavation picks will now dig faster, and xenoarchaeology as a whole should be easier to do.
  • +
+ +

21 June 2013

+

Jupotter updated:

+
    +
  • Fix the robotiscist preview in the char setupe screen
  • +
+ +

18 June 2013

+

Segrain updated:

+
    +
  • Fixed some bugs in windoor construction.
  • +
  • Secure windoors are made with rods again.
  • +
  • Windoors drop their electronics when broken. Emagged windoors can have theirs removed by crowbar.
  • +
  • Airlock electronics can be configured to make door open for any single access on it instead of all of them.
  • +
  • Cyborgs can preview their icons before choosing.
  • +
+ +

13 June 2013

+

Kilakk updated:

+
    +
  • Added the Xenobiologist job. Has access to the research hallway and to xenobiology.
  • +
  • Removed Xenobiology access from Scientists.
  • +
  • Removed the Xenobiologist alternate title from Scientists.
  • +
  • Added "Xenoarchaeology" to the RD, Scientists, and to the ID computer.
  • +
  • Changed the Research Outpost doors to use "Xenoarchaeology" access.
  • +
+ +

12 June 2013

+

Zuhayr updated:

+
    +
  • Added pneumatic cannon and harpoons.
  • +
  • Added embedded projectiles. Bullets and thrown weapons may stick in targets. Throwing them by hand won't make them stick, firing them from a cannon might. Implant removal surgery will get rid of shrapnel and stuck items.
  • +
+ +

11 June 2013

+

Meyar updated:

+
    +
  • Fixes a security door with a firedoor ontop of it.
  • +
  • Fixed a typo relating to the admin Select Equipment Verb. (It's RESPONSE team not RESCUE team)
  • +
  • ERT are now automated, from their spawn to their shuttle. Admin intervention no longer required! (Getting to the mechs still requires admin permission generally)
  • +
  • Added flashlights to compensate for the weakened PDA lights
  • +
  • ERT Uniforms updated to be in line with Centcom uniforms. No more turtlenecks, no sir.
  • +
+ +

09 June 2013

+

Segrain updated:

+
    +
  • Emagged supply console can order SpecOp crates again.
  • +
+ +

06 June 2013

+

Asanadas updated:

+
    +
  • Added a whimsical suit to the head of personnel's secret clothing locker.
  • +
+

Meyar updated:

+
    +
  • Disposal's mail routing fixed. Missing pipes replaced.
  • +
  • Chemistry is once again a part of the disposals delivery circuit.
  • +
  • Added missing sorting junctions to Security and HoS office.
  • +
  • Fixed a duplicate sorting junction.
  • +
+ +

05 June 2013

+

Chinsky updated:

+
    +
  • Load bearing equipment - webbings and vests for engineers and sec. Attach to jumpsuit, use 'Look in storage' verb (object tab) to open.
  • +
+

Segrain updated:

+
    +
  • Exosuits now can open firelocks by walking into them.
  • +
+ +

01 June 2013

+

Chinsky updated:

+
    +
  • Bloody footprints! Now stepping in the puddle will dirty your shoes/feet and make you leave bloody footprints for a bit.
  • +
  • Blood now dries up after some time. Puddles take ~30 minutes, small things 5 minutes.
  • +
  • Untreated wounds now heal. No more toe stubs spamming you with pain messages for the rest of the shift.
  • +
  • On the other side, everything is healed slowly. Maximum you cna squeeze out of first aid is 0.5 health per tick per organ. Lying down makes it faster too, by 1.5x factor.
  • +
  • Lids! Click beaker/bottle in hand to put them on/off. Prevent spilling
  • +
  • Added 'hailer' to security lockers. If used in hand, says "Halt! Security!". For those who can't run and type.
  • +
+ +

31 May 2013

+

Segrain updated:

+
    +
  • Portable canisters now properly connect to ports beneath them on map load.
  • +
  • Fixed unfastening gas meters.
  • +
+ +

30 May 2013

+

Segrain updated:

+
    +
  • Meteor showers actually spawn meteors now.
  • +
  • Engineering tape fits into toolbelt and can be placed on doors.
  • +
  • Pill bottles can hold paper.
  • +
+

Spamcat updated:

+
    +
  • Pill bottle capacity increased to 14 items.
  • +
  • Fixed Lamarr (it now spawns properly)
  • +
+

proliberate updated:

+
    +
  • Station time is now displayed in the status tab for new players and AIs.
  • +
+ +

28 May 2013

+

Erthilo updated:

+
    +
  • Fixes everyone being able to understand alien languages. HERE IS YOUR TOWER OF BABEL
  • +
+

VitrescentTortoise updated:

+
    +
  • Wizard's forcewall now works.
  • +
+ +

26 May 2013

+

Chinsky updated:

+
    +
  • Tentacles! Now clone damage will make you horribly malformed like examine text says.
  • +
+

Meyar updated:

+
    +
  • The syndicate shuttle now has a cycling airlock during Nuke rounds.
  • +
  • Restored the ability for the syndicate Agent ID to change the name on the card (reforge it) more than once.
  • +
  • ERT Radio now functional again.
  • +
  • Research blast doors now actually lock down the entirety of station-side Research.
  • +
  • Added lock down buttons to the wardens office.
  • +
  • The randomized barsign has made a return.
  • +
  • Syndicate Agent ID's external airlock access restored.
  • +
+

VitrescentTortoise updated:

+
    +
  • Added a third option for not getting any job preferences. It allows you to return to the lobby instead of joining.
  • +
+ +

25 May 2013

+

Erthilo updated:

+
    +
  • Fixes alien races appearing an unknown when speaking their language.
  • +
  • Fixes alien races losing their language when cloned.
  • +
  • Fixes UI getting randomly reset when trying to change it in Genetics Scanners.
  • +
+ +

21 May 2013

+

SkyMarshal updated:

+
    +
  • ZAS will now speed air movement into/out of a zone when unsimulated tiles (e.g. space) are involved, in relation to the number of tiles.
  • +
  • Portable Canisters will now automatically connect to any portable connecter beneath them on map load.
  • +
  • Bug involving mis-mapped disposal junction fixed
  • +
  • Air alarms now work for atmos techs (whoops!)
  • +
  • The Master Controller now properly stops atmos when it runtimes.
  • +
  • Backpacks can no longer be contaminated
  • +
  • ZAS no longer logs air statistics.
  • +
  • ZAS now rebuilds as soon as it detects a semi-complex change in geometry. (It was doing this already, but in a convoluted way which was actually less efficient)
  • +
  • General code cleanup/commenting of ZAS
  • +
  • Jungle now initializes after the random Z-level loads and atmos initializes.
  • +
+ +

15 May 2013

+

Spamcat updated:

+
    +
  • Added telescopic batons to HoS's and captain's lockers. These are quite robust and easily concealable.
  • +
+ +

14 May 2013

+

Cael_Aislinn updated:

+
    +
  • Depth scanners can now be used to determine what material archaeological deposits are made of, meaning lab analysis is no longer required.
  • +
  • Some useability issues with xenoarchaeology tools have been resolved, and the transit pods cycle automatically now.
  • +
+ +

24 April 2013

+

Jediluke69 updated:

+
    +
  • Added 5 new drinks (Kira Special, Lemonade, Brown Star, Milkshakes, Rewriter)
  • +
  • Nanopaste now heals about half of what it used to
  • +
  • Ballistic crates should now come with shotguns loaded with actual shells no more beanbags
  • +
  • Iced tea no longer makes a glass of .what?
  • +
+

NerdyBoy1104 updated:

+
    +
  • New Botany additions: Rice and Plastellium. New sheet material: Plastic.
  • +
  • Plastellium is refined into plastic by first grinding the produce to get plasticide. 20 plasticide + 10 polytrinic acid makes 10 sheets of plastic which can be used to make crates, forks, spoons, knives, ashtrays or plastic bags from.
  • +
  • Rice seeds grows into rice stalks that you grind to get rice. 10 Rice + 5 Water makes boiled rice, 10 rice + 5 milk makes rice pudding, 10 rice + 5 universal enzyme (in beaker) makes Sake.
  • +
+

faux updated:

+
    +
  • Mixed Wardrobe Closet now has colored shoes and plaid skirts.
  • +
  • Dress uniforms added to the Captain, RD, and HoP wardrobe closets. A uniform jacket has also been added to the Captain's closet. HoS' hat has been re-added to their closet. I do not love the CMO and CE enough to give them anything.
  • +
  • Atheletic closet now has five different swimsuits *for the ladies* in them. If you are a guy, be prepared to be yelled at if you run around like a moron in one of these. Same goes for ladies who run around in shorts with their titties swaying in the space winds.
  • +
  • A set of dispatcher uniforms will spawn in the security closet. These are for playtesting the dispatcher role.
  • +
  • New suit spawns in the laundry room. It's for geezer's only. You're welcome, Book.
  • +
  • Nurse outfit variant, orderly uniform, and first responder jacket will now spawn in the medical wardrobe closet.
  • +
  • A white wedding dress will spawn in the chaplain's closet. There are also several dresses currently only adminspawnable. Admins: Look either under "bride" or "dress." The bride one leads to the colored wedding dresses, and there are some other kinds of dresses under dress.
  • +
  • No more luchador masks or boxing gloves or boxing ring. You guys have a swimming pool now, dip in and enjoy it.
  • +
  • he meeting hall has been replaced with an awkwardly placed security office meant for prisoner processing.
  • +
  • Added a couple more welding goggles to engineering since you guys liked those a lot.
  • +
  • Flasks spawn behind the bar. Only three. Don't fight over them. I don't know how to add them to the bar vending machine otherwise I would have done that instead. Detective, you have your own flask in your office, it's underneath the cigarettes on your desk.
  • +
  • Added two canes to the medical storage, for people who have leg injuries and can't walk good and stuff. I do not want to see doctors pretending to be House. These are for patients. Do not make me delete this addition and declare you guys not being able to have nice things.
  • +
  • Secondary entance to EVA now directly leads into the medbay hardsuit section. Sorry for any inconviences this will cause. The CMO can now fetch the hardsuits whenever they want.
  • +
  • Secondary security hardsuit has been added to the armory. Security members please stop stealing engineer's hardsuits when you guys want to pair up for space travel.
  • +
  • Firelocks have been moved around in the main hallways to form really ghetto versions of airlocks.
  • +
  • Violin spawns in theatre storage now. I didn't put the piano there though, that was someone else.
  • +
  • Psych office in medbay has been made better looking.
  • +
+ +

17 April 2013

+

SkyMarshal updated:

+
    +
  • ZAS is now more deadly, as per decision by administrative team. May be tweaked, but currently AIRFLOW is the biggest griefer.
  • +
  • World startup optimized, many functions now delayed until a player joins the server. (Reduces server boot time significantly)
  • +
  • Zones will now equalize air more rapidly.
  • +
  • ZAS now respects active magboots when airflow occurs.
  • +
  • Airflow will no longer throw you into doors and open them.
  • +
  • Race condition in zone construction has been fixed, so zones connect properly at round start.
  • +
  • Plasma effects readded.
  • +
  • Fixed runtime involving away mission.
  • +
+ +

11 April 2013

+

SkyMarshal updated:

+
    +
  • Fire has been reworked.
  • +
  • In-game variable editor is both readded and expanded with fire controlling capability.
  • +
+ +

09 April 2013

+

SkyMarshal updated:

+
    +
  • Fire Issues (Firedoors, Flamethrowers, Incendiary Grenades) fixed.
  • +
  • Fixed a bad line of code that was preventing autoignition of flammable gas mixes.
  • +
  • Volatile fuel is burned up after a point.
  • +
  • Partial-tile firedoors removed. This is due to ZAS breaking when interacting with them.
  • +
+ +

04 April 2013

+

SkyMarshal updated:

+
    +
  • Fixed ZAS
  • +
  • Fixed Fire
  • +
+

Spamcat updated:

+
    +
  • Blood type is now saved in character creation menu, no need to edit it manually every round.
  • +
+ +

27 March 2013

+

Asanadas updated:

+
    +
  • The Null Rod has recovered its de-culting ability, for balance reasons. Metagaming with it is a big no-no!
  • +
  • Holy Water as a liquid is able to de-cult. Less effective, but less bloody. May be changed over the course of time for balance.
  • +
+ +

26 March 2013

+

Spamcat updated:

+
    +
  • Chemmaster now puts pills in pill bottles (if one is inserted).
  • +
  • Stabbing someone with a syringe now deals 3 damage instead of 7 because 7 is like, a crowbar punch.
  • +
  • Lizards can now join mid-round again.
  • +
  • Chemicals in bloodstream will transfer with blood now, so don't get drunk before your blood donation. Viruses and antibodies transfer through blood too.
  • +
  • Virology is working again.
  • +
+ +

15 March 2013

+

Cael_Aislinn updated:

+
    +
  • Mapped a compact research base on the mining asteroid, with multiple labs and testing rooms. It's reachable through a new (old) shuttle dock that leaves from the research wing on the main station.
  • +
+ +

14 March 2013

+

Spamcat updated:

+
    +
  • Figured I should make one of these. Syringestabbing now produces a broken syringe complete with fingerprints of attacker and blood of a victim, so dispose your evidence carefully. Maximum transfer amount per stab is lowered to 10.
  • +
+ +

11 March 2013

+

CIB updated:

+
    +
  • Cloning now requires you to put slabs of meat into the cloning pod to replenish biomass.
  • +
+

Cael Aislinn updated:

+
    +
  • The xenoarchaeology update is here. This includes a major content overhaul and a bunch of new features for xenoarchaeology.
  • +
  • Digsites (strange rock deposits) are now much more nuanced and interesting, and a huge number of minor (non-artifact) finds have been added.
  • +
  • Excavation is now a complex process that involves digging into the rock to the right depth.
  • +
  • Chemical analysis is required for safe excavation of the digsites, in order to determine how best to extract the finds.
  • +
  • Anomalous artifacts have been overhauled and many longstanding bugs with existing effects have been fixed - the anomaly utiliser should now work much more often.
  • +
  • Numerous new artifact effects have been added and some new artifact types can be dug up from the asteroid.
  • +
  • New tools and equipment have been added, including normal and spaceworthy versions of the anomaly suits, excavation tools and other neat gadgets.
  • +
  • Five books have been written by subject matter experts from around the galaxy to help the crew of the Exodus come to grips with this exacting new science (over 3000 words of tutorials!).
  • +
+

Chinsky updated:

+
    +
  • Sec HUDs now can see short versions of sec records.on examine. Med HUDs do same for medical records, and can set medical status of patient.
  • +
  • Damage to the head can now cause brain damage.
  • +
+ +

09 March 2013

+

Cael Aislinn updated:

+
    +
  • Beekeeping is now possible. Construct an apiary of out wood and embed it into a hydroponics tray, then get a queen bee and bottle of BeezEez from cargo bay. + Hives produce honey and honeycomb, but be wary if the bees start swarming.
  • +
+ +

06 March 2013

+

Cael Aislinn updated:

+
    +
  • Type 1 thermoelectric generators and the associated binary circulators are now moveable (wrench to secure/unsecure) and orderable via Quartermaster.
  • +
  • code/maps/rust_test.dmm contains an example setup for a functional RUST reactor. Maximum output is in the range of 12 to 20MW (12 to 20 million watts).
  • +
  • Removed double announcement for gridchecks, reduced duration of gridchecks.
  • +
+

RavingManiac updated:

+
    +
  • You can now stab people with syringes using the "harm" intent. This destroys the syringe and transfers a random percentage of its contents into the target. Armor has a 50% chance of blocking the syringe.
  • +
+ +

05 March 2013

+

CIB updated:

+
    +
  • Added internal organs. They're currently all located in the chest. Use advanced scanner to detect damage. Use the same surgery as for ruptured lungs to fix them.
  • +
+

Cael Aislinn updated:

+
    +
  • Set roundstart music to randomly choose between space.ogg and traitor.ogg (see http://baystation12.net/forums/viewtopic.php?f=5&t;=6972)
  • +
  • All RUST components except for TEGs (which generate the power) are now obtainable ingame, bored engineers should get hold of them and setup an experimental reactor for testing purposes.
  • +
+ +

27 February 2013

+

Gamerofthegame updated:

+
    +
  • Added the (base gear) ERT preset for the debug command.
  • +
  • Map fixes, Virology hole fixed. Atmospheric fixes for mining and, to a less extent, the science outpost. (No, not cycling airlocks)
  • +
  • Fiddled with the ERT set up location on Centcom. Radmins will now have a even easier time equiping a team of any real pratical size, especially coupled with the above debug command.
  • +
+ +

25 February 2013

+

Cael Aislinn updated:

+
    +
  • As well as building hull shield generators, normal shield gens can now be built (see http://baystation12.net/forums/viewtopic.php?f=1&t;=6993).
  • +
  • New random events: multiple new system wide-events have been have been added to the newscaster feeds, some not quite as respectable as others.
  • +
  • New random event: some lucky winners will win the TC Daily Grand Slam Lotto, while others may be the target of malicious hackers.
  • +
+ +

23 February 2013

+

Cael Aislinn updated:

+
    +
  • RUST machinery components should now be researchable (with high requirements) and orderable through QM (with high cost).
  • +
  • Shield machinery should now be researchable (with high requirements) and orderable through QM (with high cost). This one is reportedly buggy.
  • +
  • Rogue vending machines should revert back to normal at the end of the event.
  • +
  • New Unathi hair styles.
  • +
+ +

22 February 2013

+

Chinsky updated:

+
    +
  • Change to body cavity surgery. Can only put items in chest, groind and head. Max size for item - 3 (chest), 2 (groin), 1 (head). For chest surgery ribs should be bent open, (lung surgery until second scalpel step). Surgery step needs preparation step, with drill. After that you can place item inside, or seal it with cautery to do other step instead.
  • +
+ +

20 February 2013

+

Chinsky updated:

+
    +
  • Added new surgery: putting items inside people. After you use retractor to keep incision open, just click with any item to put it inside. But be wary, if you try to fit something too big, you might rip the veins. To remove items, use implant removal surgery.
  • +
  • Crowbar can be used as alternative to retractor.
  • +
  • Can now unload guns by clicking them in hand.
  • +
  • Fixed distance calculation in bullet missing chance computation, it was always assuming 1 or 0 tiles. Now distace REALLY matters when you shoot.
  • +
  • To add more FUN to previous thing, bullets missed to not disappear but keep going until they hit something else.
  • +
  • Compressed Matter and Explosive implants spawn properly now.
  • +
  • Tweaks to medical effects: removed itch caused by bandages. Chemical effects now have non-100 chance of appearing, the stronger medicine, the more probality it'll have side effects.
  • +
+ +

18 February 2013

+

Cael Aislinn updated:

+
    +
  • Security bots will now target hostile mobs, and vice versa.
  • +
  • Carp should actually emigrate now, instead of just immigrating then squatting around the outer hull.
  • +
  • Admins and moderators have been split up into separate 'who' verbs (adminwho and modwho respectively).
  • +
+ +

14 February 2013

+

CIB updated:

+
    +
  • Medical side-effects(patients are going to come back for secondary treatment)
  • +
  • NT loyalty setting(affects command reports and gives antags hints who might collaborate with them)
  • +
  • Simple animal balance fixes(They're slower now)
  • +
+

CaelAislinn updated:

+
    +
  • Re-added old ion storm laws, re-added grid check event.
  • +
  • Added Rogue Drone and Vermin Infestation random events.
  • +
  • Added/fixed space vines random event.
  • +
  • Updates to the virus events.
  • +
  • Spider infestation and alien infestation events turned off by default.
  • +
  • Soghun, taj and skrell all have unique language text colours.
  • +
  • Moderators will no longer be listed in adminwho, instead use modwho.
  • +
+

Gamerofthegame updated:

+
    +
  • Miscellaneous mapfixes.
  • +
+ +

13 February 2013

+

Erthilo updated:

+
    +
  • Fixed SSD (logged-out) players not staying asleep.
  • +
  • Fixed set-pose verb and mice emotes having extra periods.
  • +
  • Fixed virus crate not appearing and breaking supply shuttle.
  • +
  • Fixed newcaster photos not being censored.
  • +
+ +

31 January 2013

+

CIB updated:

+
    +
  • Chilis and cold chilis no longer kill in small amounts
  • +
  • Chloral now again needs around 5 units to start killing somebody
  • +
+ +

23 January 2013

+

Cael_Aislinn updated:

+ + +

21 January 2013

+

Cael_Aislinn updated:

+
    +
  • Satchels and ore boxes can now hold strange rocks.
  • +
  • Closets and crates can now be built out of 5 and 10 plasteel respectively.
  • +
  • Observers can become mice once more.
  • +
+ +

13 January 2013

+

Chinsky updated:

+
    +
  • If you get enough (6) blood drips on one tile, it'll turn into a blood puddle. Should make bleeding out more visible.
  • +
  • Security belt now able to hold taser, baton and tape roll.
  • +
  • Added alternative security uniform to Security wardrobes.
  • +
  • Ported Urist cult runes. Down with the crayon drawings! Example: http://dl.dropbox.com/u/26846767/images/SS13/255_symbols.PNG
  • +
  • Engineering tape now require engineer OR atmos access instead of both.
  • +
  • Implants now will react to EMP, possibly in !!FUN!! ways
  • +
+

GauHelldragon updated:

+
    +
  • Servicebots now have RoboTray and Printing Pen. Robotray can be used to pick up and drop food/drinks. Printing pen can alternate between writing mode and rename paper mode by clicking it.
  • +
  • Farmbots. A new type of robot that weeds, waters and fertilizes. Use robot arm on water tank. Then use plant analyzer, mini-hoe, bucket and finally proximity sensor.
  • +
  • Chefs can clang their serving trays with a rolling pin. Just like a riot shield!
  • +
+ +

07 January 2013

+

Cael_Aislinn updated:

+ +

Chinsky updated:

+
    +
  • Implants: Explosvie implant, exploding when victim hears the codephrase you set.
  • +
  • Implants: Compressed Matter implat, scan item (making it disappear), inject yourself and recall that item on will!
  • +
  • Implant removal surgery, with !!FUN!! results if you mess up it.
  • +
  • Coats now have pockets again.
  • +
  • Bash people on tabetops. an windows, or with stools. Grab people to bash them on tables or windows (better grab for better hit on windows). Drag stool sprite on you to pick it up, click on it in hand to make it usual stool again.
  • +
  • Surgical caps, and new sprites for bloodbags and fixovein.
  • +
  • Now some surgery steps will bloody your hands, Full-body blood coat in case youy mess up spectacualry.
  • +
  • Ported some crates (Art, Surgery, Sterile equiplemnt).
  • +
  • Changed contraband crates. Posters moved to Art Crate, cigs and lipstick ot party crate. Now contraband crate has illegal booze and illicit drugs.
  • +
  • Finally got evac party lights
  • +
  • Now disfigurment,now it WILL happen when damage is bad enough.
  • +
  • Now if you speak in depressurized area (less than 10 kPa) only people next to you can hear you. Radios still work though.
  • +
GoonStation 13 Development Team diff --git a/vueui/package-lock.json b/vueui/package-lock.json index 4c3357334c6..e9c640f8bd3 100644 --- a/vueui/package-lock.json +++ b/vueui/package-lock.json @@ -5261,11 +5261,13 @@ }, "balanced-match": { "version": "1.0.0", - "bundled": true + "bundled": true, + "optional": true }, "brace-expansion": { "version": "1.1.11", "bundled": true, + "optional": true, "requires": { "balanced-match": "^1.0.0", "concat-map": "0.0.1" @@ -5278,15 +5280,18 @@ }, "code-point-at": { "version": "1.1.0", - "bundled": true + "bundled": true, + "optional": true }, "concat-map": { "version": "0.0.1", - "bundled": true + "bundled": true, + "optional": true }, "console-control-strings": { "version": "1.1.0", - "bundled": true + "bundled": true, + "optional": true }, "core-util-is": { "version": "1.0.2", @@ -5389,7 +5394,8 @@ }, "inherits": { "version": "2.0.3", - "bundled": true + "bundled": true, + "optional": true }, "ini": { "version": "1.3.5", @@ -5399,6 +5405,7 @@ "is-fullwidth-code-point": { "version": "1.0.0", "bundled": true, + "optional": true, "requires": { "number-is-nan": "^1.0.0" } @@ -5411,17 +5418,20 @@ "minimatch": { "version": "3.0.4", "bundled": true, + "optional": true, "requires": { "brace-expansion": "^1.1.7" } }, "minimist": { "version": "0.0.8", - "bundled": true + "bundled": true, + "optional": true }, "minipass": { "version": "2.2.4", "bundled": true, + "optional": true, "requires": { "safe-buffer": "^5.1.1", "yallist": "^3.0.0" @@ -5438,6 +5448,7 @@ "mkdirp": { "version": "0.5.1", "bundled": true, + "optional": true, "requires": { "minimist": "0.0.8" } @@ -5510,7 +5521,8 @@ }, "number-is-nan": { "version": "1.0.1", - "bundled": true + "bundled": true, + "optional": true }, "object-assign": { "version": "4.1.1", @@ -5520,6 +5532,7 @@ "once": { "version": "1.4.0", "bundled": true, + "optional": true, "requires": { "wrappy": "1" } @@ -5625,6 +5638,7 @@ "string-width": { "version": "1.0.2", "bundled": true, + "optional": true, "requires": { "code-point-at": "^1.0.0", "is-fullwidth-code-point": "^1.0.0", From f83c04a1f1dcda6d505fdb24143c89d4442976d2 Mon Sep 17 00:00:00 2001 From: Werner Date: Mon, 10 Sep 2018 19:15:40 +0200 Subject: [PATCH 04/45] Further reduces the strength of Zora Soda. (#5246) * Further reduces the strength of Zora Soda. * Changelog --- .../Chemistry-Reagents-Food-Drinks.dm | 16 ++++---- html/changelogs/arrow768-zoranferfs.yml | 37 +++++++++++++++++++ 2 files changed, 45 insertions(+), 8 deletions(-) create mode 100644 html/changelogs/arrow768-zoranferfs.yml diff --git a/code/modules/reagents/Chemistry-Reagents/Chemistry-Reagents-Food-Drinks.dm b/code/modules/reagents/Chemistry-Reagents/Chemistry-Reagents-Food-Drinks.dm index 4bdcafba608..8512bf74f47 100644 --- a/code/modules/reagents/Chemistry-Reagents/Chemistry-Reagents-Food-Drinks.dm +++ b/code/modules/reagents/Chemistry-Reagents/Chemistry-Reagents-Food-Drinks.dm @@ -3647,7 +3647,7 @@ color = "#102000" adj_temp = -5 adj_sleepy = -2 - caffeine = 1 + caffeine = 0.2 taste_description = "electric cherry" /datum/reagent/drink/zorasoda/phoron @@ -3657,7 +3657,7 @@ color = "#863333" adj_temp = -5 adj_sleepy = -2 - caffeine = 1 + caffeine = 0.2 taste_description = "electric grape" /datum/reagent/drink/zorasoda/kois @@ -3667,7 +3667,7 @@ color = "#dcd9cd" adj_temp = -5 adj_sleepy = -2 - caffeine = 1 + caffeine = 0.2 taste_description = "sugary cabbage" /datum/reagent/drink/zorasoda/kois/affect_ingest(var/mob/living/carbon/M, var/alien, var/removed) @@ -3681,7 +3681,7 @@ color = "#365000" adj_temp = -5 adj_sleepy = -3 - caffeine = 2 + caffeine = 0.3 taste_description = "a full-body bite into an acidic lemon" /datum/reagent/drink/zorasoda/hozm/affect_ingest(var/mob/living/carbon/M, var/alien, var/removed) @@ -3697,7 +3697,7 @@ color = "#100800" adj_temp = -5 adj_sleepy = -3 - caffeine = 0.8 + caffeine = 0.1 taste_description = "fizzy nettles" /datum/reagent/drink/zorasoda/venomgrass/affect_ingest(var/mob/living/carbon/M, var/alien, var/removed) @@ -3711,7 +3711,7 @@ color = "#E78108" adj_temp = -5 adj_sleepy = -3 - caffeine = 1 + caffeine = 0.2 unaffected_species = IS_MACHINE taste_description = "orange cream" @@ -3726,7 +3726,7 @@ color = "#0000CD" adj_temp = -5 adj_sleepy = -3 - caffeine = 1 + caffeine = 0.2 taste_description = "flat raspberry" /datum/reagent/drink/zorasoda/cthur/affect_ingest(var/mob/living/carbon/M, var/alien, var/removed) @@ -3761,7 +3761,7 @@ color = "#FFFF00" adj_temp = -5 adj_sleepy = -3 - caffeine = 1 + caffeine = 0.2 taste_description = "a reassuring spectrum of color" /datum/reagent/drink/zorasoda/jelly/affect_ingest(var/mob/living/carbon/M, var/alien, var/removed) diff --git a/html/changelogs/arrow768-zoranferfs.yml b/html/changelogs/arrow768-zoranferfs.yml new file mode 100644 index 00000000000..1736f1b13c5 --- /dev/null +++ b/html/changelogs/arrow768-zoranferfs.yml @@ -0,0 +1,37 @@ +################################ +# Example Changelog File +# +# Note: This file, and files beginning with ".", and files that don't end in ".yml" will not be read. If you change this file, you will look really dumb. +# +# Your changelog will be merged with a master changelog. (New stuff added only, and only on the date entry for the day it was merged.) +# When it is, any changes listed below will disappear. +# +# Valid Prefixes: +# bugfix +# wip (For works in progress) +# tweak +# soundadd +# sounddel +# rscadd (general adding of nice things) +# rscdel (general deleting of nice things) +# imageadd +# imagedel +# maptweak +# spellcheck (typo fixes) +# experiment +# balance +################################# + +# Your name. +author: Arrow768 + +# Optional: Remove this file after generating master changelog. Useful for PR changelogs that won't get used again. +delete-after: True + +# Any changes you've made. See valid prefix list above. +# INDENT WITH TWO SPACES. NOT TABS. SPACES. +# SCREW THIS UP AND IT WON'T WORK. +# Also, all entries are changed into a single [] after a master changelog generation. Just remove the brackets when you add new entries. +# Please surround your changes in double quotes ("), as certain characters otherwise screws up compiling. The quotes will not show up in the changelog. +changes: + - balance: "Nerfs ZoRa Soda." From d50ac1b681cb9cffaeb292fbfc098da481644c44 Mon Sep 17 00:00:00 2001 From: AuroraBuildBot Date: Mon, 10 Sep 2018 17:16:11 +0000 Subject: [PATCH 05/45] "[ci skip] Automatic Build - 2018.09.10.17.16.11" --- html/changelog.html | 6 ++++ html/changelogs/.all_changelog.yml | 3 ++ html/changelogs/arrow768-zoranferfs.yml | 37 ------------------------- vueui/package-lock.json | 28 +++++-------------- 4 files changed, 16 insertions(+), 58 deletions(-) delete mode 100644 html/changelogs/arrow768-zoranferfs.yml diff --git a/html/changelog.html b/html/changelog.html index 503cfd5f15d..66e1961bc89 100644 --- a/html/changelog.html +++ b/html/changelog.html @@ -56,6 +56,12 @@ -->
+

10 September 2018

+

Arrow768 updated:

+
    +
  • Nerfs ZoRa Soda.
  • +
+

09 September 2018

BurgerBB updated:

    diff --git a/html/changelogs/.all_changelog.yml b/html/changelogs/.all_changelog.yml index 2ad00a72a5d..dad43d775d2 100644 --- a/html/changelogs/.all_changelog.yml +++ b/html/changelogs/.all_changelog.yml @@ -6064,3 +6064,6 @@ DO NOT EDIT THIS FILE BY HAND! AUTOMATICALLY GENERATED BY ss13_genchangelog.py. cookout of the month, NT has graciously allowed gardeners to have service cloaks. - rscadd: Crafty Unathi and Tajaran crewmembers have learned a new way to slightly adjust their tails as to not stick out of cloaks and ponchos. +2018-09-10: + Arrow768: + - balance: Nerfs ZoRa Soda. diff --git a/html/changelogs/arrow768-zoranferfs.yml b/html/changelogs/arrow768-zoranferfs.yml deleted file mode 100644 index 1736f1b13c5..00000000000 --- a/html/changelogs/arrow768-zoranferfs.yml +++ /dev/null @@ -1,37 +0,0 @@ -################################ -# Example Changelog File -# -# Note: This file, and files beginning with ".", and files that don't end in ".yml" will not be read. If you change this file, you will look really dumb. -# -# Your changelog will be merged with a master changelog. (New stuff added only, and only on the date entry for the day it was merged.) -# When it is, any changes listed below will disappear. -# -# Valid Prefixes: -# bugfix -# wip (For works in progress) -# tweak -# soundadd -# sounddel -# rscadd (general adding of nice things) -# rscdel (general deleting of nice things) -# imageadd -# imagedel -# maptweak -# spellcheck (typo fixes) -# experiment -# balance -################################# - -# Your name. -author: Arrow768 - -# Optional: Remove this file after generating master changelog. Useful for PR changelogs that won't get used again. -delete-after: True - -# Any changes you've made. See valid prefix list above. -# INDENT WITH TWO SPACES. NOT TABS. SPACES. -# SCREW THIS UP AND IT WON'T WORK. -# Also, all entries are changed into a single [] after a master changelog generation. Just remove the brackets when you add new entries. -# Please surround your changes in double quotes ("), as certain characters otherwise screws up compiling. The quotes will not show up in the changelog. -changes: - - balance: "Nerfs ZoRa Soda." diff --git a/vueui/package-lock.json b/vueui/package-lock.json index e9c640f8bd3..4c3357334c6 100644 --- a/vueui/package-lock.json +++ b/vueui/package-lock.json @@ -5261,13 +5261,11 @@ }, "balanced-match": { "version": "1.0.0", - "bundled": true, - "optional": true + "bundled": true }, "brace-expansion": { "version": "1.1.11", "bundled": true, - "optional": true, "requires": { "balanced-match": "^1.0.0", "concat-map": "0.0.1" @@ -5280,18 +5278,15 @@ }, "code-point-at": { "version": "1.1.0", - "bundled": true, - "optional": true + "bundled": true }, "concat-map": { "version": "0.0.1", - "bundled": true, - "optional": true + "bundled": true }, "console-control-strings": { "version": "1.1.0", - "bundled": true, - "optional": true + "bundled": true }, "core-util-is": { "version": "1.0.2", @@ -5394,8 +5389,7 @@ }, "inherits": { "version": "2.0.3", - "bundled": true, - "optional": true + "bundled": true }, "ini": { "version": "1.3.5", @@ -5405,7 +5399,6 @@ "is-fullwidth-code-point": { "version": "1.0.0", "bundled": true, - "optional": true, "requires": { "number-is-nan": "^1.0.0" } @@ -5418,20 +5411,17 @@ "minimatch": { "version": "3.0.4", "bundled": true, - "optional": true, "requires": { "brace-expansion": "^1.1.7" } }, "minimist": { "version": "0.0.8", - "bundled": true, - "optional": true + "bundled": true }, "minipass": { "version": "2.2.4", "bundled": true, - "optional": true, "requires": { "safe-buffer": "^5.1.1", "yallist": "^3.0.0" @@ -5448,7 +5438,6 @@ "mkdirp": { "version": "0.5.1", "bundled": true, - "optional": true, "requires": { "minimist": "0.0.8" } @@ -5521,8 +5510,7 @@ }, "number-is-nan": { "version": "1.0.1", - "bundled": true, - "optional": true + "bundled": true }, "object-assign": { "version": "4.1.1", @@ -5532,7 +5520,6 @@ "once": { "version": "1.4.0", "bundled": true, - "optional": true, "requires": { "wrappy": "1" } @@ -5638,7 +5625,6 @@ "string-width": { "version": "1.0.2", "bundled": true, - "optional": true, "requires": { "code-point-at": "^1.0.0", "is-fullwidth-code-point": "^1.0.0", From 7b860758cf053e14fc7465a0ee5e3bac4052342d Mon Sep 17 00:00:00 2001 From: Alberyk Date: Mon, 10 Sep 2018 15:24:44 -0300 Subject: [PATCH 06/45] Bug fixes: reagent dispensers, ATMs and a bit more (#5256) -fixes the emag interaction with the ATM -fixes #5124 -fixes #5113 -fixes #5148 --- code/modules/assembly/igniter.dm | 2 +- code/modules/economy/ATM.dm | 10 +++++----- .../mob/living/silicon/robot/robot_modules.dm | 1 - code/modules/reagents/reagent_dispenser.dm | 17 +++++++++-------- html/changelogs/alberyk-thefixes.yml | 8 ++++++++ 5 files changed, 23 insertions(+), 15 deletions(-) create mode 100644 html/changelogs/alberyk-thefixes.yml diff --git a/code/modules/assembly/igniter.dm b/code/modules/assembly/igniter.dm index 4125881b7c5..7c8595295a2 100644 --- a/code/modules/assembly/igniter.dm +++ b/code/modules/assembly/igniter.dm @@ -21,7 +21,7 @@ if (istype(src.loc,/obj/item/device/assembly_holder)) if (istype(src.loc.loc, /obj/structure/reagent_dispensers/fueltank/)) var/obj/structure/reagent_dispensers/fueltank/tank = src.loc.loc - if (tank && tank.modded) + if (tank && tank.is_leaking) tank.ex_act(3.0) spark(src, 4, cardinal) diff --git a/code/modules/economy/ATM.dm b/code/modules/economy/ATM.dm index 04b2b4b1958..55da98023aa 100644 --- a/code/modules/economy/ATM.dm +++ b/code/modules/economy/ATM.dm @@ -68,13 +68,13 @@ log transactions break /obj/machinery/atm/emag_act(var/remaining_charges, var/mob/user) - if(!emagged) + if(emagged) return //short out the machine, shoot sparks, spew money! emagged = 1 spark(src, 5, alldirs) - spawn_money(rand(100,500),src.loc) + spawn_money(rand(2000,5000),src.loc) //we don't want to grief people by locking their id in an emagged ATM release_held_id(user) @@ -85,7 +85,7 @@ log transactions /obj/machinery/atm/attackby(obj/item/I as obj, mob/user as mob) if(istype(I, /obj/item/weapon/card)) - if(emagged > 0) + if(emagged) //prevent inserting id into an emagged ATM user << "\icon[src] CARD READER ERROR. This system has been compromised!" return @@ -135,7 +135,7 @@ log transactions dat += "For all your monetary needs!
    " dat += "This terminal is [machine_id]. Report this code when contacting IT Support
    " - if(emagged > 0) + if(emagged) dat += "Card: LOCKED

    Unauthorized terminal access detected! This ATM has been locked. Please contact IT Support." else dat += "Card: [held_card ? held_card.name : "------"]

    " @@ -428,7 +428,7 @@ log transactions if("insert_card") if(!held_card) //this might happen if the user had the browser window open when somebody emagged it - if(emagged > 0) + if(emagged) usr << "\icon[src] The ATM card reader rejected your ID because this machine has been sabotaged!" else var/obj/item/I = usr.get_active_hand() diff --git a/code/modules/mob/living/silicon/robot/robot_modules.dm b/code/modules/mob/living/silicon/robot/robot_modules.dm index 7d2d220053e..60d06899196 100644 --- a/code/modules/mob/living/silicon/robot/robot_modules.dm +++ b/code/modules/mob/living/silicon/robot/robot_modules.dm @@ -749,7 +749,6 @@ var/global/list/robot_modules = list( src.modules += new /obj/item/weapon/gripper/chemistry(src) src.modules += new /obj/item/weapon/reagent_containers/dropper/industrial(src) src.modules += new /obj/item/device/reagent_scanner/adv(src) - src.modules += new /obj/item/weapon/extinguisher(src) src.modules += new /obj/item/weapon/storage/bag/plants(src) src.modules += new /obj/item/weapon/pen/robopen(src) src.emag = new /obj/item/weapon/hand_tele(src) diff --git a/code/modules/reagents/reagent_dispenser.dm b/code/modules/reagents/reagent_dispenser.dm index 7cc4194cfd9..283eb9b1b8e 100644 --- a/code/modules/reagents/reagent_dispenser.dm +++ b/code/modules/reagents/reagent_dispenser.dm @@ -1,5 +1,5 @@ /obj/structure/reagent_dispensers - name = "Strange dispenser" + name = "strange dispenser" desc = "What the fuck is this?" icon = 'icons/obj/objects.dmi' icon_state = "watertank" @@ -117,7 +117,6 @@ icon_state = "weldtank" accept_any_reagent = FALSE amount_per_transfer_from_this = 10 - var/modded = 0 var/defuse = 0 var/armed = 0 var/obj/item/device/assembly_holder/rig = null @@ -129,7 +128,7 @@ /obj/structure/reagent_dispensers/fueltank/examine(mob/user) if(!..(user, 2)) return - if (modded) + if (is_leaking) user << "Fuel faucet is wrenched open, leaking the fuel!" if(rig) user << "There is some kind of device rigged to the tank." @@ -204,7 +203,7 @@ ..() /obj/structure/reagent_dispensers/fueltank/fire_act(datum/gas_mixture/air, temperature, volume) - if (modded) + if (is_leaking) ex_act(2.0) else if (temperature > T0C+500) ex_act(2.0) @@ -215,7 +214,7 @@ ex_act(2.0) /obj/structure/reagent_dispensers/peppertank - name = "Pepper Spray Refiller" + name = "pepper spray refiller" desc = "Refill pepper spray canisters." icon = 'icons/obj/objects.dmi' icon_state = "peppertank" @@ -229,7 +228,7 @@ reagents.add_reagent("condensedcapsaicin",capacity) /obj/structure/reagent_dispensers/water_cooler - name = "Water-Cooler" + name = "water-cooler" desc = "A machine that dispenses water to drink." amount_per_transfer_from_this = 5 icon = 'icons/obj/vending.dmi' @@ -257,6 +256,8 @@ user.visible_message("\The [user] unfastens the screws securing \the [src] to the floor.", "You unfasten the screws securing \the [src] to the floor.") anchored = 0 return + else + ..() /obj/structure/reagent_dispensers/beerkeg name = "beer keg" @@ -281,7 +282,7 @@ reagents.add_reagent("xuizijuice",capacity) /obj/structure/reagent_dispensers/virusfood - name = "Virus Food Dispenser" + name = "virus food dispenser" desc = "A dispenser of virus food." icon = 'icons/obj/objects.dmi' icon_state = "virusfoodtank" @@ -295,7 +296,7 @@ reagents.add_reagent("virusfood", capacity) /obj/structure/reagent_dispensers/acid - name = "Sulphuric Acid Dispenser" + name = "sulphuric acid dispenser" desc = "A dispenser of acid for industrial processes." icon = 'icons/obj/objects.dmi' icon_state = "acidtank" diff --git a/html/changelogs/alberyk-thefixes.yml b/html/changelogs/alberyk-thefixes.yml new file mode 100644 index 00000000000..5a4f7c5f060 --- /dev/null +++ b/html/changelogs/alberyk-thefixes.yml @@ -0,0 +1,8 @@ +author: Alberyk + +delete-after: True + +changes: + - bugfix: "Water coolers are working as intended now." + - bugfix: "Emag interactions with the ATM should work as intended now." + - bugfix: "Welding fuel tanks should now explode when in contact with fire or rigged, as long they were open with a wrench." From 68a16d8eb720a13f2f2f49a2cddc77e294ed1135 Mon Sep 17 00:00:00 2001 From: AuroraBuildBot Date: Mon, 10 Sep 2018 18:25:18 +0000 Subject: [PATCH 07/45] "[ci skip] Automatic Build - 2018.09.10.18.25.18" --- html/changelog.html | 6 ++++++ html/changelogs/.all_changelog.yml | 5 +++++ html/changelogs/alberyk-thefixes.yml | 8 -------- 3 files changed, 11 insertions(+), 8 deletions(-) delete mode 100644 html/changelogs/alberyk-thefixes.yml diff --git a/html/changelog.html b/html/changelog.html index 66e1961bc89..785d030f5a5 100644 --- a/html/changelog.html +++ b/html/changelog.html @@ -57,6 +57,12 @@

    10 September 2018

    +

    Alberyk updated:

    +
      +
    • Water coolers are working as intended now.
    • +
    • Emag interactions with the ATM should work as intended now.
    • +
    • Welding fuel tanks should now explode when in contact with fire or rigged, as long they were open with a wrench.
    • +

    Arrow768 updated:

    • Nerfs ZoRa Soda.
    • diff --git a/html/changelogs/.all_changelog.yml b/html/changelogs/.all_changelog.yml index dad43d775d2..7d24ab512ee 100644 --- a/html/changelogs/.all_changelog.yml +++ b/html/changelogs/.all_changelog.yml @@ -6065,5 +6065,10 @@ DO NOT EDIT THIS FILE BY HAND! AUTOMATICALLY GENERATED BY ss13_genchangelog.py. - rscadd: Crafty Unathi and Tajaran crewmembers have learned a new way to slightly adjust their tails as to not stick out of cloaks and ponchos. 2018-09-10: + Alberyk: + - bugfix: Water coolers are working as intended now. + - bugfix: Emag interactions with the ATM should work as intended now. + - bugfix: Welding fuel tanks should now explode when in contact with fire or rigged, + as long they were open with a wrench. Arrow768: - balance: Nerfs ZoRa Soda. diff --git a/html/changelogs/alberyk-thefixes.yml b/html/changelogs/alberyk-thefixes.yml deleted file mode 100644 index 5a4f7c5f060..00000000000 --- a/html/changelogs/alberyk-thefixes.yml +++ /dev/null @@ -1,8 +0,0 @@ -author: Alberyk - -delete-after: True - -changes: - - bugfix: "Water coolers are working as intended now." - - bugfix: "Emag interactions with the ATM should work as intended now." - - bugfix: "Welding fuel tanks should now explode when in contact with fire or rigged, as long they were open with a wrench." From 0147c06bb44e05301aa286320afa63f8e937c969 Mon Sep 17 00:00:00 2001 From: MarinaGryphon Date: Tue, 11 Sep 2018 00:40:08 -0500 Subject: [PATCH 08/45] Fixes #751, hides wounds and prosthetics under clothing as intended. (#5250) Full list of changes: Attack logs now show general regions if the limb itself is obscured by clothing. Wound flavortext is now hidden if the limb is obscured by clothing. AOOC is now re-added to antagonists who de-admin. --- code/modules/admin/admin_verbs.dm | 1 + code/modules/mob/living/carbon/human/examine.dm | 17 ++++++++++++++++- .../mob/living/carbon/human/human_defense.dm | 7 +++++-- .../mob/living/carbon/human/unarmed_attack.dm | 11 ++++++++++- html/changelogs/moondancerpony-shellbuff.yml | 6 ++++++ 5 files changed, 38 insertions(+), 4 deletions(-) create mode 100644 html/changelogs/moondancerpony-shellbuff.yml diff --git a/code/modules/admin/admin_verbs.dm b/code/modules/admin/admin_verbs.dm index 7d5e5d78bcc..f8f9d04aa47 100644 --- a/code/modules/admin/admin_verbs.dm +++ b/code/modules/admin/admin_verbs.dm @@ -428,6 +428,7 @@ var/list/admin_verbs_cciaa = list( admin_verbs_spawn, debug_verbs ) + add_aooc_if_necessary() /client/proc/hide_most_verbs()//Allows you to keep some functionality while hiding some verbs set name = "Adminverbs - Hide Most" diff --git a/code/modules/mob/living/carbon/human/examine.dm b/code/modules/mob/living/carbon/human/examine.dm index 54ad8cd351c..394492dac85 100644 --- a/code/modules/mob/living/carbon/human/examine.dm +++ b/code/modules/mob/living/carbon/human/examine.dm @@ -7,22 +7,35 @@ var/skipears = 0 var/skipeyes = 0 var/skipface = 0 + var/skipbody = 0 //exosuits and helmets obscure our view and stuff. if(wear_suit) + skipbody |= wear_suit.body_parts_covered skipgloves = wear_suit.flags_inv & HIDEGLOVES skipsuitstorage = wear_suit.flags_inv & HIDESUITSTORAGE skipjumpsuit = wear_suit.flags_inv & HIDEJUMPSUIT skipshoes = wear_suit.flags_inv & HIDESHOES if(head) + skipbody |= head.body_parts_covered + skipbody &= ~HEAD // head covering incorrectly hides 'face' damage + skipbody |= (skipbody & FACE) ? HEAD : 0 // if you hide face damage, however, then go ahead and hide head damage, since that's where face damage is skipmask = head.flags_inv & HIDEMASK skipeyes = head.flags_inv & HIDEEYES skipears = head.flags_inv & HIDEEARS skipface = head.flags_inv & HIDEFACE if(wear_mask) + skipbody |= wear_mask.body_parts_covered + skipbody |= (wear_mask.body_parts_covered & FACE) ? HEAD : 0 // same as above skipface |= wear_mask.flags_inv & HIDEFACE + + if(w_uniform) + skipbody |= w_uniform.body_parts_covered + + if(gloves) + skipbody |= gloves.body_parts_covered var/list/msg = list("*---------*\nThis is ") @@ -261,9 +274,11 @@ wound_flavor_text["[organ_descriptor]"] = "[T.He] [T.has] a stump where [T.his] [organ_descriptor] should be.\n" else continue - + for(var/obj/item/organ/external/temp in organs) if(temp) + if(skipbody & temp.body_part) + continue if(temp.status & ORGAN_ROBOT) if(!(temp.brute_dam + temp.burn_dam)) //wound_flavor_text["[temp.name]"] = "[T.He] [T.has] a robot [temp.name]!\n" diff --git a/code/modules/mob/living/carbon/human/human_defense.dm b/code/modules/mob/living/carbon/human/human_defense.dm index b2bdb8e8d97..adf63c708d5 100644 --- a/code/modules/mob/living/carbon/human/human_defense.dm +++ b/code/modules/mob/living/carbon/human/human_defense.dm @@ -214,10 +214,13 @@ emp_act var/obj/item/organ/external/affecting = get_organ(hit_zone) if(!affecting) return //should be prevented by attacked_with_item() but for sanity. + var/use_name = affecting.name + if(LAZYLEN(get_clothing_list_organ(affecting))) + use_name = affecting.limb_name - visible_message("[src] has been [LAZYPICK(I.attack_verb, "attacked")] in the [affecting.name] with [I] by [user]!") + visible_message("[src] has been [LAZYPICK(I.attack_verb, "attacked")] in the [use_name] with [I] by [user]!") - var/blocked = run_armor_check(hit_zone, "melee", I.armor_penetration, "Your armor has protected your [affecting.name].", "Your armor has softened the blow to your [affecting.name].") + var/blocked = run_armor_check(hit_zone, "melee", I.armor_penetration, "Your armor has protected your [use_name].", "Your armor has softened the blow to your [use_name].") standard_weapon_hit_effects(I, user, effective_force, blocked, hit_zone) return blocked diff --git a/code/modules/mob/living/carbon/human/unarmed_attack.dm b/code/modules/mob/living/carbon/human/unarmed_attack.dm index 5f7624a9bec..f9380e3c348 100644 --- a/code/modules/mob/living/carbon/human/unarmed_attack.dm +++ b/code/modules/mob/living/carbon/human/unarmed_attack.dm @@ -94,7 +94,10 @@ var/global/list/sparring_attack_cache = list() /datum/unarmed_attack/proc/show_attack(var/mob/living/carbon/human/user, var/mob/living/carbon/human/target, var/zone, var/attack_damage) var/obj/item/organ/external/affecting = target.get_organ(zone) - user.visible_message("[user] [pick(attack_verb)] [target] in the [affecting.name]!") + var/organ = affecting.name + if(LAZYLEN(target.get_clothing_list_organ(affecting))) + organ = affecting.limb_name + user.visible_message("[user] [pick(attack_verb)] [target] in the [organ]!") playsound(user.loc, attack_sound, 25, 1, -1) /datum/unarmed_attack/proc/handle_eye_attack(var/mob/living/carbon/human/user, var/mob/living/carbon/human/target) @@ -132,6 +135,8 @@ var/global/list/sparring_attack_cache = list() /datum/unarmed_attack/punch/show_attack(var/mob/living/carbon/human/user, var/mob/living/carbon/human/target, var/zone, var/attack_damage) var/obj/item/organ/external/affecting = target.get_organ(zone) var/organ = affecting.name + if(LAZYLEN(target.get_clothing_list_organ(affecting))) + organ = affecting.limb_name attack_damage = Clamp(attack_damage, 1, 5) // We expect damage input of 1 to 5 for this proc. But we leave this check juuust in case. @@ -204,6 +209,8 @@ var/global/list/sparring_attack_cache = list() /datum/unarmed_attack/kick/show_attack(var/mob/living/carbon/human/user, var/mob/living/carbon/human/target, var/zone, var/attack_damage) var/obj/item/organ/external/affecting = target.get_organ(zone) var/organ = affecting.name + if(LAZYLEN(target.get_clothing_list_organ(affecting))) + organ = affecting.limb_name attack_damage = Clamp(attack_damage, 1, 5) @@ -247,6 +254,8 @@ var/global/list/sparring_attack_cache = list() /datum/unarmed_attack/stomp/show_attack(var/mob/living/carbon/human/user, var/mob/living/carbon/human/target, var/zone, var/attack_damage) var/obj/item/organ/external/affecting = target.get_organ(zone) var/organ = affecting.name + if(LAZYLEN(target.get_clothing_list_organ(affecting))) + organ = affecting.limb_name var/obj/item/clothing/shoes = user.shoes attack_damage = Clamp(attack_damage, 1, 5) diff --git a/html/changelogs/moondancerpony-shellbuff.yml b/html/changelogs/moondancerpony-shellbuff.yml new file mode 100644 index 00000000000..b7cf669ee75 --- /dev/null +++ b/html/changelogs/moondancerpony-shellbuff.yml @@ -0,0 +1,6 @@ +author: MoondancerPony +delete-after: True +changes: + - bugfix: "Attack logs now show general regions if the limb itself is obscured by clothing." + - bugfix: "Wound flavortext is now hidden if the limb is obscured by clothing." + - bugfix: "AOOC is now re-added to antagonists who de-admin." From b693d7b0a27a2275da5cdfb988e876db2c489c8c Mon Sep 17 00:00:00 2001 From: ParadoxSpace Date: Mon, 10 Sep 2018 23:41:12 -0600 Subject: [PATCH 09/45] Diona Regen Fixes (#5260) credit to lohikar for the code, and fowl for pointing it out in the first place comes with energy/biomass balance value tweaks that elohi needs to look at tomorrow. if you're reading this, don't let them forget. put them at nymphpoint if you must. --- code/modules/mob/living/carbon/diona_base.dm | 69 ++++++++----------- html/changelogs/paradoxspace-savethetrees.yml | 38 ++++++++++ 2 files changed, 68 insertions(+), 39 deletions(-) create mode 100644 html/changelogs/paradoxspace-savethetrees.yml diff --git a/code/modules/mob/living/carbon/diona_base.dm b/code/modules/mob/living/carbon/diona_base.dm index de18452940c..f4dec34580d 100644 --- a/code/modules/mob/living/carbon/diona_base.dm +++ b/code/modules/mob/living/carbon/diona_base.dm @@ -8,8 +8,8 @@ #define NYMPH_ABSORB_NUTRITION 650 #define NYMPH_ABSORB_DEAD_FACTOR 0.3 -#define REGROW_FOOD_REQ 100 -#define REGROW_ENERGY_REQ 40 +#define REGROW_FOOD_REQ 150 +#define REGROW_ENERGY_REQ 60 #define LANGUAGE_POINTS_TO_LEARN 3 //The number of samples of a language required to learn it @@ -116,12 +116,9 @@ var/list/diona_banned_languages = list( //Most medicines don't work on diona, but physical treatment for external wounds helps a little, //and some alternative things that are toxic to other life, such as radium and mutagen, will benefit diona /mob/living/carbon/proc/diona_handle_regeneration(var/datum/dionastats/DS) - if ((DS.stored_energy < 1 && !total_radiation)) //we need energy or radiation to heal + if ((DS.stored_energy < 1 && !total_radiation)) //we need energy or total_radiation to heal return FALSE - var/radiation = max(total_radiation, 0) - - var/value //A little variable we'll reuse to optimise var/CL //Cached loss, to save on repeatedly recalculating it var/HF = DS.healing_factor //I don't know if fetching a variable from an object repeatedly is slow, but this seems safe @@ -132,10 +129,10 @@ var/list/diona_banned_languages = list( if (getHalLoss() > 0) CL = getHalLoss() if (CL > 0) - if (radiation > 0) - value = min(CL, radiation, 2*HF) + if (total_radiation > 0) + value = min(CL, total_radiation, 2*HF) adjustHalLoss(value*-3,1) //Halloss heals more quickly - radiation -= value + total_radiation -= value CL = getHalLoss() value = min(CL, DS.stored_energy, 1*HF) @@ -149,10 +146,10 @@ var/list/diona_banned_languages = list( CL = getBruteLoss() if (CL > 0) - if (radiation > 0) - value = min(CL, radiation, 2*HF) + if (total_radiation > 0) + value = min(CL, total_radiation, 2*HF) adjustBruteLoss(value*-1) - radiation -= value + total_radiation -= value CL = getBruteLoss() //After adjusting it, recalculate for the lighthealing value = min(CL, DS.stored_energy, 1*HF) @@ -161,10 +158,10 @@ var/list/diona_banned_languages = list( CL = getFireLoss() if (CL > 0) - if (radiation > 0) - value = min(CL, radiation, 2*HF) + if (total_radiation > 0) + value = min(CL, total_radiation, 2*HF) adjustFireLoss(value*-1) - radiation -= value + total_radiation -= value CL = getFireLoss() value = min(CL, DS.stored_energy, 1*HF) @@ -173,10 +170,10 @@ var/list/diona_banned_languages = list( CL = stunned if (CL > 0) - if (radiation > 0) - value = min(CL, radiation, 2*HF) + if (total_radiation > 0) + value = min(CL, total_radiation, 2*HF) stunned -= value - radiation -= value + total_radiation -= value CL = stunned value = min(CL, DS.stored_energy, 1*HF) @@ -186,10 +183,10 @@ var/list/diona_banned_languages = list( CL = weakened if (CL > 0) - if (radiation > 0) - value = min(CL, radiation, 2*HF) + if (total_radiation > 0) + value = min(CL, total_radiation, 2*HF) weakened -= value - radiation -= value + total_radiation -= value CL = weakened value = min(CL, DS.stored_energy, 1*HF) @@ -200,10 +197,10 @@ var/list/diona_banned_languages = list( if (life_tick % LIFETICK_INTERVAL_LESS == 0) CL = getToxLoss() if (CL > 0) - if (radiation > 0) - value = min(CL, radiation, 2*HF*LIFETICK_INTERVAL_LESS) + if (total_radiation > 0) + value = min(CL, total_radiation, 2*HF*LIFETICK_INTERVAL_LESS) adjustToxLoss(value*-1) - radiation -= value + total_radiation -= value CL = getToxLoss() value = min(CL, DS.stored_energy, 1*HF*LIFETICK_INTERVAL_LESS) @@ -213,10 +210,10 @@ var/list/diona_banned_languages = list( CL = getCloneLoss() if (CL > 0) - if (radiation > 0) - value = min(CL, radiation, 2*HF*LIFETICK_INTERVAL_LESS) + if (total_radiation > 0) + value = min(CL, total_radiation, 2*HF*LIFETICK_INTERVAL_LESS) adjustCloneLoss(value/-2.5) //Genetic damage, should diona ever suffer it, heals much more slowly. - radiation -= value //Most likely the only time they'll cloneloss is escaping from being partially devoured + total_radiation -= value //Most likely the only time they'll cloneloss is escaping from being partially devoured CL = getCloneLoss() value = min(CL, DS.stored_energy, 1*HF*LIFETICK_INTERVAL_LESS) @@ -227,21 +224,15 @@ var/list/diona_banned_languages = list( updatehealth() return FALSE - // A little inter-proc communication. - // We need the continued radiation count for the sake of actually working. - return max(radiation, 0) - // Continuation of the Diona regen proc, but for human specific actions. /mob/living/carbon/human/diona_handle_regeneration(var/datum/dionastats/DS) - . = ..() + ..() // We cancel with regening organ, as it's meant to stop all other regenerative // processes. Just pray to shit the timers don't implode. - if (!. || DS.regening_organ) + if ((!total_radiation && !DS.healing_factor && !DS.stored_energy) || DS.regening_organ) return FALSE - var/radiation = . - //Next up, healing any damage to internal organs. //Diona really only have one critical organ, the light receptor node in the head. //If badly damaged, the light receptor reduces the effectiveness of incoming light @@ -251,10 +242,10 @@ var/list/diona_banned_languages = list( for (var/obj/item/organ/O in bad_internal_organs) var/CL = O.damage var/value - if (radiation > 0) - value = min(CL, radiation, 2 * DS.healing_factor * LIFETICK_INTERVAL_LESS) + if(total_radiation > 0) + value = min(CL, total_radiation, 2 * DS.healing_factor * LIFETICK_INTERVAL_LESS) O.damage += value/-1.5 - radiation -= value + total_radiation -= value CL = getCloneLoss() value = min(CL, DS.stored_energy, 1 * DS.healing_factor * LIFETICK_INTERVAL_LESS) @@ -424,7 +415,7 @@ var/list/diona_banned_languages = list( var/HP = 1 //HP = health-percentage if (DS.LMS == 4) if (HP < 0.6) - to_chat(src, "The darkness burns. Your nymphs decay and wilt You are in mortal danger!") + to_chat(src, "The darkness burns. Your nymphs decay and wilt. You are in mortal danger!") DS.LMS = 5 else if (DS.LMS == 5) diff --git a/html/changelogs/paradoxspace-savethetrees.yml b/html/changelogs/paradoxspace-savethetrees.yml new file mode 100644 index 00000000000..1974338f058 --- /dev/null +++ b/html/changelogs/paradoxspace-savethetrees.yml @@ -0,0 +1,38 @@ +################################ +# Example Changelog File +# +# Note: This file, and files beginning with ".", and files that don't end in ".yml" will not be read. If you change this file, you will look really dumb. +# +# Your changelog will be merged with a master changelog. (New stuff added only, and only on the date entry for the day it was merged.) +# When it is, any changes listed below will disappear. +# +# Valid Prefixes: +# bugfix +# wip (For works in progress) +# tweak +# soundadd +# sounddel +# rscadd (general adding of nice things) +# rscdel (general deleting of nice things) +# imageadd +# imagedel +# maptweak +# spellcheck (typo fixes) +# experiment +# balance +################################# + +# Your name. +author: ParadoxSpace + +# Optional: Remove this file after generating master changelog. Useful for PR changelogs that won't get used again. +delete-after: True + +# Any changes you've made. See valid prefix list above. +# INDENT WITH TWO SPACES. NOT TABS. SPACES. +# SCREW THIS UP AND IT WON'T WORK. +# Also, all entries are changed into a single [] after a master changelog generation. Just remove the brackets when you add new entries. +# Please surround your changes in double quotes ("), as certain characters otherwise screws up compiling. The quotes will not show up in the changelog. +changes: + - bugfix: "After much internal debate among their nymphs, Diona gestalts have now decided it's probably a good idea to regenerate their limbs again." + - tweak: "Increases amount of energy and nutrition Diona need to do such. Eat up." From c8fb2d1556f0cf3915fbd26d71de913761c11c2f Mon Sep 17 00:00:00 2001 From: Panter Date: Tue, 11 Sep 2018 07:41:35 +0200 Subject: [PATCH 10/45] Corrected a typo in the string used when a player combines two battle monsters decks. (#5266) I replaced the incorrect 'too decks' with plural 'two decks' in the description used for combining battle monsters decks. --- code/modules/battlemonsters/items/deck.dm | 3 +- html/changelogs/CodePanter-too-typo.yml | 37 +++++++++++++++++++++++ 2 files changed, 38 insertions(+), 2 deletions(-) create mode 100644 html/changelogs/CodePanter-too-typo.yml diff --git a/code/modules/battlemonsters/items/deck.dm b/code/modules/battlemonsters/items/deck.dm index b0aa2d30ffb..4c3731cce29 100644 --- a/code/modules/battlemonsters/items/deck.dm +++ b/code/modules/battlemonsters/items/deck.dm @@ -74,7 +74,7 @@ user.visible_message(\ span("notice","\The [user] combines two decks together."),\ - span("notice","You combine too decks together.")\ + span("notice","You combine two decks together.")\ ) qdel(C) @@ -187,4 +187,3 @@ if(href_list["selection"]) take_specific_card(usr, href_list["selection"]) BrowseDeck(usr) - diff --git a/html/changelogs/CodePanter-too-typo.yml b/html/changelogs/CodePanter-too-typo.yml new file mode 100644 index 00000000000..f163ebcbcad --- /dev/null +++ b/html/changelogs/CodePanter-too-typo.yml @@ -0,0 +1,37 @@ +################################ +# Example Changelog File +# +# Note: This file, and files beginning with ".", and files that don't end in ".yml" will not be read. If you change this file, you will look really dumb. +# +# Your changelog will be merged with a master changelog. (New stuff added only, and only on the date entry for the day it was merged.) +# When it is, any changes listed below will disappear. +# +# Valid Prefixes: +# bugfix +# wip (For works in progress) +# tweak +# soundadd +# sounddel +# rscadd (general adding of nice things) +# rscdel (general deleting of nice things) +# imageadd +# imagedel +# maptweak +# spellcheck (typo fixes) +# experiment +# balance +################################# + +# Your name. +author: CodePanter + +# Optional: Remove this file after generating master changelog. Useful for PR changelogs that won't get used again. +delete-after: True + +# Any changes you've made. See valid prefix list above. +# INDENT WITH TWO SPACES. NOT TABS. SPACES. +# SCREW THIS UP AND IT WON'T WORK. +# Also, all entries are changed into a single [] after a master changelog generation. Just remove the brackets when you add new entries. +# Please surround your changes in double quotes ("), as certain characters otherwise screws up compiling. The quotes will not show up in the changelog. +changes: + - spellcheck: "Corrected a typo in the string used when a player combines two battle monsters decks." From 166b7911d4e0c6ba85c330b430b859bc01276975 Mon Sep 17 00:00:00 2001 From: AuroraBuildBot Date: Tue, 11 Sep 2018 05:42:12 +0000 Subject: [PATCH 11/45] "[ci skip] Automatic Build - 2018.09.11.05.42.12" --- html/changelog.html | 17 +++++++++ html/changelogs/.all_changelog.yml | 13 +++++++ html/changelogs/CodePanter-too-typo.yml | 37 ------------------ html/changelogs/moondancerpony-shellbuff.yml | 6 --- html/changelogs/paradoxspace-savethetrees.yml | 38 ------------------- 5 files changed, 30 insertions(+), 81 deletions(-) delete mode 100644 html/changelogs/CodePanter-too-typo.yml delete mode 100644 html/changelogs/moondancerpony-shellbuff.yml delete mode 100644 html/changelogs/paradoxspace-savethetrees.yml diff --git a/html/changelog.html b/html/changelog.html index 785d030f5a5..936277caf87 100644 --- a/html/changelog.html +++ b/html/changelog.html @@ -56,6 +56,23 @@ -->
      +

      11 September 2018

      +

      CodePanter updated:

      +
        +
      • Corrected a typo in the string used when a player combines two battle monsters decks.
      • +
      +

      MoondancerPony updated:

      +
        +
      • Attack logs now show general regions if the limb itself is obscured by clothing.
      • +
      • Wound flavortext is now hidden if the limb is obscured by clothing.
      • +
      • AOOC is now re-added to antagonists who de-admin.
      • +
      +

      ParadoxSpace updated:

      +
        +
      • After much internal debate among their nymphs, Diona gestalts have now decided it's probably a good idea to regenerate their limbs again.
      • +
      • Increases amount of energy and nutrition Diona need to do such. Eat up.
      • +
      +

      10 September 2018

      Alberyk updated:

        diff --git a/html/changelogs/.all_changelog.yml b/html/changelogs/.all_changelog.yml index 7d24ab512ee..325aadb9bdf 100644 --- a/html/changelogs/.all_changelog.yml +++ b/html/changelogs/.all_changelog.yml @@ -6072,3 +6072,16 @@ DO NOT EDIT THIS FILE BY HAND! AUTOMATICALLY GENERATED BY ss13_genchangelog.py. as long they were open with a wrench. Arrow768: - balance: Nerfs ZoRa Soda. +2018-09-11: + CodePanter: + - spellcheck: Corrected a typo in the string used when a player combines two battle + monsters decks. + MoondancerPony: + - bugfix: Attack logs now show general regions if the limb itself is obscured by + clothing. + - bugfix: Wound flavortext is now hidden if the limb is obscured by clothing. + - bugfix: AOOC is now re-added to antagonists who de-admin. + ParadoxSpace: + - bugfix: After much internal debate among their nymphs, Diona gestalts have now + decided it's probably a good idea to regenerate their limbs again. + - tweak: Increases amount of energy and nutrition Diona need to do such. Eat up. diff --git a/html/changelogs/CodePanter-too-typo.yml b/html/changelogs/CodePanter-too-typo.yml deleted file mode 100644 index f163ebcbcad..00000000000 --- a/html/changelogs/CodePanter-too-typo.yml +++ /dev/null @@ -1,37 +0,0 @@ -################################ -# Example Changelog File -# -# Note: This file, and files beginning with ".", and files that don't end in ".yml" will not be read. If you change this file, you will look really dumb. -# -# Your changelog will be merged with a master changelog. (New stuff added only, and only on the date entry for the day it was merged.) -# When it is, any changes listed below will disappear. -# -# Valid Prefixes: -# bugfix -# wip (For works in progress) -# tweak -# soundadd -# sounddel -# rscadd (general adding of nice things) -# rscdel (general deleting of nice things) -# imageadd -# imagedel -# maptweak -# spellcheck (typo fixes) -# experiment -# balance -################################# - -# Your name. -author: CodePanter - -# Optional: Remove this file after generating master changelog. Useful for PR changelogs that won't get used again. -delete-after: True - -# Any changes you've made. See valid prefix list above. -# INDENT WITH TWO SPACES. NOT TABS. SPACES. -# SCREW THIS UP AND IT WON'T WORK. -# Also, all entries are changed into a single [] after a master changelog generation. Just remove the brackets when you add new entries. -# Please surround your changes in double quotes ("), as certain characters otherwise screws up compiling. The quotes will not show up in the changelog. -changes: - - spellcheck: "Corrected a typo in the string used when a player combines two battle monsters decks." diff --git a/html/changelogs/moondancerpony-shellbuff.yml b/html/changelogs/moondancerpony-shellbuff.yml deleted file mode 100644 index b7cf669ee75..00000000000 --- a/html/changelogs/moondancerpony-shellbuff.yml +++ /dev/null @@ -1,6 +0,0 @@ -author: MoondancerPony -delete-after: True -changes: - - bugfix: "Attack logs now show general regions if the limb itself is obscured by clothing." - - bugfix: "Wound flavortext is now hidden if the limb is obscured by clothing." - - bugfix: "AOOC is now re-added to antagonists who de-admin." diff --git a/html/changelogs/paradoxspace-savethetrees.yml b/html/changelogs/paradoxspace-savethetrees.yml deleted file mode 100644 index 1974338f058..00000000000 --- a/html/changelogs/paradoxspace-savethetrees.yml +++ /dev/null @@ -1,38 +0,0 @@ -################################ -# Example Changelog File -# -# Note: This file, and files beginning with ".", and files that don't end in ".yml" will not be read. If you change this file, you will look really dumb. -# -# Your changelog will be merged with a master changelog. (New stuff added only, and only on the date entry for the day it was merged.) -# When it is, any changes listed below will disappear. -# -# Valid Prefixes: -# bugfix -# wip (For works in progress) -# tweak -# soundadd -# sounddel -# rscadd (general adding of nice things) -# rscdel (general deleting of nice things) -# imageadd -# imagedel -# maptweak -# spellcheck (typo fixes) -# experiment -# balance -################################# - -# Your name. -author: ParadoxSpace - -# Optional: Remove this file after generating master changelog. Useful for PR changelogs that won't get used again. -delete-after: True - -# Any changes you've made. See valid prefix list above. -# INDENT WITH TWO SPACES. NOT TABS. SPACES. -# SCREW THIS UP AND IT WON'T WORK. -# Also, all entries are changed into a single [] after a master changelog generation. Just remove the brackets when you add new entries. -# Please surround your changes in double quotes ("), as certain characters otherwise screws up compiling. The quotes will not show up in the changelog. -changes: - - bugfix: "After much internal debate among their nymphs, Diona gestalts have now decided it's probably a good idea to regenerate their limbs again." - - tweak: "Increases amount of energy and nutrition Diona need to do such. Eat up." From 6762347a40c1a2f32f022bd7a700a58393331372 Mon Sep 17 00:00:00 2001 From: Mykhailo Bykhovtsev Date: Tue, 11 Sep 2018 13:57:00 -0700 Subject: [PATCH 12/45] Blast doors and shutters fix (#5269) Fixes all blast doors and shutters(children of blast doors), they no longer glitch when area has no power. Fixes #5262 --- code/game/machinery/doors/blast_door.dm | 2 ++ html/changelogs/Sindorman-fixes.yml | 12 ++++++++++++ 2 files changed, 14 insertions(+) create mode 100644 html/changelogs/Sindorman-fixes.yml diff --git a/code/game/machinery/doors/blast_door.dm b/code/game/machinery/doors/blast_door.dm index 65bdad2479a..f5553ec3d7e 100644 --- a/code/game/machinery/doors/blast_door.dm +++ b/code/game/machinery/doors/blast_door.dm @@ -82,6 +82,8 @@ // Parameters: None // Description: Closes the door. No checks are done inside this proc. /obj/machinery/door/blast/proc/force_close() + if(density) + return 0 src.operating = 1 src.layer = closed_layer flick(icon_state_closing, src) diff --git a/html/changelogs/Sindorman-fixes.yml b/html/changelogs/Sindorman-fixes.yml new file mode 100644 index 00000000000..485eae4b447 --- /dev/null +++ b/html/changelogs/Sindorman-fixes.yml @@ -0,0 +1,12 @@ +author: PoZe + +# Optional: Remove this file after generating master changelog. Useful for PR changelogs that won't get used again. +delete-after: True + +# Any changes you've made. See valid prefix list above. +# INDENT WITH TWO SPACES. NOT TABS. SPACES. +# SCREW THIS UP AND IT WON'T WORK. +# Also, all entries are changed into a single [] after a master changelog generation. Just remove the brackets when you add new entries. +# Please surround your changes in double quotes ("), as certain characters otherwise screws up compiling. The quotes will not show up in the changelog. +changes: + - bugfix: "Blast doors and shutters no longer glitch when APC has no power(Or during grid check event)." From 6014436c0817cbb44066750d23ca0e6afbf34f1e Mon Sep 17 00:00:00 2001 From: Werner Date: Fri, 14 Sep 2018 21:21:27 +0200 Subject: [PATCH 13/45] Fix camera network of bar cams (#5272) Fix camera network of command surface fax machine --- maps/aurora/aurora-4_mainlevel.dmm | 18 ++++++++++++------ maps/aurora/aurora-6_surface.dmm | 4 +++- 2 files changed, 15 insertions(+), 7 deletions(-) diff --git a/maps/aurora/aurora-4_mainlevel.dmm b/maps/aurora/aurora-4_mainlevel.dmm index 2439bf4fab6..e3827671e08 100644 --- a/maps/aurora/aurora-4_mainlevel.dmm +++ b/maps/aurora/aurora-4_mainlevel.dmm @@ -52549,7 +52549,8 @@ /obj/machinery/camera/network/civilian_east{ c_tag = "Kitchen - Canteen"; c_tag_order = 999; - dir = 2 + dir = 2; + network = list("Service") }, /obj/machinery/light_switch{ pixel_x = 8; @@ -53799,7 +53800,8 @@ /obj/machinery/camera/network/civilian_east{ c_tag = "Kitchen - Southwest"; c_tag_order = 999; - dir = 1 + dir = 1; + network = list("Service") }, /turf/simulated/floor/tiled/white, /area/crew_quarters/kitchen) @@ -54826,7 +54828,8 @@ /obj/machinery/camera/network/civilian_east{ c_tag = "Bar - East"; c_tag_order = 999; - dir = 8 + dir = 8; + network = list("Service") }, /turf/simulated/floor/carpet, /area/crew_quarters/bar) @@ -63912,7 +63915,8 @@ /obj/machinery/camera/network/civilian_east{ c_tag = "Kitchen - Northeast"; c_tag_order = 999; - dir = 2 + dir = 2; + network = list("Service") }, /turf/simulated/floor/tiled/white, /area/crew_quarters/kitchen) @@ -64638,7 +64642,8 @@ /obj/machinery/camera/network/civilian_east{ c_tag = "Bar - North"; c_tag_order = 999; - dir = 2 + dir = 2; + network = list("Service") }, /obj/machinery/atm{ pixel_x = 0; @@ -64932,7 +64937,8 @@ /obj/machinery/camera/network/civilian_east{ c_tag = "Bar - West"; c_tag_order = 999; - dir = 4 + dir = 4; + network = list("Service") }, /obj/machinery/firealarm/west, /turf/simulated/floor/wood, diff --git a/maps/aurora/aurora-6_surface.dmm b/maps/aurora/aurora-6_surface.dmm index 3283ce235cd..d88a5ef982e 100644 --- a/maps/aurora/aurora-6_surface.dmm +++ b/maps/aurora/aurora-6_surface.dmm @@ -13518,7 +13518,9 @@ /obj/structure/table/standard{ name = "plastic table frame" }, -/obj/machinery/photocopier/faxmachine, +/obj/machinery/photocopier/faxmachine{ + department = "Command-Surface" + }, /turf/simulated/floor/tiled, /area/bridge/levela) "yO" = ( From 8ef2226b074099779ebea38155d0eebbb87a8ea9 Mon Sep 17 00:00:00 2001 From: BurgerLUA Date: Fri, 14 Sep 2018 12:59:01 -0700 Subject: [PATCH 14/45] Battlemonster Bug Fixes and Tweaks (#5275) Fixed the vendor sprite being wonky. (Unreported) Fixes #5267 Adjusted Battlemonster Star calculation. Slightly lowered the cost of battlemonster cards. Deck searching speed is now based on the number of cards in the deck. --- .../controllers/subsystems/battle_monsters.dm | 21 ++++++---- code/game/machinery/vending_types.dm | 14 +++---- code/modules/battlemonsters/datum_titles.dm | 2 +- code/modules/battlemonsters/items/deck.dm | 6 +-- .../burgerbb-battlemonster_fixes.yml | 38 ++++++++++++++++++ icons/obj/vending.dmi | Bin 79109 -> 79467 bytes 6 files changed, 62 insertions(+), 19 deletions(-) create mode 100644 html/changelogs/burgerbb-battlemonster_fixes.yml diff --git a/code/controllers/subsystems/battle_monsters.dm b/code/controllers/subsystems/battle_monsters.dm index 50510cc0f7d..e9aebeebb40 100644 --- a/code/controllers/subsystems/battle_monsters.dm +++ b/code/controllers/subsystems/battle_monsters.dm @@ -240,6 +240,8 @@ var/datum/controller/subsystem/battle_monsters/SSbattlemonsters return "colossus" if(BATTLE_MONSTERS_DEFENSETYPE_FLYING) return "winged monster" + else + return GetSpecies(card_defense_type," mixed with ") return "unknown" @@ -338,19 +340,22 @@ var/datum/controller/subsystem/battle_monsters/SSbattlemonsters return english_list(included_elements, nothing_text = "Neutral", and_text = and_text) -/datum/controller/subsystem/battle_monsters/proc/GetStarLevel(var/power_rating) - if(power_rating <= BATTLE_MONSTERS_POWER_PETTY) +/datum/controller/subsystem/battle_monsters/proc/GetStarLevel(var/power_rating,var/attack_points,var/defense_points) + + var/power_mod = (power_rating / 2) + (max(attack_points,defense_points)/2) + + if(power_mod <= BATTLE_MONSTERS_POWER_PETTY) return 1 - if(power_rating <= BATTLE_MONSTERS_POWER_LESSER) + if(power_mod <= BATTLE_MONSTERS_POWER_LESSER) return 2 - if(power_rating <= BATTLE_MONSTERS_POWER_COMMON) + if(power_mod <= BATTLE_MONSTERS_POWER_COMMON) return 3 - if(power_rating <= BATTLE_MONSTERS_POWER_GREATER) + if(power_mod <= BATTLE_MONSTERS_POWER_GREATER) return 4 - if(power_rating <= BATTLE_MONSTERS_POWER_GRAND) + if(power_mod <= BATTLE_MONSTERS_POWER_GRAND) return 5 else - return 5 + (power_rating - BATTLE_MONSTERS_POWER_GRAND)/BATTLE_MONSTERS_POWER_UPGRADE + return 5 + round((power_mod - BATTLE_MONSTERS_POWER_GRAND)/BATTLE_MONSTERS_POWER_UPGRADE) /datum/controller/subsystem/battle_monsters/proc/GetSummonRequirements(var/starlevel) if(starlevel <= 2) @@ -498,7 +503,7 @@ var/datum/controller/subsystem/battle_monsters/SSbattlemonsters returning_list["attack_points"] = round(returning_list["power"] * returning_list["attack_points"],100) returning_list["defense_points"] = round(returning_list["power"] * returning_list["defense_points"],100) - returning_list["star_level"] = GetStarLevel(returning_list["power"]) + returning_list["star_level"] = GetStarLevel(returning_list["power"],returning_list["attack_points"],returning_list["defense_points"]) return returning_list diff --git a/code/game/machinery/vending_types.dm b/code/game/machinery/vending_types.dm index 7aca17a8e6c..53b8e6a5356 100644 --- a/code/game/machinery/vending_types.dm +++ b/code/game/machinery/vending_types.dm @@ -855,16 +855,16 @@ ) prices = list( /obj/item/weapon/book/manual/battlemonsters = 12, - /obj/item/battle_monsters/wrapped = 150, - /obj/item/battle_monsters/wrapped/pro = 100, - /obj/item/battle_monsters/wrapped/species = 150, - /obj/item/battle_monsters/wrapped/species/lizard = 150, - /obj/item/battle_monsters/wrapped/species/cat = 150, - /obj/item/battle_monsters/wrapped/species/ant = 150, + /obj/item/battle_monsters/wrapped = 100, + /obj/item/battle_monsters/wrapped/pro = 75, + /obj/item/battle_monsters/wrapped/species = 100, + /obj/item/battle_monsters/wrapped/species/lizard = 125, + /obj/item/battle_monsters/wrapped/species/cat = 125, + /obj/item/battle_monsters/wrapped/species/ant = 125, /obj/item/battle_monsters/wrapped/rare = 200 ) contraband = list( - /obj/item/battle_monsters/wrapped/legendary = 2 + /obj/item/battle_monsters/wrapped/legendary = 4 ) premium = list( /obj/item/weapon/coin/battlemonsters = 10 diff --git a/code/modules/battlemonsters/datum_titles.dm b/code/modules/battlemonsters/datum_titles.dm index ddd6544b107..7e5cab4b319 100644 --- a/code/modules/battlemonsters/datum_titles.dm +++ b/code/modules/battlemonsters/datum_titles.dm @@ -32,7 +32,7 @@ power_add = BATTLE_MONSTERS_POWER_UPGRADE power_mul = 1.25 description = "%NAME is feared upon by most lesser beings, and with good reason. A single stroke of their %WEAPON_AND is known to destroy the very souls of those unlucky enough to even witness it's power over %ELEMENT_AND." - special_effects = "Absolute Power: %NAME cannot be attacked by monsters with a base attack rating less than 2000." + special_effects = "Absolute Power: %NAME cannot be attacked by monsters with 4 or lower stars." rarity = 0.5 rarity_score = 1 diff --git a/code/modules/battlemonsters/items/deck.dm b/code/modules/battlemonsters/items/deck.dm index 4c3731cce29..d3b3430baa5 100644 --- a/code/modules/battlemonsters/items/deck.dm +++ b/code/modules/battlemonsters/items/deck.dm @@ -150,12 +150,12 @@ if(icon_state != "hand") user.visible_message(\ span("notice","\The [usr] begins searching through \the [src]..."),\ - span("notice","You begin searching through your deck..")\ + span("notice","You begin searching through your deck...")\ ) - if(!do_after(user, 40, act_target = src)) + if(!do_after(user, 5 + stored_card_names.len, act_target = src)) user.visible_message(\ span("notice","\The [usr] stops and thinks better of it."),\ - span("notice","You top and think better of it.")\ + span("notice","You stop and think better of it.")\ ) return diff --git a/html/changelogs/burgerbb-battlemonster_fixes.yml b/html/changelogs/burgerbb-battlemonster_fixes.yml new file mode 100644 index 00000000000..1813b83d773 --- /dev/null +++ b/html/changelogs/burgerbb-battlemonster_fixes.yml @@ -0,0 +1,38 @@ +################################ +# Example Changelog File +# +# Note: This file, and files beginning with ".", and files that don't end in ".yml" will not be read. If you change this file, you will look really dumb. +# +# Your changelog will be merged with a master changelog. (New stuff added only, and only on the date entry for the day it was merged.) +# When it is, any changes listed below will disappear. +# +# Valid Prefixes: +# bugfix +# wip (For works in progress) +# tweak +# soundadd +# sounddel +# rscadd (general adding of nice things) +# rscdel (general deleting of nice things) +# imageadd +# imagedel +# maptweak +# spellcheck (typo fixes) +# experiment +# balance +################################# + +# Your name. +author: BurgerBB + +# Optional: Remove this file after generating master changelog. Useful for PR changelogs that won't get used again. +delete-after: True + +# Any changes you've made. See valid prefix list above. +# INDENT WITH TWO SPACES. NOT TABS. SPACES. +# SCREW THIS UP AND IT WON'T WORK. +# Also, all entries are changed into a single [] after a master changelog generation. Just remove the brackets when you add new entries. +# Please surround your changes in double quotes ("), as certain characters otherwise screws up compiling. The quotes will not show up in the changelog. +changes: + - bugfix: "Fixed offline Battlemonster vending machine sprite having a white background. Fixes card searching typo." + - tweak: "Adjusted battlemonster star calculation. Slightly lowered the cost of battlemonster cards. Deck searching speed is now based on the number of cards in the deck." diff --git a/icons/obj/vending.dmi b/icons/obj/vending.dmi index 69b0a2148bd5a7151d7640efadd99e001d48f831..42d845419d5496ffbe43380b7da2eeb525e7adc8 100755 GIT binary patch delta 3673 zcmb_fi#L>8AAZMRPA(%VDw&Z)F1Z%Rb)-@xI$@A&WjN;}*FyjdAa=$k!9jO?E zah*}*ULBR>E;K^JjO&cKeWUMN-(T>p^;_>+``vpz&wif$d)C@JX+d=Hr|1KD84=(& zaR30;qCal|092#;Fki&5gcR(hW#9iOYI-bE%|ScYAg71}cQ8*n$yR19lX#0h7dwQ1V46Bv@HQE}i`55TqXpPFHiz&Xsx0*ZVNUgoVoIR!PV0 z(L%FwwcQOgOU8qdHKfYQ`}OtpVSnuF;3)n6=IeNEMUf5toc?fZ>FTG7Xgb;K_J|LE z!pQsMznoThl9VZ7o#{i$MIR-bs@xQ}dD4@quFfs!x$u~pn7<_!?-D2qdL9|r(EVre zHK@Q-P-Z3QvJ!|A_^v(4QCv}U54;F(KTI?BJj}S@Q24B;ieCOA*u2KZZG2tU z)g)v(S9I!WFE20cRIEiOxVA7K8_>xcuB_D2@u;$8bXC7U@HPPGkuV##zRb_o+xw^Z%+s_#r895xmdwYA^&qZCou9`&*emaVOt$=&& zh!os6TbjzddOu}h%n`-QGFxgm^oZ*>ifSR8Af4{LJ1+f=+`cDQ6wKHY#8IXZ2qy2E zXH7BK4BaZ5>t%mGpwZME^f6ads{D9F0slxqeO-9iAjxfrqJNo7urTSp@dcQy)VM`c zd+v-oNg>RCDsysidCOU*67}%Ht^I>SdwV0KrKR)U`C}$Omphf0m)lC9#+xF1We>(- z%j|cU-f+5BQ4^b6qygEzqjdtlqtwDSo0Z$B0kH$C&B3eR)p7dD?gUGBp!+1y^SIQe z%m4Vdm4q&sw<}T!ks99L918LNWOcidit5!8OKO>p)48UQA^{dE9-ge?C~eS3yC|_7 zk>OICx%i8Ib(a$P-}dj{e?(W;bz^;fz4~ewT-DZ20@OZR$qIg6k=7u6!R-Q&Yx-m1 zV-08?ztJZ{$%G^BH5A+9o9MY(ltgu ziiy2+&_m_Sg}mgJ9tSELN~QDmBI43upM5e9>>ax8P&U)LIU#LIu87>PScW%ygoyi~ z!Wfu;=ER&+SZv&!z~1Do5A7O(3Z~^#b%7s?i;`RFS(^}{fkh4h7g_V@Tv;uMya>W7 zS3?V8DgKKImkVk^PMtg40@ERfeh01DNXOt5p}vE*7eBJ*znrhD8}s&*l4|P6u6eF* zp6QO$-C{^usU-|SD`AfDc2nf4-IxiDTOHgX1ZBwp}=(QtHVuV z?cT5}?-et?i{vd~79K*iCEAA;*NgC5^Uf|VhwsV6>+3YGm&5I=FI8xKBPe)f)!m`; z2i|Pzu1IW$O12Z!tyaH-q^}yIDGcD$L86T6U&^VE(IScR(o+!Y%;Qwgs)F2I2cSD8 zsdaVP=L?N^f{i8JW6!k+P*&7+wCTGG!>WeTa`y(a{ya$^p}06D+znC~!XWL2Atx zN!dbF#l#CrmIy=iWsffKt zgP+ikS}Fu|qKIcTO`v+0ifl%ma60erf#~ez4OW^wd0<1Hm})rV@?G(NYa_U6jXaNa zXDSzG#_?%p{{-BsV!PncQztaDt<5b7yjG7ejc^zh3+Dr5x!FmW?5BVsqy=|ixBE(nDpMk+8c9p;)XumfrtMs2BoffetPVD^o^KM*b*Yx6;9fgVD zt{JNGR{}tD@&jw5!nai5p4u+AEF3a!aAj1Io#)dQ4~11-ZWk|q#Xwr(++Lcdr42kY zP3zGR-@{(-z_l5kYf0}&LUnt=v<;RSMcb!NgFgJk{`F}hOw#G#ah^x!SFv#4xips13;uQuC_?<+PI_1e%m5aKoxjK%Z zHgM0YB6hpbQu`)PO`k}g2^phLO1MPqe7Pia;uX~QL|`B#FQsdaIhvaYMz6(+C~*X$ zj__`K{wr3jKG0JxO2M5Dh5<>qj=A{U#J0^HK}TkFCE0Bv?;l#E4h;MuJiX51vU_PC z8aDh|WM;Jn{yg?vmHIFl)@%psNcR(QOe^=eqrLP~lfKhsuGs?5^mUz&duHlm{?)}) zIh>o;$|L!MHOSbj;maV@H$V_*OjH6SM>a~+c|P#z(m78f$)K_1v_dC0S(=AvQ$n<2 zxEXLXiR+w%3vz(i;KhFrn-&Ecg}bOzn`z2)ODkAD^;CuGohO6O9{CmC)Flh;^9?`6voSf-Zd$lLp z)Q8T2Nl>fla5;s)2fY(tevydOoTM{d1Cz|MeJb`WIa8KqqOcs&Q$d>QhGt%(Z={f# z3SKq?HvK1hiVuw3V&r3jR={cZ4*_1y8!~N&aJOLJB^i(U!YARvH z-`Bu`9qG^fqXT94NRv9@TqvdRa|ZzLx2`nW*ISMwcllg1C~{&CsqF8R;D^A&dMg&- zT966?dQpOHCyB$^HsIlv>$rt@Zo^Soj^=p=jG?ro%hx}NO1U|7_g8s*f8?Y%sU-!`w z?q8CE_jI@wtKVR2ax|G>$;FHlBk7m;GE1s*JsDkg%Sn?`DpHL~aZj!J7Y|;w?bf|X z;<&G^uR|VS#e=nv%Z8XA^iC|u%d^5_&8}4EWpHDhUWg&2mPJc8_WM=HKikC)CQ#9m zV=3HA;L*_gRA#*(C1uAs5WW|9GvK&0#~jwS9a;Q45#>XDQJN z$Bb8m!HiaD$so1o(KtB9>wb~*8#PxgoWGd!H45Jk7n zoFou)a_$oRX{5=bqK>t-wF12IzL*cvvnnAyCamUI-v~3GmeH*HV+ho0{s-JL56pr`Po zByxO}{=kI!sozry8d^JrvE0TRX7{2Y4d>CYHV4_#$BY4sN%+<2xkpaRhvYIi!*zHW zhkJ$W{s7BW%$$~onAL18BcIzp6tN6{6y^K8*ZRDQiU@ih@H5EI_%3c5&WS3)Qj`qK z3iLgTSQ=y?l(X4}qk)D*c8$wX;64(ibJVZ0vnDNOW5^;UlE)b(sPsp5e{Qp?)LLWJ zII4cGTRLZzVzKDawd>|u@-N;+BkI2(CDSDq#>RKj(`CyuUpZ$)0-O)MjDpSzA(_{s z2VI_`FNb0TP{rG>=r70cG$CETYyNV|DHTkJ@b;tuHsZHbmADu_{EI>G`06-qgC$f> zGxUkXzZGe-ZEbC>r0tTGolkxNBqt{y>kx@cPCk25`~Nlo|1WSCCF8J$%d_{D%yKxG z`9B?Kb8@n>>7K&hnI{VY;EqG9?&{SPA(cV7*mkafsj=phKa}#WC|nlmdFF5vga6uJ z?k^>C$DHl@OWZPmYkP%PQF*K$_t^xv g0u!PnFAR~opUJ0MQY-;aRpX@^sl*1ie<2Dr{k$N&HU delta 3329 zcmXX}2UOEZ6aR;R5s)BAJ*sqx(&UpS1XMgqAf6z-N&lpGq~sq=5Tr{L6@vnYsI*9p z7(m(qQcmEI-bFwNod6;EqWA5aH}CDvyxp1K%Wz7)ahRmKm1pvU%@W>JX zKxM0C=`6}Fcg3Q-x*Wa2+k-E-<%=ql_HTtI@Zc6(uBaIKcP#ASB5ja{3_uRs0!u{Q zjK^6)>#d*=e@PY|<@!!($Y&@hHTE%bYd$e$WvEo1Ln6p&^;rN}%ab8qMy0bkZ!)P% z3dzqg0oYW##)I9NvPGn-DSruKWkp3=U0t2(vBztEO2q7Gw}_#-;NNPM<7;(pLtTz` zS7e?_RPd-+i2z#|MtIk)tp3-!g*XC-Va;Yqo>b*Kfn*YiWFv48m9jE2bljhE z{NB;g(V@;|sNq|wy;qv6L25;X(v?d#l0V&gfK)mx8>}*WUKd<>f*N5gW}L>Y<* zMDhx)v$K=E16{wpz3r;qTvT+O2`{)Qf0~h|voZU`E$z|jBpP{=t+UY}{gM_sLGb0G zEDZWQCb~x8sOy0pvT^Qg6MBhjoyqP~am_Z96m8VD{E<6(0 z=u#BBcDRLKIWaamNVVM0&v*P*2WfA;3ZY6HvdpiYhO@it8s|jjy}bZ20X;lC4EUp+ zoW!}fxSsTRddv)$S(KHP8FL`>O{lK=MDbW6kdXjn8XBjj_1*il#Foz8RH3JRRbc5! 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        +

        14 September 2018

        +

        BurgerBB updated:

        +
          +
        • Fixed offline Battlemonster vending machine sprite having a white background. Fixes card searching typo.
        • +
        • Adjusted battlemonster star calculation. Slightly lowered the cost of battlemonster cards. Deck searching speed is now based on the number of cards in the deck.
        • +
        +

        PoZe updated:

        +
          +
        • Blast doors and shutters no longer glitch when APC has no power(Or during grid check event).
        • +
        +

        11 September 2018

        CodePanter updated:

          diff --git a/html/changelogs/.all_changelog.yml b/html/changelogs/.all_changelog.yml index 325aadb9bdf..04bd3523d0d 100644 --- a/html/changelogs/.all_changelog.yml +++ b/html/changelogs/.all_changelog.yml @@ -6085,3 +6085,12 @@ DO NOT EDIT THIS FILE BY HAND! AUTOMATICALLY GENERATED BY ss13_genchangelog.py. - bugfix: After much internal debate among their nymphs, Diona gestalts have now decided it's probably a good idea to regenerate their limbs again. - tweak: Increases amount of energy and nutrition Diona need to do such. Eat up. +2018-09-14: + BurgerBB: + - bugfix: Fixed offline Battlemonster vending machine sprite having a white background. + Fixes card searching typo. + - tweak: Adjusted battlemonster star calculation. Slightly lowered the cost of battlemonster + cards. Deck searching speed is now based on the number of cards in the deck. + PoZe: + - bugfix: Blast doors and shutters no longer glitch when APC has no power(Or during + grid check event). diff --git a/html/changelogs/Sindorman-fixes.yml b/html/changelogs/Sindorman-fixes.yml deleted file mode 100644 index 485eae4b447..00000000000 --- a/html/changelogs/Sindorman-fixes.yml +++ /dev/null @@ -1,12 +0,0 @@ -author: PoZe - -# Optional: Remove this file after generating master changelog. Useful for PR changelogs that won't get used again. -delete-after: True - -# Any changes you've made. See valid prefix list above. -# INDENT WITH TWO SPACES. NOT TABS. SPACES. -# SCREW THIS UP AND IT WON'T WORK. -# Also, all entries are changed into a single [] after a master changelog generation. Just remove the brackets when you add new entries. -# Please surround your changes in double quotes ("), as certain characters otherwise screws up compiling. The quotes will not show up in the changelog. -changes: - - bugfix: "Blast doors and shutters no longer glitch when APC has no power(Or during grid check event)." diff --git a/html/changelogs/burgerbb-battlemonster_fixes.yml b/html/changelogs/burgerbb-battlemonster_fixes.yml deleted file mode 100644 index 1813b83d773..00000000000 --- a/html/changelogs/burgerbb-battlemonster_fixes.yml +++ /dev/null @@ -1,38 +0,0 @@ -################################ -# Example Changelog File -# -# Note: This file, and files beginning with ".", and files that don't end in ".yml" will not be read. If you change this file, you will look really dumb. -# -# Your changelog will be merged with a master changelog. (New stuff added only, and only on the date entry for the day it was merged.) -# When it is, any changes listed below will disappear. -# -# Valid Prefixes: -# bugfix -# wip (For works in progress) -# tweak -# soundadd -# sounddel -# rscadd (general adding of nice things) -# rscdel (general deleting of nice things) -# imageadd -# imagedel -# maptweak -# spellcheck (typo fixes) -# experiment -# balance -################################# - -# Your name. -author: BurgerBB - -# Optional: Remove this file after generating master changelog. Useful for PR changelogs that won't get used again. -delete-after: True - -# Any changes you've made. See valid prefix list above. -# INDENT WITH TWO SPACES. NOT TABS. SPACES. -# SCREW THIS UP AND IT WON'T WORK. -# Also, all entries are changed into a single [] after a master changelog generation. Just remove the brackets when you add new entries. -# Please surround your changes in double quotes ("), as certain characters otherwise screws up compiling. The quotes will not show up in the changelog. -changes: - - bugfix: "Fixed offline Battlemonster vending machine sprite having a white background. Fixes card searching typo." - - tweak: "Adjusted battlemonster star calculation. Slightly lowered the cost of battlemonster cards. Deck searching speed is now based on the number of cards in the deck." diff --git a/vueui/dist/app.js b/vueui/dist/app.js index d8d222761e9..cb29757a07e 100644 --- a/vueui/dist/app.js +++ b/vueui/dist/app.js @@ -1,4 +1,4 @@ -(function(t){var e={};function n(r){if(e[r])return e[r].exports;var i=e[r]={i:r,l:!1,exports:{}};return t[r].call(i.exports,i,i.exports,n),i.l=!0,i.exports}n.m=t,n.c=e,n.d=function(t,e,r){n.o(t,e)||Object.defineProperty(t,e,{enumerable:!0,get:r})},n.r=function(t){"undefined"!==typeof Symbol&&Symbol.toStringTag&&Object.defineProperty(t,Symbol.toStringTag,{value:"Module"}),Object.defineProperty(t,"__esModule",{value:!0})},n.t=function(t,e){if(1&e&&(t=n(t)),8&e)return t;if(4&e&&"object"===typeof t&&t&&t.__esModule)return t;var r=Object.create(null);if(n.r(r),Object.defineProperty(r,"default",{enumerable:!0,value:t}),2&e&&"string"!=typeof t)for(var i in t)n.d(r,i,function(e){return t[e]}.bind(null,i));return r},n.n=function(t){var e=t&&t.__esModule?function(){return 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0);\n","var Symbol = require('./_Symbol');\n\n/** Used for built-in method references. */\nvar objectProto = Object.prototype;\n\n/** Used to check objects for own properties. */\nvar hasOwnProperty = objectProto.hasOwnProperty;\n\n/**\n * Used to resolve the\n * [`toStringTag`](http://ecma-international.org/ecma-262/7.0/#sec-object.prototype.tostring)\n * of values.\n */\nvar nativeObjectToString = objectProto.toString;\n\n/** Built-in value references. */\nvar symToStringTag = Symbol ? 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!DEF_VALUES ? $default : getMethod('entries') : undefined;\n var $anyNative = NAME == 'Array' ? proto.entries || $native : $native;\n var methods, key, IteratorPrototype;\n // Fix native\n if ($anyNative) {\n IteratorPrototype = getPrototypeOf($anyNative.call(new Base()));\n if (IteratorPrototype !== Object.prototype && IteratorPrototype.next) {\n // Set @@toStringTag to native iterators\n setToStringTag(IteratorPrototype, TAG, true);\n // fix for some old engines\n if (!LIBRARY && typeof IteratorPrototype[ITERATOR] != 'function') hide(IteratorPrototype, ITERATOR, returnThis);\n }\n }\n // fix Array#{values, @@iterator}.name in V8 / FF\n if (DEF_VALUES && $native && $native.name !== VALUES) {\n VALUES_BUG = true;\n $default = function values() { return $native.call(this); };\n }\n // Define iterator\n if ((!LIBRARY || FORCED) && (BUGGY || VALUES_BUG || !proto[ITERATOR])) {\n hide(proto, ITERATOR, $default);\n }\n // Plug for library\n Iterators[NAME] = $default;\n Iterators[TAG] = returnThis;\n if (DEFAULT) {\n methods = {\n values: DEF_VALUES ? $default : getMethod(VALUES),\n keys: IS_SET ? $default : getMethod(KEYS),\n entries: $entries\n };\n if (FORCED) for (key in methods) {\n if (!(key in proto)) redefine(proto, key, methods[key]);\n } else $export($export.P + $export.F * (BUGGY || VALUES_BUG), NAME, methods);\n }\n return methods;\n};\n","// https://github.com/tc39/proposal-promise-finally\n'use strict';\nvar $export = require('./_export');\nvar core = require('./_core');\nvar global = require('./_global');\nvar speciesConstructor = require('./_species-constructor');\nvar promiseResolve = require('./_promise-resolve');\n\n$export($export.P + $export.R, 'Promise', { 'finally': function (onFinally) {\n var C = speciesConstructor(this, core.Promise || global.Promise);\n var isFunction = typeof onFinally == 'function';\n return this.then(\n isFunction ? function (x) {\n return promiseResolve(C, onFinally()).then(function () { return x; });\n } : onFinally,\n isFunction ? function (e) {\n return promiseResolve(C, onFinally()).then(function () { throw e; });\n } : onFinally\n );\n} });\n","// 19.1.2.14 / 15.2.3.14 Object.keys(O)\nvar $keys = require('./_object-keys-internal');\nvar enumBugKeys = require('./_enum-bug-keys');\n\nmodule.exports = Object.keys || function keys(O) {\n return $keys(O, enumBugKeys);\n};\n","var pIE = require('./_object-pie');\nvar createDesc = require('./_property-desc');\nvar toIObject = require('./_to-iobject');\nvar toPrimitive = require('./_to-primitive');\nvar has = require('./_has');\nvar IE8_DOM_DEFINE = require('./_ie8-dom-define');\nvar gOPD = Object.getOwnPropertyDescriptor;\n\nexports.f = require('./_descriptors') ? gOPD : function getOwnPropertyDescriptor(O, P) {\n O = toIObject(O);\n P = toPrimitive(P, true);\n if (IE8_DOM_DEFINE) try {\n return gOPD(O, P);\n } catch (e) { /* empty */ }\n if (has(O, P)) return createDesc(!pIE.f.call(O, P), O[P]);\n};\n","import mod from \"-!../../../node_modules/mini-css-extract-plugin/dist/loader.js!../../../node_modules/css-loader/index.js??ref--8-oneOf-1-1!../../../node_modules/vue-loader/lib/loaders/stylePostLoader.js!../../../node_modules/postcss-loader/lib/index.js??ref--8-oneOf-1-2!../../../node_modules/sass-loader/lib/loader.js??ref--8-oneOf-1-3!../../../node_modules/cache-loader/dist/cjs.js??ref--0-0!../../../node_modules/vue-loader/lib/index.js??vue-loader-options!./button.vue?vue&type=style&index=0&id=1f5f6b16&lang=scss&scoped=true&\"; export default mod; export * from \"-!../../../node_modules/mini-css-extract-plugin/dist/loader.js!../../../node_modules/css-loader/index.js??ref--8-oneOf-1-1!../../../node_modules/vue-loader/lib/loaders/stylePostLoader.js!../../../node_modules/postcss-loader/lib/index.js??ref--8-oneOf-1-2!../../../node_modules/sass-loader/lib/loader.js??ref--8-oneOf-1-3!../../../node_modules/cache-loader/dist/cjs.js??ref--0-0!../../../node_modules/vue-loader/lib/index.js??vue-loader-options!./button.vue?vue&type=style&index=0&id=1f5f6b16&lang=scss&scoped=true&\"","var render = function () {var _vm=this;var _h=_vm.$createElement;var _c=_vm._self._c||_h;return _c('div',{staticClass:\"displayBar\"},[_c('div',{staticClass:\"displayBarFill\",style:({ width: _vm.percentage + '%'})})])}\nvar staticRenderFns = []\n\nexport { render, staticRenderFns }","\n\n","import mod from \"-!../../../node_modules/cache-loader/dist/cjs.js??ref--12-0!../../../node_modules/thread-loader/dist/cjs.js!../../../node_modules/babel-loader/lib/index.js!../../../node_modules/vue-loader/lib/index.js??vue-loader-options!./progress.vue?vue&type=script&lang=js&\"; export default mod; export * from \"-!../../../node_modules/cache-loader/dist/cjs.js??ref--12-0!../../../node_modules/thread-loader/dist/cjs.js!../../../node_modules/babel-loader/lib/index.js!../../../node_modules/vue-loader/lib/index.js??vue-loader-options!./progress.vue?vue&type=script&lang=js&\"","import { render, staticRenderFns } from \"./progress.vue?vue&type=template&id=2faceefc&\"\nimport script from \"./progress.vue?vue&type=script&lang=js&\"\nexport * from \"./progress.vue?vue&type=script&lang=js&\"\n\n\n/* normalize component */\nimport normalizer from \"!../../../node_modules/vue-loader/lib/runtime/componentNormalizer.js\"\nvar component = normalizer(\n script,\n render,\n staticRenderFns,\n false,\n null,\n null,\n null\n \n)\n\ncomponent.options.__file = \"progress.vue\"\nexport default component.exports","var asciiToArray = require('./_asciiToArray'),\n hasUnicode = require('./_hasUnicode'),\n unicodeToArray = require('./_unicodeToArray');\n\n/**\n * Converts `string` to an array.\n *\n * @private\n * @param {string} string The string to convert.\n * @returns {Array} Returns the converted array.\n */\nfunction stringToArray(string) {\n return hasUnicode(string)\n ? unicodeToArray(string)\n : asciiToArray(string);\n}\n\nmodule.exports = stringToArray;\n","/**\n * Checks if `value` is object-like. A value is object-like if it's not `null`\n * and has a `typeof` result of \"object\".\n *\n * @static\n * @memberOf _\n * @since 4.0.0\n * @category Lang\n * @param {*} value The value to check.\n * @returns {boolean} Returns `true` if `value` is object-like, else `false`.\n * @example\n *\n * _.isObjectLike({});\n * // => true\n *\n * _.isObjectLike([1, 2, 3]);\n * // => true\n *\n * _.isObjectLike(_.noop);\n * // => false\n *\n * _.isObjectLike(null);\n * // => false\n */\nfunction isObjectLike(value) {\n return value != null && typeof value == 'object';\n}\n\nmodule.exports = isObjectLike;\n","var dP = require('./_object-dp');\nvar anObject = require('./_an-object');\nvar getKeys = require('./_object-keys');\n\nmodule.exports = require('./_descriptors') ? Object.defineProperties : function defineProperties(O, Properties) {\n anObject(O);\n var keys = getKeys(Properties);\n var length = keys.length;\n var i = 0;\n var P;\n while (length > i) dP.f(O, P = keys[i++], Properties[P]);\n return O;\n};\n","import mod from \"-!../../../node_modules/mini-css-extract-plugin/dist/loader.js!../../../node_modules/css-loader/index.js??ref--8-oneOf-1-1!../../../node_modules/vue-loader/lib/loaders/stylePostLoader.js!../../../node_modules/postcss-loader/lib/index.js??ref--8-oneOf-1-2!../../../node_modules/sass-loader/lib/loader.js??ref--8-oneOf-1-3!../../../node_modules/cache-loader/dist/cjs.js??ref--0-0!../../../node_modules/vue-loader/lib/index.js??vue-loader-options!./default.vue?vue&type=style&index=0&lang=scss&\"; export default mod; export * from \"-!../../../node_modules/mini-css-extract-plugin/dist/loader.js!../../../node_modules/css-loader/index.js??ref--8-oneOf-1-1!../../../node_modules/vue-loader/lib/loaders/stylePostLoader.js!../../../node_modules/postcss-loader/lib/index.js??ref--8-oneOf-1-2!../../../node_modules/sass-loader/lib/loader.js??ref--8-oneOf-1-3!../../../node_modules/cache-loader/dist/cjs.js??ref--0-0!../../../node_modules/vue-loader/lib/index.js??vue-loader-options!./default.vue?vue&type=style&index=0&lang=scss&\"","import mod from \"-!../../../../node_modules/mini-css-extract-plugin/dist/loader.js!../../../../node_modules/css-loader/index.js??ref--8-oneOf-1-1!../../../../node_modules/vue-loader/lib/loaders/stylePostLoader.js!../../../../node_modules/postcss-loader/lib/index.js??ref--8-oneOf-1-2!../../../../node_modules/sass-loader/lib/loader.js??ref--8-oneOf-1-3!../../../../node_modules/cache-loader/dist/cjs.js??ref--0-0!../../../../node_modules/vue-loader/lib/index.js??vue-loader-options!./fax.vue?vue&type=style&index=0&id=4b0e320e&lang=scss&scoped=true&\"; export default mod; export * from \"-!../../../../node_modules/mini-css-extract-plugin/dist/loader.js!../../../../node_modules/css-loader/index.js??ref--8-oneOf-1-1!../../../../node_modules/vue-loader/lib/loaders/stylePostLoader.js!../../../../node_modules/postcss-loader/lib/index.js??ref--8-oneOf-1-2!../../../../node_modules/sass-loader/lib/loader.js??ref--8-oneOf-1-3!../../../../node_modules/cache-loader/dist/cjs.js??ref--0-0!../../../../node_modules/vue-loader/lib/index.js??vue-loader-options!./fax.vue?vue&type=style&index=0&id=4b0e320e&lang=scss&scoped=true&\"","var ctx = require('./_ctx');\nvar invoke = require('./_invoke');\nvar html = require('./_html');\nvar cel = require('./_dom-create');\nvar global = require('./_global');\nvar process = global.process;\nvar setTask = global.setImmediate;\nvar clearTask = global.clearImmediate;\nvar MessageChannel = global.MessageChannel;\nvar Dispatch = global.Dispatch;\nvar counter = 0;\nvar queue = {};\nvar ONREADYSTATECHANGE = 'onreadystatechange';\nvar defer, channel, port;\nvar run = function () {\n var id = +this;\n // eslint-disable-next-line no-prototype-builtins\n if (queue.hasOwnProperty(id)) {\n var fn = queue[id];\n delete queue[id];\n fn();\n }\n};\nvar listener = function (event) {\n run.call(event.data);\n};\n// Node.js 0.9+ & IE10+ has setImmediate, otherwise:\nif (!setTask || !clearTask) {\n setTask = function setImmediate(fn) {\n var args = [];\n var i = 1;\n while (arguments.length > i) args.push(arguments[i++]);\n queue[++counter] = function () {\n // eslint-disable-next-line no-new-func\n invoke(typeof fn == 'function' ? fn : Function(fn), args);\n };\n defer(counter);\n return counter;\n };\n clearTask = function clearImmediate(id) {\n delete queue[id];\n };\n // Node.js 0.8-\n if (require('./_cof')(process) == 'process') {\n defer = function (id) {\n process.nextTick(ctx(run, id, 1));\n };\n // Sphere (JS game engine) Dispatch API\n } else if (Dispatch && Dispatch.now) {\n defer = function (id) {\n Dispatch.now(ctx(run, id, 1));\n };\n // Browsers with MessageChannel, includes WebWorkers\n } else if (MessageChannel) {\n channel = new MessageChannel();\n port = channel.port2;\n channel.port1.onmessage = listener;\n defer = ctx(port.postMessage, port, 1);\n // Browsers with postMessage, skip WebWorkers\n // IE8 has postMessage, but it's sync & typeof its postMessage is 'object'\n } else if (global.addEventListener && typeof postMessage == 'function' && !global.importScripts) {\n defer = function (id) {\n global.postMessage(id + '', '*');\n };\n global.addEventListener('message', listener, false);\n // IE8-\n } else if (ONREADYSTATECHANGE in cel('script')) {\n defer = function (id) {\n html.appendChild(cel('script'))[ONREADYSTATECHANGE] = function () {\n html.removeChild(this);\n run.call(id);\n };\n };\n // Rest old browsers\n } else {\n defer = function (id) {\n setTimeout(ctx(run, id, 1), 0);\n };\n }\n}\nmodule.exports = {\n set: setTask,\n clear: clearTask\n};\n","// call something on iterator step with safe closing on error\nvar anObject = require('./_an-object');\nmodule.exports = function (iterator, fn, value, entries) {\n try {\n return entries ? fn(anObject(value)[0], value[1]) : fn(value);\n // 7.4.6 IteratorClose(iterator, completion)\n } catch (e) {\n var ret = iterator['return'];\n if (ret !== undefined) anObject(ret.call(iterator));\n throw e;\n }\n};\n","'use strict';\nvar hide = require('./_hide');\nvar redefine = require('./_redefine');\nvar fails = require('./_fails');\nvar defined = require('./_defined');\nvar wks = require('./_wks');\n\nmodule.exports = function (KEY, length, exec) {\n var SYMBOL = wks(KEY);\n var fns = exec(defined, SYMBOL, ''[KEY]);\n var strfn = fns[0];\n var rxfn = fns[1];\n if (fails(function () {\n var O = {};\n O[SYMBOL] = function () { return 7; };\n return ''[KEY](O) != 7;\n })) {\n redefine(String.prototype, KEY, strfn);\n hide(RegExp.prototype, SYMBOL, length == 2\n // 21.2.5.8 RegExp.prototype[@@replace](string, replaceValue)\n // 21.2.5.11 RegExp.prototype[@@split](string, limit)\n ? function (string, arg) { return rxfn.call(string, this, arg); }\n // 21.2.5.6 RegExp.prototype[@@match](string)\n // 21.2.5.9 RegExp.prototype[@@search](string)\n : function (string) { return rxfn.call(string, this); }\n );\n }\n};\n","var isObject = require('./_is-object');\nvar document = require('./_global').document;\n// typeof document.createElement is 'object' in old IE\nvar is = isObject(document) && isObject(document.createElement);\nmodule.exports = function (it) {\n return is ? document.createElement(it) : {};\n};\n","// getting tag from 19.1.3.6 Object.prototype.toString()\nvar cof = require('./_cof');\nvar TAG = require('./_wks')('toStringTag');\n// ES3 wrong here\nvar ARG = cof(function () { return arguments; }()) == 'Arguments';\n\n// fallback for IE11 Script Access Denied error\nvar tryGet = function (it, key) {\n try {\n return it[key];\n } catch (e) { /* empty */ }\n};\n\nmodule.exports = function (it) {\n var O, T, B;\n return it === undefined ? 'Undefined' : it === null ? 'Null'\n // @@toStringTag case\n : typeof (T = tryGet(O = Object(it), TAG)) == 'string' ? T\n // builtinTag case\n : ARG ? cof(O)\n // ES3 arguments fallback\n : (B = cof(O)) == 'Object' && typeof O.callee == 'function' ? 'Arguments' : B;\n};\n","var classof = require('./_classof');\nvar ITERATOR = require('./_wks')('iterator');\nvar Iterators = require('./_iterators');\nmodule.exports = require('./_core').getIteratorMethod = function (it) {\n if (it != undefined) return it[ITERATOR]\n || it['@@iterator']\n || Iterators[classof(it)];\n};\n","/* globals __VUE_SSR_CONTEXT__ */\n\n// IMPORTANT: Do NOT use ES2015 features in this file (except for modules).\n// This module is a runtime utility for cleaner component module output and will\n// be included in the final webpack user bundle.\n\nexport default function normalizeComponent (\n scriptExports,\n render,\n staticRenderFns,\n functionalTemplate,\n injectStyles,\n scopeId,\n moduleIdentifier, /* server only */\n shadowMode /* vue-cli only */\n) {\n // Vue.extend constructor export interop\n var options = typeof scriptExports === 'function'\n ? scriptExports.options\n : scriptExports\n\n // render functions\n if (render) {\n options.render = render\n options.staticRenderFns = staticRenderFns\n options._compiled = true\n }\n\n // functional template\n if (functionalTemplate) {\n options.functional = true\n }\n\n // scopedId\n if (scopeId) {\n options._scopeId = 'data-v-' + scopeId\n }\n\n var hook\n if (moduleIdentifier) { // server build\n hook = function (context) {\n // 2.3 injection\n context =\n context || // cached call\n (this.$vnode && this.$vnode.ssrContext) || // stateful\n (this.parent && this.parent.$vnode && this.parent.$vnode.ssrContext) // functional\n // 2.2 with runInNewContext: true\n if (!context && typeof __VUE_SSR_CONTEXT__ !== 'undefined') {\n context = __VUE_SSR_CONTEXT__\n }\n // inject component styles\n if (injectStyles) {\n injectStyles.call(this, context)\n }\n // register component module identifier for async chunk inferrence\n if (context && context._registeredComponents) {\n context._registeredComponents.add(moduleIdentifier)\n }\n }\n // used by ssr in case component is cached and beforeCreate\n // never gets called\n options._ssrRegister = hook\n } else if (injectStyles) {\n hook = shadowMode\n ? function () { injectStyles.call(this, this.$root.$options.shadowRoot) }\n : injectStyles\n }\n\n if (hook) {\n if (options.functional) {\n // for template-only hot-reload because in that case the render fn doesn't\n // go through the normalizer\n options._injectStyles = hook\n // register for functioal component in vue file\n var originalRender = options.render\n options.render = function renderWithStyleInjection (h, context) {\n hook.call(context)\n return originalRender(h, context)\n }\n } else {\n // inject component registration as beforeCreate hook\n var existing = options.beforeCreate\n options.beforeCreate = existing\n ? [].concat(existing, hook)\n : [hook]\n }\n }\n\n return {\n exports: scriptExports,\n options: options\n }\n}\n","/** Used for built-in method references. */\nvar objectProto = Object.prototype;\n\n/**\n * Used to resolve the\n * [`toStringTag`](http://ecma-international.org/ecma-262/7.0/#sec-object.prototype.tostring)\n * of values.\n */\nvar nativeObjectToString = objectProto.toString;\n\n/**\n * Converts `value` to a string using `Object.prototype.toString`.\n *\n * @private\n * @param {*} value The value to convert.\n * @returns {string} Returns the converted string.\n */\nfunction objectToString(value) {\n return nativeObjectToString.call(value);\n}\n\nmodule.exports = objectToString;\n","var global = require('./_global');\nvar hide = require('./_hide');\nvar has = require('./_has');\nvar SRC = require('./_uid')('src');\nvar TO_STRING = 'toString';\nvar $toString = Function[TO_STRING];\nvar TPL = ('' + $toString).split(TO_STRING);\n\nrequire('./_core').inspectSource = function (it) {\n return $toString.call(it);\n};\n\n(module.exports = function (O, key, val, safe) {\n var isFunction = typeof val == 'function';\n if (isFunction) has(val, 'name') || hide(val, 'name', key);\n if (O[key] === val) return;\n if (isFunction) has(val, SRC) || hide(val, SRC, O[key] ? '' + O[key] : TPL.join(String(key)));\n if (O === global) {\n O[key] = val;\n } else if (!safe) {\n delete O[key];\n hide(O, key, val);\n } else if (O[key]) {\n O[key] = val;\n } else {\n hide(O, key, val);\n }\n// add fake Function#toString for correct work wrapped methods / constructors with methods like LoDash isNative\n})(Function.prototype, TO_STRING, function toString() {\n return typeof this == 'function' && this[SRC] || $toString.call(this);\n});\n","// 19.1.2.2 / 15.2.3.5 Object.create(O [, Properties])\nvar anObject = require('./_an-object');\nvar dPs = require('./_object-dps');\nvar enumBugKeys = require('./_enum-bug-keys');\nvar IE_PROTO = require('./_shared-key')('IE_PROTO');\nvar Empty = function () { /* empty */ };\nvar PROTOTYPE = 'prototype';\n\n// Create object with fake `null` prototype: use iframe Object with cleared prototype\nvar createDict = function () {\n // Thrash, waste and sodomy: IE GC bug\n var iframe = require('./_dom-create')('iframe');\n var i = enumBugKeys.length;\n var lt = '<';\n var gt = '>';\n var iframeDocument;\n iframe.style.display = 'none';\n require('./_html').appendChild(iframe);\n iframe.src = 'javascript:'; // eslint-disable-line no-script-url\n // createDict = iframe.contentWindow.Object;\n // html.removeChild(iframe);\n iframeDocument = iframe.contentWindow.document;\n iframeDocument.open();\n iframeDocument.write(lt + 'script' + gt + 'document.F=Object' + lt + '/script' + gt);\n iframeDocument.close();\n createDict = iframeDocument.F;\n while (i--) delete createDict[PROTOTYPE][enumBugKeys[i]];\n return createDict();\n};\n\nmodule.exports = Object.create || function create(O, Properties) {\n var result;\n if (O !== null) {\n Empty[PROTOTYPE] = anObject(O);\n result = new Empty();\n Empty[PROTOTYPE] = null;\n // add \"__proto__\" for Object.getPrototypeOf polyfill\n result[IE_PROTO] = O;\n } else result = createDict();\n return Properties === undefined ? result : dPs(result, Properties);\n};\n","/**\n * The base implementation of `_.slice` without an iteratee call guard.\n *\n * @private\n * @param {Array} array The array to slice.\n * @param {number} [start=0] The start position.\n * @param {number} [end=array.length] The end position.\n * @returns {Array} Returns the slice of `array`.\n */\nfunction baseSlice(array, start, end) {\n var index = -1,\n length = array.length;\n\n if (start < 0) {\n start = -start > length ? 0 : (length + start);\n }\n end = end > length ? length : end;\n if (end < 0) {\n end += length;\n }\n length = start > end ? 0 : ((end - start) >>> 0);\n start >>>= 0;\n\n var result = Array(length);\n while (++index < length) {\n result[index] = array[index + start];\n }\n return result;\n}\n\nmodule.exports = baseSlice;\n","var freeGlobal = require('./_freeGlobal');\n\n/** Detect free variable `self`. */\nvar freeSelf = typeof self == 'object' && self && self.Object === Object && self;\n\n/** Used as a reference to the global object. */\nvar root = freeGlobal || freeSelf || Function('return this')();\n\nmodule.exports = root;\n","var store = require('./_shared')('wks');\nvar uid = require('./_uid');\nvar Symbol = require('./_global').Symbol;\nvar USE_SYMBOL = typeof Symbol == 'function';\n\nvar $exports = module.exports = function (name) {\n return store[name] || (store[name] =\n USE_SYMBOL && Symbol[name] || (USE_SYMBOL ? Symbol : uid)('Symbol.' + name));\n};\n\n$exports.store = store;\n","module.exports = false;\n","var toString = {}.toString;\n\nmodule.exports = function (it) {\n return toString.call(it).slice(8, -1);\n};\n","var render = function () {var _vm=this;var _h=_vm.$createElement;var _c=_vm._self._c||_h;return _c('div',[_c('h1',[_vm._v(\"Welcome to View testing file.\")]),_vm._v(\"\\n You can open this file inside any regular browser to inspect what is going on client side.\\n If you are seeing this, it means, you haven't setup proper data in \"),_c('code',[_vm._v(\"template.html\")]),(!_vm.env_dev)?_c('p',{staticStyle:{\"font-size\":\"2em\",\"font-weight\":\"bold\"}},[_vm._v(\"WARNING: VueUi is currently built in production mode, for optimal experience please build it in development mode, on how to do it, please refer to README.md\")]):_vm._e()])}\nvar staticRenderFns = []\n\nexport { render, staticRenderFns }","\n\n","import mod from \"-!../../../../node_modules/cache-loader/dist/cjs.js??ref--12-0!../../../../node_modules/thread-loader/dist/cjs.js!../../../../node_modules/babel-loader/lib/index.js!../../../../node_modules/vue-loader/lib/index.js??vue-loader-options!./index.vue?vue&type=script&lang=js&\"; export default mod; export * from \"-!../../../../node_modules/cache-loader/dist/cjs.js??ref--12-0!../../../../node_modules/thread-loader/dist/cjs.js!../../../../node_modules/babel-loader/lib/index.js!../../../../node_modules/vue-loader/lib/index.js??vue-loader-options!./index.vue?vue&type=script&lang=js&\"","import { render, staticRenderFns } from \"./index.vue?vue&type=template&id=1ef8be69&\"\nimport script from \"./index.vue?vue&type=script&lang=js&\"\nexport * from \"./index.vue?vue&type=script&lang=js&\"\n\n\n/* normalize component */\nimport normalizer from \"!../../../../node_modules/vue-loader/lib/runtime/componentNormalizer.js\"\nvar component = normalizer(\n script,\n render,\n staticRenderFns,\n false,\n null,\n null,\n null\n \n)\n\ncomponent.options.__file = \"index.vue\"\nexport default component.exports","// fast apply, http://jsperf.lnkit.com/fast-apply/5\nmodule.exports = function (fn, args, that) {\n var un = that === undefined;\n switch (args.length) {\n case 0: return un ? fn()\n : fn.call(that);\n case 1: return un ? fn(args[0])\n : fn.call(that, args[0]);\n case 2: return un ? fn(args[0], args[1])\n : fn.call(that, args[0], args[1]);\n case 3: return un ? fn(args[0], args[1], args[2])\n : fn.call(that, args[0], args[1], args[2]);\n case 4: return un ? fn(args[0], args[1], args[2], args[3])\n : fn.call(that, args[0], args[1], args[2], args[3]);\n } return fn.apply(that, args);\n};\n","var dP = require('./_object-dp');\nvar createDesc = require('./_property-desc');\nmodule.exports = require('./_descriptors') ? function (object, key, value) {\n return dP.f(object, key, createDesc(1, value));\n} : function (object, key, value) {\n object[key] = value;\n return object;\n};\n","// check on default Array iterator\nvar Iterators = require('./_iterators');\nvar ITERATOR = require('./_wks')('iterator');\nvar ArrayProto = Array.prototype;\n\nmodule.exports = function (it) {\n return it !== undefined && (Iterators.Array === it || ArrayProto[ITERATOR] === it);\n};\n","var Symbol = require('./_Symbol'),\n getRawTag = require('./_getRawTag'),\n objectToString = require('./_objectToString');\n\n/** `Object#toString` result references. */\nvar nullTag = '[object Null]',\n undefinedTag = '[object Undefined]';\n\n/** Built-in value references. */\nvar symToStringTag = Symbol ? Symbol.toStringTag : undefined;\n\n/**\n * The base implementation of `getTag` without fallbacks for buggy environments.\n *\n * @private\n * @param {*} value The value to query.\n * @returns {string} Returns the `toStringTag`.\n */\nfunction baseGetTag(value) {\n if (value == null) {\n return value === undefined ? undefinedTag : nullTag;\n }\n return (symToStringTag && symToStringTag in Object(value))\n ? getRawTag(value)\n : objectToString(value);\n}\n\nmodule.exports = baseGetTag;\n","var map = {\n\t\"./header/default.vue\": \"f3ce\",\n\t\"./view/console/atmocontrol/injector.vue\": \"614c\",\n\t\"./view/console/atmocontrol/main.vue\": \"86ad\",\n\t\"./view/console/atmocontrol/supermatter.vue\": \"df0b\",\n\t\"./view/console/atmocontrol/tank.vue\": \"508b\",\n\t\"./view/paperwork/fax.vue\": \"9556\",\n\t\"./view/paperwork/photocopier.vue\": \"6a01\",\n\t\"./view/testing/index.vue\": \"2f27\",\n\t\"./vui/button.vue\": \"5aa2\",\n\t\"./vui/img.vue\": \"810a\",\n\t\"./vui/item.vue\": \"faf6\",\n\t\"./vui/progress.vue\": \"1253\"\n};\n\n\nfunction webpackContext(req) {\n\tvar id = webpackContextResolve(req);\n\treturn __webpack_require__(id);\n}\nfunction webpackContextResolve(req) {\n\tvar id = map[req];\n\tif(!(id + 1)) { // check for number or string\n\t\tvar e = new Error(\"Cannot find module '\" + req + \"'\");\n\t\te.code = 'MODULE_NOT_FOUND';\n\t\tthrow e;\n\t}\n\treturn id;\n}\nwebpackContext.keys = function webpackContextKeys() {\n\treturn Object.keys(map);\n};\nwebpackContext.resolve = webpackContextResolve;\nmodule.exports = webpackContext;\nwebpackContext.id = \"3851\";","// 19.1.2.9 / 15.2.3.2 Object.getPrototypeOf(O)\nvar has = require('./_has');\nvar toObject = require('./_to-object');\nvar IE_PROTO = require('./_shared-key')('IE_PROTO');\nvar ObjectProto = Object.prototype;\n\nmodule.exports = Object.getPrototypeOf || function (O) {\n O = toObject(O);\n if (has(O, IE_PROTO)) return O[IE_PROTO];\n if (typeof O.constructor == 'function' && O instanceof O.constructor) {\n return O.constructor.prototype;\n } return O instanceof Object ? ObjectProto : null;\n};\n","'use strict';\nvar create = require('./_object-create');\nvar descriptor = require('./_property-desc');\nvar setToStringTag = require('./_set-to-string-tag');\nvar IteratorPrototype = {};\n\n// 25.1.2.1.1 %IteratorPrototype%[@@iterator]()\nrequire('./_hide')(IteratorPrototype, require('./_wks')('iterator'), function () { return this; });\n\nmodule.exports = function (Constructor, NAME, next) {\n Constructor.prototype = create(IteratorPrototype, { next: descriptor(1, next) });\n setToStringTag(Constructor, NAME + ' Iterator');\n};\n","// 19.1.2.14 Object.keys(O)\nvar toObject = require('./_to-object');\nvar $keys = require('./_object-keys');\n\nrequire('./_object-sap')('keys', function () {\n return function keys(it) {\n return $keys(toObject(it));\n };\n});\n","// 7.1.4 ToInteger\nvar ceil = Math.ceil;\nvar floor = Math.floor;\nmodule.exports = function (it) {\n return isNaN(it = +it) ? 0 : (it > 0 ? floor : ceil)(it);\n};\n","module.exports = function (bitmap, value) {\n return {\n enumerable: !(bitmap & 1),\n configurable: !(bitmap & 2),\n writable: !(bitmap & 4),\n value: value\n };\n};\n","var ctx = require('./_ctx');\nvar call = require('./_iter-call');\nvar isArrayIter = require('./_is-array-iter');\nvar anObject = require('./_an-object');\nvar toLength = require('./_to-length');\nvar getIterFn = require('./core.get-iterator-method');\nvar BREAK = {};\nvar RETURN = {};\nvar exports = module.exports = function (iterable, entries, fn, that, ITERATOR) {\n var iterFn = ITERATOR ? function () { return iterable; } : getIterFn(iterable);\n var f = ctx(fn, that, entries ? 2 : 1);\n var index = 0;\n var length, step, iterator, result;\n if (typeof iterFn != 'function') throw TypeError(iterable + ' is not iterable!');\n // fast case for arrays with default iterator\n if (isArrayIter(iterFn)) for (length = toLength(iterable.length); length > index; index++) {\n result = entries ? f(anObject(step = iterable[index])[0], step[1]) : f(iterable[index]);\n if (result === BREAK || result === RETURN) return result;\n } else for (iterator = iterFn.call(iterable); !(step = iterator.next()).done;) {\n result = call(iterator, f, step.value, entries);\n if (result === BREAK || result === RETURN) return result;\n }\n};\nexports.BREAK = BREAK;\nexports.RETURN = RETURN;\n","// 7.1.13 ToObject(argument)\nvar defined = require('./_defined');\nmodule.exports = function (it) {\n return Object(defined(it));\n};\n","var deburrLetter = require('./_deburrLetter'),\n toString = require('./toString');\n\n/** Used to match Latin Unicode letters (excluding mathematical operators). */\nvar reLatin = /[\\xc0-\\xd6\\xd8-\\xf6\\xf8-\\xff\\u0100-\\u017f]/g;\n\n/** Used to compose unicode character classes. */\nvar rsComboMarksRange = '\\\\u0300-\\\\u036f',\n reComboHalfMarksRange = '\\\\ufe20-\\\\ufe2f',\n rsComboSymbolsRange = '\\\\u20d0-\\\\u20ff',\n rsComboRange = rsComboMarksRange + reComboHalfMarksRange + rsComboSymbolsRange;\n\n/** Used to compose unicode capture groups. */\nvar rsCombo = '[' + rsComboRange + ']';\n\n/**\n * Used to match [combining diacritical marks](https://en.wikipedia.org/wiki/Combining_Diacritical_Marks) and\n * [combining diacritical marks for symbols](https://en.wikipedia.org/wiki/Combining_Diacritical_Marks_for_Symbols).\n */\nvar reComboMark = RegExp(rsCombo, 'g');\n\n/**\n * Deburrs `string` by converting\n * [Latin-1 Supplement](https://en.wikipedia.org/wiki/Latin-1_Supplement_(Unicode_block)#Character_table)\n * and [Latin Extended-A](https://en.wikipedia.org/wiki/Latin_Extended-A)\n * letters to basic Latin letters and removing\n * [combining diacritical marks](https://en.wikipedia.org/wiki/Combining_Diacritical_Marks).\n *\n * @static\n * @memberOf _\n * @since 3.0.0\n * @category String\n * @param {string} [string=''] The string to deburr.\n * @returns {string} Returns the deburred string.\n * @example\n *\n * _.deburr('déjà vu');\n * // => 'deja vu'\n */\nfunction deburr(string) {\n string = toString(string);\n return string && string.replace(reLatin, deburrLetter).replace(reComboMark, '');\n}\n\nmodule.exports = deburr;\n","var render = function () {var _vm=this;var _h=_vm.$createElement;var _c=_vm._self._c||_h;return _c('div',[_c('h3',[_vm._v(\"Tank Control System\")]),(_vm.state['input'])?_c('div',[_c('vui-item',{attrs:{\"balance\":0.65,\"label\":\"Input:\"}},[(_vm.state['input'].power)?_c('span',[_vm._v(\"Injecting\")]):_c('span',[_vm._v(\"On Hold\")]),_vm._v(\" \\n \"),_c('vui-button',{attrs:{\"params\":{ in_toggle_injector: 1 },\"icon\":\"power-off\"}},[_vm._v(\"Toggle Power\")])],1),_c('vui-item',{attrs:{\"balance\":0.65,\"label\":\"Flow Rate Limit:\"}},[_vm._v(_vm._s(_vm.state['input'].rate)+\" L/s\")]),_c('vui-item',{attrs:{\"balance\":0.65,\"label\":\"Command:\"}},[_c('vui-button',{attrs:{\"push-state\":\"\",\"disabled\":_vm.state['input'].setrate - 100 < 0},on:{\"click\":function($event){_vm.state['input'].setrate -= 100}}},[_vm._v(\"-\")]),_c('vui-button',{attrs:{\"push-state\":\"\",\"disabled\":_vm.state['input'].setrate - 10 < 0},on:{\"click\":function($event){_vm.state['input'].setrate -= 10}}},[_vm._v(\"-\")]),_c('vui-button',{attrs:{\"push-state\":\"\",\"disabled\":_vm.state['input'].setrate - 1 < 0},on:{\"click\":function($event){_vm.state['input'].setrate -= 1}}},[_vm._v(\"-\")]),_vm._v(\"\\n \"+_vm._s(_vm.state['input'].setrate)+\"\\n \"),_c('vui-button',{attrs:{\"push-state\":\"\",\"disabled\":_vm.state['input'].setrate + 1 > _vm.state.maxrate},on:{\"click\":function($event){_vm.state['input'].setrate += 1}}},[_vm._v(\"+\")]),_c('vui-button',{attrs:{\"push-state\":\"\",\"disabled\":_vm.state['input'].setrate + 10 > _vm.state.maxrate},on:{\"click\":function($event){_vm.state['input'].setrate += 10}}},[_vm._v(\"+\")]),_c('vui-button',{attrs:{\"push-state\":\"\",\"disabled\":_vm.state['input'].setrate + 100 > _vm.state.maxrate},on:{\"click\":function($event){_vm.state['input'].setrate += 100}}},[_vm._v(\"+\")]),_c('br'),_c('vui-button',{attrs:{\"push-state\":\"\",\"params\":{ in_set_flowrate: _vm.state['input'].setrate }}},[_vm._v(\"Set Flow Rate\")])],1)],1):_c('vui-button',{attrs:{\"params\":{ in_refresh_status: 1 }}},[_vm._v(\"Search for input port\")]),(_vm.state['output'])?_c('div',{staticStyle:{\"margin-top\":\"2em\"}},[_c('vui-item',{attrs:{\"balance\":0.65,\"label\":\"Output:\"}},[(_vm.state['output'].power)?_c('span',[_vm._v(\"Open\")]):_c('span',[_vm._v(\"On Hold\")]),_vm._v(\" \\n \"),_c('vui-button',{attrs:{\"params\":{ out_toggle_power: 1 },\"icon\":\"power-off\"}},[_vm._v(\"Toggle Power\")])],1),_c('vui-item',{attrs:{\"balance\":0.65,\"label\":\"Max Output Pressure:\"}},[_vm._v(_vm._s(_vm.state['output'].pressure)+\" kPa\")]),_c('vui-item',{attrs:{\"balance\":0.65,\"label\":\"Command:\"}},[_c('vui-button',{attrs:{\"push-state\":\"\",\"disabled\":_vm.state['output'].setpressure - 1000 < 0},on:{\"click\":function($event){_vm.state['output'].setpressure -= 1000}}},[_vm._v(\"-\")]),_c('vui-button',{attrs:{\"push-state\":\"\",\"disabled\":_vm.state['output'].setpressure - 100 < 0},on:{\"click\":function($event){_vm.state['output'].setpressure -= 100}}},[_vm._v(\"-\")]),_c('vui-button',{attrs:{\"push-state\":\"\",\"disabled\":_vm.state['output'].setpressure - 10 < 0},on:{\"click\":function($event){_vm.state['output'].setpressure -= 10}}},[_vm._v(\"-\")]),_c('vui-button',{attrs:{\"push-state\":\"\",\"disabled\":_vm.state['output'].setpressure - 1 < 0},on:{\"click\":function($event){_vm.state['output'].setpressure -= 1}}},[_vm._v(\"-\")]),_vm._v(\"\\n \"+_vm._s(_vm.state['output'].setpressure)+\"\\n \"),_c('vui-button',{attrs:{\"push-state\":\"\",\"disabled\":_vm.state['output'].setpressure + 1 > _vm.state.maxpressure},on:{\"click\":function($event){_vm.state['output'].setpressure += 1}}},[_vm._v(\"+\")]),_c('vui-button',{attrs:{\"push-state\":\"\",\"disabled\":_vm.state['output'].setpressure + 10 > _vm.state.maxpressure},on:{\"click\":function($event){_vm.state['output'].setpressure += 10}}},[_vm._v(\"+\")]),_c('vui-button',{attrs:{\"push-state\":\"\",\"disabled\":_vm.state['output'].setpressure + 100 > _vm.state.maxpressure},on:{\"click\":function($event){_vm.state['output'].setpressure += 100}}},[_vm._v(\"+\")]),_c('vui-button',{attrs:{\"push-state\":\"\",\"disabled\":_vm.state['output'].setpressure + 1000 > _vm.state.maxpressure},on:{\"click\":function($event){_vm.state['output'].setpressure += 1000}}},[_vm._v(\"+\")]),_c('br'),_c('vui-button',{attrs:{\"push-state\":\"\",\"params\":{ out_set_pressure: _vm.state['output'].setpressure }}},[_vm._v(\"Set Pressure\")])],1)],1):_c('vui-button',{attrs:{\"params\":{ out_refresh_status: 1 }}},[_vm._v(\"Search for output port\")])],1)}\nvar staticRenderFns = []\n\nexport { render, staticRenderFns }","\n\n","import mod from \"-!../../../../../node_modules/cache-loader/dist/cjs.js??ref--12-0!../../../../../node_modules/thread-loader/dist/cjs.js!../../../../../node_modules/babel-loader/lib/index.js!../../../../../node_modules/vue-loader/lib/index.js??vue-loader-options!./tank.vue?vue&type=script&lang=js&\"; export default mod; export * from \"-!../../../../../node_modules/cache-loader/dist/cjs.js??ref--12-0!../../../../../node_modules/thread-loader/dist/cjs.js!../../../../../node_modules/babel-loader/lib/index.js!../../../../../node_modules/vue-loader/lib/index.js??vue-loader-options!./tank.vue?vue&type=script&lang=js&\"","import { render, staticRenderFns } from \"./tank.vue?vue&type=template&id=35d82729&\"\nimport script from \"./tank.vue?vue&type=script&lang=js&\"\nexport * from \"./tank.vue?vue&type=script&lang=js&\"\n\n\n/* normalize component */\nimport normalizer from \"!../../../../../node_modules/vue-loader/lib/runtime/componentNormalizer.js\"\nvar component = normalizer(\n script,\n render,\n staticRenderFns,\n false,\n null,\n null,\n null\n \n)\n\ncomponent.options.__file = \"tank.vue\"\nexport default component.exports","exports.f = {}.propertyIsEnumerable;\n","'use strict';\nvar LIBRARY = require('./_library');\nvar global = require('./_global');\nvar ctx = require('./_ctx');\nvar classof = require('./_classof');\nvar $export = require('./_export');\nvar isObject = require('./_is-object');\nvar aFunction = require('./_a-function');\nvar anInstance = require('./_an-instance');\nvar forOf = require('./_for-of');\nvar speciesConstructor = require('./_species-constructor');\nvar task = require('./_task').set;\nvar microtask = require('./_microtask')();\nvar newPromiseCapabilityModule = require('./_new-promise-capability');\nvar perform = require('./_perform');\nvar userAgent = require('./_user-agent');\nvar promiseResolve = require('./_promise-resolve');\nvar PROMISE = 'Promise';\nvar TypeError = global.TypeError;\nvar process = global.process;\nvar versions = process && process.versions;\nvar v8 = versions && versions.v8 || '';\nvar $Promise = global[PROMISE];\nvar isNode = classof(process) == 'process';\nvar empty = function () { /* empty */ };\nvar Internal, newGenericPromiseCapability, OwnPromiseCapability, Wrapper;\nvar newPromiseCapability = newGenericPromiseCapability = newPromiseCapabilityModule.f;\n\nvar USE_NATIVE = !!function () {\n try {\n // correct subclassing with @@species support\n var promise = $Promise.resolve(1);\n var FakePromise = (promise.constructor = {})[require('./_wks')('species')] = function (exec) {\n exec(empty, empty);\n };\n // unhandled rejections tracking support, NodeJS Promise without it fails @@species test\n return (isNode || typeof PromiseRejectionEvent == 'function')\n && promise.then(empty) instanceof FakePromise\n // v8 6.6 (Node 10 and Chrome 66) have a bug with resolving custom thenables\n // https://bugs.chromium.org/p/chromium/issues/detail?id=830565\n // we can't detect it synchronously, so just check versions\n && v8.indexOf('6.6') !== 0\n && userAgent.indexOf('Chrome/66') === -1;\n } catch (e) { /* empty */ }\n}();\n\n// helpers\nvar isThenable = function (it) {\n var then;\n return isObject(it) && typeof (then = it.then) == 'function' ? then : false;\n};\nvar notify = function (promise, isReject) {\n if (promise._n) return;\n promise._n = true;\n var chain = promise._c;\n microtask(function () {\n var value = promise._v;\n var ok = promise._s == 1;\n var i = 0;\n var run = function (reaction) {\n var handler = ok ? reaction.ok : reaction.fail;\n var resolve = reaction.resolve;\n var reject = reaction.reject;\n var domain = reaction.domain;\n var result, then, exited;\n try {\n if (handler) {\n if (!ok) {\n if (promise._h == 2) onHandleUnhandled(promise);\n promise._h = 1;\n }\n if (handler === true) result = value;\n else {\n if (domain) domain.enter();\n result = handler(value); // may throw\n if (domain) {\n domain.exit();\n exited = true;\n }\n }\n if (result === reaction.promise) {\n reject(TypeError('Promise-chain cycle'));\n } else if (then = isThenable(result)) {\n then.call(result, resolve, reject);\n } else resolve(result);\n } else reject(value);\n } catch (e) {\n if (domain && !exited) domain.exit();\n reject(e);\n }\n };\n while (chain.length > i) run(chain[i++]); // variable length - can't use forEach\n promise._c = [];\n promise._n = false;\n if (isReject && !promise._h) onUnhandled(promise);\n });\n};\nvar onUnhandled = function (promise) {\n task.call(global, function () {\n var value = promise._v;\n var unhandled = isUnhandled(promise);\n var result, handler, console;\n if (unhandled) {\n result = perform(function () {\n if (isNode) {\n process.emit('unhandledRejection', value, promise);\n } else if (handler = global.onunhandledrejection) {\n handler({ promise: promise, reason: value });\n } else if ((console = global.console) && console.error) {\n console.error('Unhandled promise rejection', value);\n }\n });\n // Browsers should not trigger `rejectionHandled` event if it was handled here, NodeJS - should\n promise._h = isNode || isUnhandled(promise) ? 2 : 1;\n } promise._a = undefined;\n if (unhandled && result.e) throw result.v;\n });\n};\nvar isUnhandled = function (promise) {\n return promise._h !== 1 && (promise._a || promise._c).length === 0;\n};\nvar onHandleUnhandled = function (promise) {\n task.call(global, function () {\n var handler;\n if (isNode) {\n process.emit('rejectionHandled', promise);\n } else if (handler = global.onrejectionhandled) {\n handler({ promise: promise, reason: promise._v });\n }\n });\n};\nvar $reject = function (value) {\n var promise = this;\n if (promise._d) return;\n promise._d = true;\n promise = promise._w || promise; // unwrap\n promise._v = value;\n promise._s = 2;\n if (!promise._a) promise._a = promise._c.slice();\n notify(promise, true);\n};\nvar $resolve = function (value) {\n var promise = this;\n var then;\n if (promise._d) return;\n promise._d = true;\n promise = promise._w || promise; // unwrap\n try {\n if (promise === value) throw TypeError(\"Promise can't be resolved itself\");\n if (then = isThenable(value)) {\n microtask(function () {\n var wrapper = { _w: promise, _d: false }; // wrap\n try {\n then.call(value, ctx($resolve, wrapper, 1), ctx($reject, wrapper, 1));\n } catch (e) {\n $reject.call(wrapper, e);\n }\n });\n } else {\n promise._v = value;\n promise._s = 1;\n notify(promise, false);\n }\n } catch (e) {\n $reject.call({ _w: promise, _d: false }, e); // wrap\n }\n};\n\n// constructor polyfill\nif (!USE_NATIVE) {\n // 25.4.3.1 Promise(executor)\n $Promise = function Promise(executor) {\n anInstance(this, $Promise, PROMISE, '_h');\n aFunction(executor);\n Internal.call(this);\n try {\n executor(ctx($resolve, this, 1), ctx($reject, this, 1));\n } catch (err) {\n $reject.call(this, err);\n }\n };\n // eslint-disable-next-line no-unused-vars\n Internal = function Promise(executor) {\n this._c = []; // <- awaiting reactions\n this._a = undefined; // <- checked in isUnhandled reactions\n this._s = 0; // <- state\n this._d = false; // <- done\n this._v = undefined; // <- value\n this._h = 0; // <- rejection state, 0 - default, 1 - handled, 2 - unhandled\n this._n = false; // <- notify\n };\n Internal.prototype = require('./_redefine-all')($Promise.prototype, {\n // 25.4.5.3 Promise.prototype.then(onFulfilled, onRejected)\n then: function then(onFulfilled, onRejected) {\n var reaction = newPromiseCapability(speciesConstructor(this, $Promise));\n reaction.ok = typeof onFulfilled == 'function' ? onFulfilled : true;\n reaction.fail = typeof onRejected == 'function' && onRejected;\n reaction.domain = isNode ? process.domain : undefined;\n this._c.push(reaction);\n if (this._a) this._a.push(reaction);\n if (this._s) notify(this, false);\n return reaction.promise;\n },\n // 25.4.5.1 Promise.prototype.catch(onRejected)\n 'catch': function (onRejected) {\n return this.then(undefined, onRejected);\n }\n });\n OwnPromiseCapability = function () {\n var promise = new Internal();\n this.promise = promise;\n this.resolve = ctx($resolve, promise, 1);\n this.reject = ctx($reject, promise, 1);\n };\n newPromiseCapabilityModule.f = newPromiseCapability = function (C) {\n return C === $Promise || C === Wrapper\n ? new OwnPromiseCapability(C)\n : newGenericPromiseCapability(C);\n };\n}\n\n$export($export.G + $export.W + $export.F * !USE_NATIVE, { Promise: $Promise });\nrequire('./_set-to-string-tag')($Promise, PROMISE);\nrequire('./_set-species')(PROMISE);\nWrapper = require('./_core')[PROMISE];\n\n// statics\n$export($export.S + $export.F * !USE_NATIVE, PROMISE, {\n // 25.4.4.5 Promise.reject(r)\n reject: function reject(r) {\n var capability = newPromiseCapability(this);\n var $$reject = capability.reject;\n $$reject(r);\n return capability.promise;\n }\n});\n$export($export.S + $export.F * (LIBRARY || !USE_NATIVE), PROMISE, {\n // 25.4.4.6 Promise.resolve(x)\n resolve: function resolve(x) {\n return promiseResolve(LIBRARY && this === Wrapper ? $Promise : this, x);\n }\n});\n$export($export.S + $export.F * !(USE_NATIVE && require('./_iter-detect')(function (iter) {\n $Promise.all(iter)['catch'](empty);\n})), PROMISE, {\n // 25.4.4.1 Promise.all(iterable)\n all: function all(iterable) {\n var C = this;\n var capability = newPromiseCapability(C);\n var resolve = capability.resolve;\n var reject = capability.reject;\n var result = perform(function () {\n var values = [];\n var index = 0;\n var remaining = 1;\n forOf(iterable, false, function (promise) {\n var $index = index++;\n var alreadyCalled = false;\n values.push(undefined);\n remaining++;\n C.resolve(promise).then(function (value) {\n if (alreadyCalled) return;\n alreadyCalled = true;\n values[$index] = value;\n --remaining || resolve(values);\n }, reject);\n });\n --remaining || resolve(values);\n });\n if (result.e) reject(result.v);\n return capability.promise;\n },\n // 25.4.4.4 Promise.race(iterable)\n race: function race(iterable) {\n var C = this;\n var capability = newPromiseCapability(C);\n var reject = capability.reject;\n var result = perform(function () {\n forOf(iterable, false, function (promise) {\n C.resolve(promise).then(capability.resolve, reject);\n });\n });\n if (result.e) reject(result.v);\n return capability.promise;\n }\n});\n","var core = require('./_core');\nvar global = require('./_global');\nvar SHARED = '__core-js_shared__';\nvar store = global[SHARED] || (global[SHARED] = {});\n\n(module.exports = function (key, value) {\n return store[key] || (store[key] = value !== undefined ? value : {});\n})('versions', []).push({\n version: core.version,\n mode: require('./_library') ? 'pure' : 'global',\n copyright: '© 2018 Denis Pushkarev (zloirock.ru)'\n});\n","/*\n * Vue.js based ui framework for SS13\n * Made for Aurora, by Karolis K.\n */\nimport Vue from 'vue'\nimport upperFirst from 'lodash/upperFirst'\nimport camelCase from 'lodash/camelCase'\n\nimport Store from './store.js'\nimport './assets/global.scss';\n\nconst requireComponent = require.context(\n './components', // The relative path of the components folder\n true, // Whether or not to look in subfolders\n /[A-Za-z]\\w+\\.vue$/ // The regular expression used to match base component filenames\n)\n\nrequireComponent.keys().forEach(fileName => {\n const componentConfig = requireComponent(fileName)\n const componentName = upperFirst(\n camelCase(\n // Strip the leading `'./` and extension from the filename\n fileName.replace(/^\\.\\/(.*)\\.\\w+$/, '$1')\n )\n )\n Vue.component(\n componentName,\n componentConfig.default || componentConfig\n )\n})\n\nVue.config.productionTip = false\n\nvar state = JSON.parse(document.getElementById('initialstate').innerHTML)\n\nStore.loadState(state)\n\nglobal.receiveUIState = (jsonState) => {\n Store.loadState(JSON.parse(jsonState))\n}\n\nwindow.__wtimetimer = window.setInterval(() => {\n Store.state.wtime += 2\n}, 200)\n\nnew Vue({\n data: Store.state,\n template: \"

          Javascript loaded, stylesheets has failed to load. Click here to load.

          \",\n computed: {\n componentName() {\n if(this.$root.$data.active.charAt(0) != \"?\") {\n return 'view-' + this.$root.$data.active\n }\n },\n templateString() {\n if(this.$root.$data.active.charAt(0) == \"?\") {\n return \"
          \" + this.$root.$data.active.substr(1) + \"
          \"\n }\n }\n },\n watch: {\n state: {\n handler() {\n Store.pushState()\n },\n deep: true\n }\n }\n}).$mount('#app')\n\nif (document.getElementById(\"header\")) {\n new Vue({\n data: Store.state\n }).$mount('#header')\n}\n\nif (document.getElementById(\"dapp\")) {\n new Vue({\n data: Store.state,\n template: '

          Current data of UI:

          {{ JSON.stringify(this.$root.$data, null, \\'    \\') }}
          ',\n methods: {\n stop() {\n window.clearInterval(window.__wtimetimer)\n }\n }\n }).$mount('#dapp')\n}","/** Detect free variable `global` from Node.js. */\nvar freeGlobal = typeof global == 'object' && global && global.Object === Object && global;\n\nmodule.exports = freeGlobal;\n","var render = function () {var _vm=this;var _h=_vm.$createElement;var _c=_vm._self._c||_h;return _c('div',{staticClass:\"button\",attrs:{\"disabled\":_vm.$root.$data.status < 2 || this.disabled},on:{\"click\":function($event){_vm.senddata()}}},[(_vm.icon)?_c('div',{staticClass:\"uiIcon16\",class:'ic-' + _vm.icon}):_vm._e(),_c('span',[_vm._t(\"default\")],2)])}\nvar staticRenderFns = []\n\nexport { render, staticRenderFns }","import Store from './store.js'\nexport default {\n sendToTopic(data, pushState = false) {\n var r = new XMLHttpRequest()\n var sendUrl = \"?src=\" + Store.state.uiref + \"&vueuihrefjson=\" + encodeURIComponent(JSON.stringify(data))\n if (pushState) {\n sendUrl += \"&\" + Store.getStatePushString()\n }\n r.open(\"GET\", sendUrl, true);\n r.send()\n }\n}","\n\n\n\n","import mod from \"-!../../../node_modules/cache-loader/dist/cjs.js??ref--12-0!../../../node_modules/thread-loader/dist/cjs.js!../../../node_modules/babel-loader/lib/index.js!../../../node_modules/vue-loader/lib/index.js??vue-loader-options!./button.vue?vue&type=script&lang=js&\"; export default mod; export * from \"-!../../../node_modules/cache-loader/dist/cjs.js??ref--12-0!../../../node_modules/thread-loader/dist/cjs.js!../../../node_modules/babel-loader/lib/index.js!../../../node_modules/vue-loader/lib/index.js??vue-loader-options!./button.vue?vue&type=script&lang=js&\"","import { render, staticRenderFns } from \"./button.vue?vue&type=template&id=1f5f6b16&scoped=true&\"\nimport script from \"./button.vue?vue&type=script&lang=js&\"\nexport * from \"./button.vue?vue&type=script&lang=js&\"\nimport style0 from \"./button.vue?vue&type=style&index=0&id=1f5f6b16&lang=scss&scoped=true&\"\n\n\n/* normalize component */\nimport normalizer from \"!../../../node_modules/vue-loader/lib/runtime/componentNormalizer.js\"\nvar component = normalizer(\n script,\n render,\n staticRenderFns,\n false,\n null,\n \"1f5f6b16\",\n null\n \n)\n\ncomponent.options.__file = \"button.vue\"\nexport default component.exports","var global = require('./_global');\nvar core = require('./_core');\nvar hide = require('./_hide');\nvar redefine = require('./_redefine');\nvar ctx = require('./_ctx');\nvar PROTOTYPE = 'prototype';\n\nvar $export = function (type, name, source) {\n var IS_FORCED = type & $export.F;\n var IS_GLOBAL = type & $export.G;\n var IS_STATIC = type & $export.S;\n var IS_PROTO = type & $export.P;\n var IS_BIND = type & $export.B;\n var target = IS_GLOBAL ? global : IS_STATIC ? global[name] || (global[name] = {}) : (global[name] || {})[PROTOTYPE];\n var exports = IS_GLOBAL ? core : core[name] || (core[name] = {});\n var expProto = exports[PROTOTYPE] || (exports[PROTOTYPE] = {});\n var key, own, out, exp;\n if (IS_GLOBAL) source = name;\n for (key in source) {\n // contains in native\n own = !IS_FORCED && target && target[key] !== undefined;\n // export native or passed\n out = (own ? target : source)[key];\n // bind timers to global for call from export context\n exp = IS_BIND && own ? ctx(out, global) : IS_PROTO && typeof out == 'function' ? ctx(Function.call, out) : out;\n // extend global\n if (target) redefine(target, key, out, type & $export.U);\n // export\n if (exports[key] != out) hide(exports, key, exp);\n if (IS_PROTO && expProto[key] != out) expProto[key] = out;\n }\n};\nglobal.core = core;\n// type bitmap\n$export.F = 1; // forced\n$export.G = 2; // global\n$export.S = 4; // static\n$export.P = 8; // proto\n$export.B = 16; // bind\n$export.W = 32; // wrap\n$export.U = 64; // safe\n$export.R = 128; // real proto method for `library`\nmodule.exports = $export;\n","var ITERATOR = require('./_wks')('iterator');\nvar SAFE_CLOSING = false;\n\ntry {\n var riter = [7][ITERATOR]();\n riter['return'] = function () { SAFE_CLOSING = true; };\n // eslint-disable-next-line no-throw-literal\n Array.from(riter, function () { throw 2; });\n} catch (e) { /* empty */ }\n\nmodule.exports = function (exec, skipClosing) {\n if (!skipClosing && !SAFE_CLOSING) return false;\n var safe = false;\n try {\n var arr = [7];\n var iter = arr[ITERATOR]();\n iter.next = function () { return { done: safe = true }; };\n arr[ITERATOR] = function () { return iter; };\n exec(arr);\n } catch (e) { /* empty */ }\n return safe;\n};\n","var isObject = require('./_is-object');\nvar setPrototypeOf = require('./_set-proto').set;\nmodule.exports = function (that, target, C) {\n var S = target.constructor;\n var P;\n if (S !== C && typeof S == 'function' && (P = S.prototype) !== C.prototype && isObject(P) && setPrototypeOf) {\n setPrototypeOf(that, P);\n } return that;\n};\n","// most Object methods by ES6 should accept primitives\nvar $export = require('./_export');\nvar core = require('./_core');\nvar fails = require('./_fails');\nmodule.exports = function (KEY, exec) {\n var fn = (core.Object || {})[KEY] || Object[KEY];\n var exp = {};\n exp[KEY] = exec(fn);\n $export($export.S + $export.F * fails(function () { fn(1); }), 'Object', exp);\n};\n","var shared = require('./_shared')('keys');\nvar uid = require('./_uid');\nmodule.exports = function (key) {\n return shared[key] || (shared[key] = uid(key));\n};\n","var render = function () {var _vm=this;var _h=_vm.$createElement;var _c=_vm._self._c||_h;return _c('div',[_c('h3',[_vm._v(\"Fuel Injection System\")]),(_vm.state['device'])?[_c('vui-item',{attrs:{\"label\":\"Input:\"}},[(_vm.state.device.power)?_c('span',[_vm._v(\"Injecting\")]):_c('span',[_vm._v(\"On Hold\")]),_c('vui-button',{attrs:{\"params\":{ in_toggle_injector: 1 }}},[_vm._v(\"Toggle Power\")])],1),_c('vui-item',{attrs:{\"label\":\"Rate:\"}},[_vm._v(_vm._s(_vm.state.device.rate)+\" L/s\")]),_c('vui-item',{attrs:{\"label\":\"Automated Fuel Injection:\"}},[(_vm.state.device.automation)?_c('vui-button',{attrs:{\"params\":{ toggle_automation: 1 }}},[_vm._v(\"Engaged\")]):_c('vui-button',{attrs:{\"params\":{ toggle_automation: 1 }}},[_vm._v(\"Disengaged\")])],1),_c('vui-item',{attrs:{\"label\":\"Inject:\"}},[(_vm.state.device.automation)?[_vm._v(\"\\n Controls Locked Out\\n \")]:[_c('vui-button',{attrs:{\"params\":{ toggle_injector: 1 },\"icon\":\"power-off\"}},[_vm._v(\"Toggle Power\")]),_c('vui-button',{attrs:{\"params\":{ injection: 1 }}},[_vm._v(\"Inject (1 Cycle)\")])]],2)]:_c('vui-button',{attrs:{\"params\":{ in_refresh_status: 1 }}},[_vm._v(\"Search for device\")])],2)}\nvar staticRenderFns = []\n\nexport { render, staticRenderFns }","\n\n","import mod from \"-!../../../../../node_modules/cache-loader/dist/cjs.js??ref--12-0!../../../../../node_modules/thread-loader/dist/cjs.js!../../../../../node_modules/babel-loader/lib/index.js!../../../../../node_modules/vue-loader/lib/index.js??vue-loader-options!./injector.vue?vue&type=script&lang=js&\"; export default mod; export * from \"-!../../../../../node_modules/cache-loader/dist/cjs.js??ref--12-0!../../../../../node_modules/thread-loader/dist/cjs.js!../../../../../node_modules/babel-loader/lib/index.js!../../../../../node_modules/vue-loader/lib/index.js??vue-loader-options!./injector.vue?vue&type=script&lang=js&\"","import { render, staticRenderFns } from \"./injector.vue?vue&type=template&id=798e3212&\"\nimport script from \"./injector.vue?vue&type=script&lang=js&\"\nexport * from \"./injector.vue?vue&type=script&lang=js&\"\n\n\n/* normalize component */\nimport normalizer from \"!../../../../../node_modules/vue-loader/lib/runtime/componentNormalizer.js\"\nvar component = normalizer(\n script,\n render,\n staticRenderFns,\n false,\n null,\n null,\n null\n \n)\n\ncomponent.options.__file = \"injector.vue\"\nexport default component.exports","// fallback for non-array-like ES3 and non-enumerable old V8 strings\nvar cof = require('./_cof');\n// eslint-disable-next-line no-prototype-builtins\nmodule.exports = Object('z').propertyIsEnumerable(0) ? Object : function (it) {\n return cof(it) == 'String' ? it.split('') : Object(it);\n};\n","/**\n * Checks if `value` is classified as an `Array` object.\n *\n * @static\n * @memberOf _\n * @since 0.1.0\n * @category Lang\n * @param {*} value The value to check.\n * @returns {boolean} Returns `true` if `value` is an array, else `false`.\n * @example\n *\n * _.isArray([1, 2, 3]);\n * // => true\n *\n * _.isArray(document.body.children);\n * // => false\n *\n * _.isArray('abc');\n * // => false\n *\n * _.isArray(_.noop);\n * // => false\n */\nvar isArray = Array.isArray;\n\nmodule.exports = isArray;\n","// to indexed object, toObject with fallback for non-array-like ES3 strings\nvar IObject = require('./_iobject');\nvar defined = require('./_defined');\nmodule.exports = function (it) {\n return IObject(defined(it));\n};\n","var hasOwnProperty = {}.hasOwnProperty;\nmodule.exports = function (it, key) {\n return hasOwnProperty.call(it, key);\n};\n","var render = function () {var _vm=this;var _h=_vm.$createElement;var _c=_vm._self._c||_h;return _c('div',[(_vm.state.toner)?_c('span',[_vm._v(\"Current toner level: \"+_vm._s(_vm.state.toner))]):_vm._e(),_c('br'),(_vm.state.gotitem)?_c('vui-button',{attrs:{\"params\":{remove: 1}}},[_vm._v(\"Remove Item\")]):_vm._e(),_c('br'),(_vm.state.toner)?[(_vm.state.gotitem)?[_c('div',{staticClass:\"itemLabel copylabel\"},[_vm._v(\"Copies to print:\")]),_c('div',{staticClass:\"copyBlock\"},[_vm._v(\"\\n \"+_vm._s(_vm.state.copies)+\" \"),_c('vui-button',{attrs:{\"disabled\":_vm.state.copies <= 1},on:{\"click\":function($event){_vm.state.copies--}}},[_vm._v(\"-\")]),_c('vui-button',{attrs:{\"disabled\":_vm.state.copies >= _vm.state.maxcopies},on:{\"click\":function($event){_vm.state.copies++}}},[_vm._v(\"+\")]),_c('br'),_c('vui-button',{attrs:{\"push-state\":\"\",\"params\":{copy: 1}}},[_vm._v(\"Copy\")])],1)]:[_c('h3',[_vm._v(\"Please insert something to copy.\")])],_c('br'),(_vm.state.isAI)?_c('vui-button',{attrs:{\"params\":{aipic: 1}}},[_vm._v(\"Print photo from database\")]):_vm._e()]:[_c('h2',[_vm._v(\"Please insert a new toner cartridge!\")])]],2)}\nvar staticRenderFns = []\n\nexport { render, staticRenderFns }","\n\n\n\n\n","import mod from \"-!../../../../node_modules/cache-loader/dist/cjs.js??ref--12-0!../../../../node_modules/thread-loader/dist/cjs.js!../../../../node_modules/babel-loader/lib/index.js!../../../../node_modules/vue-loader/lib/index.js??vue-loader-options!./photocopier.vue?vue&type=script&lang=js&\"; export default mod; export * from \"-!../../../../node_modules/cache-loader/dist/cjs.js??ref--12-0!../../../../node_modules/thread-loader/dist/cjs.js!../../../../node_modules/babel-loader/lib/index.js!../../../../node_modules/vue-loader/lib/index.js??vue-loader-options!./photocopier.vue?vue&type=script&lang=js&\"","import { render, staticRenderFns } from \"./photocopier.vue?vue&type=template&id=06ab89ff&scoped=true&\"\nimport script from \"./photocopier.vue?vue&type=script&lang=js&\"\nexport * from \"./photocopier.vue?vue&type=script&lang=js&\"\nimport style0 from \"./photocopier.vue?vue&type=style&index=0&id=06ab89ff&lang=scss&scoped=true&\"\n\n\n/* normalize component */\nimport normalizer from \"!../../../../node_modules/vue-loader/lib/runtime/componentNormalizer.js\"\nvar component = normalizer(\n script,\n render,\n staticRenderFns,\n false,\n null,\n \"06ab89ff\",\n null\n \n)\n\ncomponent.options.__file = \"photocopier.vue\"\nexport default component.exports","// 7.1.1 ToPrimitive(input [, PreferredType])\nvar isObject = require('./_is-object');\n// instead of the ES6 spec version, we didn't implement @@toPrimitive case\n// and the second argument - flag - preferred type is a string\nmodule.exports = function (it, S) {\n if (!isObject(it)) return it;\n var fn, val;\n if (S && typeof (fn = it.toString) == 'function' && !isObject(val = fn.call(it))) return val;\n if (typeof (fn = it.valueOf) == 'function' && !isObject(val = fn.call(it))) return val;\n if (!S && typeof (fn = it.toString) == 'function' && !isObject(val = fn.call(it))) return val;\n throw TypeError(\"Can't convert object to primitive value\");\n};\n","/**\n * A specialized version of `_.reduce` for arrays without support for\n * iteratee shorthands.\n *\n * @private\n * @param {Array} [array] The array to iterate over.\n * @param {Function} iteratee The function invoked per iteration.\n * @param {*} [accumulator] The initial value.\n * @param {boolean} [initAccum] Specify using the first element of `array` as\n * the initial value.\n * @returns {*} Returns the accumulated value.\n */\nfunction arrayReduce(array, iteratee, accumulator, initAccum) {\n var index = -1,\n length = array == null ? 0 : array.length;\n\n if (initAccum && length) {\n accumulator = array[++index];\n }\n while (++index < length) {\n accumulator = iteratee(accumulator, array[index], index, array);\n }\n return accumulator;\n}\n\nmodule.exports = arrayReduce;\n","/**\n * Converts an ASCII `string` to an array.\n *\n * @private\n * @param {string} string The string to convert.\n * @returns {Array} Returns the converted array.\n */\nfunction asciiToArray(string) {\n return string.split('');\n}\n\nmodule.exports = asciiToArray;\n","/** Used to match words composed of alphanumeric characters. */\nvar reAsciiWord = /[^\\x00-\\x2f\\x3a-\\x40\\x5b-\\x60\\x7b-\\x7f]+/g;\n\n/**\n * Splits an ASCII `string` into an array of its words.\n *\n * @private\n * @param {string} The string to inspect.\n * @returns {Array} Returns the words of `string`.\n */\nfunction asciiWords(string) {\n return string.match(reAsciiWord) || [];\n}\n\nmodule.exports = asciiWords;\n","var baseToString = require('./_baseToString');\n\n/**\n * Converts `value` to a string. An empty string is returned for `null`\n * and `undefined` values. The sign of `-0` is preserved.\n *\n * @static\n * @memberOf _\n * @since 4.0.0\n * @category Lang\n * @param {*} value The value to convert.\n * @returns {string} Returns the converted string.\n * @example\n *\n * _.toString(null);\n * // => ''\n *\n * _.toString(-0);\n * // => '-0'\n *\n * _.toString([1, 2, 3]);\n * // => '1,2,3'\n */\nfunction toString(value) {\n return value == null ? '' : baseToString(value);\n}\n\nmodule.exports = toString;\n","// https://github.com/zloirock/core-js/issues/86#issuecomment-115759028\nvar global = module.exports = typeof window != 'undefined' && window.Math == Math\n ? window : typeof self != 'undefined' && self.Math == Math ? self\n // eslint-disable-next-line no-new-func\n : Function('return this')();\nif (typeof __g == 'number') __g = global; // eslint-disable-line no-undef\n","var toInteger = require('./_to-integer');\nvar max = Math.max;\nvar min = Math.min;\nmodule.exports = function (index, length) {\n index = toInteger(index);\n return index < 0 ? max(index + length, 0) : min(index, length);\n};\n","/**\n * A specialized version of `_.map` for arrays without support for iteratee\n * shorthands.\n *\n * @private\n * @param {Array} [array] The array to iterate over.\n * @param {Function} iteratee The function invoked per iteration.\n * @returns {Array} Returns the new mapped array.\n */\nfunction arrayMap(array, iteratee) {\n var index = -1,\n length = array == null ? 0 : array.length,\n result = Array(length);\n\n while (++index < length) {\n result[index] = iteratee(array[index], index, array);\n }\n return result;\n}\n\nmodule.exports = arrayMap;\n","module.exports = function (exec) {\n try {\n return !!exec();\n } catch (e) {\n return true;\n }\n};\n","'use strict';\nvar global = require('./_global');\nvar dP = require('./_object-dp');\nvar DESCRIPTORS = require('./_descriptors');\nvar SPECIES = require('./_wks')('species');\n\nmodule.exports = function (KEY) {\n var C = global[KEY];\n if (DESCRIPTORS && C && !C[SPECIES]) dP.f(C, SPECIES, {\n configurable: true,\n get: function () { return this; }\n });\n};\n","/** Used to detect strings that need a more robust regexp to match words. */\nvar reHasUnicodeWord = /[a-z][A-Z]|[A-Z]{2,}[a-z]|[0-9][a-zA-Z]|[a-zA-Z][0-9]|[^a-zA-Z0-9 ]/;\n\n/**\n * Checks if `string` contains a word composed of Unicode symbols.\n *\n * @private\n * @param {string} string The string to inspect.\n * @returns {boolean} Returns `true` if a word is found, else `false`.\n */\nfunction hasUnicodeWord(string) {\n return reHasUnicodeWord.test(string);\n}\n\nmodule.exports = hasUnicodeWord;\n","var def = require('./_object-dp').f;\nvar has = require('./_has');\nvar TAG = require('./_wks')('toStringTag');\n\nmodule.exports = function (it, tag, stat) {\n if (it && !has(it = stat ? it : it.prototype, TAG)) def(it, TAG, { configurable: true, value: tag });\n};\n","var dP = require('./_object-dp').f;\nvar FProto = Function.prototype;\nvar nameRE = /^\\s*function ([^ (]*)/;\nvar NAME = 'name';\n\n// 19.2.4.2 name\nNAME in FProto || require('./_descriptors') && dP(FProto, NAME, {\n configurable: true,\n get: function () {\n try {\n return ('' + this).match(nameRE)[1];\n } catch (e) {\n return '';\n }\n }\n});\n","var global = require('./_global');\nvar macrotask = require('./_task').set;\nvar Observer = global.MutationObserver || global.WebKitMutationObserver;\nvar process = global.process;\nvar Promise = global.Promise;\nvar isNode = require('./_cof')(process) == 'process';\n\nmodule.exports = function () {\n var head, last, notify;\n\n var flush = function () {\n var parent, fn;\n if (isNode && (parent = process.domain)) parent.exit();\n while (head) {\n fn = head.fn;\n head = head.next;\n try {\n fn();\n } catch (e) {\n if (head) notify();\n else last = undefined;\n throw e;\n }\n } last = undefined;\n if (parent) parent.enter();\n };\n\n // Node.js\n if (isNode) {\n notify = function () {\n process.nextTick(flush);\n };\n // browsers with MutationObserver, except iOS Safari - https://github.com/zloirock/core-js/issues/339\n } else if (Observer && !(global.navigator && global.navigator.standalone)) {\n var toggle = true;\n var node = document.createTextNode('');\n new Observer(flush).observe(node, { characterData: true }); // eslint-disable-line no-new\n notify = function () {\n node.data = toggle = !toggle;\n };\n // environments with maybe non-completely correct, but existent Promise\n } else if (Promise && Promise.resolve) {\n // Promise.resolve without an argument throws an error in LG WebOS 2\n var promise = Promise.resolve(undefined);\n notify = function () {\n promise.then(flush);\n };\n // for other environments - macrotask based on:\n // - setImmediate\n // - MessageChannel\n // - window.postMessag\n // - onreadystatechange\n // - setTimeout\n } else {\n notify = function () {\n // strange IE + webpack dev server bug - use .call(global)\n macrotask.call(global, flush);\n };\n }\n\n return function (fn) {\n var task = { fn: fn, next: undefined };\n if (last) last.next = task;\n if (!head) {\n head = task;\n notify();\n } last = task;\n };\n};\n","var createCaseFirst = require('./_createCaseFirst');\n\n/**\n * Converts the first character of `string` to upper case.\n *\n * @static\n * @memberOf _\n * @since 4.0.0\n * @category String\n * @param {string} [string=''] The string to convert.\n * @returns {string} Returns the converted string.\n * @example\n *\n * _.upperFirst('fred');\n * // => 'Fred'\n *\n * _.upperFirst('FRED');\n * // => 'FRED'\n */\nvar upperFirst = createCaseFirst('toUpperCase');\n\nmodule.exports = upperFirst;\n","var render = function () {var _vm=this;var _h=_vm.$createElement;var _c=_vm._self._c||_h;return _c('img',{attrs:{\"src\":_vm.source}})}\nvar staticRenderFns = []\n\nexport { render, staticRenderFns }","\n\n","import mod from \"-!../../../node_modules/cache-loader/dist/cjs.js??ref--12-0!../../../node_modules/thread-loader/dist/cjs.js!../../../node_modules/babel-loader/lib/index.js!../../../node_modules/vue-loader/lib/index.js??vue-loader-options!./img.vue?vue&type=script&lang=js&\"; export default mod; export * from \"-!../../../node_modules/cache-loader/dist/cjs.js??ref--12-0!../../../node_modules/thread-loader/dist/cjs.js!../../../node_modules/babel-loader/lib/index.js!../../../node_modules/vue-loader/lib/index.js??vue-loader-options!./img.vue?vue&type=script&lang=js&\"","import { render, staticRenderFns } from \"./img.vue?vue&type=template&id=1acd412e&\"\nimport script from \"./img.vue?vue&type=script&lang=js&\"\nexport * from \"./img.vue?vue&type=script&lang=js&\"\n\n\n/* normalize component */\nimport normalizer from \"!../../../node_modules/vue-loader/lib/runtime/componentNormalizer.js\"\nvar component = normalizer(\n script,\n render,\n staticRenderFns,\n false,\n null,\n null,\n null\n \n)\n\ncomponent.options.__file = \"img.vue\"\nexport default component.exports","var core = module.exports = { version: '2.5.7' };\nif (typeof __e == 'number') __e = core; // eslint-disable-line no-undef\n","module.exports = {};\n","var render = function () {var _vm=this;var _h=_vm.$createElement;var _c=_vm._self._c||_h;return _c('div',[_c('h3',[_vm._v(\"Sensor Data:\")]),(_vm.state.sensors.length <= 0)?_c('span',[_vm._v(\"No sensors connected.\")]):_vm._l((_vm.state.sensors),function(sdata,key){return _c('div',{key:key},[_c('b',[_vm._v(_vm._s(sdata.name))]),_c('br'),(sdata.pressure)?_c('vui-item',{attrs:{\"label\":\"Pressure:\"}},[_vm._v(_vm._s(sdata.pressure)+\" kPa\")]):_vm._e(),(sdata.temperature)?_c('vui-item',{attrs:{\"label\":\"Temperature:\"}},[_vm._v(_vm._s(sdata.temperature)+\" K\")]):_vm._e(),(sdata.oxygen || sdata.phoron || sdata.nitrogen || sdata.carbon_dioxide)?_c('vui-item',{attrs:{\"label\":\"Gas Composition:\"}},[(sdata.oxygen)?_c('span',{staticClass:\"complist\"},[_vm._v(_vm._s(sdata.oxygen)+\" O\"),_c('sub',[_vm._v(\"2\")])]):_vm._e(),(sdata.nitrogen)?_c('span',{staticClass:\"complist\"},[_vm._v(_vm._s(sdata.nitrogen)+\" N\")]):_vm._e(),(sdata.carbon_dioxide)?_c('span',{staticClass:\"complist\"},[_vm._v(_vm._s(sdata.carbon_dioxide)+\" CO\"),_c('sub',[_vm._v(\"2\"),_c('sub')])]):_vm._e(),(sdata.phoron)?_c('span',{staticClass:\"complist\"},[_vm._v(_vm._s(sdata.phoron)+\" PH\")]):_vm._e()]):_vm._e()],1)}),(_vm.state.control)?_c(\"view-console-atmocontrol-\" + _vm.state.control,{tag:\"component\"}):_vm._e()],2)}\nvar staticRenderFns = []\n\nexport { render, staticRenderFns }","\n\n\n\n\n","import mod from \"-!../../../../../node_modules/cache-loader/dist/cjs.js??ref--12-0!../../../../../node_modules/thread-loader/dist/cjs.js!../../../../../node_modules/babel-loader/lib/index.js!../../../../../node_modules/vue-loader/lib/index.js??vue-loader-options!./main.vue?vue&type=script&lang=js&\"; export default mod; export * from \"-!../../../../../node_modules/cache-loader/dist/cjs.js??ref--12-0!../../../../../node_modules/thread-loader/dist/cjs.js!../../../../../node_modules/babel-loader/lib/index.js!../../../../../node_modules/vue-loader/lib/index.js??vue-loader-options!./main.vue?vue&type=script&lang=js&\"","import { render, staticRenderFns } from \"./main.vue?vue&type=template&id=7410fe14&scoped=true&\"\nimport script from \"./main.vue?vue&type=script&lang=js&\"\nexport * from \"./main.vue?vue&type=script&lang=js&\"\nimport style0 from \"./main.vue?vue&type=style&index=0&id=7410fe14&lang=scss&scoped=true&\"\n\n\n/* normalize component */\nimport normalizer from \"!../../../../../node_modules/vue-loader/lib/runtime/componentNormalizer.js\"\nvar component = normalizer(\n script,\n render,\n staticRenderFns,\n false,\n null,\n \"7410fe14\",\n null\n \n)\n\ncomponent.options.__file = \"main.vue\"\nexport default component.exports","var anObject = require('./_an-object');\nvar IE8_DOM_DEFINE = require('./_ie8-dom-define');\nvar toPrimitive = require('./_to-primitive');\nvar dP = Object.defineProperty;\n\nexports.f = require('./_descriptors') ? Object.defineProperty : function defineProperty(O, P, Attributes) {\n anObject(O);\n P = toPrimitive(P, true);\n anObject(Attributes);\n if (IE8_DOM_DEFINE) try {\n return dP(O, P, Attributes);\n } catch (e) { /* empty */ }\n if ('get' in Attributes || 'set' in Attributes) throw TypeError('Accessors not supported!');\n if ('value' in Attributes) O[P] = Attributes.value;\n return O;\n};\n","// Works with __proto__ only. Old v8 can't work with null proto objects.\n/* eslint-disable no-proto */\nvar isObject = require('./_is-object');\nvar anObject = require('./_an-object');\nvar check = function (O, proto) {\n anObject(O);\n if (!isObject(proto) && proto !== null) throw TypeError(proto + \": can't set as prototype!\");\n};\nmodule.exports = {\n set: Object.setPrototypeOf || ('__proto__' in {} ? // eslint-disable-line\n function (test, buggy, set) {\n try {\n set = require('./_ctx')(Function.call, require('./_object-gopd').f(Object.prototype, '__proto__').set, 2);\n set(test, []);\n buggy = !(test instanceof Array);\n } catch (e) { buggy = true; }\n return function setPrototypeOf(O, proto) {\n check(O, proto);\n if (buggy) O.__proto__ = proto;\n else set(O, proto);\n return O;\n };\n }({}, false) : undefined),\n check: check\n};\n","// 19.1.2.7 / 15.2.3.4 Object.getOwnPropertyNames(O)\nvar $keys = require('./_object-keys-internal');\nvar hiddenKeys = require('./_enum-bug-keys').concat('length', 'prototype');\n\nexports.f = Object.getOwnPropertyNames || function getOwnPropertyNames(O) {\n return $keys(O, hiddenKeys);\n};\n","var render = function () {var _vm=this;var _h=_vm.$createElement;var _c=_vm._self._c||_h;return _c('div',[_c('div',{staticClass:\"item\"},[_c('div',{staticClass:\"itemLabel\"},[_vm._v(\"Confirm identity:\")]),_c('div',{staticClass:\"itemContent\"},[_c('vui-button',{attrs:{\"params\":{ scan: 1 },\"icon\":\"eject\"}},[(_vm.state.idname)?_c('span',[_vm._v(_vm._s(_vm.state.idname))]):_c('span',[_vm._v(\"--------\")])])],1)]),(_vm.state.auth)?_c('div',{staticStyle:{\"margin-top\":\"24px\",\"clear\":\"both\"}},[_c('b',[_vm._v(\"Logged in to:\")]),_vm._v(\" \"+_vm._s(_vm.state.bossname)+\" Quantum Entanglement Network\\n \"),(_vm.remaining_cooldown <= 0)?[_c('vui-item',{attrs:{\"label\":\"Sending to:\"}},[_c('select',{directives:[{name:\"model\",rawName:\"v-model.lazy\",value:(_vm.state.destination),expression:\"state.destination\",modifiers:{\"lazy\":true}}],staticClass:\"button\",on:{\"change\":function($event){var $$selectedVal = Array.prototype.filter.call($event.target.options,function(o){return o.selected}).map(function(o){var val = \"_value\" in o ? o._value : o.value;return val}); _vm.$set(_vm.state, \"destination\", $event.target.multiple ? $$selectedVal : $$selectedVal[0])}}},_vm._l((_vm.state.departiments),function(dep){return _c('option',{key:dep,domProps:{\"value\":dep}},[_vm._v(_vm._s(dep))])}))]),(_vm.state.paper)?[_c('vui-item',{attrs:{\"label\":\"Currently sending:\"}},[_vm._v(_vm._s(_vm.state.paper))]),_c('vui-button',{attrs:{\"push-state\":\"\",\"params\":{ send: 1}}},[_vm._v(\"Send\")])]:_c('span',[_vm._v(\"Please insert paper to send via secure connection.\")])]:_c('span',[_c('b',[_vm._v(\"Transmitter arrays realigning. Please stand by. \"+_vm._s(_vm._f(\"roundRemaining\")(_vm.remaining_cooldown))+\" seconds remaining.\")])])],2):_vm._e(),(_vm.state.paper)?_c('vui-button',{attrs:{\"params\":{ remove: 1}}},[_vm._v(\"Remove item\")]):_vm._e(),_c('h3',[_vm._v(\"PDAs to notify:\")]),_vm._l((_vm.state.alertpdas),function(pda){return _c('div',{key:pda.ref},[_vm._v(\"\\n \"+_vm._s(pda.name)+\" \"),_c('vui-button',{attrs:{\"params\":{ unlink: pda.ref }}},[_vm._v(\"Unlink\")])],1)}),(_vm.state.alertpdas.length <= 0)?_c('div',[_vm._v(\"No PDAs are linked.\")]):_vm._e(),_c('vui-button',{attrs:{\"params\":{ linkpda: 1 }}},[_vm._v(\"Add PDA to Notify\")])],2)}\nvar staticRenderFns = []\n\nexport { render, staticRenderFns }","\n\n\n\n","import mod from \"-!../../../../node_modules/cache-loader/dist/cjs.js??ref--12-0!../../../../node_modules/thread-loader/dist/cjs.js!../../../../node_modules/babel-loader/lib/index.js!../../../../node_modules/vue-loader/lib/index.js??vue-loader-options!./fax.vue?vue&type=script&lang=js&\"; export default mod; export * from \"-!../../../../node_modules/cache-loader/dist/cjs.js??ref--12-0!../../../../node_modules/thread-loader/dist/cjs.js!../../../../node_modules/babel-loader/lib/index.js!../../../../node_modules/vue-loader/lib/index.js??vue-loader-options!./fax.vue?vue&type=script&lang=js&\"","import { render, staticRenderFns } from \"./fax.vue?vue&type=template&id=4b0e320e&scoped=true&\"\nimport script from \"./fax.vue?vue&type=script&lang=js&\"\nexport * from \"./fax.vue?vue&type=script&lang=js&\"\nimport style0 from \"./fax.vue?vue&type=style&index=0&id=4b0e320e&lang=scss&scoped=true&\"\n\n\n/* normalize component */\nimport normalizer from \"!../../../../node_modules/vue-loader/lib/runtime/componentNormalizer.js\"\nvar component = normalizer(\n script,\n render,\n staticRenderFns,\n false,\n null,\n \"4b0e320e\",\n null\n \n)\n\ncomponent.options.__file = \"fax.vue\"\nexport default component.exports","// optional / simple context binding\nvar aFunction = require('./_a-function');\nmodule.exports = function (fn, that, length) {\n aFunction(fn);\n if (that === undefined) return fn;\n switch (length) {\n case 1: return function (a) {\n return fn.call(that, a);\n };\n case 2: return function (a, b) {\n return fn.call(that, a, b);\n };\n case 3: return function (a, b, c) {\n return fn.call(that, a, b, c);\n };\n }\n return function (/* ...args */) {\n return fn.apply(that, arguments);\n };\n};\n","// 22.1.3.31 Array.prototype[@@unscopables]\nvar UNSCOPABLES = require('./_wks')('unscopables');\nvar ArrayProto = Array.prototype;\nif (ArrayProto[UNSCOPABLES] == undefined) require('./_hide')(ArrayProto, UNSCOPABLES, {});\nmodule.exports = function (key) {\n ArrayProto[UNSCOPABLES][key] = true;\n};\n","module.exports = function (exec) {\n try {\n return { e: false, v: exec() };\n } catch (e) {\n return { e: true, v: e };\n }\n};\n","// 7.1.15 ToLength\nvar toInteger = require('./_to-integer');\nvar min = Math.min;\nmodule.exports = function (it) {\n return it > 0 ? min(toInteger(it), 0x1fffffffffffff) : 0; // pow(2, 53) - 1 == 9007199254740991\n};\n","// Thank's IE8 for his funny defineProperty\nmodule.exports = !require('./_fails')(function () {\n return Object.defineProperty({}, 'a', { get: function () { return 7; } }).a != 7;\n});\n","var root = require('./_root');\n\n/** Built-in value references. */\nvar Symbol = root.Symbol;\n\nmodule.exports = Symbol;\n","/*!\n * Vue.js v2.5.17\n * (c) 2014-2018 Evan You\n * Released under the MIT License.\n */\n/* */\n\nvar emptyObject = Object.freeze({});\n\n// these helpers produces better vm code in JS engines due to their\n// explicitness and function inlining\nfunction isUndef (v) {\n return v === undefined || v === null\n}\n\nfunction isDef (v) {\n return v !== undefined && v !== null\n}\n\nfunction isTrue (v) {\n return v === true\n}\n\nfunction isFalse (v) {\n return v === false\n}\n\n/**\n * Check if value is primitive\n */\nfunction isPrimitive (value) {\n return (\n typeof value === 'string' ||\n typeof value === 'number' ||\n // $flow-disable-line\n typeof value === 'symbol' ||\n typeof value === 'boolean'\n )\n}\n\n/**\n * Quick object check - this is primarily used to tell\n * Objects from primitive values when we know the value\n * is a JSON-compliant type.\n */\nfunction isObject (obj) {\n return obj !== null && typeof obj === 'object'\n}\n\n/**\n * Get the raw type string of a value e.g. [object Object]\n */\nvar _toString = Object.prototype.toString;\n\nfunction toRawType (value) {\n return _toString.call(value).slice(8, -1)\n}\n\n/**\n * Strict object type check. Only returns true\n * for plain JavaScript objects.\n */\nfunction isPlainObject (obj) {\n return _toString.call(obj) === '[object Object]'\n}\n\nfunction isRegExp (v) {\n return _toString.call(v) === '[object RegExp]'\n}\n\n/**\n * Check if val is a valid array index.\n */\nfunction isValidArrayIndex (val) {\n var n = parseFloat(String(val));\n return n >= 0 && Math.floor(n) === n && isFinite(val)\n}\n\n/**\n * Convert a value to a string that is actually rendered.\n */\nfunction toString (val) {\n return val == null\n ? ''\n : typeof val === 'object'\n ? JSON.stringify(val, null, 2)\n : String(val)\n}\n\n/**\n * Convert a input value to a number for persistence.\n * If the conversion fails, return original string.\n */\nfunction toNumber (val) {\n var n = parseFloat(val);\n return isNaN(n) ? val : n\n}\n\n/**\n * Make a map and return a function for checking if a key\n * is in that map.\n */\nfunction makeMap (\n str,\n expectsLowerCase\n) {\n var map = Object.create(null);\n var list = str.split(',');\n for (var i = 0; i < list.length; i++) {\n map[list[i]] = true;\n }\n return expectsLowerCase\n ? function (val) { return map[val.toLowerCase()]; }\n : function (val) { return map[val]; }\n}\n\n/**\n * Check if a tag is a built-in tag.\n */\nvar isBuiltInTag = makeMap('slot,component', true);\n\n/**\n * Check if a attribute is a reserved attribute.\n */\nvar isReservedAttribute = makeMap('key,ref,slot,slot-scope,is');\n\n/**\n * Remove an item from an array\n */\nfunction remove (arr, item) {\n if (arr.length) {\n var index = arr.indexOf(item);\n if (index > -1) {\n return arr.splice(index, 1)\n }\n }\n}\n\n/**\n * Check whether the object has the property.\n */\nvar hasOwnProperty = Object.prototype.hasOwnProperty;\nfunction hasOwn (obj, key) {\n return hasOwnProperty.call(obj, key)\n}\n\n/**\n * Create a cached version of a pure function.\n */\nfunction cached (fn) {\n var cache = Object.create(null);\n return (function cachedFn (str) {\n var hit = cache[str];\n return hit || (cache[str] = fn(str))\n })\n}\n\n/**\n * Camelize a hyphen-delimited string.\n */\nvar camelizeRE = /-(\\w)/g;\nvar camelize = cached(function (str) {\n return str.replace(camelizeRE, function (_, c) { return c ? c.toUpperCase() : ''; })\n});\n\n/**\n * Capitalize a string.\n */\nvar capitalize = cached(function (str) {\n return str.charAt(0).toUpperCase() + str.slice(1)\n});\n\n/**\n * Hyphenate a camelCase string.\n */\nvar hyphenateRE = /\\B([A-Z])/g;\nvar hyphenate = cached(function (str) {\n return str.replace(hyphenateRE, '-$1').toLowerCase()\n});\n\n/**\n * Simple bind polyfill for environments that do not support it... e.g.\n * PhantomJS 1.x. Technically we don't need this anymore since native bind is\n * now more performant in most browsers, but removing it would be breaking for\n * code that was able to run in PhantomJS 1.x, so this must be kept for\n * backwards compatibility.\n */\n\n/* istanbul ignore next */\nfunction polyfillBind (fn, ctx) {\n function boundFn (a) {\n var l = arguments.length;\n return l\n ? l > 1\n ? fn.apply(ctx, arguments)\n : fn.call(ctx, a)\n : fn.call(ctx)\n }\n\n boundFn._length = fn.length;\n return boundFn\n}\n\nfunction nativeBind (fn, ctx) {\n return fn.bind(ctx)\n}\n\nvar bind = Function.prototype.bind\n ? nativeBind\n : polyfillBind;\n\n/**\n * Convert an Array-like object to a real Array.\n */\nfunction toArray (list, start) {\n start = start || 0;\n var i = list.length - start;\n var ret = new Array(i);\n while (i--) {\n ret[i] = list[i + start];\n }\n return ret\n}\n\n/**\n * Mix properties into target object.\n */\nfunction extend (to, _from) {\n for (var key in _from) {\n to[key] = _from[key];\n }\n return to\n}\n\n/**\n * Merge an Array of Objects into a single Object.\n */\nfunction toObject (arr) {\n var res = {};\n for (var i = 0; i < arr.length; i++) {\n if (arr[i]) {\n extend(res, arr[i]);\n }\n }\n return res\n}\n\n/**\n * Perform no operation.\n * Stubbing args to make Flow happy without leaving useless transpiled code\n * with ...rest (https://flow.org/blog/2017/05/07/Strict-Function-Call-Arity/)\n */\nfunction noop (a, b, c) {}\n\n/**\n * Always return false.\n */\nvar no = function (a, b, c) { return false; };\n\n/**\n * Return same value\n */\nvar identity = function (_) { return _; };\n\n/**\n * Generate a static keys string from compiler modules.\n */\nfunction genStaticKeys (modules) {\n return modules.reduce(function (keys, m) {\n return keys.concat(m.staticKeys || [])\n }, []).join(',')\n}\n\n/**\n * Check if two values are loosely equal - that is,\n * if they are plain objects, do they have the same shape?\n */\nfunction looseEqual (a, b) {\n if (a === b) { return true }\n var isObjectA = isObject(a);\n var isObjectB = isObject(b);\n if (isObjectA && isObjectB) {\n try {\n var isArrayA = Array.isArray(a);\n var isArrayB = Array.isArray(b);\n if (isArrayA && isArrayB) {\n return a.length === b.length && a.every(function (e, i) {\n return looseEqual(e, b[i])\n })\n } else if (!isArrayA && !isArrayB) {\n var keysA = Object.keys(a);\n var keysB = Object.keys(b);\n return keysA.length === keysB.length && keysA.every(function (key) {\n return looseEqual(a[key], b[key])\n })\n } else {\n /* istanbul ignore next */\n return false\n }\n } catch (e) {\n /* istanbul ignore next */\n return false\n }\n } else if (!isObjectA && !isObjectB) {\n return String(a) === String(b)\n } else {\n return false\n }\n}\n\nfunction looseIndexOf (arr, val) {\n for (var i = 0; i < arr.length; i++) {\n if (looseEqual(arr[i], val)) { return i }\n }\n return -1\n}\n\n/**\n * Ensure a function is called only once.\n */\nfunction once (fn) {\n var called = false;\n return function () {\n if (!called) {\n called = true;\n fn.apply(this, arguments);\n }\n }\n}\n\nvar SSR_ATTR = 'data-server-rendered';\n\nvar ASSET_TYPES = [\n 'component',\n 'directive',\n 'filter'\n];\n\nvar LIFECYCLE_HOOKS = [\n 'beforeCreate',\n 'created',\n 'beforeMount',\n 'mounted',\n 'beforeUpdate',\n 'updated',\n 'beforeDestroy',\n 'destroyed',\n 'activated',\n 'deactivated',\n 'errorCaptured'\n];\n\n/* */\n\nvar config = ({\n /**\n * Option merge strategies (used in core/util/options)\n */\n // $flow-disable-line\n optionMergeStrategies: Object.create(null),\n\n /**\n * Whether to suppress warnings.\n */\n silent: false,\n\n /**\n * Show production mode tip message on boot?\n */\n productionTip: process.env.NODE_ENV !== 'production',\n\n /**\n * Whether to enable devtools\n */\n devtools: process.env.NODE_ENV !== 'production',\n\n /**\n * Whether to record perf\n */\n performance: false,\n\n /**\n * Error handler for watcher errors\n */\n errorHandler: null,\n\n /**\n * Warn handler for watcher warns\n */\n warnHandler: null,\n\n /**\n * Ignore certain custom elements\n */\n ignoredElements: [],\n\n /**\n * Custom user key aliases for v-on\n */\n // $flow-disable-line\n keyCodes: Object.create(null),\n\n /**\n * Check if a tag is reserved so that it cannot be registered as a\n * component. This is platform-dependent and may be overwritten.\n */\n isReservedTag: no,\n\n /**\n * Check if an attribute is reserved so that it cannot be used as a component\n * prop. This is platform-dependent and may be overwritten.\n */\n isReservedAttr: no,\n\n /**\n * Check if a tag is an unknown element.\n * Platform-dependent.\n */\n isUnknownElement: no,\n\n /**\n * Get the namespace of an element\n */\n getTagNamespace: noop,\n\n /**\n * Parse the real tag name for the specific platform.\n */\n parsePlatformTagName: identity,\n\n /**\n * Check if an attribute must be bound using property, e.g. value\n * Platform-dependent.\n */\n mustUseProp: no,\n\n /**\n * Exposed for legacy reasons\n */\n _lifecycleHooks: LIFECYCLE_HOOKS\n})\n\n/* */\n\n/**\n * Check if a string starts with $ or _\n */\nfunction isReserved (str) {\n var c = (str + '').charCodeAt(0);\n return c === 0x24 || c === 0x5F\n}\n\n/**\n * Define a property.\n */\nfunction def (obj, key, val, enumerable) {\n Object.defineProperty(obj, key, {\n value: val,\n enumerable: !!enumerable,\n writable: true,\n configurable: true\n });\n}\n\n/**\n * Parse simple path.\n */\nvar bailRE = /[^\\w.$]/;\nfunction parsePath (path) {\n if (bailRE.test(path)) {\n return\n }\n var segments = path.split('.');\n return function (obj) {\n for (var i = 0; i < segments.length; i++) {\n if (!obj) { return }\n obj = obj[segments[i]];\n }\n return obj\n }\n}\n\n/* */\n\n// can we use __proto__?\nvar hasProto = '__proto__' in {};\n\n// Browser environment sniffing\nvar inBrowser = typeof window !== 'undefined';\nvar inWeex = typeof WXEnvironment !== 'undefined' && !!WXEnvironment.platform;\nvar weexPlatform = inWeex && WXEnvironment.platform.toLowerCase();\nvar UA = inBrowser && window.navigator.userAgent.toLowerCase();\nvar isIE = UA && /msie|trident/.test(UA);\nvar isIE9 = UA && UA.indexOf('msie 9.0') > 0;\nvar isEdge = UA && UA.indexOf('edge/') > 0;\nvar isAndroid = (UA && UA.indexOf('android') > 0) || (weexPlatform === 'android');\nvar isIOS = (UA && /iphone|ipad|ipod|ios/.test(UA)) || (weexPlatform === 'ios');\nvar isChrome = UA && /chrome\\/\\d+/.test(UA) && !isEdge;\n\n// Firefox has a \"watch\" function on Object.prototype...\nvar nativeWatch = ({}).watch;\n\nvar supportsPassive = false;\nif (inBrowser) {\n try {\n var opts = {};\n Object.defineProperty(opts, 'passive', ({\n get: function get () {\n /* istanbul ignore next */\n supportsPassive = true;\n }\n })); // https://github.com/facebook/flow/issues/285\n window.addEventListener('test-passive', null, opts);\n } catch (e) {}\n}\n\n// this needs to be lazy-evaled because vue may be required before\n// vue-server-renderer can set VUE_ENV\nvar _isServer;\nvar isServerRendering = function () {\n if (_isServer === undefined) {\n /* istanbul ignore if */\n if (!inBrowser && !inWeex && typeof global !== 'undefined') {\n // detect presence of vue-server-renderer and avoid\n // Webpack shimming the process\n _isServer = global['process'].env.VUE_ENV === 'server';\n } else {\n _isServer = false;\n }\n }\n return _isServer\n};\n\n// detect devtools\nvar devtools = inBrowser && window.__VUE_DEVTOOLS_GLOBAL_HOOK__;\n\n/* istanbul ignore next */\nfunction isNative (Ctor) {\n return typeof Ctor === 'function' && /native code/.test(Ctor.toString())\n}\n\nvar hasSymbol =\n typeof Symbol !== 'undefined' && isNative(Symbol) &&\n typeof Reflect !== 'undefined' && isNative(Reflect.ownKeys);\n\nvar _Set;\n/* istanbul ignore if */ // $flow-disable-line\nif (typeof Set !== 'undefined' && isNative(Set)) {\n // use native Set when available.\n _Set = Set;\n} else {\n // a non-standard Set polyfill that only works with primitive keys.\n _Set = (function () {\n function Set () {\n this.set = Object.create(null);\n }\n Set.prototype.has = function has (key) {\n return this.set[key] === true\n };\n Set.prototype.add = function add (key) {\n this.set[key] = true;\n };\n Set.prototype.clear = function clear () {\n this.set = Object.create(null);\n };\n\n return Set;\n }());\n}\n\n/* */\n\nvar warn = noop;\nvar tip = noop;\nvar generateComponentTrace = (noop); // work around flow check\nvar formatComponentName = (noop);\n\nif (process.env.NODE_ENV !== 'production') {\n var hasConsole = typeof console !== 'undefined';\n var classifyRE = /(?:^|[-_])(\\w)/g;\n var classify = function (str) { return str\n .replace(classifyRE, function (c) { return c.toUpperCase(); })\n .replace(/[-_]/g, ''); };\n\n warn = function (msg, vm) {\n var trace = vm ? generateComponentTrace(vm) : '';\n\n if (config.warnHandler) {\n config.warnHandler.call(null, msg, vm, trace);\n } else if (hasConsole && (!config.silent)) {\n console.error((\"[Vue warn]: \" + msg + trace));\n }\n };\n\n tip = function (msg, vm) {\n if (hasConsole && (!config.silent)) {\n console.warn(\"[Vue tip]: \" + msg + (\n vm ? generateComponentTrace(vm) : ''\n ));\n }\n };\n\n formatComponentName = function (vm, includeFile) {\n if (vm.$root === vm) {\n return ''\n }\n var options = typeof vm === 'function' && vm.cid != null\n ? vm.options\n : vm._isVue\n ? vm.$options || vm.constructor.options\n : vm || {};\n var name = options.name || options._componentTag;\n var file = options.__file;\n if (!name && file) {\n var match = file.match(/([^/\\\\]+)\\.vue$/);\n name = match && match[1];\n }\n\n return (\n (name ? (\"<\" + (classify(name)) + \">\") : \"\") +\n (file && includeFile !== false ? (\" at \" + file) : '')\n )\n };\n\n var repeat = function (str, n) {\n var res = '';\n while (n) {\n if (n % 2 === 1) { res += str; }\n if (n > 1) { str += str; }\n n >>= 1;\n }\n return res\n };\n\n generateComponentTrace = function (vm) {\n if (vm._isVue && vm.$parent) {\n var tree = [];\n var currentRecursiveSequence = 0;\n while (vm) {\n if (tree.length > 0) {\n var last = tree[tree.length - 1];\n if (last.constructor === vm.constructor) {\n currentRecursiveSequence++;\n vm = vm.$parent;\n continue\n } else if (currentRecursiveSequence > 0) {\n tree[tree.length - 1] = [last, currentRecursiveSequence];\n currentRecursiveSequence = 0;\n }\n }\n tree.push(vm);\n vm = vm.$parent;\n }\n return '\\n\\nfound in\\n\\n' + tree\n .map(function (vm, i) { return (\"\" + (i === 0 ? '---> ' : repeat(' ', 5 + i * 2)) + (Array.isArray(vm)\n ? ((formatComponentName(vm[0])) + \"... (\" + (vm[1]) + \" recursive calls)\")\n : formatComponentName(vm))); })\n .join('\\n')\n } else {\n return (\"\\n\\n(found in \" + (formatComponentName(vm)) + \")\")\n }\n };\n}\n\n/* */\n\n\nvar uid = 0;\n\n/**\n * A dep is an observable that can have multiple\n * directives subscribing to it.\n */\nvar Dep = function Dep () {\n this.id = uid++;\n this.subs = [];\n};\n\nDep.prototype.addSub = function addSub (sub) {\n this.subs.push(sub);\n};\n\nDep.prototype.removeSub = function removeSub (sub) {\n remove(this.subs, sub);\n};\n\nDep.prototype.depend = function depend () {\n if (Dep.target) {\n Dep.target.addDep(this);\n }\n};\n\nDep.prototype.notify = function notify () {\n // stabilize the subscriber list first\n var subs = this.subs.slice();\n for (var i = 0, l = subs.length; i < l; i++) {\n subs[i].update();\n }\n};\n\n// the current target watcher being evaluated.\n// this is globally unique because there could be only one\n// watcher being evaluated at any time.\nDep.target = null;\nvar targetStack = [];\n\nfunction pushTarget (_target) {\n if (Dep.target) { targetStack.push(Dep.target); }\n Dep.target = _target;\n}\n\nfunction popTarget () {\n Dep.target = targetStack.pop();\n}\n\n/* */\n\nvar VNode = function VNode (\n tag,\n data,\n children,\n text,\n elm,\n context,\n componentOptions,\n asyncFactory\n) {\n this.tag = tag;\n this.data = data;\n this.children = children;\n this.text = text;\n this.elm = elm;\n this.ns = undefined;\n this.context = context;\n this.fnContext = undefined;\n this.fnOptions = undefined;\n this.fnScopeId = undefined;\n this.key = data && data.key;\n this.componentOptions = componentOptions;\n this.componentInstance = undefined;\n this.parent = undefined;\n this.raw = false;\n this.isStatic = false;\n this.isRootInsert = true;\n this.isComment = false;\n this.isCloned = false;\n this.isOnce = false;\n this.asyncFactory = asyncFactory;\n this.asyncMeta = undefined;\n this.isAsyncPlaceholder = false;\n};\n\nvar prototypeAccessors = { child: { configurable: true } };\n\n// DEPRECATED: alias for componentInstance for backwards compat.\n/* istanbul ignore next */\nprototypeAccessors.child.get = function () {\n return this.componentInstance\n};\n\nObject.defineProperties( VNode.prototype, prototypeAccessors );\n\nvar createEmptyVNode = function (text) {\n if ( text === void 0 ) text = '';\n\n var node = new VNode();\n node.text = text;\n node.isComment = true;\n return node\n};\n\nfunction createTextVNode (val) {\n return new VNode(undefined, undefined, undefined, String(val))\n}\n\n// optimized shallow clone\n// used for static nodes and slot nodes because they may be reused across\n// multiple renders, cloning them avoids errors when DOM manipulations rely\n// on their elm reference.\nfunction cloneVNode (vnode) {\n var cloned = new VNode(\n vnode.tag,\n vnode.data,\n vnode.children,\n vnode.text,\n vnode.elm,\n vnode.context,\n vnode.componentOptions,\n vnode.asyncFactory\n );\n cloned.ns = vnode.ns;\n cloned.isStatic = vnode.isStatic;\n cloned.key = vnode.key;\n cloned.isComment = vnode.isComment;\n cloned.fnContext = vnode.fnContext;\n cloned.fnOptions = vnode.fnOptions;\n cloned.fnScopeId = vnode.fnScopeId;\n cloned.isCloned = true;\n return cloned\n}\n\n/*\n * not type checking this file because flow doesn't play well with\n * dynamically accessing methods on Array prototype\n */\n\nvar arrayProto = Array.prototype;\nvar arrayMethods = Object.create(arrayProto);\n\nvar methodsToPatch = [\n 'push',\n 'pop',\n 'shift',\n 'unshift',\n 'splice',\n 'sort',\n 'reverse'\n];\n\n/**\n * Intercept mutating methods and emit events\n */\nmethodsToPatch.forEach(function (method) {\n // cache original method\n var original = arrayProto[method];\n def(arrayMethods, method, function mutator () {\n var args = [], len = arguments.length;\n while ( len-- ) args[ len ] = arguments[ len ];\n\n var result = original.apply(this, args);\n var ob = this.__ob__;\n var inserted;\n switch (method) {\n case 'push':\n case 'unshift':\n inserted = args;\n break\n case 'splice':\n inserted = args.slice(2);\n break\n }\n if (inserted) { ob.observeArray(inserted); }\n // notify change\n ob.dep.notify();\n return result\n });\n});\n\n/* */\n\nvar arrayKeys = Object.getOwnPropertyNames(arrayMethods);\n\n/**\n * In some cases we may want to disable observation inside a component's\n * update computation.\n */\nvar shouldObserve = true;\n\nfunction toggleObserving (value) {\n shouldObserve = value;\n}\n\n/**\n * Observer class that is attached to each observed\n * object. Once attached, the observer converts the target\n * object's property keys into getter/setters that\n * collect dependencies and dispatch updates.\n */\nvar Observer = function Observer (value) {\n this.value = value;\n this.dep = new Dep();\n this.vmCount = 0;\n def(value, '__ob__', this);\n if (Array.isArray(value)) {\n var augment = hasProto\n ? protoAugment\n : copyAugment;\n augment(value, arrayMethods, arrayKeys);\n this.observeArray(value);\n } else {\n this.walk(value);\n }\n};\n\n/**\n * Walk through each property and convert them into\n * getter/setters. This method should only be called when\n * value type is Object.\n */\nObserver.prototype.walk = function walk (obj) {\n var keys = Object.keys(obj);\n for (var i = 0; i < keys.length; i++) {\n defineReactive(obj, keys[i]);\n }\n};\n\n/**\n * Observe a list of Array items.\n */\nObserver.prototype.observeArray = function observeArray (items) {\n for (var i = 0, l = items.length; i < l; i++) {\n observe(items[i]);\n }\n};\n\n// helpers\n\n/**\n * Augment an target Object or Array by intercepting\n * the prototype chain using __proto__\n */\nfunction protoAugment (target, src, keys) {\n /* eslint-disable no-proto */\n target.__proto__ = src;\n /* eslint-enable no-proto */\n}\n\n/**\n * Augment an target Object or Array by defining\n * hidden properties.\n */\n/* istanbul ignore next */\nfunction copyAugment (target, src, keys) {\n for (var i = 0, l = keys.length; i < l; i++) {\n var key = keys[i];\n def(target, key, src[key]);\n }\n}\n\n/**\n * Attempt to create an observer instance for a value,\n * returns the new observer if successfully observed,\n * or the existing observer if the value already has one.\n */\nfunction observe (value, asRootData) {\n if (!isObject(value) || value instanceof VNode) {\n return\n }\n var ob;\n if (hasOwn(value, '__ob__') && value.__ob__ instanceof Observer) {\n ob = value.__ob__;\n } else if (\n shouldObserve &&\n !isServerRendering() &&\n (Array.isArray(value) || isPlainObject(value)) &&\n Object.isExtensible(value) &&\n !value._isVue\n ) {\n ob = new Observer(value);\n }\n if (asRootData && ob) {\n ob.vmCount++;\n }\n return ob\n}\n\n/**\n * Define a reactive property on an Object.\n */\nfunction defineReactive (\n obj,\n key,\n val,\n customSetter,\n shallow\n) {\n var dep = new Dep();\n\n var property = Object.getOwnPropertyDescriptor(obj, key);\n if (property && property.configurable === false) {\n return\n }\n\n // cater for pre-defined getter/setters\n var getter = property && property.get;\n if (!getter && arguments.length === 2) {\n val = obj[key];\n }\n var setter = property && property.set;\n\n var childOb = !shallow && observe(val);\n Object.defineProperty(obj, key, {\n enumerable: true,\n configurable: true,\n get: function reactiveGetter () {\n var value = getter ? getter.call(obj) : val;\n if (Dep.target) {\n dep.depend();\n if (childOb) {\n childOb.dep.depend();\n if (Array.isArray(value)) {\n dependArray(value);\n }\n }\n }\n return value\n },\n set: function reactiveSetter (newVal) {\n var value = getter ? getter.call(obj) : val;\n /* eslint-disable no-self-compare */\n if (newVal === value || (newVal !== newVal && value !== value)) {\n return\n }\n /* eslint-enable no-self-compare */\n if (process.env.NODE_ENV !== 'production' && customSetter) {\n customSetter();\n }\n if (setter) {\n setter.call(obj, newVal);\n } else {\n val = newVal;\n }\n childOb = !shallow && observe(newVal);\n dep.notify();\n }\n });\n}\n\n/**\n * Set a property on an object. Adds the new property and\n * triggers change notification if the property doesn't\n * already exist.\n */\nfunction set (target, key, val) {\n if (process.env.NODE_ENV !== 'production' &&\n (isUndef(target) || isPrimitive(target))\n ) {\n warn((\"Cannot set reactive property on undefined, null, or primitive value: \" + ((target))));\n }\n if (Array.isArray(target) && isValidArrayIndex(key)) {\n target.length = Math.max(target.length, key);\n target.splice(key, 1, val);\n return val\n }\n if (key in target && !(key in Object.prototype)) {\n target[key] = val;\n return val\n }\n var ob = (target).__ob__;\n if (target._isVue || (ob && ob.vmCount)) {\n process.env.NODE_ENV !== 'production' && warn(\n 'Avoid adding reactive properties to a Vue instance or its root $data ' +\n 'at runtime - declare it upfront in the data option.'\n );\n return val\n }\n if (!ob) {\n target[key] = val;\n return val\n }\n defineReactive(ob.value, key, val);\n ob.dep.notify();\n return val\n}\n\n/**\n * Delete a property and trigger change if necessary.\n */\nfunction del (target, key) {\n if (process.env.NODE_ENV !== 'production' &&\n (isUndef(target) || isPrimitive(target))\n ) {\n warn((\"Cannot delete reactive property on undefined, null, or primitive value: \" + ((target))));\n }\n if (Array.isArray(target) && isValidArrayIndex(key)) {\n target.splice(key, 1);\n return\n }\n var ob = (target).__ob__;\n if (target._isVue || (ob && ob.vmCount)) {\n process.env.NODE_ENV !== 'production' && warn(\n 'Avoid deleting properties on a Vue instance or its root $data ' +\n '- just set it to null.'\n );\n return\n }\n if (!hasOwn(target, key)) {\n return\n }\n delete target[key];\n if (!ob) {\n return\n }\n ob.dep.notify();\n}\n\n/**\n * Collect dependencies on array elements when the array is touched, since\n * we cannot intercept array element access like property getters.\n */\nfunction dependArray (value) {\n for (var e = (void 0), i = 0, l = value.length; i < l; i++) {\n e = value[i];\n e && e.__ob__ && e.__ob__.dep.depend();\n if (Array.isArray(e)) {\n dependArray(e);\n }\n }\n}\n\n/* */\n\n/**\n * Option overwriting strategies are functions that handle\n * how to merge a parent option value and a child option\n * value into the final value.\n */\nvar strats = config.optionMergeStrategies;\n\n/**\n * Options with restrictions\n */\nif (process.env.NODE_ENV !== 'production') {\n strats.el = strats.propsData = function (parent, child, vm, key) {\n if (!vm) {\n warn(\n \"option \\\"\" + key + \"\\\" can only be used during instance \" +\n 'creation with the `new` keyword.'\n );\n }\n return defaultStrat(parent, child)\n };\n}\n\n/**\n * Helper that recursively merges two data objects together.\n */\nfunction mergeData (to, from) {\n if (!from) { return to }\n var key, toVal, fromVal;\n var keys = Object.keys(from);\n for (var i = 0; i < keys.length; i++) {\n key = keys[i];\n toVal = to[key];\n fromVal = from[key];\n if (!hasOwn(to, key)) {\n set(to, key, fromVal);\n } else if (isPlainObject(toVal) && isPlainObject(fromVal)) {\n mergeData(toVal, fromVal);\n }\n }\n return to\n}\n\n/**\n * Data\n */\nfunction mergeDataOrFn (\n parentVal,\n childVal,\n vm\n) {\n if (!vm) {\n // in a Vue.extend merge, both should be functions\n if (!childVal) {\n return parentVal\n }\n if (!parentVal) {\n return childVal\n }\n // when parentVal & childVal are both present,\n // we need to return a function that returns the\n // merged result of both functions... no need to\n // check if parentVal is a function here because\n // it has to be a function to pass previous merges.\n return function mergedDataFn () {\n return mergeData(\n typeof childVal === 'function' ? childVal.call(this, this) : childVal,\n typeof parentVal === 'function' ? parentVal.call(this, this) : parentVal\n )\n }\n } else {\n return function mergedInstanceDataFn () {\n // instance merge\n var instanceData = typeof childVal === 'function'\n ? childVal.call(vm, vm)\n : childVal;\n var defaultData = typeof parentVal === 'function'\n ? parentVal.call(vm, vm)\n : parentVal;\n if (instanceData) {\n return mergeData(instanceData, defaultData)\n } else {\n return defaultData\n }\n }\n }\n}\n\nstrats.data = function (\n parentVal,\n childVal,\n vm\n) {\n if (!vm) {\n if (childVal && typeof childVal !== 'function') {\n process.env.NODE_ENV !== 'production' && warn(\n 'The \"data\" option should be a function ' +\n 'that returns a per-instance value in component ' +\n 'definitions.',\n vm\n );\n\n return parentVal\n }\n return mergeDataOrFn(parentVal, childVal)\n }\n\n return mergeDataOrFn(parentVal, childVal, vm)\n};\n\n/**\n * Hooks and props are merged as arrays.\n */\nfunction mergeHook (\n parentVal,\n childVal\n) {\n return childVal\n ? parentVal\n ? parentVal.concat(childVal)\n : Array.isArray(childVal)\n ? childVal\n : [childVal]\n : parentVal\n}\n\nLIFECYCLE_HOOKS.forEach(function (hook) {\n strats[hook] = mergeHook;\n});\n\n/**\n * Assets\n *\n * When a vm is present (instance creation), we need to do\n * a three-way merge between constructor options, instance\n * options and parent options.\n */\nfunction mergeAssets (\n parentVal,\n childVal,\n vm,\n key\n) {\n var res = Object.create(parentVal || null);\n if (childVal) {\n process.env.NODE_ENV !== 'production' && assertObjectType(key, childVal, vm);\n return extend(res, childVal)\n } else {\n return res\n }\n}\n\nASSET_TYPES.forEach(function (type) {\n strats[type + 's'] = mergeAssets;\n});\n\n/**\n * Watchers.\n *\n * Watchers hashes should not overwrite one\n * another, so we merge them as arrays.\n */\nstrats.watch = function (\n parentVal,\n childVal,\n vm,\n key\n) {\n // work around Firefox's Object.prototype.watch...\n if (parentVal === nativeWatch) { parentVal = undefined; }\n if (childVal === nativeWatch) { childVal = undefined; }\n /* istanbul ignore if */\n if (!childVal) { return Object.create(parentVal || null) }\n if (process.env.NODE_ENV !== 'production') {\n assertObjectType(key, childVal, vm);\n }\n if (!parentVal) { return childVal }\n var ret = {};\n extend(ret, parentVal);\n for (var key$1 in childVal) {\n var parent = ret[key$1];\n var child = childVal[key$1];\n if (parent && !Array.isArray(parent)) {\n parent = [parent];\n }\n ret[key$1] = parent\n ? parent.concat(child)\n : Array.isArray(child) ? child : [child];\n }\n return ret\n};\n\n/**\n * Other object hashes.\n */\nstrats.props =\nstrats.methods =\nstrats.inject =\nstrats.computed = function (\n parentVal,\n childVal,\n vm,\n key\n) {\n if (childVal && process.env.NODE_ENV !== 'production') {\n assertObjectType(key, childVal, vm);\n }\n if (!parentVal) { return childVal }\n var ret = Object.create(null);\n extend(ret, parentVal);\n if (childVal) { extend(ret, childVal); }\n return ret\n};\nstrats.provide = mergeDataOrFn;\n\n/**\n * Default strategy.\n */\nvar defaultStrat = function (parentVal, childVal) {\n return childVal === undefined\n ? parentVal\n : childVal\n};\n\n/**\n * Validate component names\n */\nfunction checkComponents (options) {\n for (var key in options.components) {\n validateComponentName(key);\n }\n}\n\nfunction validateComponentName (name) {\n if (!/^[a-zA-Z][\\w-]*$/.test(name)) {\n warn(\n 'Invalid component name: \"' + name + '\". Component names ' +\n 'can only contain alphanumeric characters and the hyphen, ' +\n 'and must start with a letter.'\n );\n }\n if (isBuiltInTag(name) || config.isReservedTag(name)) {\n warn(\n 'Do not use built-in or reserved HTML elements as component ' +\n 'id: ' + name\n );\n }\n}\n\n/**\n * Ensure all props option syntax are normalized into the\n * Object-based format.\n */\nfunction normalizeProps (options, vm) {\n var props = options.props;\n if (!props) { return }\n var res = {};\n var i, val, name;\n if (Array.isArray(props)) {\n i = props.length;\n while (i--) {\n val = props[i];\n if (typeof val === 'string') {\n name = camelize(val);\n res[name] = { type: null };\n } else if (process.env.NODE_ENV !== 'production') {\n warn('props must be strings when using array syntax.');\n }\n }\n } else if (isPlainObject(props)) {\n for (var key in props) {\n val = props[key];\n name = camelize(key);\n res[name] = isPlainObject(val)\n ? val\n : { type: val };\n }\n } else if (process.env.NODE_ENV !== 'production') {\n warn(\n \"Invalid value for option \\\"props\\\": expected an Array or an Object, \" +\n \"but got \" + (toRawType(props)) + \".\",\n vm\n );\n }\n options.props = res;\n}\n\n/**\n * Normalize all injections into Object-based format\n */\nfunction normalizeInject (options, vm) {\n var inject = options.inject;\n if (!inject) { return }\n var normalized = options.inject = {};\n if (Array.isArray(inject)) {\n for (var i = 0; i < inject.length; i++) {\n normalized[inject[i]] = { from: inject[i] };\n }\n } else if (isPlainObject(inject)) {\n for (var key in inject) {\n var val = inject[key];\n normalized[key] = isPlainObject(val)\n ? extend({ from: key }, val)\n : { from: val };\n }\n } else if (process.env.NODE_ENV !== 'production') {\n warn(\n \"Invalid value for option \\\"inject\\\": expected an Array or an Object, \" +\n \"but got \" + (toRawType(inject)) + \".\",\n vm\n );\n }\n}\n\n/**\n * Normalize raw function directives into object format.\n */\nfunction normalizeDirectives (options) {\n var dirs = options.directives;\n if (dirs) {\n for (var key in dirs) {\n var def = dirs[key];\n if (typeof def === 'function') {\n dirs[key] = { bind: def, update: def };\n }\n }\n }\n}\n\nfunction assertObjectType (name, value, vm) {\n if (!isPlainObject(value)) {\n warn(\n \"Invalid value for option \\\"\" + name + \"\\\": expected an Object, \" +\n \"but got \" + (toRawType(value)) + \".\",\n vm\n );\n }\n}\n\n/**\n * Merge two option objects into a new one.\n * Core utility used in both instantiation and inheritance.\n */\nfunction mergeOptions (\n parent,\n child,\n vm\n) {\n if (process.env.NODE_ENV !== 'production') {\n checkComponents(child);\n }\n\n if (typeof child === 'function') {\n child = child.options;\n }\n\n normalizeProps(child, vm);\n normalizeInject(child, vm);\n normalizeDirectives(child);\n var extendsFrom = child.extends;\n if (extendsFrom) {\n parent = mergeOptions(parent, extendsFrom, vm);\n }\n if (child.mixins) {\n for (var i = 0, l = child.mixins.length; i < l; i++) {\n parent = mergeOptions(parent, child.mixins[i], vm);\n }\n }\n var options = {};\n var key;\n for (key in parent) {\n mergeField(key);\n }\n for (key in child) {\n if (!hasOwn(parent, key)) {\n mergeField(key);\n }\n }\n function mergeField (key) {\n var strat = strats[key] || defaultStrat;\n options[key] = strat(parent[key], child[key], vm, key);\n }\n return options\n}\n\n/**\n * Resolve an asset.\n * This function is used because child instances need access\n * to assets defined in its ancestor chain.\n */\nfunction resolveAsset (\n options,\n type,\n id,\n warnMissing\n) {\n /* istanbul ignore if */\n if (typeof id !== 'string') {\n return\n }\n var assets = options[type];\n // check local registration variations first\n if (hasOwn(assets, id)) { return assets[id] }\n var camelizedId = camelize(id);\n if (hasOwn(assets, camelizedId)) { return assets[camelizedId] }\n var PascalCaseId = capitalize(camelizedId);\n if (hasOwn(assets, PascalCaseId)) { return assets[PascalCaseId] }\n // fallback to prototype chain\n var res = assets[id] || assets[camelizedId] || assets[PascalCaseId];\n if (process.env.NODE_ENV !== 'production' && warnMissing && !res) {\n warn(\n 'Failed to resolve ' + type.slice(0, -1) + ': ' + id,\n options\n );\n }\n return res\n}\n\n/* */\n\nfunction validateProp (\n key,\n propOptions,\n propsData,\n vm\n) {\n var prop = propOptions[key];\n var absent = !hasOwn(propsData, key);\n var value = propsData[key];\n // boolean casting\n var booleanIndex = getTypeIndex(Boolean, prop.type);\n if (booleanIndex > -1) {\n if (absent && !hasOwn(prop, 'default')) {\n value = false;\n } else if (value === '' || value === hyphenate(key)) {\n // only cast empty string / same name to boolean if\n // boolean has higher priority\n var stringIndex = getTypeIndex(String, prop.type);\n if (stringIndex < 0 || booleanIndex < stringIndex) {\n value = true;\n }\n }\n }\n // check default value\n if (value === undefined) {\n value = getPropDefaultValue(vm, prop, key);\n // since the default value is a fresh copy,\n // make sure to observe it.\n var prevShouldObserve = shouldObserve;\n toggleObserving(true);\n observe(value);\n toggleObserving(prevShouldObserve);\n }\n if (\n process.env.NODE_ENV !== 'production' &&\n // skip validation for weex recycle-list child component props\n !(false && isObject(value) && ('@binding' in value))\n ) {\n assertProp(prop, key, value, vm, absent);\n }\n return value\n}\n\n/**\n * Get the default value of a prop.\n */\nfunction getPropDefaultValue (vm, prop, key) {\n // no default, return undefined\n if (!hasOwn(prop, 'default')) {\n return undefined\n }\n var def = prop.default;\n // warn against non-factory defaults for Object & Array\n if (process.env.NODE_ENV !== 'production' && isObject(def)) {\n warn(\n 'Invalid default value for prop \"' + key + '\": ' +\n 'Props with type Object/Array must use a factory function ' +\n 'to return the default value.',\n vm\n );\n }\n // the raw prop value was also undefined from previous render,\n // return previous default value to avoid unnecessary watcher trigger\n if (vm && vm.$options.propsData &&\n vm.$options.propsData[key] === undefined &&\n vm._props[key] !== undefined\n ) {\n return vm._props[key]\n }\n // call factory function for non-Function types\n // a value is Function if its prototype is function even across different execution context\n return typeof def === 'function' && getType(prop.type) !== 'Function'\n ? def.call(vm)\n : def\n}\n\n/**\n * Assert whether a prop is valid.\n */\nfunction assertProp (\n prop,\n name,\n value,\n vm,\n absent\n) {\n if (prop.required && absent) {\n warn(\n 'Missing required prop: \"' + name + '\"',\n vm\n );\n return\n }\n if (value == null && !prop.required) {\n return\n }\n var type = prop.type;\n var valid = !type || type === true;\n var expectedTypes = [];\n if (type) {\n if (!Array.isArray(type)) {\n type = [type];\n }\n for (var i = 0; i < type.length && !valid; i++) {\n var assertedType = assertType(value, type[i]);\n expectedTypes.push(assertedType.expectedType || '');\n valid = assertedType.valid;\n }\n }\n if (!valid) {\n warn(\n \"Invalid prop: type check failed for prop \\\"\" + name + \"\\\".\" +\n \" Expected \" + (expectedTypes.map(capitalize).join(', ')) +\n \", got \" + (toRawType(value)) + \".\",\n vm\n );\n return\n }\n var validator = prop.validator;\n if (validator) {\n if (!validator(value)) {\n warn(\n 'Invalid prop: custom validator check failed for prop \"' + name + '\".',\n vm\n );\n }\n }\n}\n\nvar simpleCheckRE = /^(String|Number|Boolean|Function|Symbol)$/;\n\nfunction assertType (value, type) {\n var valid;\n var expectedType = getType(type);\n if (simpleCheckRE.test(expectedType)) {\n var t = typeof value;\n valid = t === expectedType.toLowerCase();\n // for primitive wrapper objects\n if (!valid && t === 'object') {\n valid = value instanceof type;\n }\n } else if (expectedType === 'Object') {\n valid = isPlainObject(value);\n } else if (expectedType === 'Array') {\n valid = Array.isArray(value);\n } else {\n valid = value instanceof type;\n }\n return {\n valid: valid,\n expectedType: expectedType\n }\n}\n\n/**\n * Use function string name to check built-in types,\n * because a simple equality check will fail when running\n * across different vms / iframes.\n */\nfunction getType (fn) {\n var match = fn && fn.toString().match(/^\\s*function (\\w+)/);\n return match ? match[1] : ''\n}\n\nfunction isSameType (a, b) {\n return getType(a) === getType(b)\n}\n\nfunction getTypeIndex (type, expectedTypes) {\n if (!Array.isArray(expectedTypes)) {\n return isSameType(expectedTypes, type) ? 0 : -1\n }\n for (var i = 0, len = expectedTypes.length; i < len; i++) {\n if (isSameType(expectedTypes[i], type)) {\n return i\n }\n }\n return -1\n}\n\n/* */\n\nfunction handleError (err, vm, info) {\n if (vm) {\n var cur = vm;\n while ((cur = cur.$parent)) {\n var hooks = cur.$options.errorCaptured;\n if (hooks) {\n for (var i = 0; i < hooks.length; i++) {\n try {\n var capture = hooks[i].call(cur, err, vm, info) === false;\n if (capture) { return }\n } catch (e) {\n globalHandleError(e, cur, 'errorCaptured hook');\n }\n }\n }\n }\n }\n globalHandleError(err, vm, info);\n}\n\nfunction globalHandleError (err, vm, info) {\n if (config.errorHandler) {\n try {\n return config.errorHandler.call(null, err, vm, info)\n } catch (e) {\n logError(e, null, 'config.errorHandler');\n }\n }\n logError(err, vm, info);\n}\n\nfunction logError (err, vm, info) {\n if (process.env.NODE_ENV !== 'production') {\n warn((\"Error in \" + info + \": \\\"\" + (err.toString()) + \"\\\"\"), vm);\n }\n /* istanbul ignore else */\n if ((inBrowser || inWeex) && typeof console !== 'undefined') {\n console.error(err);\n } else {\n throw err\n }\n}\n\n/* */\n/* globals MessageChannel */\n\nvar callbacks = [];\nvar pending = false;\n\nfunction flushCallbacks () {\n pending = false;\n var copies = callbacks.slice(0);\n callbacks.length = 0;\n for (var i = 0; i < copies.length; i++) {\n copies[i]();\n }\n}\n\n// Here we have async deferring wrappers using both microtasks and (macro) tasks.\n// In < 2.4 we used microtasks everywhere, but there are some scenarios where\n// microtasks have too high a priority and fire in between supposedly\n// sequential events (e.g. #4521, #6690) or even between bubbling of the same\n// event (#6566). However, using (macro) tasks everywhere also has subtle problems\n// when state is changed right before repaint (e.g. #6813, out-in transitions).\n// Here we use microtask by default, but expose a way to force (macro) task when\n// needed (e.g. in event handlers attached by v-on).\nvar microTimerFunc;\nvar macroTimerFunc;\nvar useMacroTask = false;\n\n// Determine (macro) task defer implementation.\n// Technically setImmediate should be the ideal choice, but it's only available\n// in IE. The only polyfill that consistently queues the callback after all DOM\n// events triggered in the same loop is by using MessageChannel.\n/* istanbul ignore if */\nif (typeof setImmediate !== 'undefined' && isNative(setImmediate)) {\n macroTimerFunc = function () {\n setImmediate(flushCallbacks);\n };\n} else if (typeof MessageChannel !== 'undefined' && (\n isNative(MessageChannel) ||\n // PhantomJS\n MessageChannel.toString() === '[object MessageChannelConstructor]'\n)) {\n var channel = new MessageChannel();\n var port = channel.port2;\n channel.port1.onmessage = flushCallbacks;\n macroTimerFunc = function () {\n port.postMessage(1);\n };\n} else {\n /* istanbul ignore next */\n macroTimerFunc = function () {\n setTimeout(flushCallbacks, 0);\n };\n}\n\n// Determine microtask defer implementation.\n/* istanbul ignore next, $flow-disable-line */\nif (typeof Promise !== 'undefined' && isNative(Promise)) {\n var p = Promise.resolve();\n microTimerFunc = function () {\n p.then(flushCallbacks);\n // in problematic UIWebViews, Promise.then doesn't completely break, but\n // it can get stuck in a weird state where callbacks are pushed into the\n // microtask queue but the queue isn't being flushed, until the browser\n // needs to do some other work, e.g. handle a timer. Therefore we can\n // \"force\" the microtask queue to be flushed by adding an empty timer.\n if (isIOS) { setTimeout(noop); }\n };\n} else {\n // fallback to macro\n microTimerFunc = macroTimerFunc;\n}\n\n/**\n * Wrap a function so that if any code inside triggers state change,\n * the changes are queued using a (macro) task instead of a microtask.\n */\nfunction withMacroTask (fn) {\n return fn._withTask || (fn._withTask = function () {\n useMacroTask = true;\n var res = fn.apply(null, arguments);\n useMacroTask = false;\n return res\n })\n}\n\nfunction nextTick (cb, ctx) {\n var _resolve;\n callbacks.push(function () {\n if (cb) {\n try {\n cb.call(ctx);\n } catch (e) {\n handleError(e, ctx, 'nextTick');\n }\n } else if (_resolve) {\n _resolve(ctx);\n }\n });\n if (!pending) {\n pending = true;\n if (useMacroTask) {\n macroTimerFunc();\n } else {\n microTimerFunc();\n }\n }\n // $flow-disable-line\n if (!cb && typeof Promise !== 'undefined') {\n return new Promise(function (resolve) {\n _resolve = resolve;\n })\n }\n}\n\n/* */\n\nvar mark;\nvar measure;\n\nif (process.env.NODE_ENV !== 'production') {\n var perf = inBrowser && window.performance;\n /* istanbul ignore if */\n if (\n perf &&\n perf.mark &&\n perf.measure &&\n perf.clearMarks &&\n perf.clearMeasures\n ) {\n mark = function (tag) { return perf.mark(tag); };\n measure = function (name, startTag, endTag) {\n perf.measure(name, startTag, endTag);\n perf.clearMarks(startTag);\n perf.clearMarks(endTag);\n perf.clearMeasures(name);\n };\n }\n}\n\n/* not type checking this file because flow doesn't play well with Proxy */\n\nvar initProxy;\n\nif (process.env.NODE_ENV !== 'production') {\n var allowedGlobals = makeMap(\n 'Infinity,undefined,NaN,isFinite,isNaN,' +\n 'parseFloat,parseInt,decodeURI,decodeURIComponent,encodeURI,encodeURIComponent,' +\n 'Math,Number,Date,Array,Object,Boolean,String,RegExp,Map,Set,JSON,Intl,' +\n 'require' // for Webpack/Browserify\n );\n\n var warnNonPresent = function (target, key) {\n warn(\n \"Property or method \\\"\" + key + \"\\\" is not defined on the instance but \" +\n 'referenced during render. Make sure that this property is reactive, ' +\n 'either in the data option, or for class-based components, by ' +\n 'initializing the property. ' +\n 'See: https://vuejs.org/v2/guide/reactivity.html#Declaring-Reactive-Properties.',\n target\n );\n };\n\n var hasProxy =\n typeof Proxy !== 'undefined' && isNative(Proxy);\n\n if (hasProxy) {\n var isBuiltInModifier = makeMap('stop,prevent,self,ctrl,shift,alt,meta,exact');\n config.keyCodes = new Proxy(config.keyCodes, {\n set: function set (target, key, value) {\n if (isBuiltInModifier(key)) {\n warn((\"Avoid overwriting built-in modifier in config.keyCodes: .\" + key));\n return false\n } else {\n target[key] = value;\n return true\n }\n }\n });\n }\n\n var hasHandler = {\n has: function has (target, key) {\n var has = key in target;\n var isAllowed = allowedGlobals(key) || key.charAt(0) === '_';\n if (!has && !isAllowed) {\n warnNonPresent(target, key);\n }\n return has || !isAllowed\n }\n };\n\n var getHandler = {\n get: function get (target, key) {\n if (typeof key === 'string' && !(key in target)) {\n warnNonPresent(target, key);\n }\n return target[key]\n }\n };\n\n initProxy = function initProxy (vm) {\n if (hasProxy) {\n // determine which proxy handler to use\n var options = vm.$options;\n var handlers = options.render && options.render._withStripped\n ? getHandler\n : hasHandler;\n vm._renderProxy = new Proxy(vm, handlers);\n } else {\n vm._renderProxy = vm;\n }\n };\n}\n\n/* */\n\nvar seenObjects = new _Set();\n\n/**\n * Recursively traverse an object to evoke all converted\n * getters, so that every nested property inside the object\n * is collected as a \"deep\" dependency.\n */\nfunction traverse (val) {\n _traverse(val, seenObjects);\n seenObjects.clear();\n}\n\nfunction _traverse (val, seen) {\n var i, keys;\n var isA = Array.isArray(val);\n if ((!isA && !isObject(val)) || Object.isFrozen(val) || val instanceof VNode) {\n return\n }\n if (val.__ob__) {\n var depId = val.__ob__.dep.id;\n if (seen.has(depId)) {\n return\n }\n seen.add(depId);\n }\n if (isA) {\n i = val.length;\n while (i--) { _traverse(val[i], seen); }\n } else {\n keys = Object.keys(val);\n i = keys.length;\n while (i--) { _traverse(val[keys[i]], seen); }\n }\n}\n\n/* */\n\nvar normalizeEvent = cached(function (name) {\n var passive = name.charAt(0) === '&';\n name = passive ? name.slice(1) : name;\n var once$$1 = name.charAt(0) === '~'; // Prefixed last, checked first\n name = once$$1 ? name.slice(1) : name;\n var capture = name.charAt(0) === '!';\n name = capture ? name.slice(1) : name;\n return {\n name: name,\n once: once$$1,\n capture: capture,\n passive: passive\n }\n});\n\nfunction createFnInvoker (fns) {\n function invoker () {\n var arguments$1 = arguments;\n\n var fns = invoker.fns;\n if (Array.isArray(fns)) {\n var cloned = fns.slice();\n for (var i = 0; i < cloned.length; i++) {\n cloned[i].apply(null, arguments$1);\n }\n } else {\n // return handler return value for single handlers\n return fns.apply(null, arguments)\n }\n }\n invoker.fns = fns;\n return invoker\n}\n\nfunction updateListeners (\n on,\n oldOn,\n add,\n remove$$1,\n vm\n) {\n var name, def, cur, old, event;\n for (name in on) {\n def = cur = on[name];\n old = oldOn[name];\n event = normalizeEvent(name);\n /* istanbul ignore if */\n if (isUndef(cur)) {\n process.env.NODE_ENV !== 'production' && warn(\n \"Invalid handler for event \\\"\" + (event.name) + \"\\\": got \" + String(cur),\n vm\n );\n } else if (isUndef(old)) {\n if (isUndef(cur.fns)) {\n cur = on[name] = createFnInvoker(cur);\n }\n add(event.name, cur, event.once, event.capture, event.passive, event.params);\n } else if (cur !== old) {\n old.fns = cur;\n on[name] = old;\n }\n }\n for (name in oldOn) {\n if (isUndef(on[name])) {\n event = normalizeEvent(name);\n remove$$1(event.name, oldOn[name], event.capture);\n }\n }\n}\n\n/* */\n\nfunction mergeVNodeHook (def, hookKey, hook) {\n if (def instanceof VNode) {\n def = def.data.hook || (def.data.hook = {});\n }\n var invoker;\n var oldHook = def[hookKey];\n\n function wrappedHook () {\n hook.apply(this, arguments);\n // important: remove merged hook to ensure it's called only once\n // and prevent memory leak\n remove(invoker.fns, wrappedHook);\n }\n\n if (isUndef(oldHook)) {\n // no existing hook\n invoker = createFnInvoker([wrappedHook]);\n } else {\n /* istanbul ignore if */\n if (isDef(oldHook.fns) && isTrue(oldHook.merged)) {\n // already a merged invoker\n invoker = oldHook;\n invoker.fns.push(wrappedHook);\n } else {\n // existing plain hook\n invoker = createFnInvoker([oldHook, wrappedHook]);\n }\n }\n\n invoker.merged = true;\n def[hookKey] = invoker;\n}\n\n/* */\n\nfunction extractPropsFromVNodeData (\n data,\n Ctor,\n tag\n) {\n // we are only extracting raw values here.\n // validation and default values are handled in the child\n // component itself.\n var propOptions = Ctor.options.props;\n if (isUndef(propOptions)) {\n return\n }\n var res = {};\n var attrs = data.attrs;\n var props = data.props;\n if (isDef(attrs) || isDef(props)) {\n for (var key in propOptions) {\n var altKey = hyphenate(key);\n if (process.env.NODE_ENV !== 'production') {\n var keyInLowerCase = key.toLowerCase();\n if (\n key !== keyInLowerCase &&\n attrs && hasOwn(attrs, keyInLowerCase)\n ) {\n tip(\n \"Prop \\\"\" + keyInLowerCase + \"\\\" is passed to component \" +\n (formatComponentName(tag || Ctor)) + \", but the declared prop name is\" +\n \" \\\"\" + key + \"\\\". \" +\n \"Note that HTML attributes are case-insensitive and camelCased \" +\n \"props need to use their kebab-case equivalents when using in-DOM \" +\n \"templates. You should probably use \\\"\" + altKey + \"\\\" instead of \\\"\" + key + \"\\\".\"\n );\n }\n }\n checkProp(res, props, key, altKey, true) ||\n checkProp(res, attrs, key, altKey, false);\n }\n }\n return res\n}\n\nfunction checkProp (\n res,\n hash,\n key,\n altKey,\n preserve\n) {\n if (isDef(hash)) {\n if (hasOwn(hash, key)) {\n res[key] = hash[key];\n if (!preserve) {\n delete hash[key];\n }\n return true\n } else if (hasOwn(hash, altKey)) {\n res[key] = hash[altKey];\n if (!preserve) {\n delete hash[altKey];\n }\n return true\n }\n }\n return false\n}\n\n/* */\n\n// The template compiler attempts to minimize the need for normalization by\n// statically analyzing the template at compile time.\n//\n// For plain HTML markup, normalization can be completely skipped because the\n// generated render function is guaranteed to return Array. There are\n// two cases where extra normalization is needed:\n\n// 1. When the children contains components - because a functional component\n// may return an Array instead of a single root. In this case, just a simple\n// normalization is needed - if any child is an Array, we flatten the whole\n// thing with Array.prototype.concat. It is guaranteed to be only 1-level deep\n// because functional components already normalize their own children.\nfunction simpleNormalizeChildren (children) {\n for (var i = 0; i < children.length; i++) {\n if (Array.isArray(children[i])) {\n return Array.prototype.concat.apply([], children)\n }\n }\n return children\n}\n\n// 2. When the children contains constructs that always generated nested Arrays,\n// e.g.