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Baystation 12 - A Space Station 13 Server
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Baystation 12 Credit List
Code: Abi79, Aryn, Cael_Aislinn, Chinsky, cib, CompactNinja, DopeGhoti, Erthilo, Hawk_v3, Head, Ispil, Lexusjjss, Melonstorm, Miniature, Mloc, SkyMarshal, Spectre, Strumpetplaya, Sunfall, Tastyfish, Uristqwerty
Sprites: Apple_Master, Arcalane, Chinsky, CompactNinja, Deus Dactyl, Erthilo, Flashkirby, Miniature, Searif, Xenone
Sounds: Aryn
Thanks To: /tg/ station, Goonstation, Animus Station, Daedalus, and original Spacestation 13 devs. Skibiliano for the IRC bot.
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November 4th
SkyMarshal updated:
- Changed Grenade behavior to how it used to be.
- Security HUDs now properly display job info.
- PolyAcid is now slightly buffed, as it no longer has a pitiful 15% change of melting a helmet. (Guaranteed helmet-removal.)
October 24th
Mij updated:
- Get ready for some xenoarch love! Re-added artifact and strange rock spawning at world gen.
- Strange rocks react to fire only now, until I can hammer out how acid works. Technically acid does do something to them.... ;)
- Re-added a number of mining/xenoarch related icons. Changed ore boxes to look prettier, like they used to.
October 22nd
Cael_Aislinn updated:
October 18th
CIB updated:
- Added a new type of wound, internal wounds. These should later be treated with surgery, though for now bicardine works.
- Appendicitis now has a fourth stage in which the appendix burst and an internal wound is inflicted.
- The full body scanner is back.
Chinsky updated:
- Buffed up welder fuel tanks for all your nefarious needs.
- Replaced evac hallway lights with less.. party ones.
17.10.2012
CIB updated:
- Ported limb selection on startup. Note that this may still be bugged, so use at own risk.
- You can now select opposite gender hairstyles.
Chinsky updated:
- Fixed arrivals announcment.
- Slur will properly fade away with time now.
- Anti-alco chem will get rid of slur now.
- Throwing metal item at eletrified grilles and doors will cause them to spark.
- Added forensics tech jackets.
- Ported some hairstyles from pre-merge code.
October 13th, 2012
Cael_Aislinn updated:
- Moderators are now being loaded correctly, and all broken admin and mod verbs should be functioning correctly. Misc other fixes and improvements.
CIB updated:
- Medical stack items(ointment, bandages) aren't instant anymore, but instead stop bleeding and speed up healing.
- Cyborgs can now use :h to use their department channel.
- Ported BS12 medbots. This means you now have to load them with a chemical, or otherwise they only have inaprovaline.
- Ported the BS12 player info features.
- Examine now only reveals whether someone is breathing(need to be 3 tiles away or closer). Check pulse from 1 tile distance.
- Ported bleeding. Bleeding can be stopped by applying a bandage.
- Small delay for chloral hydrate and sleep toxin to take effect.
October 12th, 2012
Cael_Aislinn updated:
- Merge current BS12 code with /tg/station's rev4847. Thanks for everyone who's been posting issues and bugs to the PiratePad issue tracker (see also here for general discussion and criticisms).
- See https://code.google.com/p/tgstation13/source/list for tg's changelog. This is recommended reading for anyone interested in any changes, be warned there's a lot of them.
October 9th, 2012
Cael_Aislinn updated:
- The merge code is now stable and playable (diag click only has been fixed, among other things). Hopefully, more playtesting will be taking place over the next few weeks.
September 26th, 2012
Cael_Aislinn updated:
- Multiple bugfixes and tweaks in response to the testing session a few days ago have been put in place. For more details, see the piratepad tracker (TG also has broken underwear, we're awaiting a fix from them for it).
September 24th, 2012
Cael_Aislinn updated:
- Engineering depressurisation during the test run was due to the singularity EMPing doors open. This is not a bug.
September 23nd, 2012
Cael_Aislinn updated:
- The server map has now officially branched to tgstation2.0.9.1.dmm.
August 22, 2012
Cael_Aislinn updated:
- This server is in the process of running a merge of BS12 and up to date TGcode. This is a significant update, and there will likely be several bugs coming with it.
See https://github.com/Baystation12/Baystation12/pull/1671 for more information.
- The server is now running tgstation2.0.9.dmm. The station layout is functionally the same, but with significant additions from tg. Hopefully, the Antiqua will be ready soon.
- Please report all bugs immediately, both in OOC and by making an issue at: https://github.com/Baystation12/Baystation12/issues/new
15th August 2012
Cael_Aislinn updated:
- Readded changeling and traitorchan (traitor + changeling) to secret rounds, lowered probability of cult being chosen during secret rounds.
7th August 2012
CIB updated:
- Wound descriptions now again are in sync with actual damage.
- Bandages no longer are instant, but rather only stop bleeding and speed up the healing process.
- Bleeding and regeneration speeds have been balanced, so that now it is possible to bleed out.
4 August 2012
Cael_Aislinn updated:
- Ghosts and observers can now possess mice and inhabit the station as mortals once more. Be warned, in this form you will be unable to be cloned! (you can, however, jump back into ghost form as you like)
FireFishie updated:
- Added Flashkirby99's tajaran sprites, but the accompanying hairstyles will have to wait for a tweak to genetics before being usable in-game. Apologies for not logging this change sooner.
- By vote, the captain's armor is again space capable and the memo on his desk updated to reflect this.
- The Captain now starts wearing matching gloves, jackboots, and a cap. The old Napoleonic hat can still be found in the secure locker.
- The Head of Personnel now starts with a clipboard, but without body armor and a helmet. Both items can still be found in the secure locker for emergencies.
- Cargo tech and shaft miner wardrobes now include fingerless gloves. Janitor wardrobes now includes a portalathe. Warden wardrobes now includes a jacket.
- Medical, security, and tool-belts may now hold any lighter. Medical belts may now hold latex gloves and sterile masks. Security belts may now hold gas masks. Tool-belts may now hold cigarette packs.
2 August 2012
Cael_Aislinn updated:
- Vermin such as mice and roaches will periodically spawn in maintenance and toilet areas across the station. Cats will hunt the mice, roaches can be stepped on and mousetraps will deal with both.
10 July 2012
Abi79 updated:
- Removed the stun effect from artifacts.
- Fixed the bug where helmets would not turn off when placed into backpacks.
- Added more "cancel" buttons to various dialogs.
CIB updated:
- Fixed the bug where the preview image in the character creation panel was broken.
- Fixed the bug where you could only see if a player had no pulse when that player was ghosted or logged off.
9 July 2012
CIB updated:
- Maintenance shafts are now safe places in the event of a radiation belt. This feature may be temporary until a better solution is found.
5 July 2012
Cael_Aislinn updated:
- The Mining North Outpost has been repurposed as a research outpost, with a shuttle going back to the research division on the main station. The pneumatic transport chute is still available to transfer ore between this outpost and the mining one.
- Shield generators now have circuitboards, and the capacitors should actually rotate now (both still have placeholder sprites though).
3 July 2012
CIB updated:
- You can now select amputated and robot limbs in the character preferences. Note, though, that amputated limbs don't work properly yet.
29 June 2012
Erthilo updated:
- Raises job limits for Botanists, Atmospheric Technicians, Roboticists, Chemists, and Geneticists.
28 June 2012
Chinsky updated:
- 'Rename' function for clipboards
- Can add photos to clipboards
- Fixed troubles with formatting when reading from clipboard (linebreaks not being properly placed)
- Fixed photocopiers not copying photos properly
27 June 2012
Erthilo updated:
- Simple animals (like constructs) can properly emote using the Me verb now.
- Body scanners now show a much more detailed readout on patients.
- Wizard 'Mind Transfer' spell now requires full wizard garb to work.
- Chairs without wheel will no longer move with fire extinguishers. BECAUSE I HATE FUN.
- Gauze/kits/ointment now heal wounds instantly again. Gauze and ointment don't work below 50 health, advanced kits don't work below 0. This may be tweaked as necessary in future.
- Stepping in pools of blood no longer leaves footprints due to lag issues.
- Fixed batons hitting on all non-help intents. It'll now only do it on harm intent.
- Fixed tape recorders not recording holopad speech.
- Fixed random " on his head" messages in examine.
- Fixed surgery, all surgical procedures should work again.
- Fixes medical items. Gauze/kits/ointment can now be applied correctly again.
26 June 2012
TG updated:
- Fixed silicon mobs not being able to access newscaster.
- Fixed harmbatons on everything other than harm, now it is the opposite way round.
25 June 2012
Erthilo updated:
- People in critical (less than -50 health) from external trauma (100+ damage from brute and/or burn) bleeding, and with unsplinted limbs, will send a message to anyone trying to drag them, to warn them it would be a bad idea trying to move them. They will suffer a lot more damage if dragged while lying down.
The correct procedure is therefore, A) Bring a roller bed, or B) Splint all limbs, stop all bleeding with gauze, and then drag them.
- Dragging someone while injured (brute) will have a small chance of injuring them further that increases depending on how damaged they are. This coincides with the blood spatters that are already generated.
- Added splints that can be applied to broken arms and legs, and will reduce effects of broken limbs. These can be removed the same way as handcuffs. They show up on the mob and on examine.
- Added an autoinjector that can only hold five units, but acts like a hypospray.
- Added an advanced medical kit that Medical Doctors spawn with that has Advanced Trauma Kits, Advanced Burn Kits, autoinjectors, and splints.
- Health Scanners now show unsplinted fractures ONLY in arms or legs.
- Blood is now actually lost from the person being dragged.
- Fixed CPR being performed at weird health levels.
Watermelon Storm updated:
- Added a medbay (with rolling beds) and a holding cell to the destination of the escape shuttle.
Drieden updated:
- The cargo bay now has a supply depot to store, sort, and dispense raw materials, and print shipping manifests.
23 June 2012
SkyMarshal updated:
- ZAS now has different thresholds to move mobs and dense objects. A depressurising room at normal pressure will no longer turn lockers deadly.
- ZAS now properly rebuilds zones, and connect/merge adjacent zones. This should be the final real bugfix to the system.
- I have removed the aspects of the wound system causing the instant healing and, very likely, lag. This will result in wounds healing instantly again, but the computational overhead being significantly less.
- The auto-targeting-mode for guns will now provide a different type of flavor text when it makes you fire, to make the situations that it occurs in to be less ambiguous.
- UltraLight is in, but has some lighting bugs still remaining. This is the next thing I intend to tackle, bare with it please.
TG updated:
- Updated toilets. You can now crowbar open the cistern and hide stuff in there.
- Omni-directional PA console! Never have to worry about rotating it again, because now it does it itself!
- Players can fill their cigarettes with various chemicals and smoke them.
- You can now click blocks to select them.
- Areas have been redefined and renamed to make more logical sense (eg "Arrivals North Maintenance" instead of "Secondary Fore Port Maintenance"). Same has been done with Solars.
- Scientists no longer start with gas masks and o2 tanks (Still available from the lockers).
- Hydroponics trays are now unwrenchable.
- The Experimental Welding Tool, rather than having a larger tank, will refill itself over time.
- Borg diamond drills now properly dig sand.
22 June 2012
Cael_Aislinn updated:
- A research laboratory has been constructed to store and catalogue xeno-archaelogical relics. Savvy anomalists are advised to supervise recovery efforts themselves, as unsubtle miners may damage delicate samples through not using the proper tools.
18 June 2012
Cael_Aislinn updated:
- A discovery on a nearby asteroid has brought xeno-archaelogists flocking to the NSS Exodus in search of ancient treasures. Miners beware, these artifacts may be helpful or deadly! There is talk of establishing a permanent research position on the station in an attempt to study them (thanks to ISaidNo for original code).
16 June 2012
Cael_Aislinn updated:
- Recent breakthroughs have brought shield generation technology to the NSS Exodus. External (hull) shield generators and capacitors may now be built, with appropriate circuitboards available from RnD.
09 June 2012
Erthilo updated:
- Blobs have evolved! Their weaknesses/strengths are now randomised. Experimentation ahoy!
- Meteors have been fixed, and will therefore appear again. Meteor mode works too.
07 June 2012
SkyMarshal updated:
- ZAS now works properly. No perpetually leaking doors, no walls that hold air like a seive.
- ZAS airflow is now enabled, and will move objects (AND PEOPLE!) when air moves with enough force. AIRLOCKS ARE NOW DEADLY DANGEROUS!
- Packages will now reflect the size of what they contain
06 June 2012
Erthilo updated:
- Tajaran's are more vulnerable to high temperatures and get hungry faster, but deal well with colder temperatures. Soghun's are more susceptible to cold temperatures, but get hungry much slower.
- Skrell update! Adds Skrell as a whitelisted race. They have their own language which can be used by typing :k
- Soghun get their own language by typing :o
- Skintone and eye colour of most species can now be changed, The preview picture should be a fairly accurate representation of what you'll get in-game.
- All valves in atmosperics now start off, instead of having to turn them off, then on again.
- Soy sauce recipe change to soymilk + water pending better ideas.
- Fixes pAI's universal translator not being universal.
04 June 2012
TG updated:
- Added "Toggle Open" verb to all closets and crates
- Added "Toggle Lock" verb to all lockable closets
- Window doors are now breakable. They can still be emagged and hacktooled, and they have fairly high health.
- Windoors are now constructable. See here for how to build them: http://baystation12.net/wiki/index.php/Construction#Window-door_.28Windoor.29
- Lawyers can now access security records with their PDAs (read-only)
- RIG suits have been renamed to hardsuits.
SkyMarshal updated:
- Added the capability for the security PDA to scan items in like the detectives scanner, and for it to be loaded into the database in the same manner.
Erthilo updated:
- You can now only build 2 cleanbots.
- Fixed flavour text, it should now be possible to have it longer than 40 characters, and should stay properly formatted.
- Fixes AI's not being able to talk through holopads.
01 June 2012
Erthilo updated:
- Added character records. You can now add medical and security records to your character through Character Setup. These are official NanoTrasen records, and should be written as such. These will show up in-game on the medical and security records computers. Admins can 'jobban' people from records, so use them sensibly!
- Added a megaphone to each Head's office. These broadcast messages in slightly larger font so you can be noticed. Please don't spam them.
- Added Flashkirby's ERT suit sprites. Also tweaked ERT's loadout.
29 May 2012
Aryn updated:
- Airflow works on a room-by-room basis rather than on individual tiles. Rooms will depressurize much faster than they did, though not too fast for balance reasons.
- Fire now works on a logarithmic scale based on oxygen and fuel content. This is a far more complex tweak under the hood than it is in game.
- Plasma now has increased toxicity and can burn exposed skin and eyes. In addition, because of the new air, it fills the room instantaneously. Try not to spill any.
28 May 2012
Erthilo updated:
- Surgeons spawn with scrubs, Emergency Physicians spawn with first responder jackets.
- Added water bottles to cola vending machines.
- More HUD changes: https://dl.dropbox.com/u/4911517/ShareX/2012-05/2012-05-28_20-40-50.png
27 May 2012
Abi79 updated:
- Money withdrawn from the ATM will now be worth the proper value.
Erthilo updated:
- Fixed PDA light not turning off when exploded by a detomax.
- Fixes food not disappearing from hands when finished.
- Fixed the bug where traitors would get an empty objectives list. Credit: thvortex.
- New portalathe sprite, thanks to dezzmont and Furlucis.
26 May 2012
Erthilo updated:
- Added Flashkirby's RIG and cow sprites!
- Removed and added some new AI Ion laws, credit: Ispil.
Abi79 updated:
- Everyone should now be able to see the properly formatted changelog.
/tg/ station 13 Development Team
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
Spriters: Agouri, Cheridan, Cruazy Guest, Deeaych, Deuryn, Matty406, Microwave, ShiftyEyesShady, Skie, Uhangi, Veyveyr, Petethegoat, Kor, Ricotez, Ausops, TankNut
Sounds: Skie, Lasty/Vinyl
Thanks to: CDK Station devs, GoonStation devs, the original SpaceStation developers and Invisty for the title image
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Daedalus Development Team
Coders: DopeGhoti, Sunfall, ThVortex
Artwork: Captain Hammer
Spriters: ((TODO.))
Sounds: Peter J, due, Erik Satie
Thanks to: All the dev teams that came before: BS12, /tg/station13, the Goons, and the original SS13 folks.
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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
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