Traditional Games Space Station 13

Visit our IRC channel: #tgstation13 on irc.rizon.net
Coders: TLE, NEO, Errorage, muskets, veryinky, Skie, Noise, Numbers, Agouri, Noka, Urist McDorf, Uhangi, Darem, Mport, rastaf0, Doohl, Superxpdude, Rockdtben, ConstantA, Petethegoat, Kor, Polymorph, Carn, Nodrak, Donkie, Sieve, Giacom, trubble_bass.
Spriters: Agouri, Cheridan, Cruazy Guest, Deeaych, Deuryn, Matty406, Microwave, ShiftyEyesShady, Skie, Uhangi, Veyveyr, Petethegoat, Kor, Ricotez, Ausops, TankNut, Pewtershmitz
Sounds: Skie, Lasty/Vinyl
Thanks to: Baystation 12, CDK Station devs, GoonStation devs, the original SpaceStation developers and Invisty for the title image

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26 September 2012

Carnwennan updated:

  • Added new hotkeys. Type hotkeys-help for details or see the drop-down help menu at the top of the game window.

25 September 2012

Donkie updated:

  • Reworked the Piano, now really optimized and new interface!

24 September 2012

Petethegoat updated:

  • Hopefully fixed the stop midis button. It should now stop any midis that are currently playing.

23 September 2012

Petethegoat updated:

  • Fixed an exploit which would allow the janitor to magically mop floors.
  • Added lipstick~ It's not available on station, as Nanotrasen has deemed it contraband.
  • If you encounter any issues with computers, notify an admin, or ask for assistance on #coderbus, on irc.rizon.net.

Donkie updated:

  • Updated the Package Tagger with new interface!
  • You can now dispense, remove and retag sort junctions properly!

17 September 2012

Cheridan updated:

  • Metroids have been replaced with Rorobeasts. Roros are strange latex-based lifeforms that hate light, fun, and gloves.

17 September 2012

Carn updated:

  • F5 is now a hotkey for adminghosting. F8 toggles ghost-like invisibility for admins.
  • Catatonia makes you fall down. Admins appear braindead when admin-ghosting.
  • "Set-observe"/"Set-play" renamed and merged into "Aghost".
  • "Lay down/Get up" renamed to "Rest"
  • Closets can't be sold on the supply shuttle anymore
  • Fixed all dat light

13 September 2012

Carn updated:

  • New Hotkeys (Trial period). Details can be found in the help menu or via the hotkeys-help verb. It's all client-side. It shouldn't intefere with regular controls (except ctrl+A, ctrl+S, ctrl+D and ctrl+W).

10 September 2012

Giacom updated:

  • AIs can double click on mobs to instantly start tracking them.

Important note for server hosts!

Important note for server hosts!:

  • The file /code/defines/hub.dm was moved into /code/hub.dm. To get your server back on the hub, open /code/hub.dm and set the hub variables again. Sorry for the inconvenience.

8 September 2012

Carn updated:

  • Added an additional check to stop changelings sharing powers/becomming un-absorbable/etc by absorbing eachother and then rejuvinating from death.
  • Cloaked Aliens are now slightly easier to see, so they should avoid strongly lit areas when possible. They can still lay down to become even stealthier though. Let me know what you think, it's only a minor sprite change.

6 September 2012

Cheridan updated:

  • -Changes flour from an item to a container-held reagent. All recipes have been updated to use 5 units of reagent flour for every item required previously. This has a few advantages: The 16(!) sacks of flour previously in the kitchen cabinet have been condensed to an equivalent 3 sacks. Beer is now brewable with universal enzyme, and converting lots of wheat into flour should be less tedious. Also, flour grenades, etc. Because of this, flour is now obtained from the all-in-one blender rather than the processor, and spaghetti noodles are made with 5 units of flour in the microwave.

6 September 2012

Giacom updated:

  • Removed cameras from bots (NOT BORGS). They weren't working well with freelook and I felt that since they weren't used at all, they wouldn't be missed.

3 September 2012

Giacom updated:

  • Cameras has changed quite a bit. They are no longer created from grenade canisters, instead you make them from an autolathe. The construction and deconstruction for them has also changed, so look it up or experiment it with yourself to see how to setup the cameras now. Cameras also get wires, like airlocks and APCs. There's two duds, a focus wire, a power wire, an alarm wire and a light wire. Protip: You can see which one is the alarm wire by pulsing it.
  • Added a red phone and placed it in the Cyborg Station. Sprite by Pewtershmitz! You'll also find an AI restorer there, replacing the computer frame.
  • Cameras aren't all X-ray anymore. The AI won't be able to see what room you are in if there's no normal camera inside that room or if there's no X-ray camera nearby..
  • Cameras get upgrades! Currently there's X-ray, EMP-Proof and Motion. You'll find the EMP-Proof and Motion cameras in the normal places (Singularity Pen & EVA), the new X-ray cameras can be found in the Dormitory and Bathrooms, plus some extra ones to invade your privacy. See if you can smash them all.
  • Alien Larva can bite simple animals (see: Ian, Runtime, Mice) to kill them and gain a small amount of growing points.
  • Space travel was tweaked to be more random when changing Z levels. This will stop people and items from being stuck in an infinite loop, as they will eventually hit something to make them stop.

31 August 2012

Agouri updated:

  • Overhauled newscasters. No visual additions but the thing is much more robust and everything works as intended. Wanted issues are fixed. Admins, check out Access News Network under Fun.

30 August 2012

Giacom updated:

  • You can now create an EMP Pulse. Like an explosion, it is the mixing of two reagents that trigger this to happen. I will tell you the first required reagent. Uranium. Have fun!
  • I have made most chemicals need 3-5 or more chemicals in order to react to a turf. For instance, you need at least 5 units of thermite splashed on a wall for it to burn down."
  • The EMP kit, that you can buy through the uplink, has two more grenades in them now. Making the box full of EMP grenades!
  • Changed the EMP grenade's range to be much bigger.

29 August 2012

Nodrak updated:

  • Mice now work with the admin player panel. Admins can now turn players into mice with the 'Animalize' button in the player panel!
  • Space bear AI no longer runs when a player is controlling it. Admins can now turn players into space bears with the 'Animalize' button in the player panel!
  • The holodeck beach program once again has a beach.
  • The nuke op shuttle floor was pressure-washed a few days ago. We have since re-painted it with nanotrasen blood. Sorry for any confusion.

28 August 2012

Giacom updated:

  • You can now toggle the bolt light of airlocks. An extra wire, that controls the airlock's bolt light, has been added.
  • Aliens can now tell who is and who isn't infected. They get a special facehugger icon that appears over mobs that have been impregnated.
  • Cameras have temporary X-Ray for the time being.

August 26, 2012

Nodrak updated:

  • Admins now have an 'Animalize' button on a mob's player panel. This button allows admins to turn players into simple animals.
    There are a few exceptions. Mice, Parrots, Bears and Space Worms all have issues that, until fixed, prevent me from allowing players those transformations.

August 25, 2012

Carnwennan updated:

  • New lighting. It should look and feel the same as the old lighting whilst being less taxing on the server. Space has a minimum brightness (IC starlight) and areas that do not use dynamic lighting default to a lighting level of 4, so they aren't dark, but they aren't superbright. Replacing turfs should preserve dynamic lighting. Singulo/bombs should cause a lot less lighting-related lag. There are some minor known issues, see the commit log for details.
  • Admins can now access most controller datums with the "Debug Controller" verb. Time to break all the things!
  • Supply shuttle now uses a controller datum. This means admins can see/edit supply orders etc.
  • Changeling fakedeath can be initiated after death again. Next time you want something reverted, just ask rather than being obnoxious.

Giacom updated:

  • AIs can now look around like a ghost with the exception that they cannot see what cameras cannot see. Meaning if you're in maintenance, and there's no cameras near you, the AI will not know what you are doing. This also means there's no X-Ray vision cameras anymore.
  • AIs can add links to Telecommunication Machines. Added some cameras for areas that should have it but instead relied on cameras nearby for vision.
  • Choking has been changed. You have to stand still while lethally choking someone. It takes time to get into that lethal choke. When you are lethaling choking someone, they are still concious until the lack of oxygen knocks them out.

trubble_bass updated:

  • Nerfed the Neurotoxin drink, it is now less effective than a stunbaton. But more effective than a Beepsky Smash.
  • Updated descriptions on various cocktails to be more accurate or more relevant to the drink itself.

August 24, 2012

Sieve updated:

  • Floorbots now actually pull up tiles when emagged
  • All helper bots (excluding MULEs) have an access panel and maint panel, access being for behavior and maint for internal work
  • To open the maint panel, the access panel needs to be unlocked, then you use a screwdriver. There you can emag/repair it to your heart's content. (Emagging the access panel will also unlock it permanently)
  • Helper bots are now repaired by using a welder when their maint panel is open

August 23, 2012

Nodrak updated:

  • In-hand sprites once again update correctly when equipping items.

August 16, 2012

Errorage updated:

  • Changes were made to how heating and cooling of humans works.
  • You must wear both a space suit and space helmet to be protected from space! Likewise you must wear a firesuit and a fire helmet to be protected from fire! Fire helmets are red and white hardhats, found in all fire closets.
  • Fire suits now only protect from heat and space suits only protect from cold, so make your choice count.

August 14, 2012

Sieve updated:

  • DNA modifiers can be used if there is no occupant, primarily to handle the buffer.
  • Ion Rifles are only effected by max severity EMPs, so AOE from its own shot won't effect it
  • Pepper Spray fits on Sec belts again

August 11, 2012

Sieve updated:

  • Turrets now properly fire at simple_animals.
  • Borgs, AIs, and brains/MMIs can be sacrificed by cultists.
  • Grenades now automatically set throw on again.

August 6, 2012

Dingus updated:

  • Library has been redesigned. It's a whole lot more classy now.
  • Significant changes to Medbay. CMO's office is more centralized, genetics has a new exit into cryogenics, and a new break room has been installed

August 4, 2012

Icarus updated:

  • Changes to Med-Sci south and surrounding maintenance areas. Virology is more isolated and Science gets a new Misc. Research Lab.
  • Atmos techs get construction access now to do their little projects in.
  • Transformation Stings now work on living humans.

August 2, 2012

Errorage updated:

  • Gas masks now protect you from reagent smoke clouds
  • Changed the 'black overlay' you get when paralyzed, blind or in critical condition to include a small circle around you.
  • Dramatically lowered the amount of damage you get per breath while in critical condition. Critical condition now lasts for about 5 minutes if nothing is causing you any additional harm. This in combination with the new black image overlay is an attempt at making doctors more willing to help.

Icarus updated:

  • Borgs now have flashlights to allow them to see in lightless areas
  • Changes to Medbay: The sleeper and storage rooms have been swapped around. Hopefully this leads to more healing and less looting.

August 1, 2012

Sieve updated:

  • Borgs can now have an encryption key installed into their internal radios. Simply ID, open the panel, and use the key to insert it (Screwdriver to remove)
  • Due to that as well, borgs have a 'Toggle Broadcast Mode' button for their radios, which changes the broadcast type between station-bounced (Non-reliant on TComms), and subspace (Required for department channels)
  • Also changed the binary chat for consistency, now for the prefix is ':b' for everyone, not just one for humans and one for borgs/AIs/pAIs
  • Based on feedback, Nuke Op pinpointers now automagically change between shuttle and disk mode when the nuke is armed or disarmed.

01-August-2012

Carn updated:

  • Please update your BYOND clients! Ideally everybody should be running the latest version of byond (v496). People who fail to update to at least version 494 within a month's time may find themself unable to connect. Currently our code has no restrictions at all, which is rather bad. By getting the user-base to keep their clients up-to-date we can make use of newer BYOND features reliably.

Giacom updated:

  • I've made some adjustments to the Fireball spell. I've changed it to shoot in the player's facing direction instead of you having to pick a name from a list. It will explode upon contact of a person, if it hits an obstacle or if it shoots for too long. To make up for the fireball not being able to go diagonal I've shortened the cooldown to 10 seconds. It still can hurt you badly and knock you down if you shoot it at a wall. Lastly, it now lights up so it'll show up in dark rooms easily.

31 July 2012

Giacom updated:

  • Removed passive throwing. You need at least an aggressive hold of the mob before you can throw them.
  • New map changes by Ikarrus. AI Upload Foyer is now Secure Tech Access, and the outer door only requires Bridge access. Attached to it are two new rooms: The messaging server room and the communications relay. The comms relay room runs off its own SMES unit like the AI, so it won't be affected by powersinks

29 July 2012

Giacom updated:

  • All radios now only work in their Z level. This means that the CommSat has a few more additions to work with this change. There is now a new Telecomms Machine called the Relay which allows information to travel across Z levels. It it then linked to a new machine called the Hub, which will receive information from the Relays and send it to the buses. Because every Z level needs these relays, which are linked up with Receivers/Broadcasters, every Z level will get one. There is one in the station, in the RD's office, one in Telecomms as always, one in the Ruskie station which is turned off and hidden from the HUB's linked list. The last one is in Mining but the location for it has not been decided yet.
  • PDAs now need to be in a Z level with a functioning Relay/Comms Network in order to send messages. It will also send uncompressed (scrambled) messages like you would with the ordinary voice messages.
  • Added some of WJohnston's sprites. Added a new mining borg sprite, Added a new high tech security airlock, Added the new telecomm sprites for Relays. Hubs were given old Bus sprites.

29 July 2012

Errorage updated:

  • You can now use crayons to color eggs
  • Mice have invaded the station!

26 July 2012

Giacom updated:

  • Added a new mushroom for Hydroponics, the Reishi Mushroom! It is obtained like any other mushroom and it has relaxing properties.

July 25, 2012: The day of updates!

Nodrak updated:

  • Attacking mobs with items will now give new messages. Instead of "Monkeyman was attacked in the head with a wrench by Nodrak." it will read "Monkeyman was bashed in the head with a wrench by Nodrak." Diffrent items have diffrent verbs and some have multiple verbs.
  • Cultists can now read what words a rune was made with by examining the rune. Due to an error in the code, this was not possible before.
  • Clowns no longer have practice lasers or staves of change blow up in their face due to clumsyness.
  • Engineering cyborgs can now actually repair a cut AI wire in APCs.
  • I've removed a ton of pointless checks and redundant loops from metroid's which have been causing lag due to how often they get called. If metroids are behaving strangly ping me in #coderbus

Sieve updated:

  • Made a 'default' save slot (D), and whenever you connect it automatically selects the default slot to load from, but manually selecting a different slot will allow you to play on that one before it returns to default.
  • Added the ability to name your save slots with the '*'. Names can be up to 16 characters and contain letters, numbers, and basic symbols
  • The preview icon on the preference screen now takes into account any job you have set on high, and dresses up the icon accordingly. If assistant is set to 'yes', or AI/Cyborg are on high it will put the icon in a grey suit (So you can still customize).
  • Nuke Ops get a new pinpointer, changing modes with the verb will switch between pointing to the disk, and pointing to the shuttle. Also provides a notification when you leave the station z-level
  • Reworked how MMI Life() was done, now they will never lose consciousness, and many less things affect them now(Like deafening/blindness from explosions). However, they are vulnerable to EMPs, but all damage is temporary.
  • Clowns will no longer be killed trying to use holo eswords
  • Major tweaking to try and optimize many operations on the game's backend. Hopefully, this will reduce a large amount of lag by steamlining CPU-intensive operations, but at the same time there was so much changed that there is no real way for a small group to test everything. If anyone spots a bug involving being unable to 'find' mobs, characters, whatever, then put it on the issue tracker or at the very least let #coderbus know. We can't fix shit unless we know about it.

Icarus updated:

  • Players not buckled in when the emergency shuttle/pod starts moving get will get knocked down.
  • Added a YouTool vending machine to primary tool storage.

24 July 2012

Errorage updated:

  • Both the chef and bartender have access to the bar area so both can serve if the other is incompetent or does not exist. Bartender's shotgun and shaker were moved to his back room and the booze-o-mat is now ID restricted to the bartender.
  • Added powercells into vending machines in engineering
  • Gave two beartraps to the janitor for pest control purposes................

22 July 2012

Errorage updated:

  • Mech toys can now be redeemed at the quartermaster's for a great reward! If you collect the full set of 11 toys you should put them in a crate and send them to centcom via the supply shuttle.
  • Supply shuttle arrival time reduced to 2 minutes
  • Hopefully fixed the toy haul problem which made it possible to get a million toys from arcade machines.

Giacom updated:

  • You can now make newlines with your PDA notes.
  • You can now research and build the Light Replacer.
  • You can now store donuts in the donut box. The next donut you pull out will be the last one you put in.
  • APCs will auto-turn on if there is enough power in the grid, even if the powercell is below 30%. The APC needs to be charged for a long enough time before it starts turning equipment on, to avoid spazzing out. If you have any problems with it, such as equipment turning off and on repeatedly then please make an issue report with a screenshot of the APC.

18 July 2012

Giacom updated:

  • Added the Light Replacer. This is a device that can auto replace lights that are broken, missing or burnt. Currently it is found in the Janitor's closet and Janitor Borgs can equip it. You can refill it with glass, or if you're a Cyborg, just recharge. It is emaggable and will replace lights with rigged lights. The light's explosion was nerfed to help balance it and it is very noticable when you are holding an emagged Light Replacer.
  • The Janitor's equipment locator, on their PDA, will now tell you the direction of the equipment.

17 July 2012

Icarus updated:

  • Added department satchels
  • Added Captain's Backpack and Satchel
  • Added three new hairstyles by Sly: Gelled, Flat Top, and Pigtails. Hair list has also been sorted by grouping similar styles.

Giacom updated:

  • Added a new wire for Cyborgs. See if you can figure out what it does.
  • You can now fill any container with a sink. You can change the amount to fill, from sinks, by setting your container's transfer amount.

14 July 2012

Carn updated:

  • All living mobs can now ghost whenever they want. Essentially making the suicide verb obsolete. If you ghost whilst still alive however, you may not re-enter your body for the rest of the round.
  • Humans can no longer suicide whilst restrained (this is purely to prevent meta whilst I finish up the new FUN suicides)
  • Fixed dem evidence bags. Fixed metroids getting at it like rabbits. Fixed stuff like welding masks not hiding your face. Bunch of other things

Willox and Messycakes updated:

  • pAI Emoticons! Allows each pAI to set their screen to display an array of faces! Click on 'Screen Display' in the pAI OS for a list.

Saturday July 14th 2012

Giacom updated:

  • Added Russian Revolvers. This is a special Revolver that can only hold a single bullet randomly in it's chamber. This will allow you to play Russian Roulette with your fellow crew members! You can use it like a normal gun but you will need to cycle through the chamber slots until you hit the bullet. Only admin spawnable.

Friday July 13th 2012

Carn updated:

  • Added FLOORLENGTH HAIR. YEESSSSSSSS!!!! :3 If you like it say thanks to Ausops for fixing it up. Credits to Powerfulstation for the original sprite.

Giacom updated:

  • Save Slots! You can now have separate save slots for different character setups, with a customizable maximum of 3 slots per account. If you are wondering, you will not lose your old saved setup.
  • The character setup screen was updated to look nicer and to fit on the screen.

Icarus updated:

  • Added new Dwarf and Very Long hairstyles. Dwarf hair and beard by SuperCrayon.

Thursday July 12th 2012

Giacom updated:

  • pAI gets a better PDA that can actually receive messages from people. They can also instantly reply like everybody else now and they can toggle their receiver/signaller/ringer.
  • You can show the AI the notes on your PDA by holding it up to a camera. When you show up a paper/pda to the camera the AI can now click on your name to go to you, if you're near a camera. People who are Unknown will not have a link; which would've allowed the AI to track them.
  • Made the" common server" and the "preset right receiver" listen for frequencies 144.1 to 148.9. This will allow people to use different frequencies to talk to eachother without bothering the common channel. It will also allow Revs and Cultists to work with each other; everything is still logged though so it still has risks.
  • Increased the maximum frequency limit for handheld radios and intercoms. It will give you the option to just use station bounced radios on a higher frequency so that anyone with a headset can't simply tune in.
  • Created an All-In-One Grinder that is suppose to replace the blender, juicer and reagent grinder all together. Meaning any department that has a juicer, blender and grinder will instead get this. It will help people be more independent from Chemistry by recycling foods and plants.

Wednesday July 11th 2012

Nodrak, Cheridan and Icarus updated:

  • Added a couple of Emergency Shield Projectors to Engineering secure storage.

    Note: Credit goes to Barhardar for the original code and functionality.

    These devices can be used to quickly create an air-tight seal across a hull breach until repairs can been made.

    Wrench them in place and activate them near a hull breach. The shield should extend to all space tiles in range.

    They can be (un)locked by engineering IDs and can also be emagged and otherwise malfunction. As they can not be constructed, you can repair damage and malfunctions by opening the panel with a screwdriver and replacing the wires with a cable coil

Giacom updated:

  • Chemistry update: Pills can now be ground up in reagent grinders. You can now put custom amounts of reagent into things using chemmasters. Can now load pill-bottles into chemmasters for mass pill-production.

Carn updated:

  • Clicks on inventory slots with items in now act like a click on the thing in that slot. So clicking smaller things (like pens) is easier and you can remove clothing that borks/goes invisible. Please continure to report those kinds of bug though please. Thanks x
  • Can no longer interact with your inventory with a mech.

Errorage updated:

  • You can now only adminhelp once every 2 minutes so please provide all necesary information in one adminhelp instead of 5! Also reply to admins in PM-s and not additional adminhelps.

Saturday July 7th, 2012

Icarus updated:

  • A basketball simulation is now available at the holodeck. Credit to Sly and Ausops for the sprites.

Friday July 6th, 2012

Giacom updated:

  • Bottles can now be broken over people's heads! To do this, you must have the harm intent on and you must be targeting the person's head. This change affects alcoholic bottles only. It does not change pill bottles or chemistry bottles. Helmets help protect you from damage and the regents of the bottles will splash over the victim.
  • AI's now have access to a PDA. Note: It is not PDA-bomb-able
  • Health analyzers and medical PDAs now give a time of death when used on corpses.

Thursday July 5th, 2012

Carn updated:

  • Alien larva now chestburst even after their host has died.
  • Aliens can now slap facehuggers onto faces so they can infect mobs which lay down (or those stuck to nests).
  • Aliens can now slash security cameras to deactivate them.

Wednesday July 4th, 2012

39kk9t & Carn updated:

  • Added alien nests. They're basically beds made of thick sticky resin which aliums can 'stick' (buckle) people to for sexytimes
  • Weed nodes are no longer dense.
  • Queens can secrete resin for walls/nests/membranes
  • Various bugfixes

Saturday June 30th, 2012

Icarus updated:

  • Added Petethegoat's basic mirrors to the map. They allow you to change hairstyles.
  • Remapped Bar, Theatre, and Hydroponics. Bar and Kitchen are now more integrated with each other.

Thursday, June 28th

Nodrak updated:

  • I'm currently working on cleaning up and moving around a large portion of the mob code. These changes do not directly affect players; HOWEVER, bugs, oversights or simple mistakes may cause problems for players. While I have tested as much as I can, there may be some lingering bugs I have missed.

    This part of the mob code cleanup mainly focuses on damage variables and procs. So if you suspect something related to taking, dealing or examining damage is not working as intended please fill out an issue report here and be as detailed as possible. This includes what you were doing, steps to reproduce the problem, who you were doing it to, what you were using ect... Thank you.

Carn updated:

  • Alien hunters will now cloak when using the 'stalk' movement intent. Whilst cloaked they will use up their plasma reserves. They can however cloak as long as they like. Using the Lay-down verb will allow them to remain cloaked without depleting their plasma reserves, hence allowing them to lay ambushes for unsuspecting prey. Should a hunter attack anybody, or get knocked down in any way, they will become visible. Hopefully this allows for more strategic/stealthy gameplay from aliens. On the other hand, I may have totally screwed the balance so feedback/other-ideas are welcome.
  • Removed the invisibility verb from the alien hunter caste.

Wednesday, June 27th

Errorage updated:

  • Fixed the bug which prevented you from editing book's titles and authors with a pen. Also fixed the bug which prevented you from ordering a book by it's SS13ID.
  • Added the F12 hotkey which hides most of the UI. Currently only works for humans.

Donkie updated:

  • Pizza boxes! Fully stackable, tagable (with pen), and everythingelse-able. Fantastic icons by supercrayon!
    Created with a sheet of cardboard.

Tuesday, June 26th

Errorage updated:

  • Changeling parasting now only weakens for 10 game ticks. It no longer silences your target.

Saturday, June 23rd

Donkie updated:

  • Reworked job randomizing system. Should be more fair.
  • List of players are now randomized before given antag, this means that declaring as fast as possible doesn't mean shit anymore!

Carn updated:

  • Putting a blindfold on a human with lightly damaged eyes will speed up the healing process. Similar with earmuffs.
  • More overlay bug fixes. Most of it to do with little robots and construction stuff. Bugs go here if you have 2 minutes http://nanotrasen.com/phpBB3/viewtopic.php?f=15&t=9077
  • Weakening is instant! That means if you stunbaton somebody they're gonna fall-down immediately.

Icarus updated:

  • Medical storage now requires Surgery access (Medical Doctors only)

Wednesday, June 20th

Nodrak updated:

  • AIs, Borgs are no longer able to be cultists or revolutionaries as their objectives completely contradict their laws. They can still be subverted of course.
  • pAI's no longer keep cult or rev icons.

Cheridan updated:

  • -Both Ambrosia forms have had their reagent contents modified to prevent going over the 50-unit cap at high potencies. Ambrosia Deus now contains space drugs instead of poison.
  • -Drinking milk removes capsaicin from your body. REALISM!
  • -Frost oil hurts less upon consumption.
  • -Liquid plasma can be converted into solid plasma sheets, by mixing 20 plasma, 5 iron, and 5 frost oil.
  • -Added effects for holy water injection on hydroponics plants.

Monday, June 18th

Giacom updated:

  • Fix for special characters on paper and from announcements

Sieve updated:

  • Various small bugfixes, check the commit log for full details
  • Fixed falsewalls not working
  • Made Lasertag ED-209's and turrets much more useful, including making their emag function more fitting
  • Added Mesons to the EngiVend to make up for how many lockers were removed
  • New Item: Sheet Snatcher. Right now only borgs have them, but they can hold up to 500 sheets of minerals (Of any combination), and auto-stacks them to boot. Used just like the mining satchels, meaning minerborgs can actually deliver metal
  • Mech drills can mine sand, and the diamond gets a much larger volume
  • If a borg has the satchel in its modules (Doesn't have to be the active one), it will auto-magically pick up any ores it walks over.
  • Bumping an asteroid wall with a pickaxe/drill in your hand makes you auto-magically start drilling the wall, making mining much less tedious (humans and borgs)(Also, gustavg's idea)

Icarus updated:

  • New afro hairstyles. Big Afro by Intigracy.

Friday, June 15th

Carnwennan updated:

  • First update for update_icons stuffs:
    Fixed husking and fatties
    Fixed floor tiles still appearing in hand when laying them
    Fixed runtimes with fatties.
  • Fixes for pre-existing bugs:
    Fixed being unable to put belts & backpacks on other people
    nodamage (godmode) now prevents all organ damage. It does not stop healing however.
    Nerd stuff...

Errorage updated:

  • Greatly reduced the amount of damage high pressure does.
  • Fire suits, firefighting helmets (red harhats) and the chief engineer's white hardhat now protect against high pressure.

Icarus updated:

  • Ported over ponytail sprites from Baystation

Thursday, June 14th

Carn updated:

  • FEAR NOT! You can now store a pen in your pda. (aka Best commit all commits)

Wednesday, June 13th

Carn updated:

  • Massive Mob-Icon Overhaul:
    A large amount of the mob code has been replaced. The systems replaced were causing immense performance issues so the following are very necessary optimisations.
    However, there is a downside: SS13 code is the equivilant of monkeys on typewriters. Despite weeks of constant coding/testing there -will- be things I've missed. The kinds of bugs I'm expecting are overlays not updating and/or in rare cases things not appearing in your hud. Most of these issues can be worked around simply by dropping the item and picking it back up. If all else fails ask an admin to regenerate your icons through view-vars.
    Please report any bugs to me on #coderbus IRC or make an issue on the tracker as a matter of urgency. I will fix them ASAP.
    Also a massive thankyou to Nodrak, Erro, Pete and Willox. :)
  • Massive rewrite of the overlays system (particularly for humans). Stuff is cached and only updates when necessary. In effect this means faster updates, less overheads/lag, and less reliance on the game-ticker.
  • Numerous bugfixes and tweaks for damage-procs and damage-overlays for humans. They should now be almost seamless, use very little overhead and update instantly.
  • TK grab can now be cancelled using the throw hotkey. (so now it toggles on/off like it used to).
  • Added verbs to the view-var drop-down list: "Regenerate Icons" will fix a mob's hud/overlays. "Set Mutantrace" will change a mob's mutantrace.
  • Damage icons were split up. They kinda look a bit crap so spriters feel free to replace them. Templates are provided in dam_human.dmi
  • More to come...

Cheridan updated:

  • -Added Lezowski's overalls to hydroponic supply closets. 50% chance per closet for them to replace the apron. -Removed some covers tags from things that made no sense to have them.

Monday, June 11th

Donkie updated:

  • Fixed being able to lock yourself in or out of a locker using the verb.

Xerux updated:

  • Added lightfixture creating.

Errorage updated:

  • You can now use the resist verb or UI button when welded or locked in a closet. Takes 2 minutes to get out tho (Same as getting out of handcuffs or unbuckling yourself)
  • Making single-pane windows will now make the window in the direction you're facing. If a window already exists in that direction it will make it 90 degrees to your left and so on.

Sunday, June 10th

Agouri updated:

  • Cyborgs and AIs can now use the newscaster. It was a mistake on my part, forgetting to finish that part of them.

Saturday, June 9th

Errorage updated:

  • You can now make restraints from cable. It takes 15 lengths of cable to make a pair of restraints, they are applied the same way as handcuffs and have the same effects. It however only takes 30s to remove them by using the resist verb or button. You can also remove them from someone by using wirecutters on the handcuffed person.
  • Added four new cable colors: pink, orange, cyan and white. Engineer belts spawn with yellow, red or orange cables while toolboxes and tool closets spawn with all 8 colors.

Thursday, June 7st

Icarus updated:

  • Added a second ZIS suit to engineering.
  • Remapped CE office and surrounding areas.

Wednesday, June 6th

Sieve updated:

  • Radiation now works properly, watch out for that Singularity!
  • Disposals are no longer the loudest machines in existence.
  • Building portable turrets with lasertag guns now makes them fire lasertag bolts based on team, and they will automatically target and prioritize people wearing opposing team gear.
  • The same can be done for ED-209s, simply using a lasertag vest and gun (same color) where you would use a security vest and taser in construction.
  • Added mineral walls and powered mineral door construction. More information can be found in the commit thread, but basically they are built the same way others are, apply mineral to girder for a mineral wall, mineral to airlock assembly for a powered mineral door.
  • Commit Thread
  • Throw hotkey (end) now works with TK.
  • Swap hands hotkey (page up) now cycles through borg modules.

Nodrak updated:

  • Cargo's 'shuttle: station' and 'shuttle: dock' has been changed to 'shuttle: station' and 'shuttle: away' to help avoid confusion.

Icarus updated:

  • Maintenance shafts changed around. Renamed, less windows, more turns, and expanded in a few areas.

Neek updated:

  • You can now add chemicals into cigarettes by injecting them directly or dipping individual cigarettes into a beaker. You can inject into cigarette packs directly to affect multiple cigarettes at once.

Willox updated:

  • You can now click individual blocks/subblocks in the genetics console instead of having to scroll through the blocks with a forward/back button!

Sunday, June 3rd

Donkie updated:

  • You can now Drag-Drop disposal pipes and machinery into the dispenser, in order to remove them.
  • You must now use wrench before welding a pipe to the ground
  • You can no longer remove a trunk untill the machinery ontop is unwelded and unwrenched
  • You are now forced to eject the disposal bin before unwelding it.

Friday, June 1st

SkyMarshal updated:

  • Readded fingerprints and detective work, after lots of debugging and optimization.
  • Any PDA with access to the Security Records can now, by the normal forensic scanner function, store data the same way as the detective's scanner. Scanning the PDA in the detective's computer will copy all scanned data into the database.
  • If something goes wrong, please contact SkyMarshal on the #bs12 channel on irc.sorcery.net

Friday, June 1st

Nodrak updated:

  • Windoor's are now constructable! Steps are found here.

Tuesday, May 29th

Nodrak updated:

  • Glass Doors are now breakable.
  • Added more treasures to the secret mining room.
  • Changed mineral lockers from secret mining rooms: Instead of giving you two stacks of everything, you get stacks of ore based on rarity

Icarus updated:

  • Moved Engineering and Bridge deliveries.

This 28th day of May, in the year of our Lord, Two Thousand Twelve

Cheridan updated:

  • -Adjusted balaclavas and added luchador masks. Wearing luchador masks give you latin charisma. They replace the boxing gloves in the fitness room. Boxing gloves are still available in the holodeck. -Fake moustache tweaked and given new sprites.

Monday, May 28th

Donkie updated:

  • You can now dispense Disposal Bins, Outlets and Chutes from the disposal dispenser. These are movable and you can attach them above open trunks with a wrench, then weld them to attach them completely. You can remove Bins by turning off their pump, then screwdriver, then weld, then wrench. Same with outlet and chute except for the pump part.

Saturday, May 26th

Icarus updated:

  • Ported over Flashkirby99's RIG suit sprites from Bay12
  • Department PDA Carts moved out of lockers and into head offices.

Wednesday, May 23rd

Cheridan updated:

  • -Reverted default UI sprites to Erro's old-style UI. Config options for UI color styles coming soon. -Driest Martinis will no longer be invisible. -Braincakes are now sliceable.
  • -Medical borg overhaul. Instead of a dozen random pills and syringes, they get a hypospray that can switch between auto-replenishing tricordrazine, inprovaline, and spaceacillin.

Errorage updated:

  • Some of the more pressing issues with the new user interface were addressed. These include the health indicator being too far up, the open inventory taking a lot of space, hotkey buttons not being removable and suit storage not being accessible enough.
  • A toggle-hotkey-buttons verb was added to the OOC tab, which hides the pull, drop and throw buttons for people who prefer to use hotkeys and never use the buttons.
  • Added a character setup option which allows you to pick between the Midnight, Orange and Old iconsets for the user interface.

Tuesday, May 22nd

Icarus updated:

  • RIG helmets can now be used as flashlights, just like hardhats. Credit to Sly for the sprites.
  • HoP's office has been remapped and made into his private office. Conference Room can now be accessed from the main hall.

Sunday, May 20th

Errorage updated:

  • The new user interface is here. If anything is broken or something should be done differently please post feedback on the forum. Spriters are encouraged to make new sprites for the UI.
  • When you receive a PDA message, the content is displayed to you if the PDA is located somewhere on your person (so not in your backpack). You will also get a reply button there. This will hopefully make PDA communication easier.
  • New hotkeys! delete is the now the 'stop dragging' hotkey, insert is the 'cycle intents' hotkey.

Saturday, May 19th

Doohl updated:

  • You can now swap hands by clicking with your middle mouse button (you have to click on a visible object though, that's the catch).
  • Tweaked the DNA modifier consoles a little bit so that it's much easier to see individual blocks instead of one jumbled mess of hexadecimal.
  • You can now properly emag AI turret controls and commsat turret controls.

Invisty updated:

  • Brand new ending animations!

Friday, May 18th

Errorage updated:

  • Removed hat storage, which was useless.
  • Implanting someone now takes 5 seconds, both people need to remain still. Implanting yourself remains instant.
  • Wallets once again spawn in the cabinets in the dormitory
  • Wallets now fit in pockets

Thursday, May 17th

Icarus updated:

  • Individual dorms now have a button inside that bolts/unbolts the door
  • New sprites for Cargo, HoP, and Captain's lockers
  • More department-specific door sprites. Most noticable changes in medsci and supply departments.

Tuesday, May 15th

Icarus updated:

  • Added WJohnston's scrubs to Medical Doctor lockers. Comes in blue, green, and purple.
  • Added two new syndicate bundles
  • Reduced cost of thermals to 3 telecrystals (formerly 4)
  • Singularity Beacons are now spawned from a smaller, portable device.
  • CMO and QM jumpsuits made more unique.

Monday, May 14th

Icarus updated:

  • Reinforced table parts are now made by using four metal rods on regular table parts. No plasteel involved.
  • Beakers, small and large can now be made/recycled in autolathes.

Nodrak updated:

  • Added a 'random item' button to traitor uplinks. You can potentially get ANY item that shows up on the traitor item list, provided you have enough crystals for it.

Friday, May 11th

Icarus updated:

  • New design for security. This should be the last time it sees major changes for a while.
  • Added a new construction area. What could it be for?

Petethegoat updated:

  • Readded the RD's genetics access.
  • RD is still without chemistry access, but I'm going to review this decision in a week and see if R&D is useless due to lack of acid.
  • Added Flashkirby99's SMES sprites!

Invisty updated:

  • Sexy new warpspace (or whatever) tiles.

Important changes below!

Thursday, May 10th

Sieve updated:

  • Reverted dismemberment, the recent gun changes, and Tarajans. Before you shit up the forums, read this:
  • Dismemberment was ported from Bay12, but only halfway, and there were several problems with it. I know many people really liked it, but as it stood it did not fit the playstyle here at all. This had to be removed, there is work on a more fitting system, but this had to be taken out first regardless, and the longer people beat around the bush the worse the situation got.
  • The gun change was made for no real reason and was pretty problematic, so reverting that should mean there are a lot less 'accidental suicides.'
  • Tarjans were reverted by request as well, and since keeping them working after removing dismemberment would be a stupid amount of work.

Sunday, May 6th

Cheridan updated:

  • -New booze sprites for the drinks that were removed! Re-enabled the recipes for the removed drinks. Get cracking, bartenders. -You now need 10 sheets of metal instead of 2 to make a gas canister, people can't FILL ENTIRE ROOMS WITH THEM.
  • -Emergency Toolboxes now contain smaller, lighter fire extinguishers that actually fit inside them!

Saturday, May 5th

Petethegoat updated:

  • RD get the fuck out of chemistry and genetics
  • CHEMISTS, DON'T BE DICKS TO RESEARCH, GIVE THEM ACID YOU TIGHT FUCKS

Icarus updated:

  • Updates to Sec, including a stationary scrubber for the prison area.
  • Swapped around cryogenics and the patient rooms in medbay.

Friday, May 4th

Cheridan updated:

  • -Added fat jumpsuit sprites for orange, pink, yellow, owl, security, and warden jumpsuits.
  • -Somatoray is hopefully more useful and less buggy when used on trays. -Botanists now have morgue access, because of their ability to clone via replica pods. Try not to get this removed like all your other access, okay hippies?

Thursday, May 3rd

Ikarrus updated:

  • Updated genetics, medbay and security.

Petethegoat updated:

Tuesday, May 1st

PolymorphBlue updated:

  • Adds BS12 dismemberment!
  • Adds greater changeling for 30 points

Monday, April 20th

Erro updated:

  • Added a verb to the PDA which you can use to remove an ID in it. If your active hand is empy, it puts it there otherwise it puts it on the floor under you.

Wednesday, April 27th

Cheridan updated:

  • -New sprites for lemons, oranges, and walking mushroom critters. -Added Invisty's new blob sprites.
  • -Added a new chemical: lipozine, a weight loss drug. Made with sodium chloride, ethanol, and radium.

Wednesday, April 25th

Ikarrus & Flazeo updated:

  • New layout for Security, including a prison area instead of permacells.
  • New layout for the library, bar, and botany.
  • Medbay and R&D now have three-tile halls.

Scroll down for more commits! There's a bunch of new shit.

Tuesday, April 24th

PolymorphBlue updated:

  • Fakedeath changelings can no longer have their brains cut out.
  • Rev checkwin changed to fire every five ticks (from twenty) and actually use the right objective type so revs being off station counts as success.

Sieve updated:

  • Powercells now have unique icons for cell types
  • Implemented mech construction sprite by WJohnston for the Ripley, Firefighter, Gygax, and Durand
  • Durand construction is reversible
  • Power Cells can now be made in Mechfabs, provided the proper research level has been achieved
  • Added a new item, the Synthetic Flash. Works just like a normal flash, except they can only withstand one use, but can be produced in the Mechfab(To replace the need for normal flashes)
  • Added a new type of gloves, ones that are cheap copies of the coveted Insulated Gloves, but be warned, quality control wasn't too thorough
  • Added a new Cyborg Upgrade, a jetpack for use by Miner Cyborgs. Can be refilled on any air canister
  • Miner Cyborgs now have a Diamond Drill equivalent along with an upgraded Ore Satchel
  • Mechfabs no longer brick if there are parts in the quene on sync
  • MMIs can be built in the Mechfabs again
  • Crabs are no longer immortal, and are now especially vulnerable to wirecutters
  • Bibles printed in the library now retain the religion's deity
  • Added Construction Sprites for the Ripley, Firefighter, Gygax, and Durand by WJohnston
  • Added Particle Accelerator sprites by Invisity
  • Added Power Cell, Synthetic Flash, Robot Upgrades, and made some modifications to the PA sprites

Petethegoat updated:

  • Added Invisty's field generator sprites.

April 1-22, 2012

Cheridan updated:

  • CATCHING UP ON MY CHANGELOG. Some of this has been in for a while: -Added carved pumpkins and corncob pipes. -Added mutations for ambrosia and lemon trees. -Added more wood items for tower cap wood construction. -Added soil to plant seeds in. Make it by crushing up sandstone. Soil does not have indicators like trays do! Watch your plants carefully!
  • -The biogenerator is now more robust. It can dispense fertilizer in batches, and make simple leather items. -RnD can create a new tool for botanists: The floral somatoray. Has two modes. Use it on your plants to induce mutations or boost yield.
  • -Added plump helmet biscuits, mushroom soup, pumpkin pie and slices, chawanmushi, and beet soup recipes for the chef to make.
  • -Added transparency to biohelmets. -Normalized grass harvests. -Changed the name of "Generic Weeds". -Blenders can now be filled directly from plant bags. -Added low chance for a species mutation whenever a plant's stats mutate. -You now get more descriptive messages when applying mutagen to plant trays. -Removed sugarcane seeds from the vending machine. Added the sugarcane seeds to the seeds crate.

Sunday, April 22nd

Petethegoat updated:

  • New gasmask sprites. Removed emergency gasmasks, so there's only one type now.
  • New shotgun sprites by Khodoque!
  • The barman's double-barrel actually works like a double-barrel instead of a pump-action! Rejoice!
  • Sneaky barmen may be able to illegally modify their shotgun, if they so choose.
  • Trimmed the changelog, vastly.

Saturday, April 21st

Errorage updated:

  • Maintenance door outside of tech storage now requires maintenance OR tech storage access instead of maintenance AND robotics accesses.

Thursday, April 19th

Carn updated:

  • Rewrote the cinematic system to try and simplify and optimise it. Please report any bugs asap to me or coderbus, thanks.

Tuesday, April 17th

Kor updated:

  • Engineering jobs now have their PDA spawn in their pocket, and their toolbelt on their belt
  • The nuke going off on station will now gib everyone on the Z level.
  • Two more core displays are available for the AI
  • The Artificer can now build cult floors and walls

Friday, April 13th

Sieve updated:

  • Updated the robotics layout.

Petethegoat updated:

  • Nerfed the librarian by removing the r-walls from his cubbyhole thing, fuck WGW readers hiding out in there.

Thursday, April 12th

Agouri updated:

  • Fixed the ability to move while lying down/resting.
  • Sleep has been fixed and works as intended again. Anaesthetic and toxins can now properly put people to sleep, permanently if you keep the administration stable. Sleeplocs are now viable again. The sleep button and *faint emote work again.

Wednesday, April 11th

PolymorphBlue updated:

  • Droppers are now used at the eyes, and thus, access to the eyes is required to have an effect.

April 10, the year of our lord 2012

Agouri updated:

  • CONTRABAND-CON UPDATE: Added posters. I'm sorry to add it seperately with the rest of contraband, but there was a lack of sprites for everything else. Hopefully, people will gain interest and get me some damn sprites this way :3 As I said, this is an ongoing project of mine. So starting of, we've got...
  • POSTERS! Posters come in rolled packages that can adhere to any wall or r_wall, if it's uncluttered enough.

    How they get on-board: The quartermaster can now set the receiver frequency of his supplycomp circuit board. A bit simplistic as of now, will work on it later. Building a supplycomp with a properly set up circuitboard will give access to the Contraband crate.

    How they're used: Unfold the rolled poster on any wall or r_wall to create the poster. There are currently 17 designs, with the possibility of me adding more.

    How to get rid of them: You can rip them using your hand... To cleanly extract them and not ruin them for future use, however, you can use a pair of wirecutters.

    How they're classified: They're contraband, so it's perfectly okay for security officers to confiscate them. Punishment for contraband-providers (or end-users, if you want to go full nazi) is up to the situational commanding officers.

Nodrak updated:

  • Merged 'Game' and 'Lobby' tabs during pre-game into one tab
  • Added the little red x to the late-join job list
  • Late-joiners are warned if the shuttle is past the point of recall, and if the shuttle has already left the station
  • Late-joiners now see how long the round has been going on.
  • Mining shuttle computer no longer spits out both 'Shuttle has been sent' and 'The shuttle is already moving' every time.

Monday, April 9th

Petethegoat updated:

  • TORE OUT DETECTIVE WORK! THIS IS A TEMPORARY PATCH TO SEE IF THIS FIXES THE CRASHING.
  • DETECTIVE SCANNERS AND EVIDENCE BAGS (AND FINGERPRINTS) ARE GONE.

Sunday, April 8th

PolymorphBlue updated:

  • Secret little rooms now spawn on the mining asteroid, containing various artifacts.
  • Added the beginnings of a borg upgrade system. Currently, can be used to reset a borg's module.

2 April 2012

PolymorphBlue updated:

  • ERP is gone. Hope you enjoyed it while it lasted!

April Fools Day! Get hype!

Doohl updated:

  • Security officers can modify people's criminal status by simply examining them with a security hud on and clicking a link that will show up as part of the character's description.
  • Less jobs have maintenance access. The only jobs that will have it now are engineers, atmos techs, cargo techs, heads, and the detective.
  • Changed Runtime's sprite to look more catlike.
  • View Variables can now better list associative lists.
  • Miscellaneous bugfixes for the NT Script IDE.

PolymorphBlue updated:

  • Minor bugfixes to borg deathsquad, adds borg deathsquad to potential tensioner (set so high it's never going to happen)
  • Adds consiterable support for ERP! (If enabled.)
  • Increases cost for changeling unstun to 45

30 March 2012

Donkie updated:

  • You can now stick papers back in to paperbins, text will persist.
  • Added a [field] bbcode tag to the pen writing. Lets your start writing from that point.
  • Changed fonts a bit for papers to make [sign] stand out more.

Doohl updated:

  • Gave pill bottles the ability to scoop up pills like ore satchels scoop ore. (There you go, /vg/ Anon.)
  • Security Officers and Wardens now start with maintenance acceess.

29 March 2012

PolymorphBlue updated:

  • Exosuits now provide a message when someone is getting in, someone getting in must remain stationary and unstunned, and getting in takes four seconds.

28 March 2012

Carn updated:

  • Fixed turrets shooting people that leave the area and the telecomm turret controls.

Donkie updated:

  • Updated air alarm's GUI.

27 March 2012

Nodrak updated:

  • Security borgs now have modified tasers.
  • Security borgs have gone back to having the same movement speed as all other borgs.

23 March 2012

Doohl updated:

  • Escape shuttles/pods now spend about 2 minutes in high-speed transit before they reach centcom/recon shuttle. This is a warning: regular after-round shuttle grief is NOT OKAY while the shuttle is still in transit! Save it for when the shuttle gets to centcom! The purpose of this is to give potential antagonists and protagonists a chance to have a final showdown in the shuttle. The round does not end until the shutle comes to a stop and docks. Don't step outside while the shuttle is moving!

    For example; if you are a traitor and have an escape-alone objective and a couple of people manage to squeeze in the shuttle, you have two minutes to kill/toss them out to win. Or you can just chill for the duration and reflect on the round.

Donkieyo updated:

  • A bunch new standard-namespace NTSL functions added! Check them out at the NT Script wiki page!

22 March 2012

Ricotez updated:

  • Medical Lockers, Security Lockers, Research Lockers, Warden Locker, CMO Locker, and RD locker all have new sprites.
  • Encryption keys now each have their own invidual sprites.

PolymorphBlue updated:

  • Added a prototype holodeck to fitness!
  • Assorted tensioner fixes

20 March 2012

Kor updated:

  • Lasertag vests and guns have been added to fitness.
  • Art storage has replaced the emergency storage near arrivals. Emergency storage has replaced chem storage (has anyone ever used that?)
  • Wraiths can now see in the dark

19 March 2012

PolymorphBlue updated:

  • Added LSD sting to modular changeling by popular demand.
  • Silence sting no longer provides a message to the victim.
  • Tensioner will no longer assign dead people as assassination targets.

18 March 2012

Quarxink updated:

  • The medical record computers can finally search for DNA and not just name and ID.

14 March 2012

PolymorphBlue updated:

  • Modular changeling added! Changelings now purchase the powers they want. Balancing still underway, but should be playable.

Petethegoat updated:

  • Janitor cyborgs have been massively upgraded. Suffice to say they're pretty ballin' now...

Nodrak updated:

  • You can now choose whether to spawn with a backpack, satchel, or nothing. Excess items will spawn in your hands if necessary.
  • You can now choose what kind of underwear you'd like to wear, per a request.

14 March 2012

Carn updated:

  • Added 6 female hairstyles -- credits go to Erthilo of Baystation. Added a male hairstyle -- credits go to WJohnston of TG. If you can sprite some unique and decent-looking hair sprites, feel free to PM me on the TG forums.
  • The way objects appear to be splattered with blood has been rewritten in an effort to fix stupid things happening with icons. It should be called far less frequently now. PLEASE, if you experience crashes that could in anyway be related to blood, report them with DETAILED information. Thanks

13 March 2012

Nodrak & Carn updated:

  • Fixed the way flashes break. Long story short: They'll never break on first use so rev don't get screwed over. They run out of charge temporarily when spammed but recharge. Spamming them also increases the chance of them breaking a little, so use them sparingly.

Doohl updated:

  • Ablative Armor now has a high chance of reflecting energy-based projectiles.
  • Riot shields were buffed; they now block more attacks and they will prevent their wielder from being pushed (most of the time).

12 March 2012

PolymorphBlue updated:

  • PDA messages now require an active messaging server to be properly sent.

11 March 2012

PolymorphBlue updated:

  • The AI can now open doors with shift+click, bolt them with ctrl+click, and shock them with alt+click
  • Tratior borgs who hack themselves cannot be blown by the robotics console, and can override lockdowns.
  • Adds a new wire to doors that controls the time delay before they close. If pulsed, they close like a sliding glass door. If cut, they do not close by themselves.
  • Borgs who have died, ghosts, and are then blown up will now have their ghosts properly transfered to their dropped MMIs.

Carnwennan updated:

  • You can now request AI presence at a holopad for immediate private communication with the AI anywhere. AIs can click a quick button to zoom to the holopad.

08 March 2012

Nodrak and Carnwennan updated:

  • Nodrak: Fixed crayon boxes and stuff getting stuck in pockets.
  • Nodrak: 'Steal item' objectives will report correctly when wrapped up in paper now.
  • Carn: fixed the vent in the freezer...poor chef kept suffocating.

02 March 2012

Carn updated:

  • Fixed a number of issues with mob examining. Including: not being able to see burns unless they were bruised; vast amounts of grammar; and icons. Updated them to use stylesheet classes.
  • Borgs can no-longer drop their module items on conveyor belts.
  • Names input into the setup screen are now lower-cased and then have their first letters capitalised. This is to fix problems with BYOND's text-parsing system.
  • Runtime fix for lighting.
  • Over the next few commits I will be updating a tonne of item names to fix text-parsing. Please inform me if I've typoed anything.

03 March 2012

Petethegoat updated:

  • Removed cloakers. Removed Security's thermals. Added disguised thermals as a traitor item.

01 March 2012

SkyMarshal updated:

  • Tweak/Bugfix for Hallucinations. Much more robust.

01 March 2012

SkyMarshal updated:

  • Ported BS12 Detective Work System

1 March 2012

Petethegoat updated:

  • Head revolutionaries no longer spawn with traitor uplinks.

29 February 2012

SkyMarshal updated:

  • BS12 Hallucination and Dreaming port

29 February 2012

muskets updated:

  • Integrated BS12's improved uplink code

26 February 2012

Doohl updated:

  • The insane crashing has finally been fixed!

25 February 2012

Doohl updated:

  • Telecommunications has been refined, with many new features and modules implemented.
  • NTSL (Nanotrasen Scripting Language) is ONLINE! This is a brand new, fully operational scripting language embedded within SS13 itself. The intended purpose is to eventually expand this scripting language to Robotics and possibly other jobs, but for now you may play with the TCS (Traffic Control Systems) implementation of NTSL in the Telecommunications Satellite. Recommended you read the NT Script wiki page for information on how to use the language itself. Other than that, there's not a lot of documentation.
  • Radio systems have been further optimized, bugfixed, etc. Should be more stable.
  • Intercoms now require power to work.

24 February 2012

PolymorphBlue updated:

  • Headsets are now modular! Use a screwdriver on them to pop out their encrpytion keys, and use a key on one to put it in. A headset can hold two keys. Normal headsets start with 1 key, department headsets with two. The standard chip does nothing, and is not required for listening to the common radio.
  • Binary translators made into a encrpytion key, and fixed. They now broadcast to AIs properly.

23 February 2012

PolymorphBlue updated:

  • MMIs/pAIs no longer lip read, and thus can now hear in the dark.
  • Borg rechargers are no longer Faraday cages, and thus can now receive radio while they're recharging.

LastyScratch updated:

  • Glass airlocks now make a different sound than regular airlocks.
  • in 1997 nanotrasen's first AI malfunctioned
  • Toggle ambience probably works now!
  • Runtime is dead.
  • The Research Director's consoles were moved into the completely empty cage in the back of his office.

22 February 2012

PolymorphBlue updated:

  • Changed alt+click to ctrl+click for pulling.

Petethegoat updated:

  • New stationary scrubber sprites~
  • Removed the mint. Coins can still be found and used in vending machines. PACMANs now run off sheets.

coolity updated:

  • New sprites for HoS and Captain lockers.
  • New sprites for the orebox.

21 February 2012

Petethegoat updated:

  • The jetpacks now display correctly when worn.
  • Buckling to chairs no longer causes you to drop your weapon

Nodrak updated:

  • Ghosts now have a "Jump to Mob" verb.

Sieve updated:

  • Mining lanterns work properly once again!.
  • Skaer updated:

    • The armoury now includes a box of spare Sec cartridges.

19 February 2012

Petethegoat updated:

  • The jetpacks in EVA have been replaced with CO2 ones, painted a classy black.
  • Additionally, jetpacks will now run on gases other than oxygen, as you would expect.
  • Chair overhaul! You shouldn't notice anything different, but if you encounter bugs with chairs or beds, please report those asap.
  • New electric chair sprites, by myself.
  • Electric chairs will only electrocute people buckled into them.
  • Karma should be fixed.

KorPhaeron updated:

  • A new construct type: Artificer. It is capable of constructing defenses, repairing fellow constructs, and summoning raw materials to construct further constructs
  • Simple animals (constructs, Ian, etc) can now see their health in the Status tab
  • Detective's revolver is non-lethal again. Was fun while it lasted

18 February 2012

Petethegoat updated:

  • Foam has a reduced range to prevent spamming

Sieve updated:

  • Stopped the unholy Radium/Uranium/Carbon smoke that crashed the server. And for anyone that did this, you are a horrible person
  • Cleanbots clean dirt
  • Cleanbots automatically patrol on construction
  • Removed silicate because it is not useful enough for how much lag it caused

16 February 2012

Smoke Carter updated:

  • Newscasters now alert people of new feeds and wanted-alerts simultaneously.

15 February 2012

Kor updated:

  • Terrorists Win! Desert Eagles and Riot Shields now spawn on the syndicate shuttle, replacing the c20r
  • The Detectives gun still uses .38, but they're now fully lethal bullets. Go ahead, make his day.
  • The Veil Render has been nerfed, the Nar-Sie it spawns will not pull anchored objects. This is a temporary measure, more nerfs/reworking to come

14 February 2012

Carn updated:

  • Spacevines added to the random events.
  • The bug where doors kept opening when a borg tried to close them at close range is now fixed.

13 February 2012

Khodoque updated:

  • Security officers, the warden and the HoS have new jumpsuits.

Erro updated:

  • Clicking the internals button on your user interface (The one that shows if you have internals on or not) will now toggle internals even if they are in your pockets. (humans only) - It now works if your internals are on your back, suit storage, belt, hands and pockets.
  • The public autolathe has been removed. If you want some some stuff from a lathe, go to cargo.

Kor updated:

  • A new item, the null rod, protects the one bearing it from cult magic. One starts in the chaplains office, and this replaces the job based immunity he had. The null rod also is capable of dispelling runes upon hitting them (the bible can no longer do this)
  • Shooting fuel tanks with lasers or bullets now causes them to explode
  • A construct shell is now waiting to be found in space.
  • Chaplains can no longer self heal with the bible
  • Simple animals, including constructs, can now attack mechs and critters

12 February 2012

Erro updated:

  • You can no longer attach photos to ID cards. This never worked properly and if anything, it was misleading.
  • Backpacks can now hold 7 normal sized items (box size) as opposed to 6 normal sized items + 1 small item
  • Added several fire alarms to areas around the station including the brig, engineering and others
  • The atmospherics department now has a few hazard vests available for atmos techs to wear if they don't like the fire suit
  • Roboticist now have engineering + science headsets, virologists now have medsci headsets with medical + science channels
  • Added some headsets to the jobs that didn't have any extras: roboticist, qm, scientist, virologist and geneticist.
  • Station engineers now have construction site access (vacent office by arrivals)
  • Replaced a few airlocks with glass airlocks (detective, autolathe, assistant storage, robotics, checkpoint)
  • Removed the wall that was blocking the entrance to the theater
  • Made a small redesign for the HoP's office so that people running towards it from the escape hallway don't run right into the queue, annoying everyong
  • The engineering, command and security airlocks now glow green when closing instead of red to match all the other airlocks
  • The disposal units now auto trigger every 30 game ticks, if there is something (or someone) in them. So no more hiding in disposal units!
  • You can no longer control the disposal unit from within it. You will have to wait for it to trigger itself.
  • You can no longer strip items off of Ian while dead / a ghost

Pete updated:

  • Updated fitness, athletic shorts are now available!

11 February 2012

Erro updated:

  • You can now take individual crayons out of the crayon box the same way as from boxes
  • Clicking a grille with a glass or reinforced glass pane in your hand will glaze the grille from the direction you're looking from (don't forget to fasten the window tho)
  • When you click somewhere with the intent to interact, you will automaticaly face the item you're trying to interact with. This won't slow you down when running and firing guns behind you.

Kor updated:

  • A new passive mob ability: Relentless. Relentless mobs cannot be shoved (though may still swap places with help intent)
  • Alien Queens, Juggernaut constructs, and Medical Borgs are all Relentless. Maybe the medborg can actually drag people to medbay on time now
  • Two constructs, the Juggernaut and the Wraith are now available for wizards and cultists to use soul stones with
  • A new highly destructive artefact, Veil Render, is now available for wizards
  • A new one time use global spell, Summon Guns, is now available for wizards.
  • DEEPSTRIKING! There is now a partially constructed teleporter on the nuke shuttle, and for a large sum of telecrystals they may purchase the circuitboard needed to complete it.
  • The Chaplain is immune to cult stun, blind, deafen, and blood boil

10 February 2012

Quarxink updated:

  • Added a new toy: Water balloons. They can be filled with any reagent and when thrown apply the reagents to the tile and everything on it.

9 February 2012

Erro updated:

  • Engineering and security lockers now spawn with their respective backpacks in them so job-changers can look as they should. HoS locker now also contains an armored vest, for the convenience of the HoS who wants to play with one.
  • Slightly changed the spawn order of items in the CE and HoS lockers to make starting up a hint less tedious.

8 February 2012

ConstantA updated:

  • Added Exosuit Jetpack
  • Added Exosuit Nuclear Reactor (runs of normal, everyday uranium, maybe I'll switch it to run on enriched) - requires research (level 3 in Materials, Power Manipulation and Engineering)
  • Added Ripley construction steps sprites (courtesy of WJohnston - man, you're awesome)
  • Exosuit Sleeper can now inject occupant with reagents taken from Syringe Gun
  • Exosuit Cable Layer will now auto-dismantle floors
  • Exosuit Heavy Lazer cooldown increased, Scattershot now fires medium calibre ammo (less damage)
  • Exosuit wreckage can be pulled
  • EMP now drains half of current exosuit cell charge, not half of maximum charge.
  • Fixed several possible exosuit equipment runtimes
  • Introduced new markup to changelog. Javascript is extremely slow (in byond embedded browser) for some reason.

4 February 2012, World Cancer Day

Erro updated:

  • Examining humans now works a bit differently. Some external suits and helmets can hide certain pieces of clothing so you don't see them when examining. Glasses are also now displayed when examining.
  • The job selection screen has been changed a little to hopefully make making changes there easier.
GoonStation 13 Development Team
Coders: Stuntwaffle, Showtime, Pantaloons, Nannek, Keelin, Exadv1, hobnob, Justicefries, 0staf, sniperchance, AngriestIBM, BrianOBlivion
Spriters: Supernorn, Haruhi, Stuntwaffle, Pantaloons, Rho, SynthOrange, I Said No

Creative Commons License
Except where otherwise noted, Goon Station 13 is licensed under a Creative Commons Attribution-Noncommercial-Share Alike 3.0 License.
Rights are currently extended to SomethingAwful Goons only.

Some icons by Yusuke Kamiyamane. All rights reserved. Licensed under a Creative Commons Attribution 3.0 License.