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2016-03-16 12:17:07 +03:00

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<div align='center'><font size='3'><b>Space Station 13</b></font></div>
<p><div align='center'><font size='3'><a href="http://polaris.spacetechnology.net/title/Main_Page">Wiki</a> | <a href="https://github.com/PolarisSS13/Polaris">Source code</a></font></div></p>
<font size='2'>Code licensed under <a href="http://www.gnu.org/licenses/agpl.html">AGPLv3</a>. Content licensed under <a href="http://creativecommons.org/licenses/by-sa/3.0/">CC BY-SA 3.0</a>.<br><br>
<font size='2'><b>Visit our IRC channel:</b> #polaris on irc.sorcery.net</font>
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<br><b>Polaris Credit List</b>
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<font size='2'><b>Current Project Maintainers:</b> <a href='https://github.com/orgs/PolarisSS13/people'>-Click Here-</a><br></font>
<font size='2'><b>Currently Active GitHub contributor list:</b> <a href='https://github.com/PolarisSS13/Polaris/graphs/contributors'>-Click Here-</a><br></font>
<font size='2'><b>Main Testers:</b> Anyone who has submitted a bug to the issue tracker.<br></font>
<font size='2'><b>Thanks to:</b> Baystation 12, /tg/ station, /vg/station, GoonStation devs, the original SpaceStation developers and Mockingjay00 for the title image.<br> Also a thanks to anybody who has contributed who is not listed here. Ask to be added here on irc.</font>
<font size='2' color='red'><b><br>Have a bug to report?</b> Visit our <a href="https://github.com/PolarisSS13/Polaris/issues">Issue Tracker</a>.<br></font>
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<div class="commit sansserif">
<h2 class="date">16 March 2016</h2>
<h3 class="author">Datraen updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">Harmbaton no longer causes halloss while inactive.</li>
</ul>
<h3 class="author">Kelenius updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">Potassium and nitroglycerin explosive grenades now work.</li>
</ul>
<h2 class="date">11 March 2016</h2>
<h3 class="author">Datraen updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Adds ckeys, player panel to the antagonists panel.</li>
<li class="tweak">Fragmentation grenades are no longer launchable.</li>
<li class="tweak">Adds amount of telecrystals to the set telecrystal verb.</li>
<li class="rscadd">Added a verb to just add to telecrystals.</li>
</ul>
<h3 class="author">Kelenius updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Drying rack now has a new sprite.</li>
<li class="rscadd">Beekeeping materials and a honey extractor have been added to hydroponics.</li>
<li class="tweak">There is now a ten-second delay for carding the AI.</li>
</ul>
<h3 class="author">Zuhayr updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Small species now take smaller bites/gulps from food and drink.</li>
<li class="rscadd">Small species are now effected by alchol and toxins twice as much.</li>
<li class="rscadd">blood_volume is now a species-level var and Teshari have lowered blood volume.</li>
<li class="rscadd">Hunger is a species var and Teshari get hungry faster.</li>
<li class="rscadd">Small mobs have a reduced climb delay.</li>
<li class="rscadd">Teshari gain more nutrition from meat.</li>
</ul>
<h2 class="date">11 February 2016</h2>
<h3 class="author">Datraen updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Moderators can now see and use AOOC.</li>
<li class="bugfix">Other synthetics given EAL.</li>
<li class="bugfix">Trays now drop items when placed on table, dropped.</li>
<li class="bugfix">Objects can now be yanked out of synthetics.</li>
<li class="tweak">Respawn time moved down from 30 minutes to 15 minutes.</li>
<li class="rscadd">Telecrystal item added for trading telecrystals between traitors and mercenaries.</li>
<li class="rscadd">Telecrystal item now has tech values.</li>
</ul>
<h3 class="author">EmperorJon updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">Traitor synths can no longer be locked down from the robotics console. Attempting to lock them down (or release the lockdown) notifies the synth of the attempt and updates the console's UI as normal.</li>
</ul>
<h3 class="author">Neerti updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Suit cooling units can now be attached to voidsuits. Note that coolers and air tanks are mutually exclusive.</li>
<li class="bugfix">EMP no longer hits twice on humans.</li>
<li class="tweak">EMP drains powercells using the cell's current charge, and not the cell's maximum potential charge, to ensure two blasts do not completely disable a synthetic.</li>
<li class="tweak">EMP hitting a prosthetic limb or organ will now do less damage.</li>
<li class="tweak">EMP hitting a cyborg will no longer outright stun them. Instead, they gain the 'confused' status for a few moments, making movement difficult. In addition, their HUD gets staticy, and their modules are forced to be retracted.</li>
<li class="rscadd">Stasis bags will protect the occupant from the outside enviroment's atmosphere.</li>
<li class="rscadd">Stasis bags can be hit with a health analyzer to analyze the occupant.</li>
</ul>
<h3 class="author">Zuhayr updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">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.</li>
<li class="rscadd">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.</li>
<li class="rscadd">Added foam weapons to cargo for LARP shenanigans.</li>
<li class="rscadd">Added the ability to equip grenades to the mask slot, and to prime them by clicking someone with harm intent targeting the mouth.</li>
<li class="rscadd">Removed the species restrictions on transplanted internal organs. Have fun.</li>
<li class="rscadd">Added 'full body' prosthetic options to character generation.</li>
<li class="rscadd">Removed IPC. No tears were shed.</li>
<li class="rscadd">RE: borgs, Renamed 'robot' type to 'drone' and 'android' type to 'robot' for clarity with new 'android' human mobs.</li>
<li class="rscadd">Rejuvenate will now reapply robolimb/autopsy data.</li>
<li class="rscadd">Lots of backend work relating to the above. If you're a coder go look at the PR or ask Zuhayr for details.</li>
<li class="rscdel">Removed brute and burn resist from robolimbs, removed sever vulnerability from robolimbs.</li>
<li class="rscadd">Added a config option for visible human death messages.</li>
<li class="rscadd">pAIs and small mobs can now bump open doors.</li>
<li class="rscadd">Added functionality for two-handed guns; these guns will give an accuracy penalty if fired without an empty offhand.</li>
<li class="rscadd">Unified two-handed melee weapons with the above; while the offhand is empty, the weapon will count as wielded.</li>
</ul>
<h2 class="date">16 December 2015</h2>
<h3 class="author">HarpyEagle updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">Fixed a couple of bugs causing phoron gas fires to burn cooler and slower than they were supposed to.</li>
<li class="bugfix">Merc bombs are now appropriately explosive again. Same goes for bombs made by toxins.</li>
</ul>
<h3 class="author">Hubblenaut updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">Airlock backup power test light properly offline when backup power down.</li>
<li class="bugfix">Empty flavor texts no longer draw an empty line on examination.</li>
<li class="bugfix">Material stacks now properly merge upon creation.</li>
<li class="bugfix">Messages for adding to existing stack appear again.</li>
</ul>
<h3 class="author">TheWelp updated:</h3>
<ul class="changes bgimages16">
<li class="rscdel">Removed higher Secret player requirements.</li>
</ul>
<h2 class="date">06 December 2015</h2>
<h3 class="author">Datraen updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">Changes standard and specific plant traits, more diverse plants.</li>
</ul>
<h3 class="author">HarpyEagle updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">Fabricated power cells start uncharged.</li>
</ul>
<h3 class="author">Hubblenaut updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">Welding a broken camera will use the correct icon.</li>
<li class="tweak">Camera assemblies remember their tag and network from previous usage.</li>
<li class="rscadd">Light replacers can be refilled by clicking on a storage item.</li>
<li class="tweak">Light replacers now hold up to 32 light bulbs.</li>
<li class="tweak">Light replacers can be obtained through janitorial supply crates.</li>
<li class="tweak">A sheet of glass fills the light replacer by 16 bulbs.</li>
<li class="bugfix">Material stacks now properly merge upon creation.</li>
<li class="bugfix">Messages for adding to existing stack appear again.</li>
<li class="tweak">Mobs on help intent will not push others that aren't.</li>
<li class="rscadd">Adds tape for atmospherics.</li>
<li class="tweak">Tape graphics and algorithm changes. Looks a lot more appealing now.</li>
<li class="tweak">Starting and ending tape on the same turf will connect it to all surrounding walls/windows.</li>
<li class="tweak">Lifting a part of the tape will lift an entire tape section.</li>
<li class="tweak">Mobs on help intent do stop for tape.</li>
<li class="bugfix">Crumpled tape does not affect tape breaking behavior anymore.</li>
<li class="bugfix">Fixes vending machines not adding stored goods when maintenance panel is closed.</li>
<li class="tweak">Doors do only buzz once on failed closing attempt.</li>
</ul>
<h3 class="author">MagmaRam updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">Fixed cloners killing fresh clones instantly with brain damage.</li>
<li class="bugfix">Fixed a bug where disposals pipes would show up above floors despite being installed under them.</li>
</ul>
<h3 class="author">Neerti updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Adds NanoUI for communicators, the ability for communicators to call other communicators on the station, the ability for station-bound people to call ghosts, and for ghosts to toggle their visibility to communicators on or off in character preferences (defaults to off). Communicators can now also support more than one call at the same time, for both ghosts and normal communicators.</li>
<li class="rscadd">Adds new machine to telecomms, the Exonet node. It is very basic in terms of functionality, but certain services can be selectively disabled from it, such as newscaster updates, communicators, or external PDA messages. Adds methods for building and deconstructing Exonet nodes.</li>
<li class="experiment">Adds framework for a fake-networking system called EPv2 that communicators will now use, and perhaps other machines will in the future, for good or for evil.</li>
<li class="rscdel">Changeling Spacearmor reduced in protective ability.</li>
<li class="rscdel">Cryogenic String and Delayed Toxic Sting now have a three minute cooldown upon stinging someone.</li>
<li class="rscdel">Cryotoxin, the chemical used in Cryogenic String, is 25% less potent now.</li>
<li class="rscdel">The rune to summon Narsie has been changed. Narsie is no longer summoned, but Hell still comes.</li>
<li class="rscdel">Spooky mobs spawned from spooky portals as a result of Hell coming have had their speed, health, and damage reduced.</li>
<li class="rscdel">Manifested humans no longer count for summoning Hell.</li>
<li class="experiment">Changes how armor calculations work. All the armor values remain the same, but the 'two dice rolls' system has been replaced with a mix of reliable damage reduction and a bit of RNG to keep things interesting. The intention is to make weaker armor more relevent and stronger armor less overpowered.</li>
<li class="tweak">When you are hit, it uses the armor protection as a base amount to protect you from, then it does a roll between +25% and -25% of that base protection, and adds it to the base protection. The result of that is how much damage is reduced from the attack. For example, if you are hit by an energy sword in the chest while wearing armor that has 50 melee protection, the base protection is 50, then RNG can make the final protection be between 37.5 and 62.5 percent. The damage you'd take could range from 11.25 to 18.75, instead of 0, 15, or 30. Remember that some weapons can penetrate armor.</li>
<li class="rscadd">Added personal communicators, a device that enables someone to talk to someone else at vast distances. You can talk to people who are far from the station, so long as telecommunications remains operational.</li>
<li class="rscadd">To use, become a ghost, then use the appropiate verb and pick a communicator to call. Then you wait until someone picks up. Once that occurs, you will be placed inside the communicator. The voice you use is your currently loaded character. Languages are supported as well.</li>
<li class="tweak">Round-end is now three minutes instead of one, and counts down, to allow for some more post-round roleplay. If the station blows up for whatever reason, the old one minute restart is retained.</li>
</ul>
<h3 class="author">PsiOmegaDelta updated:</h3>
<ul class="changes bgimages16">
<li class="rscdel">Manual radio frequency changes can no longer go outside the standard frequency span.</li>
<li class="rscadd">Users with sufficient access can instead select pre-defined channels outside this span, such as department channels, when using intercoms.</li>
</ul>
<h3 class="author">Zuhayr updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">Aiming has been rewritten, keep an eye out for weird behavior.</li>
<li class="rscdel">Removed the detective scanner and associated machinery.</li>
<li class="rscadd">Added a microscope, machine forensic scanner, etc. from Aurora forensics.</li>
</ul>
<h2 class="date">22 November 2015</h2>
<h3 class="author">neersighted updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">Laptop Vendors now accept ID Containers (PDA, Wallet, etc).</li>
<li class="bugfix">Personal Lockers now accept ID Containers (PDA, Wallet, etc).</li>
</ul>
<h2 class="date">27 October 2015</h2>
<h3 class="author">HarpyEagle updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">When affected by pepperspray, eye protection now prevents blindness and face protection now prevents stun, instead of face protection doing both.</li>
</ul>
<h2 class="date">26 September 2015</h2>
<h3 class="author">PsiOmegaDelta updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">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.</li>
</ul>
<h2 class="date">11 September 2015</h2>
<h3 class="author">HarpyEagle updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">Made flares brighter.</li>
<li class="rscadd">Coffee is now poisonous to tajaran, much like how animal protein is poisonous to skrell.</li>
</ul>
<h2 class="date">08 September 2015</h2>
<h3 class="author">Soadreqm updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">Increased changeling starting genetic points to 25.</li>
</ul>
<h3 class="author">Zuhayr updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">Auto-traitor should now be fixed.</li>
<li class="bugfix">The Secret game mode should now be fixed.</li>
</ul>
<h2 class="date">07 September 2015</h2>
<h3 class="author">GinjaNinja32 updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">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.</li>
<li class="rscadd">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.</li>
</ul>
<h3 class="author">PsiOmegaDelta updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">Changed the language prefix keys to the following: , # -</li>
<li class="rscadd">Language prefix keys can be changed in the Character Setup. Changes are currently not global, but per character.</li>
</ul>
<h2 class="date">05 September 2015</h2>
<h3 class="author">Chinsky updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">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.</li>
<li class="rscadd">Russian roulette! Fun for whole sec team! Unload some shells from revolver, spin the cylinder(verb) and you're good to go!</li>
</ul>
<h3 class="author">HarpyEagle updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Shields no longer block attacks from directly behind the player.</li>
<li class="rscadd">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.</li>
<li class="rscadd">Energy shields block melee attacks as effectively as riot shields do. Their ability to block projectiles is largely unchanged.</li>
<li class="tweak">Melee weapons now only block melee attacks.</li>
<li class="experiment">Two handed weapons have a small chance of blocking melee attacks when wielded in two hands.</li>
<li class="rscadd">Sound and visual effects when blocking attacks with an energy shield or energy sword.</li>
<li class="bugfix">Fixed dead or unconscious people blocking stuff with shields.</li>
</ul>
<h3 class="author">PsiOmegaDelta updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">Cargo now sorts under its own department on station manifests.</li>
<li class="rscdel">Manual radio frequency changes can no longer go outside the standard frequency span.</li>
<li class="rscadd">Users with sufficient access can instead select pre-defined channels outside this span, such as department channels, when using intercoms.</li>
</ul>
<h2 class="date">02 September 2015</h2>
<h3 class="author">Atlantis updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">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.</li>
<li class="rscadd">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.</li>
</ul>
<h3 class="author">Hubblenaut updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Adds glass bottles for Cola, Space Up and Space Mountain Wind to Booze-O-Mat.</li>
<li class="tweak">Some bar drink recipes have been amended to easily sum to 30 units for drinking glasses.</li>
<li class="tweak">Vendors now have a product receptor for accepting goods. Opening the maintenance painel is no longer required.</li>
<li class="tweak">Wrenching a vending machine is no longer a silent action.</li>
<li class="tweak">Stepup: Item placement on 4x4 grids seemed to work great. Now we'll try 8x8.</li>
</ul>
<h3 class="author">Kelenius updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">Mechfab can now be upgraded using RPED, and now uses NanoUI.</li>
</ul>
<h3 class="author">Matthew951 updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Added Vincent Volaju's hair.</li>
<li class="rscadd">Added Vincent Volaju's beard.</li>
</ul>
<h3 class="author">Zuhayr updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Added the ability for AIs in hardsuits to control suit modules and movement with a dead or unconcious wearer.</li>
<li class="rscadd">Added ballistic supply drop pods.</li>
<li class="rscadd">Added diona gestalt random map template.</li>
<li class="tweak">Swapped the singularity beacon out for a hacked supply beacon.</li>
</ul>
<h2 class="date">24 August 2015</h2>
<h3 class="author">HarpyEagle updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">Girders are now reinforced by using a screwdriver on the girder before applying the material sheets. Use a screwdriver again instead to cancel reinforcing.</li>
<li class="bugfix">Mechanical traps no longer spawn in the janitor's locker.</li>
<li class="rscadd">Mechanical traps can now be printed with a hacked autolathe.</li>
<li class="rscadd">Adds armour penetration mechanic for projectiles and melee weapons.</li>
<li class="rscadd">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.</li>
<li class="tweak">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.</li>
<li class="rscadd">Energy swords now have very high armour penetration. Ninja blades do less damage but ignore armour completely.</li>
</ul>
<h3 class="author">Kelenius updated:</h3>
<ul class="changes bgimages16">
<li class="experiment">Click cooldowns have been removed on pretty much everything that isn't an attack.</li>
</ul>
<h3 class="author">PsiOmegaDelta updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Adds the option to set the icon size to 48x48, found under the Icons menu, along with 32x32, 64x64, and stretch to fit.</li>
<li class="tweak">Active AI cores now provides coverage on the AI camera network. Does not utilize actual cameras, thus will not show up on security consoles.</li>
<li class="rscadd">The Dinnerware vending machine now offer both utensil knives and spoons without first having to hack them.</li>
<li class="rscadd">Synths now have id cards with access levels which is checked when operating most station equipment.</li>
<li class="rscadd">Station synthetics still have full station access but can no longer interact with syndicate equipment, and syndicate borgs now start with only syndicate access.</li>
<li class="rscadd">Syndicate borgs can copy the access from other cards by utilizing their own id card module, similar to how syndicate ids work.</li>
<li class="rscadd">When examined up close id cards now offer a more detailed view.</li>
<li class="rscadd">Agent ids now offer much greater customization, allowing changing name, age, DNA, toggling of AI tracking termination (using the electronic warfware option), and more.</li>
<li class="rscadd">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.</li>
<li class="rscadd">Uplink menu now more organized and with new categories.</li>
<li class="rscadd">Now possible to cause falsified ion storm announcements.</li>
<li class="rscadd">Now possible to cause falsified radiation storm announcements, with expected maintenance access changes.</li>
<li class="rscadd">Now possible for mercenaries to create falsified Central Command Update messages.</li>
<li class="rscadd">Now possible for mercenaries to create falsified crew arrival messages and records.</li>
</ul>
<h3 class="author">RavingManiac updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">Sound environments tweaked to feel more claustrophobic</li>
<li class="rscadd">Being drugged, hallucinating, dizzy, or in low-pressure or vacuum will alter sounds you hear</li>
<li class="rscadd">Sound environment in holodeck will change to reflect the loaded program</li>
</ul>
<h3 class="author">Vivalas updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">A new uplink item has been added! A briefcase full 'o thalla can now be bought by traitors for bribes and such!</li>
</ul>
<h3 class="author">Zuhayr updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Pariahs are now a subspecies of Vox with less atmos/cold protection, a useless brain, and lower health.</li>
<li class="rscadd">Leap now only gives a passive grab and has a shorter range. It also stuns Pariahs longer than it does their target.</li>
<li class="tweak">Rewrote tiling. White floors, dark floors and freezer floors now have associated tiles.</li>
<li class="tweak">Changed how decals work in the mapper. floor_decal is now used instead of an icon in floors.dmi.</li>
<li class="tweak">The floor painter has been rewritten to use decals. Click it in-hand to set direction and decal.</li>
<li class="tweak">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.</li>
<li class="rscadd">Unathi now have minor slowdown and 20% brute resist.</li>
<li class="rscadd">Tajarans now have lower bonus speed and a flat 15% malus to brute and burn.</li>
<li class="rscadd">Vox can now eat monkeys and small animals.</li>
<li class="rscadd">Tajarans can now eat small animals.</li>
<li class="rscadd">Unarmed attack damage has been lowered across the board.</li>
</ul>
<h2 class="date">17 August 2015</h2>
<h3 class="author">PsiOmegaDelta updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Station time and duration now available in the Status tab.</li>
</ul>
<h2 class="date">16 August 2015</h2>
<h3 class="author">HarpyEagle updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">The unathi breacher is now only wearable by unathi.</li>
</ul>
<h2 class="date">15 August 2015</h2>
<h3 class="author">Kelenius updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Bees have been updated and are totally worth checking out (beekeeping crate at cargo).</li>
<li class="rscdel">Sleeper consoles removed. All interaction is now done by clicking on the sleeper itself.</li>
<li class="tweak">To put people into sleeper, you now have to click-drag people to it. Grabs no longer work. To exit the sleeper, move.</li>
<li class="tweak">Sleeper now uses a NanoUI.</li>
</ul>
<h2 class="date">14 August 2015</h2>
<h3 class="author">HarpyEagle updated:</h3>
<ul class="changes bgimages16">
<li class="spellcheck">Renames many guns to follow a consistent naming style. Updated and changed gun description text to be more lore-friendly.</li>
<li class="rscadd">Throwing a booze bottle at something nearby while on harm intent causes it to smash, splashing it's contents over whatever it hits.</li>
<li class="rscadd">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.</li>
<li class="rscadd">Rags can now be soaked using the large water and fuel tanks instead of just beakers.</li>
<li class="rscadd">Rags soaked in welding fuel can be lit on fire.</li>
<li class="rscadd">Rags can now be stuffed into booze bottles. When the bottle smashes, the stuffed rag is dropped onto the ground.</li>
<li class="bugfix">Fixed eggs having a ridiculously large chemical volume.</li>
<li class="rscadd">T-Ray scanner effects are now only visible to the person holding the scanner.</li>
<li class="rscadd">Traitors can now purchase the C-20r and the STS-35 for telecrystals.</li>
</ul>
<h3 class="author">PsiOmegaDelta updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">The amount you start with in your station account is now affected by species, rank, and NT's stance towards you.</li>
</ul>
<h3 class="author">TheWelp updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Bookcases are now movable/buildable/destroyable.</li>
<li class="rscadd">Paper can now be crumpled by using in-hand while on hurt intent.</li>
<li class="rscadd">Library Computer External Archive is now sortable.</li>
</ul>
<h3 class="author">Zuhayr updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Click a hat on a drone with help intent to equip it. Drag the drone onto yourself with grab intent to remove it.</li>
</ul>
<h2 class="date">13 August 2015</h2>
<h3 class="author">GinjaNinja32 updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">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.</li>
</ul>
<h3 class="author">Orelbon updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Changed the HoP's suit to more bibrant colors and hopefully you will like it.</li>
</ul>
<h2 class="date">11 August 2015</h2>
<h3 class="author">PsiOmegaDelta updated:</h3>
<ul class="changes bgimages16">
<li class="experiment">0.1.19 is live.</li>
<li class="tweak">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.</li>
</ul>
<h2 class="date">31 July 2015</h2>
<h3 class="author">HarpyEagle updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">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.</li>
</ul>
<h2 class="date">29 July 2015</h2>
<h3 class="author">Karolis2011 updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Made tagger and sorting pipes dispensible.</li>
<li class="bugfix">Unwelding and welding sorting/tagger pipes, no longer delete data about them.</li>
</ul>
<h2 class="date">27 July 2015</h2>
<h3 class="author">Kelenius updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">Borg shaker now works similarly to hypospray. It generates reagents that can be poured into glasses.</li>
<li class="bugfix">Therefore, they can no longer duplicate rare reagents such as phoron.</li>
</ul>
<h2 class="date">14 July 2015</h2>
<h3 class="author">HarpyEagle updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">Fixes wrong information being reported when analyzing locked abandoned crates with a multitool.</li>
</ul>
<h3 class="author">PsiOmegaDelta updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">Ninjas can no longer teleport unto turfs that contain solid objects.</li>
<li class="tweak">Wizards can no longer etheral jaunt unto turfs that contain solid objects.</li>
</ul>
<h2 class="date">11 July 2015</h2>
<h3 class="author">HarpyEagle updated:</h3>
<ul class="changes bgimages16">
<li class="imageadd">Added inhand sprites for flashes, flashbangs, emp and other grenades.</li>
</ul>
<h3 class="author">Loganbacca updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">Turrets no longer burn holes through the AI.</li>
<li class="tweak">Projectiles now have a chance of hitting mobs riding cargo trains.</li>
<li class="bugfix">Fixed visual bugs with projectile effects.</li>
</ul>
<h2 class="date">10 July 2015</h2>
<h3 class="author">Zuhayr updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Ninja now spawns on a little pod on Z2 and can teleport to the main level.</li>
</ul>
<h2 class="date">06 July 2015</h2>
<h3 class="author">GinjaNinja32 updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">'Provisional' is now also a valid temporary position prefix for manifest sorting.</li>
</ul>
<h2 class="date">04 July 2015</h2>
<h3 class="author">PsiOmegaDelta updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">Portable turrets now only blocks movement while deployed.</li>
<li class="tweak">Portable turrets are no longer invincible while undeployed, however they have increased damage resistance in this state.</li>
<li class="bugfix">Crescent portable turrets should no longer act up during attempts to (un)wrench and alter their settings.</li>
</ul>
<h2 class="date">30 June 2015</h2>
<h3 class="author">PsiOmegaDelta updated:</h3>
<ul class="changes bgimages16">
<li class="maptweak">Non-general areas on Crescent are now protected by blast doors to enforce area restrictions. Admins can operate these from the central checkpoint.</li>
</ul>
<h2 class="date">24 June 2015</h2>
<h3 class="author">HarpyEagle updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">Fixed Tajaran name generation producing names without a space between first and last.</li>
<li class="wip">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.</li>
<li class="rscadd">Toolboxes can now hold larger items, such as stacks of metal or power cells, at the cost of having less space for other things.</li>
<li class="tweak">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.</li>
<li class="tweak">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.</li>
<li class="tweak">PTR bullets are now hitscan, to make them somewhat better for actual sniping.</li>
<li class="maptweak">The telecoms server room now has an actual cycling airlock into it.</li>
<li class="tweak">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.</li>
<li class="rscadd">Engineers now spawn with industrial workboots (credit: ChessPiece/Bishop).</li>
<li class="bugfix">Damaged robotic legs now more likely to have an effect.</li>
<li class="bugfix">Fixed bug preventing internal organs from taking damage in some cases.</li>
<li class="maptweak">New flavours of tables around the station. Engineering starts with more plastic.</li>
<li class="bugfix">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.</li>
<li class="bugfix">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.</li>
<li class="rscadd">Breathmasks can now be adjusted by clicking on them in your hand, in addition to the verb.</li>
<li class="rscadd">Wearing a space helmet or similar face-covering gear now prevents eating and force-feeding food, drink, and pills.</li>
<li class="rscadd">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.</li>
<li class="rscadd">Adds animation when making unarmed attacks or attacking with melee weapons, to help make it clearer who is attacking.</li>
<li class="soundadd">Opening an unpowered door now has an appropriate sound.</li>
<li class="rscadd">Ingesting diseased blood may contract the disease.</li>
</ul>
<h2 class="date">22 June 2015</h2>
<h3 class="author">PsiOmegaDelta updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">The traitor uplink no longer displays all items in a long list, instead has categories which when accessed shows the relevant items.</li>
</ul>
<h2 class="date">19 June 2015</h2>
<h3 class="author">HarpyEagle updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">Prevents being on fire from merely warming mobs up slightly in some cases. Mob fires also burn hotter.</li>
<li class="rscadd">Matches can now be used to light things adjacent to you when thrown.</li>
<li class="tweak">Made the effects of having a damaged robotic leg more prominent.</li>
<li class="bugfix">Robot limbs no longer cause pain messages. A reminder that you can still check their status with 'Help Intent' -> 'Click Self'.</li>
<li class="tweak">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.</li>
<li class="tweak">Knifing switches on harm intent, in case you just wanted to beat on the victim for some reason.</li>
<li class="bugfix">Prevents knifing bots or silicons.</li>
</ul>
<h2 class="date">16 June 2015</h2>
<h3 class="author">Chinsky updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Updated penlights to be more of use in diagnostics, they now show following conditions:</li>
<li class="rscadd">Eye damage</li>
<li class="rscadd">Blurry eyes (overall slower reaction)</li>
<li class="rscadd">Brain damage (one eye reacts slower)</li>
<li class="rscadd">Opiates use (pinpoint pupils)</li>
<li class="rscadd">Drugs use (dilated pupils)</li>
</ul>
<h3 class="author">PsiOmegaDelta updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Observers can now follow both the AI and its eye upon speech.</li>
<li class="rscadd">Observers can now follow both observers and their body, if they ever had one, upon speech.</li>
<li class="rscadd">Observers can now follow hivemind speakers if the speaker is not using an alias or antagHUD is enabled.</li>
<li class="rscadd">Turret controls now glow, with the color depending on the current mode.</li>
</ul>
<h3 class="author">Techhead updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Converted Request Console interface into NanoUI.</li>
</ul>
<h2 class="date">09 June 2015</h2>
<h3 class="author">PsiOmegaDelta updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">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.</li>
</ul>
<h2 class="date">08 June 2015</h2>
<h3 class="author">PsiOmegaDelta updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">The AI chassis now glows, with the color depending on the currently selected display.</li>
</ul>
<h2 class="date">05 June 2015</h2>
<h3 class="author">PsiOmegaDelta updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">Split stacks no longer lose their coloring.</li>
<li class="tweak">Can no longer merge cables of different colors.</li>
<li class="tweak">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.</li>
<li class="rscadd">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.</li>
</ul>
<h3 class="author">Yoshax updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">Makes hyposprays start empty instead of filled with Tricord.</li>
<li class="tweak">Makes the special wizard projectile staffs, Animate, Change, Focus and any future ones only usable by wizards. Also makes it so only wizards can use spellbooks and teleportation scrolls.</li>
</ul>
<h2 class="date">04 June 2015</h2>
<h3 class="author">PsiOmegaDelta updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">AI eyes can now be found in the observer follow list.</li>
<li class="rscadd">Synths can now review all law modules that can be found on the station from their law manager.</li>
<li class="rscadd">Synths can state these laws if desired, however this is strongly discouraged unless subverted/malfunctioning.</li>
<li class="bugfix">Astral projecting mobs, such as wizards or cultists, may no longer respawn as something else while their body lives.</li>
</ul>
<h3 class="author">Techhead updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Prison break event has been expanded to include Virology or Xenobiology</li>
<li class="rscadd">Prison break event will warn Enginering and the AI beforehand so they can take preventive measures.</li>
<li class="bugfix">Disabling area power will now prevent doors from opening during the event</li>
</ul>
<h2 class="date">02 June 2015</h2>
<h3 class="author">Techhead updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Re-adds extended capacity emergency oxygen tanks to relevant jobs.</li>
</ul>
<h2 class="date">30 May 2015</h2>
<h3 class="author">Atlantis updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">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.</li>
</ul>
<h3 class="author">HarpyEagle updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">Fixes Engineer ERT gloves not being insulated.</li>
<li class="tweak">IV stands are no longer bullet shields. They also allow mice, drones, pAIs et al to pass though.</li>
</ul>
<h3 class="author">Kelenius updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">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.</li>
</ul>
<h3 class="author">PsiOmegaDelta updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">You can now review the server revision date and hash by using the 'Show Server Revision' verb in the OOC category.</li>
</ul>
<h2 class="date">27 May 2015</h2>
<h3 class="author">PsiOmegaDelta updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">The inactive check process now respects client holder status and can be configured how long clients may remain inactive before being kicked.</li>
</ul>
<h3 class="author">Zuhayr updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Unfolded pAIs can now be scooped up and worn as hats.</li>
<li class="tweak">Scoop-up behavior is now standardized to selecting help intent and dragging their icon onto yours.</li>
</ul>
<h2 class="date">26 May 2015</h2>
<h3 class="author">Atlantis updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">NanoUI for Robotics Control Console</li>
<li class="rscadd">NanoUI for Supermatter Crystal - AI/Robot only, purely informational</li>
</ul>
<h3 class="author">Chinsky updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Meat limbs now can be attached. Use limb on missing area, then hemostat to finalize it.</li>
<li class="rscadd">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.</li>
<li class="rscadd">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.</li>
</ul>
<h3 class="author">PsiOmegaDelta updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">Both the pulse taker and target must now remain still for the duration of the check or it will fail.</li>
</ul>
<h3 class="author">RavingManiac updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Tape recorders now record hearable emotes and action messages (e.g. gunshots).</li>
<li class="bugfix">You can now see actions from inside mechs and closets.</li>
</ul>
<h3 class="author">Techhead updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Removed gaseous reagents from the chemistry system and replaced with real-world organic chemistry precursors.</li>
<li class="rscadd">Hydrogen has been replaced with hydrazine, a highly toxic, flammable liquid.</li>
<li class="rscadd">Oxygen has been replaced with acetone, a mildly toxic liquid. Ethanol's ink-sovlent capabilities have been copied to it.</li>
<li class="rscadd">Chlorine has been replaced with hydrochloric acid. It is a stronger acid than sulphuric but less toxic.</li>
<li class="tweak">Nitrogen has been replaced with ammonia. Ammonia now acts as a Dexalin-equivalent for Vox.</li>
<li class="tweak">Flourine has also been replaced with hydrazine in its one recipe. Flourosurficant has been renamed azosurficant.</li>
<li class="tweak">Being splashed with liquid Phoron will burn eyes and contaminate clothes like being exposed to Phoron gas.</li>
</ul>
<h3 class="author">Zuhayr updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Added a ghost requisition system for posibrains and living plants.</li>
<li class="rscadd">Added attack_ghost() to hydro trays and posibrains to allow ghosts to enter them.</li>
<li class="rscadd">Prosthetic limbs are now only repairable with welders/cable coils if they have suffered below 30 combined damage.</li>
<li class="rscadd">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.</li>
<li class="rscadd">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.</li>
<li class="rscdel">Eye and brain surgery were removed; they predate the current organ system and are redundant.</li>
<li class="rscadd">IPC are now simply full prosthetic bodies using a specific manufacturer (Morpheus Cyberkinetics).</li>
<li class="rscadd">IPC can 'recharge' in a cyborg station to regain nutriment. They no longer interface with APCs.</li>
<li class="rscadd">NO_BLOOD flag now bypasses ingested and blood reagent processing.</li>
<li class="rscadd">NO_SCAN now bypasses mutagen reagent effects.</li>
<li class="rscadd">Cyborg analyzers now show damage to prosthetic limbs and organs on humans.</li>
<li class="tweak">Prosthetic EMP damage was reduced.</li>
<li class="tweak">Several organ files were split up/moved around.</li>
</ul>
<h2 class="date">22 May 2015</h2>
<h3 class="author">Ccomp5950 updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">Beepsky no longer kills goats.</li>
<li class="tweak">Goats will move towards vines that are 4 spaces away now instead of 1</li>
<li class="bugfix">Goats will eat the spawning plants for vines as well as the vines themselves.</li>
</ul>
<h3 class="author">Chinsky updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">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.</li>
<li class="rscadd">Fractures are visible on very damaged limbs. Dislocations are always visible. Surgery incisions now visible too.</li>
<li class="rscadd">Stethoscopes actually make sense now. They care for heart/lungs status when reporting pulse and respiration now.</li>
</ul>
<h3 class="author">HarpyEagle updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Re-implemented fuel fires. Tweaked fire behaviour overall.</li>
</ul>
<h3 class="author">Yoshax updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">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.</li>
<li class="tweak">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.</li>
</ul>
<h3 class="author">Zuhayr updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Massive material refactor. Walls, beds, chairs, stools, tables, ashtrays, knives, baseball bats, axes, simple doors, barricades, so on.</li>
<li class="rscadd">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.</li>
<li class="rscadd">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.</li>
<li class="rscadd">Various things can be built with various sheet types. Experiment! Just keep in mind that uranium is now radioactive and phoron is now flammable.</li>
</ul>
<h2 class="date">18 May 2015</h2>
<h3 class="author">Hubblenaut updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Adds a light for available backup power on airlocks.</li>
</ul>
<h3 class="author">Kelenius updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">There has been a big update to the reagent system. A full-ish changelog can be found here: http://pastebin.com/imHXTRHz. In particular:</li>
<li class="tweak">Reagents now differentiate between being ingested (food, pills, smoke), injected (syringes, IV drips), and put on the skin (sprays, beaker splashing).</li>
<li class="tweak">Injecting food and drinks will cause bad effects.</li>
<li class="tweak">Healing reagents, generally speaking, have stronger effects when injected.</li>
<li class="tweak">Toxins now work slower and deal more damage. Seek medical help!</li>
<li class="tweak">Alcohol robustness has been lowered.</li>
<li class="tweak">Acid will no longer melt large numbers of items at once.</li>
<li class="tweak">Synaptizine is no longer hilariously deadly.</li>
</ul>
<h3 class="author">Loganbacca updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">Changed MULE destination selection to be list based.</li>
</ul>
<h3 class="author">PsiOmegaDelta updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">Destroying a camera by brute force now has a chance to break the wiring within.</li>
<li class="rscadd">Turf are now processed. This, for example, causes radioactive walls to regularly irradiate nearby mobs.</li>
<li class="bugfix">Welders should now always update their icon and inhand states properly.</li>
</ul>
<h2 class="date">17 May 2015</h2>
<h3 class="author">PsiOmegaDelta updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">Teleporter artifacts should no longer teleport mobs inside objects.</li>
</ul>
<h2 class="date">16 May 2015</h2>
<h3 class="author">GinjaNinja32 updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">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.</li>
</ul>
<h3 class="author">HarpyEagle updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Adds tail animations for tajaran and unathi. Animations are controlled using emotes.</li>
</ul>
<h2 class="date">14 May 2015</h2>
<h3 class="author">PsiOmegaDelta updated:</h3>
<ul class="changes bgimages16">
<li class="maptweak">Should now be more evident that the brig disposal chute sends its goods to the common brig area.</li>
<li class="bugfix">Cells now drain when using more charge than what is available.</li>
<li class="tweak">The rig stealth module now requires as much power to run as the energy blade module.</li>
</ul>
<h3 class="author">Techhead updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Vox will spawn with emergency nitrogen tanks in their survival boxes.</li>
<li class="rscadd">Diona will spawn with an emergency flare instead of a survival box.</li>
<li class="rscdel">Engineers no longer spawn with extended-capacity oxygen tanks.</li>
<li class="bugfix">Vox spawning without backpacks will have their nitrogen tank equipped to their back.</li>
<li class="tweak">The Bartender's spare beanbag shells have been moved into bar backroom with the shotgun.</li>
<li class="bugfix">Portable air pumps now fill based on external/airtank pressure when pumping in.</li>
</ul>
<h2 class="date">12 May 2015</h2>
<h3 class="author">Dennok updated:</h3>
<ul class="changes bgimages16">
<li class="imageadd">New buildmode icons made by BartNixon.</li>
</ul>
<h3 class="author">HarpyEagle updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Masks and helmets that cover the face block feeding food, drinks, and pills.</li>
</ul>
<h3 class="author">MrSnapwalk updated:</h3>
<ul class="changes bgimages16">
<li class="imageadd">Added seven new AI core displays.</li>
<li class="tweak">Changed the pAI sprite and added several new expressions.</li>
</ul>
<h3 class="author">PsiOmegaDelta updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">The space vine event now comes with a station announcement.</li>
</ul>
<h2 class="date">11 May 2015</h2>
<h3 class="author">Mloc updated:</h3>
<ul class="changes bgimages16">
<li class="experiment">Rewritten lighting system.</li>
<li class="rscadd">Better coloured lights.</li>
<li class="rscadd">Animated transitions.</li>
</ul>
<h3 class="author">PsiOmegaDelta updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">As an observer, using antagHUD should now always restrict you from respawning without admin intervention.</li>
</ul>
<h3 class="author">Techhead updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Voidsuits can have tanks inserted into the storage slot.</li>
<li class="rscadd">Voidsuits display helpful information on their contents on examine.</li>
<li class="rscadd">Magboots can be equipped over other shoes. Except other magboots.</li>
</ul>
<h2 class="date">10 May 2015</h2>
<h3 class="author">GinjaNinja32 updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">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.</li>
</ul>
<h3 class="author">Yoshax updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">Removes sleepy chems from being cloned, adds a consistent period of 30 tick sleep.</li>
</ul>
<h2 class="date">09 May 2015</h2>
<h3 class="author">Yoshax updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Maps in the top mounted 9mm practice rounds, .45 practice rounds, and practice shotgun shells into the armory.</li>
</ul>
<h2 class="date">07 May 2015</h2>
<h3 class="author">HarpyEagle updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Breaking out of lockers now has sound and animation.</li>
</ul>
<h3 class="author">PsiOmegaDelta updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">The cloning computer can again successfully locate nearby cloning vats and DNA scanners at round start.</li>
<li class="rscadd">Security equipment now treats individuals with CentCom ids with the greatest respect.</li>
<li class="maptweak">Adds stretches of power cable around the construction outpost, ensuring one does not have to climb over machines to being laying cables.</li>
</ul>
<h3 class="author">RavingManiac updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Muzzle-flash lighting effect for guns</li>
<li class="rscadd">Energy guns now display shots remaining on examine</li>
</ul>
<h2 class="date">06 May 2015</h2>
<h3 class="author">PsiOmegaDelta updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Examining a pen or crayon now lists the available special commands in the examine tab.</li>
</ul>
<h2 class="date">05 May 2015</h2>
<h3 class="author">PsiOmegaDelta updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">Grilles no longer return too many rods when destroyed (using means other than wirecutters).</li>
</ul>
<h3 class="author">RavingManiac updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">Intent menu now appears while zooming with a sniper rifle.</li>
</ul>
<h2 class="date">02 May 2015</h2>
<h3 class="author">HarpyEagle updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">Neck-grabbing someone now stuns them properly.</li>
</ul>
<h3 class="author">PsiOmegaDelta updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">The spider infestation event now makes an announcement much sooner.</li>
<li class="rscadd">Admins can now toggle OOC/LOOC separately.</li>
<li class="tweak">Mice are now numbered to aid admins.</li>
</ul>
<h3 class="author">Yoshax updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Adds an option and verb to the AI to send emergency messages to Central, functions same as comms console option.</li>
<li class="tweak">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.</li>
<li class="rscadd">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.</li>
<li class="rscadd">Adds an emergency bluespace relay assembly kit orderable from cargo for when the ones on telecomms are destroyed. Assembly is required.</li>
<li class="rscadd">Adds the emergency bluespace relay circuitboard to be researchable and printable in R&D, with sufficient tech levels.</li>
</ul>
<h2 class="date">30 April 2015</h2>
<h3 class="author">Yoshax updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Adds more items to custom loadout, including a number of dressy suits and some other things.</li>
</ul>
<h2 class="date">29 April 2015</h2>
<h3 class="author">Daranz updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">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.</li>
</ul>
<h3 class="author">HarpyEagle updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">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.</li>
</ul>
<h3 class="author">PsiOmegaDelta updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Portable atmospheric pumps and scrubbers now use NanoUI.</li>
<li class="rscadd">Two new events which will cause damage to APCs or cameras when triggered.</li>
</ul>
<h2 class="date">28 April 2015</h2>
<h3 class="author">Jarcolr updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Added 9 new bar sign designs/sprites.</li>
</ul>
<h3 class="author">Kelenius updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Good news to the roboticists! The long waited firmware update for the bots has arrived. You can expect the following changes:</li>
<li class="rscadd">Medbots have improved the disease detection algorithms.</li>
<li class="rscadd">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.</li>
<li class="rscadd">Floorbots have also received an internal low-power metal synthesizer. They will use it to make their own tiles. Slowly.</li>
<li class="rscadd">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.</li>
<li class="rscadd">Other minor fixes.</li>
<li class="rscdel">The lasertag bots are now forbidden to build and use following the incident #1526672. Please don't let it happen again.</li>
<li class="rscadd">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.</li>
<li class="tweak">Spider learning alert: they have learned to recognize the bots and will mercilessly attack them.</li>
<li class="rscadd">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!</li>
<li class="rscadd">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.</li>
</ul>
<h3 class="author">PsiOmegaDelta updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Beware. Airlocks can now crush more things than just mobs.</li>
<li class="rscadd">AIs now have a personal atmospherics control subsystem.</li>
<li class="rscadd">Some borg modules now have additional subsystems.</li>
<li class="tweak">Improves borg module handling.</li>
<li class="tweak">Secure airlocks now buzz when access is denied.</li>
<li class="tweak">The mental health office door now requires psychiatrist access, and the related button now opens/closes the door instead of bolting.</li>
<li class="soundadd">Restores an old soundtrack 'Thunderdome.ogg'.</li>
<li class="rscadd">Some holodeck programs now have custom ambience tracks.</li>
</ul>
<h3 class="author">RavingManiac updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">The phoron research lab has been renovated to include a heat-exchange system, a gas mixer/filter and a waste gas disposal pump.</li>
<li class="tweak">Candles now burn for about 30 mintutes.</li>
</ul>
<h3 class="author">Yoshax updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">Adds items to the orderable antag surgical kit so its actually useful for surgery.</li>
<li class="tweak">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.</li>
<li class="rscadd">Adds practice rounds, both .45 for Sec and Detective's guns, also 9mm top mounted for the Saber, and for the Bulldog.</li>
<li class="rscadd">Adds the .45 and 9mm practice rounds to the armory.</li>
<li class="rscadd">Adds all the practice rounds to the autolathe.</li>
<li class="tweak">Adds r_walls to the back of the firing range, leaves the sides normal.</li>
<li class="bugfix">Fixes HoS' office door to not be CMO locked.</li>
</ul>
<h2 class="date">24 April 2015</h2>
<h3 class="author">Dennok updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">Fixes overmap ship speed calculations.</li>
<li class="rscadd">Adds overmap ship rotation.</li>
<li class="rscadd">Added a floorlayer.</li>
</ul>
<h2 class="date">23 April 2015</h2>
<h3 class="author">Dennok updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Added an automatic pipelayer.</li>
<li class="rscadd">Added an automatic cablelayer.</li>
</ul>
<h3 class="author">PsiOmegaDelta updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">Shower curtains no longer lose their default color upon being washed.</li>
<li class="bugfix">Emergency shutters can again be examined, and from the proper distance.</li>
<li class="bugfix">The virus event will now only infect mobs on the station, currently controlled by player that has been active in the last 5 minutes.</li>
<li class="bugfix">Laptops now use the proper proc for checking camera status.</li>
<li class="rscadd">Makes it possible to eject PDA cartridges using a verb.</li>
<li class="rscadd">Makes it possible to shake tables with one's bare hands to stop climbers.</li>
<li class="bugfix">Added a mass driver door in disposals to prevent trash from floating out into space before proper ejection.</li>
<li class="rscadd">Rig/Hardsuit module tab - Less informative than the NanoUI hardsuit interface but allows quicker access to the various rig modules.</li>
<li class="rscadd">Silicons with the medical augmentation sensors enabled now also see alive/dead status if sensors are set accordingly.</li>
<li class="rscadd">Emergency shutters opened by silicons are now treated as having been forced open by a crowbar.</li>
<li class="rscadd">An active AI chassis can now be pushed, just as an empty chassis can be.</li>
<li class="rscadd">The AI can now use the crew monitor console to track crew members with full sensors enabled.</li>
<li class="rscadd">The AI now has a shortcut to track people holding up messages to cameras.</li>
<li class="rscadd">The AI now has a shortcut to track people sending PDA messages.</li>
<li class="rscadd">Multiple AIs can now share the same holopad.</li>
<li class="rscadd">Admin ghosts can now transfer other ghosts into mobs by drag-clicking.</li>
<li class="rscadd">Ghosts can now toggle seeing darkness and other ghosts separately.</li>
<li class="rscadd">Moving while dead now auto-ghosts you.</li>
<li class="rscadd">Two new random events: Space dust and gravitation failure.</li>
<li class="rscadd">Upgraded wizard spell interface and new spells.</li>
<li class="rscadd">More uplink items.</li>
<li class="rscadd">Uplink items now have rudimentary descriptions.</li>
</ul>
<h3 class="author">Yoshax updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">Adjusts fruits and other stuff to have a minmum of 10 units of juice and stuff.</li>
</ul>
<h2 class="date">18 April 2015</h2>
<h3 class="author">PsiOmegaDelta updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Added a changelog editing system that should cause fewer conflicts and more accurate timestamps.</li>
</ul>
<h2 class="date">07 April 2015</h2>
<h3 class="author">RavingManiac updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">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.</li>
</ul>
<h2 class="date">24 February 2015</h2>
<h3 class="author">Zuhayr updated:</h3>
<ul class="changes bgimages16">
<li class="experiment">Major changes to the kitchen and hydroponics mechanics. Review the detailed changelog <a href="https://github.com/Baystation12/Baystation12/pull/8038">here</a>,</li>
</ul>
<h2 class="date">18 February 2015</h2>
<h3 class="author">PsiOmegaDelta updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Synths now have timestamped radio and chat messages.</li>
<li class="rscadd">New and updated uplink items.</li>
<li class="rscadd">Multiple AIs can now share the same holopad.</li>
<li class="rscadd">The AI now has built-in consoles, accessible from the subsystem tab.</li>
</ul>
<h2 class="date">16 February 2015</h2>
<h3 class="author">RavingManiac updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Say hello to the new Thermoelectric Supermatter Engine. Read the operating manual to get started.</li>
</ul>
<h2 class="date">12 February 2015</h2>
<h3 class="author">Daranz updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Vending machines now use NanoUI and accept cash. The vendor account can now be suspended to disable all sales in all machines on station.</li>
</ul>
<h2 class="date">04 February 2015</h2>
<h3 class="author">RavingManiac updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Holodeck is now bigger and better, with toggleable gravity and a new courtroom setting</li>
</ul>
<h3 class="author">TwistedAkai updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">Purple Combs should now be visible and have their proper icon</li>
</ul>
<h2 class="date">09 January 2015</h2>
<h3 class="author">Zuhayr updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">Voice changers no longer use ID cards. They have Toggle and Set Voice verbs on the actual mask object now.</li>
<li class="rscadd">Readded moonwalking. Alt-dir to face new dir, or Face-Direction verb to face current dir.</li>
</ul>
<h2 class="date">22 November 2014</h2>
<h3 class="author">Zuhayr updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Added the /obj/item/weapon/rig class - back-mounted deployable hardsuits.</li>
<li class="rscadd">Replaced existing hardsuits with 'voidsuits', functionally identical.</li>
<li class="rscdel">Removed the mounted device and helmet/boot procs from voidsuits.</li>
<li class="tweak">Refactored a shit-ton of ninja code into the new rig class.</li>
<li class="wip">This is more than likely going to take a lot of balancing to get into a good place.</li>
</ul>
<h2 class="date">08 November 2014</h2>
<h3 class="author">PsiOmegaDelta updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Service personnel now have their own frequency to communicate over. Use "say :v".</li>
<li class="rscadd">The AI can now has proper quick access to its private channel. Use "say :o".</li>
<li class="rscadd">Newscasters supports photo captions. Simply pen one on the attached photo.</li>
<li class="rscadd">Once made visible by a cultist ghosts can toggle visiblity at will.</li>
<li class="rscadd">Detonating cyborgs using the cyborg monitor console now notifies the master AI, if any.</li>
<li class="rscadd">More machinery, such as APCs, air alarms, etc., now support attaching signalers to the wires.</li>
<li class="tweak">Random event overhaul. Admins may wish check the verb "Event Manager Panel".</li>
</ul>
<h2 class="date">04 November 2014</h2>
<h3 class="author">TwistedAkai updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Almost any window which has been fully unsecured can now be dismantled with a wrench.</li>
</ul>
<h2 class="date">01 November 2014</h2>
<h3 class="author">PsiOmegaDelta updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">Adds the last missing step to deconstruct fire alarms. Apply wirecutters.</li>
<li class="rscadd">There's a "new" mining outpost nearby the Research outpost.</li>
<li class="rscadd">Manifest ghosts now have spookier names.</li>
<li class="rscadd">Adds a gas monitor computer for the toxin mixing chamber.</li>
<li class="rscadd">AI can now change the display of individual AI status screens.</li>
<li class="rscadd">More ion laws..</li>
<li class="rscadd">All turrets have been replaced with portable variants. Potential targets can be configured on a per turret basis.</li>
<li class="bugfix">Improved crew monitor map positioning.</li>
<li class="rscadd">Can now order plastic, body-, and statis bags from cargo</li>
<li class="rscadd">PDAs now receive newscasts.</li>
<li class="rscadd">(De)constructable emergency shutters.</li>
<li class="rscadd">Borgs can now select to simply state their laws or select a radio channel, same as the AI.</li>
</ul>
<h2 class="date">01 October 2014</h2>
<h3 class="author">RavingManiac updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Zooming with the sniper rifle now adds a view offset in the direction you are facing.</li>
<li class="rscadd">Added binoculars - functionally similar to sniper scope. Adminspawn-only for now.</li>
<li class="rscadd">Bottles from chemistry now, like beakers, use chemical overlays instead of fixed sprites.</li>
<li class="rscadd">Being in space while not magbooted to something will cause your sprite to bob up and down.</li>
</ul>
<h3 class="author">Zuhayr updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Added species organ checks to several areas (phoron burn, welder burn, appendicitis, vox cortical stacks, flashes).</li>
<li class="rscadd">Added VV option to add or remove organs.</li>
<li class="rscadd">Added simple bioprinter (adminspawn).</li>
<li class="rscadd">Added smashing/slashing behavior from xenos to some unarmed attacks.</li>
<li class="rscadd">Added some new state icons for diona nymphs.</li>
<li class="rscadd">Added borer husk functionality (cortical borers can turn dead humans into zombies).</li>
<li class="rscadd">Added tackle verb.</li>
<li class="rscadd">Added NO_SLIP.</li>
<li class="rscadd">Added species-specific orans to Dionaea, new Xenomorphs and vox.</li>
<li class="rscadd">Added colour and species to blood data.</li>
<li class="rscadd">Added lethal consequences to missing your heart.</li>
<li class="rscdel">Removed robot_talk_understand and alien_talk_understand.</li>
<li class="rscdel">Removed attack_alien() and several flavours of is_alien() procs.</li>
<li class="rscdel">Removed /mob/living/carbon/alien/humanoid.</li>
<li class="rscdel">Removed alien_hud().</li>
<li class="rscdel">Removed IS_SLOW, NEEDS_LIGHT and RAD_ABSORB.</li>
<li class="rscdel">Renamed is_larva() to is_alien().</li>
<li class="tweak">Refactored a ton of files, either condensing or expanding them, or moving them to new directories.</li>
<li class="tweak">Refactored some attack vars from simple_animal to mob/living level.</li>
<li class="tweak">Refactored internal organs to /mob/living/carbon level.</li>
<li class="tweak">Refactored rad and light absorbtion to organ level.</li>
<li class="tweak">Refactored brains to /obj/item/organ/brain.</li>
<li class="tweak">Refactored a lot of blood splattering to use blood_splatter() proc.</li>
<li class="tweak">Refactored broadcast languages (changeling and alien hiveminds, drone and binary chat) to actual languages.</li>
<li class="tweak">Refactored xenomorph abilities to work for humans.</li>
<li class="tweak">Refactored xenomorphs into human species.</li>
<li class="tweak">Rewrote larva_hud() and human_hud(). The latter now takes data from the species datum.</li>
<li class="tweak">Rewrote diona nymphs as descendents of /mob/living/carbon/alien.</li>
<li class="tweak">Rewrote xenolarva as descendents of /mob/living/carbon/alien.</li>
<li class="tweak">Rewrote /mob/living/carbon/alien.</li>
<li class="tweak">Moved alcohol and toxin processing to the liver.</li>
<li class="tweak">Moved drone light proc to robot level, added integrated_light_power and local_transmit vars to robots.</li>
<li class="tweak">Moved human brainloss onto the brain organ.</li>
<li class="tweak">Shuffled around and collapsed several redundant procs down to carbon level (hide, ventcrawl, Bump).</li>
<li class="tweak">Fixed species swaps from NO_BLOOD to those with blood killing the subject instantly.</li>
</ul>
<h2 class="date">28 September 2014</h2>
<h3 class="author">Gamerofthegame updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Hoverpods fully supported, currently orderable from cargo. Two slots, three cargo, space flight and a working mech for all other intents and purposes.</li>
<li class="rscadd">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.</li>
</ul>
<h3 class="author">Zuhayr updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Organs can now be removed and transplanted.</li>
<li class="tweak">Brain surgery is now the same as chest surgery regarding the steps leading up to it.</li>
<li class="tweak">Appendix and kidney now share the groin and removing the first will prevent appendicitis.</li>
<li class="tweak">Lots of backend surgery/organ stuff, see the PR if you need to know.</li>
</ul>
<h2 class="date">20 September 2014</h2>
<h3 class="author">HarpyEagle updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">Fixes evidence bags and boxes eating each other. Evidence bags now store items by dragging the bag onto the item to be stored.</li>
</ul>
<h2 class="date">05 September 2014</h2>
<h3 class="author">RavingManiac updated:</h3>
<ul class="changes bgimages16">
<li class="experiment">NewPipe implemented: Supply and scrubber pipes can be run in parallel without connecting to each other.</li>
<li class="rscadd">Supply pipes will only connect to supply pipes, vents and Universal Pipe Adapters(UPAs).</li>
<li class="rscadd">Scrubber pipes will only connect to scrubber pipes, scrubbers and UPAs.</li>
<li class="rscadd">UPAs will connect to regular, scrubber and supply pipes.</li>
</ul>
<h2 class="date">31 August 2014</h2>
<h3 class="author">Whitellama updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">Matches and candles can be used to burn papers, too.</li>
<li class="bugfix">Observers have a bit more time (20 seconds, instead of 7.5) before the Diona join prompt disappears.</li>
</ul>
<h2 class="date">27 August 2014</h2>
<h3 class="author">Whitellama updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">Made destination taggers more intuitive so you know when you've tagged something</li>
<li class="rscadd">Ported package label and tag sprites</li>
<li class="rscadd">Ported using a pen on a package to give it a title, or to write a note</li>
<li class="rscadd">Donut boxes and egg boxes can be constructed out of cardboard</li>
</ul>
<h2 class="date">05 August 2014</h2>
<h3 class="author">HarpyEagle updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">Atmos Rewrite. Many atmos devices now use power according to their load and gas physics</li>
<li class="rscadd">Pressure regulator device. Replaces the passive gate and can regulate input or output pressure</li>
<li class="rscadd">Gas heaters and gas coolers are now constructable and can be upgraded with parts from research</li>
<li class="bugfix">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.</li>
<li class="bugfix">Laptops, and various other machines, now draw more reasonable amounts of power</li>
<li class="bugfix">Machines will periodically update their powered status if moved from a powered to an unpowered area and vice versa</li>
</ul>
<h2 class="date">02 August 2014</h2>
<h3 class="author">Whitellama updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">Arcane tomes can now be stored on bookshelves.</li>
<li class="bugfix">Dionaea players no longer crash on death, and now become nymphs properly.</li>
</ul>
<h2 class="date">31 July 2014</h2>
<h3 class="author">HarpyEagle updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">Stun batons now work like tasers and deal agony instead of stun</li>
<li class="rscadd">Being hit in the hands with a stun weapon will cause whatever is being held to be dropped</li>
<li class="tweak">Handcuffs now require an aggressive grab to be used</li>
</ul>
<h2 class="date">26 July 2014</h2>
<h3 class="author">Whitellama updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Added dynamic flavour text.</li>
<li class="bugfix">Fixed bug with suit fibers and fingerprints.</li>
</ul>
<h2 class="date">20 July 2014</h2>
<h3 class="author">PsiOmegaDelta updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">AI can now store up to five camera locations and return to them when desired.</li>
<li class="rscadd">AI can now alt+left click turfs in camera view to list and interact with the objects.</li>
<li class="rscadd">AI can now ctrl+click turret controls to enable/disable turrets.</li>
<li class="rscadd">AI can now alt+click turret controls to toggle stun/lethal mode.</li>
<li class="rscadd">AI can now select which channel to state laws on.</li>
</ul>
<h2 class="date">06 July 2014</h2>
<h3 class="author">HarpyEagle updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Re-enabled and rewrote the wound infection system</li>
<li class="rscadd">Infections can be prevented by properly bandaging and salving wounds</li>
<li class="rscadd">Infections are cured by spaceacillin</li>
</ul>
<h2 class="date">01 July 2014</h2>
<h3 class="author">Various updated:</h3>
<ul class="changes bgimages16">
<li class="experiment">Hardsuit breaching.</li>
<li class="experiment">Rewritten fire.</li>
<li class="experiment">Supermatter now glows and sucks things into it as it approaches criticality.</li>
<li class="rscadd">Station Vox (Vox pariahs) are now available.</li>
<li class="rscadd">Wheelchairs.</li>
<li class="rscadd">Cargo Trains.</li>
<li class="rscadd">Hardsuit cycler machinery.</li>
<li class="rscadd">Rewritten lighting (coloured lights!)</li>
<li class="rscadd">New Mining machinery and rewritten smelting.</li>
<li class="rscadd">Rewritten autolathe</li>
<li class="rscadd">Mutiny mode.</li>
<li class="rscadd">NanoUI airlock and docking controllers.</li>
<li class="rscadd">Completely rewritten shuttle code.</li>
<li class="rscadd">Derelict Z-level replacement: construction site.</li>
<li class="rscadd">Computer3 laptops.</li>
<li class="rscadd">Constructable SMES units.</li>
<li class="rscadd">Omni-directional atmos machinery.</li>
<li class="rscadd">Climbable tables and crates.</li>
<li class="rscadd">Xenoflora added to Science.</li>
<li class="rscadd">Utensils can be used to eat food.</li>
<li class="rscadd">Decks of cards are now around the station.</li>
<li class="rscadd">Service robots can speak languages.</li>
<li class="wip">Xenoarch updates and fixes.</li>
<li class="tweak">Rewritten species-specific gear icon handling.</li>
<li class="tweak">Cats and borers can be picked up.</li>
<li class="tweak">Botanist renamed to Gardener.</li>
<li class="tweak">Hydroponics merged with the Kitchen.</li>
<li class="tweak">Latejoin spawn points (Arrivals, Cryostorage, Gateway).</li>
<li class="rscadd">Escape pods only launch automatically during emergency evacuations</li>
<li class="rscadd">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</li>
<li class="rscadd">When swiped or emagged, the crew transfer shuttle can be delayed in addition to being launched early</li>
</ul>
<h2 class="date">20 June 2014</h2>
<h3 class="author">Cael_Aislinn updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">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.<br>
</br></li>
<li class="tweak">Artifact utilisers should be much nicer/easier to use now.<br>
<li class="bugfix">Alden-Saraspova counters and talking items should work properly now.<br>
</br></li>
</br></li>
</ul>
<h2 class="date">19 June 2014</h2>
<h3 class="author">Chinsky updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">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.</li>
</ul>
<h2 class="date">15 June 2014</h2>
<h3 class="author">HarpyEagle updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">Fixed wound autohealing regardless of damage amount. The appropriate wound will now be assigned correctly based on damage amount and type</li>
<li class="bugfix">Fixed several other bugs related wounds that resulted in damage magically disappearing</li>
<li class="bugfix">Fixed various sharp objects not being counted as sharp, bullets in particular</li>
<li class="bugfix">Fixed armour providing more protection from bullets than it was supposed to</li>
</ul>
<h2 class="date">13 June 2014</h2>
<h3 class="author">HarpyEagle updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Added docking ports for shuttles</li>
<li class="rscadd">Shuttle airlocks will automatically open and close, preventing people from being sucked into space by because someone on another z-level called a shuttle</li>
<li class="rscadd">Some docking ports can also double as airlocks</li>
<li class="rscadd">Docking ports can be overriden to prevent any automatic action. Shuttles will wait for players to open/close doors manually</li>
<li class="rscadd">Shuttles can be forced launched, which will make them not wait for airlocks to be properly closed</li>
</ul>
<h2 class="date">03 June 2014</h2>
<h3 class="author">Hubblenaut updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Added wheelchairs</li>
<li class="tweak">Replaced stool in Medical Examination with wheelchair</li>
<li class="tweak">Using a fire-extinguisher to propel you on a chair can have consequences (drive into walls and people, do it!)</li>
</ul>
<h2 class="date">31 May 2014</h2>
<h3 class="author">Jarcolr updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">21 New cargo crates, go check them out!</li>
<li class="rscadd">Peanuts have now been added, food items are now being developed.</li>
<li class="rscadd">2 new cargo groups, Miscellaneous and Supply.</li>
<li class="rscadd">Sugarcane seeds can now be gotten from the seed dispenser.</li>
<li class="rscadd">5 new satchels when selecting "satchel" for RD, scientist, botanist, virologist, geneticist (disabled) and chemist.</li>
<li class="rscadd">Clicking on a player with a paper/book when you have the eyes selected shows them the book/paper forcefully.</li>
</ul>
<h2 class="date">28 May 2014</h2>
<h3 class="author">Chinsky updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Adds few new paperBBcode tags, to make up for HTML removal.</li>
<li class="rscadd">[logo] tag draws NT logo image (one from wiki).</li>
<li class="rscadd">[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.</li>
</ul>
<h2 class="date">23 May 2014</h2>
<h3 class="author">Hubble updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Personal lockers are now resettable</li>
<li class="rscadd">Take off people's accessories or change their sensors in the drag and drop-interface</li>
<li class="rscadd">Merge paper bundles by hitting one with another</li>
<li class="tweak">Line breaks in Security, Medical and Employment Records</li>
<li class="tweak">Record printouts will have names on it</li>
<li class="tweak">Set other people's internals in belt and suit storage slots</li>
<li class="bugfix">No longer changing suit sensors while cuffed</li>
<li class="bugfix">No longer emptying other people's pockets when they are not full yet</li>
</ul>
<h2 class="date">16 May 2014</h2>
<h3 class="author">HarpyEagle updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Silicon mob types (AI, cyborgs, PAI) can now speak certain species languages depending on type and module</li>
<li class="rscadd">Languages can now be whispered when using the language code with either the whisper verb or the whisper speech code</li>
</ul>
<h2 class="date">06 May 2014</h2>
<h3 class="author">Hubble updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Clip papers together by hitting a paper with a paper or photo</li>
<li class="imageadd">Adds icons for copied stamps</li>
</ul>
<h2 class="date">03 May 2014</h2>
<h3 class="author">Cael_Aislinn updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">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: <br>
- 13 discoverable prehistoric species to clone from fossils (including 5 brand new ones).<br>
- 11 discoverable prehistoric plants to clone from fossils (including 9 brand new ones).<br>
- New minigame that involves correctly ordering the genomes inside each genetic sequence to unlock an animal/plant.<br>
- Some prehistoric animals and plants may seem strangely familiar... while others may bring more than the erstwhile scientist bargains for.<br>
</br></br></br></br></br></li>
</ul>
<h2 class="date">29 April 2014</h2>
<h3 class="author">HarpyEagle updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Webbing vest storage can now be accessed by clicking on the item in inventory</li>
<li class="rscadd">Holsters can be accessed by clicking on them in inventory</li>
<li class="rscadd">Webbings and other suit attachments are now visible on the icon in inventory</li>
<li class="tweak">Removing jumpsuits now requires drag and drop to prevent accidental undressing</li>
<li class="rscadd">Added an action icon for magboots that can be used to toggle them similar to flashlights</li>
<li class="rscadd">Fuel tanks now spill fuel when wrenched open</li>
</ul>
<h2 class="date">25 April 2014</h2>
<h3 class="author">Various updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Overhauled saycode, you can now use languages over the radio.</li>
<li class="rscadd">Chamelon items beyond just the suit.</li>
<li class="rscadd">NanoUI Virology</li>
<li class="rscadd">3D Sounds</li>
<li class="rscadd">AI Channel color for when they want to be all sneaky</li>
<li class="rscadd">New inflatable walls and airlocks for your breach sealing pleasure.</li>
<li class="rscadd">Carbon Copy papers, so you can subject everyone to your authority and paperwork, but mainly paperwork</li>
<li class="rscadd">Undershirts and rolling down jumpsuits</li>
<li class="rscadd">Insta-hit tasers, can be shot through glass as well.</li>
<li class="rscadd">Changeling balances, an emphasis put more on stealth.</li>
<li class="rscdel">Genetics disabled</li>
<li class="rscdel">Telescience removed, might be added again when we come up with a less math headache enducing version of it.</li>
<li class="bugfix">Bugfixes galore!</li>
</ul>
<h2 class="date">11 April 2014</h2>
<h3 class="author">Jarcolr updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">You can now flip coins like a D2</li>
<li class="tweak">Miscellaneous cargo crates got a tiny buff, Standard Costume crate is now Costume Crate</li>
<li class="tweak">Grammar patch,telekinesis/amputated arm exploit fixes,more in the future</li>
<li class="tweak">Grille kicking now does less damage</li>
<li class="tweak">TELESCOPIC baton no longer knocks anybody down,still got a lot of force though</li>
<li class="tweak">Other small-ish changes and fixes that aren't worth mentioning</li>
</ul>
<h2 class="date">06 April 2014</h2>
<h3 class="author">RavingManiac updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">Tape recorders and station-bounced radios now work inside containers and closets.</li>
</ul>
<h2 class="date">30 March 2014</h2>
<h3 class="author">RavingManiac updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Inflatable walls and doors added. Useful for sealing off hull breaches, but easily punctured by sharp objects and Tajarans.</li>
</ul>
<h2 class="date">10 March 2014</h2>
<h3 class="author">Chinsky updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Viruses now affect certain range of species, different for each virus</li>
<li class="tweak">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!</li>
<li class="tweak">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</li>
<li class="rscadd">Sneezing now spreads viruses in front of mob. Sometimes he gets a warning beforehand though</li>
</ul>
<h2 class="date">05 March 2014</h2>
<h3 class="author">RavingManiac updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Smartfridges added to the bar, chemistry and virology. No more clutter!</li>
<li class="rscadd">A certain musical instrument has returned to the bar.</li>
<li class="rscadd">There is now a ten second delay between ingesting a pill/donut/milkshake and regretting it.</li>
</ul>
<h2 class="date">01 March 2014</h2>
<h3 class="author">Various updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Paint Mixing, red and blue makes purple!</li>
<li class="rscadd">New posters to tell you to respect those darned cat people</li>
<li class="rscadd">NanoUI for APC's, Canisters, Tank Transfer Valves and the heaters / coolers</li>
<li class="tweak">PDA bombs are now less annoying, and won't always blow up / cause internal bleeding</li>
<li class="tweak">Blob made less deadly</li>
<li class="rscadd">Objectiveless Antags now a configuration option, choose your own adventure!</li>
<li class="wip">Engineering redesign, now with better monitoring of the explodium supermatter!</li>
<li class="rscadd">Security EOD</li>
<li class="rscadd">New playable race, IPC's, go beep boop boop all over the station!</li>
<li class="rscadd">Gamemode autovoting, now players don't have to call for gamemode votes, it's automatic!</li>
</ul>
<h2 class="date">19 February 2014</h2>
<h3 class="author">Aryn updated:</h3>
<ul class="changes bgimages16">
<li class="experiment">New air model. Nothing should change to a great degree, but temperature flow might be affected due to closed connections not sticking around.</li>
</ul>
<h2 class="date">01 February 2014</h2>
<h3 class="author">Various updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">NanoUI for PDA</li>
<li class="rscadd">Write in blood while a ghost in cult rounds with enough cultists</li>
<li class="rscadd">Cookies, absurd sandwiches, and even cookable dioanae nymphs!</li>
<li class="rscadd">A bunch of new guns and other weapons</li>
<li class="rscadd">Species specific blood</li>
</ul>
<h2 class="date">01 January 2014</h2>
<h3 class="author">Various updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">AntagHUD and MedicalHUD for ghosts, see who the baddies are, check for new configuration options.</li>
<li class="rscadd">Ghosts will now have bold text if they are in the same room as the person making conversations easier to follow.</li>
<li class="rscadd">New hairstyles! Now you can use something other then hotpink floor length braid.</li>
<li class="wip">DNA rework, tell us how you were cloned and became albino!</li>
<li class="rscadd">Dirty floors, so now you know exactly how lazy the janitors are!</li>
<li class="rscadd">A new UI system, feel free to color it yourself, don't set it to completely clear or you will have a bad time.</li>
<li class="rscadd">Cryogenic storage, for all your SSD needs.</li>
<li class="rscadd">New hardsuits for those syndicate tajaran</li>
</ul>
<h2 class="date">18 December 2013</h2>
<h3 class="author">RavingManiac updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">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!</li>
<li class="tweak">Monkeys will no longer move randomly while being pulled.</li>
</ul>
<h2 class="date">01 December 2013</h2>
<h3 class="author">Various Developers banged their keyboards together: updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">New Engine, the supermatter, figure out what a cooling loop is, or don't and blow up engineering!</li>
<li class="rscadd">Each department will have it's own fax, make a copy of your butt and fax it to the admins!</li>
<li class="rscadd">Booze and soda dispensers, they are like chemmasters, only with booze and soda!</li>
<li class="rscadd">Bluespace and Cryostasis beakers, how do they work? Fuggin bluespace how do they work?</li>
<li class="rscadd">You can now shove things into vending machines, impress your friends on how things magically disappear out of your hands into the machine!</li>
<li class="rscadd">Robots and Androids (And gynoids too!) can now use custom job titles</li>
<li class="bugfix">Various bugfixes</li>
</ul>
<h2 class="date">24 November 2013</h2>
<h3 class="author">Yinadele updated:</h3>
<ul class="changes bgimages16">
<li class="experiment">Supermatter engine added! Please treat your new engine gently, and report any strangeness!</li>
<li class="tweak">Rebalanced events so people don't explode into appendicitis or have their organs constantly explode.</li>
<li class="rscadd">Vending machines have had bottled water, iced tea, and grape soda added.</li>
<li class="rscadd">Head reattachment surgery added! Sew heads back on proper rather than monkey madness.</li>
<li class="rscadd">Pain crit rebalanced - Added aim variance depending on pain levels, nerfed blackscreen severely.</li>
<li class="rscadd">Cyborg alt titles: Robot, and Android added! These will make you spawn as a posibrained robot. Please enjoy!</li>
<li class="bugfix">Fixed the sprite on the modified welding goggles, added a pair to the CE's office where they'll be used.</li>
<li class="bugfix">Fixed atmos computers- They are once again responsive!</li>
<li class="tweak">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.</li>
<li class="rscadd">Hemostats re-added to autolathe!</li>
<li class="rscadd">Added two manuals on atmosia and EVA, by MagmaRam! Found in engineering and the engineering bookcase.</li>
<li class="bugfix">Fixed areas in medbay to have fully functional APC sectors.</li>
<li class="rscadd">Girders are now lasable.</li>
<li class="experiment">Please wait warmly, new features planned for next merge!</li>
</ul>
<h2 class="date">23 November 2013</h2>
<h3 class="author">Ccomp5950 updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">Players are now no longer able to commit suicide with a lasertag gun, and will feel silly for doing so.</li>
<li class="bugfix">Ghosts hit with the cult book shall now actually become visible.</li>
<li class="bugfix">The powercells spawned with Exosuits will now properly be named to not confuse bearded roboticists.</li>
<li class="bugfix">Blindfolded players will now no longer require eye surgery to repair their sight, removing the blindfold will be sufficient.</li>
<li class="rscadd">Atmospheric Technicians will now have access to Exterior airlocks.</li>
</ul>
<h2 class="date">01 November 2013</h2>
<h3 class="author">Various updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Autovoting, Get off the station when your 15 hour workweek is done, thanks unions!</li>
<li class="rscadd">Some beach props that Chinsky finds useless.</li>
<li class="wip">Updated NanoUI</li>
<li class="rscadd">Dialysis while in sleepers - removes reagents from mobs, like the chemist, toss him in there!</li>
<li class="tweak">Pipe Dispensers can now be ordered by Cargo</li>
<li class="rscadd">Fancy G-G-G-G-Ghosts!</li>
</ul>
<h2 class="date">29 October 2013</h2>
<h3 class="author">Cael_Aislinn updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Xenoarchaeology's chemical analysis and six analysis machines are gone, replaced by a single one which can be beaten in a minigame.</li>
<li class="rscadd">Sneaky traitors will find new challenges to overcome at the research outpost, but may also find new opportunities (transit tubes can now be traversed).</li>
<li class="rscadd">Finding active alien machinery should now be made significantly easier with the Alden-Saraspova counter.</li>
</ul>
<h2 class="date">06 October 2013</h2>
<h3 class="author">Chinsky updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">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.</li>
</ul>
<h2 class="date">24 September 2013</h2>
<h3 class="author">Snapshot updated:</h3>
<ul class="changes bgimages16">
<li class="rscdel">Removed hidden vote counts.</li>
<li class="rscdel">Removed hiding of vote results.</li>
<li class="rscdel">Removed OOC muting during votes.</li>
<li class="rscadd">Crew transfers are no longer callable during Red and Delta alert.</li>
<li class="wip">Started work on Auto transfer framework.</li>
</ul>
<h2 class="date">18 September 2013</h2>
<h3 class="author">Kilakk updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Fax machines! The Captain and IA agents can use the fax machine to send properly formatted messages to Central Command.</li>
<li class="imageadd">Gave the fax machine a fancy animated sprite. Thanks Cajoes!</li>
</ul>
<h2 class="date">08 August 2013</h2>
<h3 class="author">Erthilo updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">Raise Dead rune now properly heals and revives dead corpse.</li>
<li class="bugfix">Admin-only rejuvenate verb now heals all organs, limbs, and diseases.</li>
<li class="bugfix">Cyborg sprites now correctly reset with reset boards. This means cyborg appearances can now be changed without admin intervention.</li>
</ul>
<h2 class="date">04 August 2013</h2>
<h3 class="author">Chinsky updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">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.</li>
</ul>
<h2 class="date">01 August 2013</h2>
<h3 class="author">Asanadas updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">The Null Rod has recovered its de-culting ability, for balance reasons. Metagaming with it is a big no-no!</li>
<li class="rscadd">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.</li>
</ul>
<h3 class="author">CIB updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">Chilis and cold chilis no longer kill in small amounts</li>
<li class="bugfix">Chloral now again needs around 5 units to start killing somebody</li>
</ul>
<h3 class="author">Cael Aislinn updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Security bots will now target hostile mobs, and vice versa.</li>
<li class="tweak">Carp should actually emigrate now, instead of just immigrating then squatting around the outer hull.</li>
<li class="tweak">Admins and moderators have been split up into separate 'who' verbs (adminwho and modwho respectively).</li>
</ul>
<h3 class="author">CaelAislinn updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Re-added old ion storm laws, re-added grid check event.</li>
<li class="rscadd">Added Rogue Drone and Vermin Infestation random events.</li>
<li class="rscadd">Added/fixed space vines random event.</li>
<li class="tweak">Updates to the virus events.</li>
<li class="tweak">Spider infestation and alien infestation events turned off by default.</li>
<li class="tweak">Soghun, taj and skrell all have unique language text colours.</li>
<li class="tweak">Moderators will no longer be listed in adminwho, instead use modwho.</li>
</ul>
<h3 class="author">Cael_Aislinn updated:</h3>
<ul class="changes bgimages16">
<li class="tgs">Updated server to tgstation r5200 (November 26th, 2012), see <a href="https://code.google.com/p/tgstation13/source/list">https://code.google.com/p/tgstation13/source/list</a> for tg's changelog.</li>
</ul>
<h3 class="author">Chinsky updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Old new medical features:</li>
<li class="rscadd">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.</li>
<li class="rscadd">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.</li>
<li class="rscadd">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.</li>
<li class="tweak">Wounds with damage above 50 won't heal by themselves even if bandaged/salved. Would have to seek advanced medical attention for those.</li>
</ul>
<h3 class="author">Erthilo updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">Fixed SSD (logged-out) players not staying asleep.</li>
<li class="bugfix">Fixed set-pose verb and mice emotes having extra periods.</li>
<li class="bugfix">Fixed virus crate not appearing and breaking supply shuttle.</li>
<li class="bugfix">Fixed newcaster photos not being censored.</li>
</ul>
<h3 class="author">Gamerofthegame updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Miscellaneous mapfixes.</li>
</ul>
<h3 class="author">GauHelldragon updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">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.</li>
<li class="rscadd">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.</li>
<li class="rscadd">Chefs can clang their serving trays with a rolling pin. Just like a riot shield!</li>
</ul>
<h3 class="author">Jediluke69 updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Added 5 new drinks (Kira Special, Lemonade, Brown Star, Milkshakes, Rewriter)</li>
<li class="tweak">Nanopaste now heals about half of what it used to</li>
<li class="tweak">Ballistic crates should now come with shotguns loaded with actual shells no more beanbags</li>
<li class="bugfix">Iced tea no longer makes a glass of .what?</li>
</ul>
<h3 class="author">Jupotter updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">Fix the robotiscist preview in the char setupe screen</li>
</ul>
<h3 class="author">Kilakk updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Added the Xenobiologist job. Has access to the research hallway and to xenobiology.</li>
<li class="rscdel">Removed Xenobiology access from Scientists.</li>
<li class="rscdel">Removed the Xenobiologist alternate title from Scientists.</li>
<li class="rscadd">Added "Xenoarchaeology" to the RD, Scientists, and to the ID computer.</li>
<li class="tweak">Changed the Research Outpost doors to use "Xenoarchaeology" access.</li>
</ul>
<h3 class="author">Meyar updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">The syndicate shuttle now has a cycling airlock during Nuke rounds.</li>
<li class="rscadd">Restored the ability for the syndicate Agent ID to change the name on the card (reforge it) more than once.</li>
<li class="rscadd">ERT Radio now functional again.</li>
<li class="rscadd">Research blast doors now actually lock down the entirety of station-side Research.</li>
<li class="rscadd">Added lock down buttons to the wardens office.</li>
<li class="rscadd">The randomized barsign has made a return.</li>
<li class="rscadd">Syndicate Agent ID's external airlock access restored.</li>
</ul>
<h3 class="author">NerdyBoy1104 updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">New Botany additions: Rice and Plastellium. New sheet material: Plastic.</li>
<li class="rscadd">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.</li>
<li class="rscadd">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.</li>
</ul>
<h3 class="author">RavingManiac updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">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.</li>
</ul>
<h3 class="author">Segrain updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">Meteor showers actually spawn meteors now.</li>
<li class="tweak">Engineering tape fits into toolbelt and can be placed on doors.</li>
<li class="rscadd">Pill bottles can hold paper.</li>
</ul>
<h3 class="author">SkyMarshal updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">Fixed ZAS</li>
<li class="bugfix">Fixed Fire</li>
</ul>
<h3 class="author">Spamcat updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">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.</li>
</ul>
<h3 class="author">VitrescentTortoise updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Added a third option for not getting any job preferences. It allows you to return to the lobby instead of joining.</li>
</ul>
<h3 class="author">Whitellama updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">One-antag rounds (like wizard/ninja) no longer end automatically upon death</li>
<li class="wip">Space ninja has been implemented as a voteable gamemode</li>
<li class="rscadd">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.)</li>
<li class="rscadd">Five new space ninja directives have been added, old directives have been reworded to be less harsh</li>
<li class="wip">Space ninjas have been given their own list as antagonists, and are no longer bundled up with traitors</li>
<li class="bugfix">Space ninjas with a "steal a functional AI" objective will now succeed by downloading one into their suits</li>
<li class="tweak">Space ninja suits' exploding on death has been nerfed, so as not to cause breaches</li>
<li class="rscadd">A few space ninja titles/names have been added and removed to be slightly more believable</li>
<li class="bugfix">The antagonist selector no longer chooses jobbanned players when it runs out of willing options</li>
</ul>
<h3 class="author">Zuhayr updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Added pneumatic cannon and harpoons.</li>
<li class="experiment">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.</li>
</ul>
<h3 class="author">faux updated:</h3>
<ul class="changes bgimages16">
<li class="imageadd">Mixed Wardrobe Closet now has colored shoes and plaid skirts.</li>
<li class="imageadd">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.</li>
<li class="imageadd">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.</li>
<li class="imageadd">A set of dispatcher uniforms will spawn in the security closet. These are for playtesting the dispatcher role.</li>
<li class="imageadd">New suit spawns in the laundry room. It's for geezer's only. You're welcome, Book.</li>
<li class="imageadd">Nurse outfit variant, orderly uniform, and first responder jacket will now spawn in the medical wardrobe closet.</li>
<li class="imageadd">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.</li>
<li class="tweak">No more luchador masks or boxing gloves or boxing ring. You guys have a swimming pool now, dip in and enjoy it.</li>
<li class="tweak">he meeting hall has been replaced with an awkwardly placed security office meant for prisoner processing.</li>
<li class="tweak">Added a couple more welding goggles to engineering since you guys liked those a lot.</li>
<li class="imageadd">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.</li>
<li class="tweak">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.</li>
<li class="tweak">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.</li>
<li class="tweak">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.</li>
<li class="tweak">Firelocks have been moved around in the main hallways to form really ghetto versions of airlocks.</li>
<li class="tweak">Violin spawns in theatre storage now. I didn't put the piano there though, that was someone else.</li>
<li class="tweak">Psych office in medbay has been made better looking.</li>
</ul>
<h3 class="author">proliberate updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Station time is now displayed in the status tab for new players and AIs.</li>
</ul>
<h2 class="date">30 July 2013</h2>
<h3 class="author">Erthilo updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">EFTPOS and ATM machines should now connect to databases.</li>
<li class="bugfix">Gravitational Catapults can now be removed from mechs.</li>
<li class="bugfix">Ghost manifest rune paper naming now works correctly.</li>
<li class="bugfix">Fix for newscaster special characters. Still not recommended.</li>
</ul>
<h3 class="author">Kilakk updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Added colored department radio channels.</li>
</ul>
<h2 class="date">28 July 2013</h2>
<h3 class="author">Segrain updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Camera console circuits can be adjusted for different networks.</li>
<li class="rscadd">Nuclear operatives and ERT members have built-in cameras in their helmets. Activate helmet to initialize it.</li>
</ul>
<h2 class="date">26 July 2013</h2>
<h3 class="author">Kilakk updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">Brig cell timers will no longer start counting down automatically.</li>
<li class="tweak">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.</li>
</ul>
<h2 class="date">11 July 2013</h2>
<h3 class="author">Chinsky updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">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.</li>
</ul>
<h2 class="date">06 July 2013</h2>
<h3 class="author">Chinsky updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Humans now can be infected with more than one virus at once.</li>
<li class="rscadd">All analyzed viruses are put into virus DB. You can view it and edit their name and description on medical record consoles.</li>
<li class="tweak">Only known viruses (ones in DB) will be detected by the machinery and HUDs.</li>
<li class="rscadd">Viruses cause fever, body temperature rising the more stage is.</li>
<li class="bugfix">Humans' body temperature does not drift towards room one unless there's big difference in them.</li>
<li class="tweak">Virus incubators now can transmit viuses from dishes to blood sample.</li>
<li class="rscadd">New machine - centrifuge. It can isolate antibodies or viruses (spawning virus dish) from a blood sample in vials. Accepts vials only.</li>
<li class="rscadd">Fancy vial boxes in virology, one of them is locked by ID with MD access.</li>
<li class="tweak">Engineered viruses are now ariborne too.</li>
</ul>
<h2 class="date">05 July 2013</h2>
<h3 class="author">Spamcat updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">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.</li>
</ul>
<h2 class="date">03 July 2013</h2>
<h3 class="author">Segrain updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Security and medical cyborgs can use their HUDs to access records.</li>
</ul>
<h2 class="date">28 June 2013</h2>
<h3 class="author">Segrain updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">AIs are now able to examine what they see.</li>
</ul>
<h2 class="date">27 June 2013</h2>
<h3 class="author">Segrain updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">ID cards properly setup bloodtype, DNA and fingerprints again.</li>
</ul>
<h2 class="date">26 June 2013</h2>
<h3 class="author">Segrain updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">Autopsy scanner properly displays time of wound infliction and death.</li>
<li class="bugfix">Autopsy scanner properly displays wounds by projectile weapons.</li>
</ul>
<h3 class="author">Whitellama updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">One-antag rounds (like wizard/ninja) no longer end automatically upon death</li>
<li class="wip">Space ninja has been implemented as a voteable gamemode</li>
<li class="rscadd">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.)</li>
<li class="rscadd">Five new space ninja directives have been added, old directives have been reworded to be less harsh</li>
<li class="wip">Space ninjas have been given their own list as antagonists, and are no longer bundled up with traitors</li>
<li class="bugfix">Space ninjas with a "steal a functional AI" objective will now succeed by downloading one into their suits</li>
<li class="tweak">Space ninja suits' exploding on death has been nerfed, so as not to cause breaches</li>
<li class="rscadd">A few space ninja titles/names have been added and removed to be slightly more believable</li>
<li class="bugfix">The antagonist selector no longer chooses jobbanned players when it runs out of willing options</li>
</ul>
<h2 class="date">23 June 2013</h2>
<h3 class="author">Segrain updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Airlocks of various models can be constructed again.</li>
</ul>
<h3 class="author">faux updated:</h3>
<ul class="changes bgimages16">
<li class="experiment">There has been a complete medbay renovation spearheaded by Vetinarix. http://baystation12.net/forums/viewtopic.php?f=20&amp;t;=7847 &lt;-- Please put any commentary good or bad, here.</li>
<li class="tweak">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.</li>
<li class="tweak">Starboard emergency storage isn't gone now, it's simply located in the escape wing.</li>
<li class="experiment">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.</li>
</ul>
<h2 class="date">22 June 2013</h2>
<h3 class="author">Cael_Aislinn updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">The xenoarchaeology depth scanner will now tell you what energy field is required to safely extract a find.</li>
<li class="tweak">Excavation picks will now dig faster, and xenoarchaeology as a whole should be easier to do.</li>
</ul>
<h2 class="date">21 June 2013</h2>
<h3 class="author">Jupotter updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">Fix the robotiscist preview in the char setupe screen</li>
</ul>
<h2 class="date">18 June 2013</h2>
<h3 class="author">Segrain updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">Fixed some bugs in windoor construction.</li>
<li class="tweak">Secure windoors are made with rods again.</li>
<li class="rscadd">Windoors drop their electronics when broken. Emagged windoors can have theirs removed by crowbar.</li>
<li class="rscadd">Airlock electronics can be configured to make door open for any single access on it instead of all of them.</li>
<li class="rscadd">Cyborgs can preview their icons before choosing.</li>
</ul>
<h2 class="date">13 June 2013</h2>
<h3 class="author">Kilakk updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Added the Xenobiologist job. Has access to the research hallway and to xenobiology.</li>
<li class="rscdel">Removed Xenobiology access from Scientists.</li>
<li class="rscdel">Removed the Xenobiologist alternate title from Scientists.</li>
<li class="rscadd">Added "Xenoarchaeology" to the RD, Scientists, and to the ID computer.</li>
<li class="tweak">Changed the Research Outpost doors to use "Xenoarchaeology" access.</li>
</ul>
<h2 class="date">12 June 2013</h2>
<h3 class="author">Zuhayr updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Added pneumatic cannon and harpoons.</li>
<li class="experiment">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.</li>
</ul>
<h2 class="date">11 June 2013</h2>
<h3 class="author">Meyar updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">Fixes a security door with a firedoor ontop of it.</li>
<li class="bugfix">Fixed a typo relating to the admin Select Equipment Verb. (It's RESPONSE team not RESCUE team)</li>
<li class="rscadd">ERT are now automated, from their spawn to their shuttle. Admin intervention no longer required! (Getting to the mechs still requires admin permission generally)</li>
<li class="rscadd">Added flashlights to compensate for the weakened PDA lights</li>
<li class="tweak">ERT Uniforms updated to be in line with Centcom uniforms. No more turtlenecks, no sir.</li>
</ul>
<h2 class="date">09 June 2013</h2>
<h3 class="author">Segrain updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">Emagged supply console can order SpecOp crates again.</li>
</ul>
<h2 class="date">06 June 2013</h2>
<h3 class="author">Asanadas updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Added a whimsical suit to the head of personnel's secret clothing locker.</li>
</ul>
<h3 class="author">Meyar updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">Disposal's mail routing fixed. Missing pipes replaced.</li>
<li class="bugfix">Chemistry is once again a part of the disposals delivery circuit.</li>
<li class="bugfix">Added missing sorting junctions to Security and HoS office.</li>
<li class="bugfix">Fixed a duplicate sorting junction.</li>
</ul>
<h2 class="date">05 June 2013</h2>
<h3 class="author">Chinsky updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Load bearing equipment - webbings and vests for engineers and sec. Attach to jumpsuit, use 'Look in storage' verb (object tab) to open.</li>
</ul>
<h3 class="author">Segrain updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Exosuits now can open firelocks by walking into them.</li>
</ul>
<h2 class="date">01 June 2013</h2>
<h3 class="author">Chinsky updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Bloody footprints! Now stepping in the puddle will dirty your shoes/feet and make you leave bloody footprints for a bit.</li>
<li class="rscadd">Blood now dries up after some time. Puddles take ~30 minutes, small things 5 minutes.</li>
<li class="bugfix">Untreated wounds now heal. No more toe stubs spamming you with pain messages for the rest of the shift.</li>
<li class="experiment">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.</li>
<li class="rscadd">Lids! Click beaker/bottle in hand to put them on/off. Prevent spilling</li>
<li class="rscadd">Added 'hailer' to security lockers. If used in hand, says "Halt! Security!". For those who can't run and type.</li>
</ul>
<h2 class="date">31 May 2013</h2>
<h3 class="author">Segrain updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">Portable canisters now properly connect to ports beneath them on map load.</li>
<li class="bugfix">Fixed unfastening gas meters.</li>
</ul>
<h2 class="date">30 May 2013</h2>
<h3 class="author">Segrain updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">Meteor showers actually spawn meteors now.</li>
<li class="tweak">Engineering tape fits into toolbelt and can be placed on doors.</li>
<li class="rscadd">Pill bottles can hold paper.</li>
</ul>
<h3 class="author">Spamcat updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">Pill bottle capacity increased to 14 items.</li>
<li class="bugfix">Fixed Lamarr (it now spawns properly)</li>
</ul>
<h3 class="author">proliberate updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Station time is now displayed in the status tab for new players and AIs.</li>
</ul>
<h2 class="date">28 May 2013</h2>
<h3 class="author">Erthilo updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">Fixes everyone being able to understand alien languages. HERE IS YOUR TOWER OF BABEL</li>
</ul>
<h3 class="author">VitrescentTortoise updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">Wizard's forcewall now works.</li>
</ul>
<h2 class="date">26 May 2013</h2>
<h3 class="author">Chinsky updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Tentacles! Now clone damage will make you horribly malformed like examine text says.</li>
</ul>
<h3 class="author">Meyar updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">The syndicate shuttle now has a cycling airlock during Nuke rounds.</li>
<li class="rscadd">Restored the ability for the syndicate Agent ID to change the name on the card (reforge it) more than once.</li>
<li class="rscadd">ERT Radio now functional again.</li>
<li class="rscadd">Research blast doors now actually lock down the entirety of station-side Research.</li>
<li class="rscadd">Added lock down buttons to the wardens office.</li>
<li class="rscadd">The randomized barsign has made a return.</li>
<li class="rscadd">Syndicate Agent ID's external airlock access restored.</li>
</ul>
<h3 class="author">VitrescentTortoise updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Added a third option for not getting any job preferences. It allows you to return to the lobby instead of joining.</li>
</ul>
<h2 class="date">25 May 2013</h2>
<h3 class="author">Erthilo updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">Fixes alien races appearing an unknown when speaking their language.</li>
<li class="bugfix">Fixes alien races losing their language when cloned.</li>
<li class="bugfix">Fixes UI getting randomly reset when trying to change it in Genetics Scanners.</li>
</ul>
<h2 class="date">21 May 2013</h2>
<h3 class="author">SkyMarshal updated:</h3>
<ul class="changes bgimages16">
<li class="experiment">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.</li>
<li class="experiment">Portable Canisters will now automatically connect to any portable connecter beneath them on map load.</li>
<li class="bugfix">Bug involving mis-mapped disposal junction fixed</li>
<li class="bugfix">Air alarms now work for atmos techs (whoops!)</li>
<li class="bugfix">The Master Controller now properly stops atmos when it runtimes.</li>
<li class="bugfix">Backpacks can no longer be contaminated</li>
<li class="tweak">ZAS no longer logs air statistics.</li>
<li class="tweak">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)</li>
<li class="tweak">General code cleanup/commenting of ZAS</li>
<li class="tweak">Jungle now initializes after the random Z-level loads and atmos initializes.</li>
</ul>
<h2 class="date">15 May 2013</h2>
<h3 class="author">Spamcat updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Added <a href="http://www.safecity.com.au/aspchrlar.jpg">telescopic batons</a> to HoS's and captain's lockers. These are quite robust and easily concealable.</li>
</ul>
<h2 class="date">14 May 2013</h2>
<h3 class="author">Cael_Aislinn updated:</h3>
<ul class="changes bgimages16">
<li class="experiment">Depth scanners can now be used to determine what material archaeological deposits are made of, meaning lab analysis is no longer required.</li>
<li class="tweak">Some useability issues with xenoarchaeology tools have been resolved, and the transit pods cycle automatically now.</li>
</ul>
<h2 class="date">24 April 2013</h2>
<h3 class="author">Jediluke69 updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Added 5 new drinks (Kira Special, Lemonade, Brown Star, Milkshakes, Rewriter)</li>
<li class="tweak">Nanopaste now heals about half of what it used to</li>
<li class="tweak">Ballistic crates should now come with shotguns loaded with actual shells no more beanbags</li>
<li class="bugfix">Iced tea no longer makes a glass of .what?</li>
</ul>
<h3 class="author">NerdyBoy1104 updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">New Botany additions: Rice and Plastellium. New sheet material: Plastic.</li>
<li class="rscadd">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.</li>
<li class="rscadd">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.</li>
</ul>
<h3 class="author">faux updated:</h3>
<ul class="changes bgimages16">
<li class="imageadd">Mixed Wardrobe Closet now has colored shoes and plaid skirts.</li>
<li class="imageadd">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.</li>
<li class="imageadd">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.</li>
<li class="imageadd">A set of dispatcher uniforms will spawn in the security closet. These are for playtesting the dispatcher role.</li>
<li class="imageadd">New suit spawns in the laundry room. It's for geezer's only. You're welcome, Book.</li>
<li class="imageadd">Nurse outfit variant, orderly uniform, and first responder jacket will now spawn in the medical wardrobe closet.</li>
<li class="imageadd">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.</li>
<li class="tweak">No more luchador masks or boxing gloves or boxing ring. You guys have a swimming pool now, dip in and enjoy it.</li>
<li class="tweak">he meeting hall has been replaced with an awkwardly placed security office meant for prisoner processing.</li>
<li class="tweak">Added a couple more welding goggles to engineering since you guys liked those a lot.</li>
<li class="imageadd">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.</li>
<li class="tweak">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.</li>
<li class="tweak">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.</li>
<li class="tweak">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.</li>
<li class="tweak">Firelocks have been moved around in the main hallways to form really ghetto versions of airlocks.</li>
<li class="tweak">Violin spawns in theatre storage now. I didn't put the piano there though, that was someone else.</li>
<li class="tweak">Psych office in medbay has been made better looking.</li>
</ul>
<h2 class="date">17 April 2013</h2>
<h3 class="author">SkyMarshal updated:</h3>
<ul class="changes bgimages16">
<li class="experiment">ZAS is now more deadly, as per decision by administrative team. May be tweaked, but currently AIRFLOW is the biggest griefer.</li>
<li class="experiment">World startup optimized, many functions now delayed until a player joins the server. (Reduces server boot time significantly)</li>
<li class="tweak">Zones will now equalize air more rapidly.</li>
<li class="bugfix">ZAS now respects active magboots when airflow occurs.</li>
<li class="bugfix">Airflow will no longer throw you into doors and open them.</li>
<li class="bugfix">Race condition in zone construction has been fixed, so zones connect properly at round start.</li>
<li class="bugfix">Plasma effects readded.</li>
<li class="bugfix">Fixed runtime involving away mission.</li>
</ul>
<h2 class="date">11 April 2013</h2>
<h3 class="author">SkyMarshal updated:</h3>
<ul class="changes bgimages16">
<li class="experiment">Fire has been reworked.</li>
<li class="experiment">In-game variable editor is both readded and expanded with fire controlling capability.</li>
</ul>
<h2 class="date">09 April 2013</h2>
<h3 class="author">SkyMarshal updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">Fire Issues (Firedoors, Flamethrowers, Incendiary Grenades) fixed.</li>
<li class="bugfix">Fixed a bad line of code that was preventing autoignition of flammable gas mixes.</li>
<li class="bugfix">Volatile fuel is burned up after a point.</li>
<li class="rscdel">Partial-tile firedoors removed. This is due to ZAS breaking when interacting with them.</li>
</ul>
<h2 class="date">04 April 2013</h2>
<h3 class="author">SkyMarshal updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">Fixed ZAS</li>
<li class="bugfix">Fixed Fire</li>
</ul>
<h3 class="author">Spamcat updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">Blood type is now saved in character creation menu, no need to edit it manually every round.</li>
</ul>
<h2 class="date">27 March 2013</h2>
<h3 class="author">Asanadas updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">The Null Rod has recovered its de-culting ability, for balance reasons. Metagaming with it is a big no-no!</li>
<li class="rscadd">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.</li>
</ul>
<h2 class="date">26 March 2013</h2>
<h3 class="author">Spamcat updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">Chemmaster now puts pills in pill bottles (if one is inserted).</li>
<li class="tweak">Stabbing someone with a syringe now deals 3 damage instead of 7 because 7 is like, a crowbar punch.</li>
<li class="bugfix">Lizards can now join mid-round again.</li>
<li class="rscadd">Chemicals in bloodstream will transfer with blood now, so don't get drunk before your blood donation. Viruses and antibodies transfer through blood too.</li>
<li class="bugfix">Virology is working again.</li>
</ul>
<h2 class="date">15 March 2013</h2>
<h3 class="author">Cael_Aislinn updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">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.</li>
</ul>
<h2 class="date">14 March 2013</h2>
<h3 class="author">Spamcat updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">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.</li>
</ul>
<h2 class="date">11 March 2013</h2>
<h3 class="author">CIB updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Cloning now requires you to put slabs of meat into the cloning pod to replenish biomass.</li>
</ul>
<h3 class="author">Cael Aislinn updated:</h3>
<ul class="changes bgimages16">
<li class="wip">The xenoarchaeology update is here. This includes a major content overhaul and a bunch of new features for xenoarchaeology.</li>
<li class="tweak">Digsites (strange rock deposits) are now much more nuanced and interesting, and a huge number of minor (non-artifact) finds have been added.</li>
<li class="rscadd">Excavation is now a complex process that involves digging into the rock to the right depth.</li>
<li class="rscadd">Chemical analysis is required for safe excavation of the digsites, in order to determine how best to extract the finds.</li>
<li class="bugfix">Anomalous artifacts have been overhauled and many longstanding bugs with existing effects have been fixed - the anomaly utiliser should now work <i>much</i> more often.</li>
<li class="rscadd">Numerous new artifact effects have been added and some new artifact types can be dug up from the asteroid.</li>
<li class="rscadd">New tools and equipment have been added, including normal and spaceworthy versions of the anomaly suits, excavation tools and other neat gadgets.</li>
<li class="rscadd">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!).</li>
</ul>
<h3 class="author">Chinsky updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">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.</li>
<li class="rscadd">Damage to the head can now cause brain damage.</li>
</ul>
<h2 class="date">09 March 2013</h2>
<h3 class="author">Cael Aislinn updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">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.</li>
</ul>
<h2 class="date">06 March 2013</h2>
<h3 class="author">Cael Aislinn updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Type 1 thermoelectric generators and the associated binary circulators are now moveable (wrench to secure/unsecure) and orderable via Quartermaster.</li>
<li class="wip">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).</li>
<li class="bugfix">Removed double announcement for gridchecks, reduced duration of gridchecks.</li>
</ul>
<h3 class="author">RavingManiac updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">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.</li>
</ul>
<h2 class="date">05 March 2013</h2>
<h3 class="author">CIB updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">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.</li>
</ul>
<h3 class="author">Cael Aislinn updated:</h3>
<ul class="changes bgimages16">
<li class="soundadd">Set roundstart music to randomly choose between space.ogg and traitor.ogg (see <a =href="http://baystation12.net/forums/viewtopic.php?f=5&amp;t=6972">http://baystation12.net/forums/viewtopic.php?f=5&amp;t;=6972</a>)</li>
<li class="experiment">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.</li>
</ul>
<h2 class="date">27 February 2013</h2>
<h3 class="author">Gamerofthegame updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Added the (base gear) ERT preset for the debug command.</li>
<li class="rscadd">Map fixes, Virology hole fixed. Atmospheric fixes for mining and, to a less extent, the science outpost. (No, not cycling airlocks)</li>
<li class="rscadd">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.</li>
</ul>
<h2 class="date">25 February 2013</h2>
<h3 class="author">Cael Aislinn updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">As well as building hull shield generators, normal shield gens can now be built (see <a href="http://baystation12.net/forums/viewtopic.php?f=1&amp;t=6993">http://baystation12.net/forums/viewtopic.php?f=1&amp;t;=6993</a>).</li>
<li class="rscadd">New random events: multiple new system wide-events have been have been added to the newscaster feeds, some not quite as respectable as others.</li>
<li class="rscadd">New random event: some lucky winners will win the TC Daily Grand Slam Lotto, while others may be the target of malicious hackers.</li>
</ul>
<h2 class="date">23 February 2013</h2>
<h3 class="author">Cael Aislinn updated:</h3>
<ul class="changes bgimages16">
<li class="wip">RUST machinery components should now be researchable (with high requirements) and orderable through QM (with high cost).</li>
<li class="wip">Shield machinery should now be researchable (with high requirements) and orderable through QM (with high cost). This one is reportedly buggy.</li>
<li class="tweak">Rogue vending machines should revert back to normal at the end of the event.</li>
<li class="rscadd">New Unathi hair styles.</li>
</ul>
<h2 class="date">22 February 2013</h2>
<h3 class="author">Chinsky updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">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.</li>
</ul>
<h2 class="date">20 February 2013</h2>
<h3 class="author">Chinsky updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">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.</li>
<li class="rscadd">Crowbar can be used as alternative to retractor.</li>
<li class="rscadd">Can now unload guns by clicking them in hand.</li>
<li class="tweak">Fixed distance calculation in bullet missing chance computation, it was always assuming 1 or 0 tiles. Now distace REALLY matters when you shoot.</li>
<li class="rscadd">To add more FUN to previous thing, bullets missed to not disappear but keep going until they hit something else.</li>
<li class="bugfix">Compressed Matter and Explosive implants spawn properly now.</li>
<li class="tweak">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.</li>
</ul>
<h2 class="date">18 February 2013</h2>
<h3 class="author">Cael Aislinn updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Security bots will now target hostile mobs, and vice versa.</li>
<li class="tweak">Carp should actually emigrate now, instead of just immigrating then squatting around the outer hull.</li>
<li class="tweak">Admins and moderators have been split up into separate 'who' verbs (adminwho and modwho respectively).</li>
</ul>
<h2 class="date">14 February 2013</h2>
<h3 class="author">CIB updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Medical side-effects(patients are going to come back for secondary treatment)</li>
<li class="rscadd">NT loyalty setting(affects command reports and gives antags hints who might collaborate with them)</li>
<li class="tweak">Simple animal balance fixes(They're slower now)</li>
</ul>
<h3 class="author">CaelAislinn updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Re-added old ion storm laws, re-added grid check event.</li>
<li class="rscadd">Added Rogue Drone and Vermin Infestation random events.</li>
<li class="rscadd">Added/fixed space vines random event.</li>
<li class="tweak">Updates to the virus events.</li>
<li class="tweak">Spider infestation and alien infestation events turned off by default.</li>
<li class="tweak">Soghun, taj and skrell all have unique language text colours.</li>
<li class="tweak">Moderators will no longer be listed in adminwho, instead use modwho.</li>
</ul>
<h3 class="author">Gamerofthegame updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Miscellaneous mapfixes.</li>
</ul>
<h2 class="date">13 February 2013</h2>
<h3 class="author">Erthilo updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">Fixed SSD (logged-out) players not staying asleep.</li>
<li class="bugfix">Fixed set-pose verb and mice emotes having extra periods.</li>
<li class="bugfix">Fixed virus crate not appearing and breaking supply shuttle.</li>
<li class="bugfix">Fixed newcaster photos not being censored.</li>
</ul>
<h2 class="date">31 January 2013</h2>
<h3 class="author">CIB updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">Chilis and cold chilis no longer kill in small amounts</li>
<li class="bugfix">Chloral now again needs around 5 units to start killing somebody</li>
</ul>
<h2 class="date">23 January 2013</h2>
<h3 class="author">Cael_Aislinn updated:</h3>
<ul class="changes bgimages16">
<li class="tgs">Updated server to tgstation r5200 (November 26th, 2012), see <a href="https://code.google.com/p/tgstation13/source/list">https://code.google.com/p/tgstation13/source/list</a> for tg's changelog.</li>
</ul>
<h2 class="date">21 January 2013</h2>
<h3 class="author">Cael_Aislinn updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">Satchels and ore boxes can now hold strange rocks.</li>
<li class="rscadd">Closets and crates can now be built out of 5 and 10 plasteel respectively.</li>
<li class="rscadd">Observers can become mice once more.</li>
</ul>
<h2 class="date">13 January 2013</h2>
<h3 class="author">Chinsky updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">If you get enough (6) blood drips on one tile, it'll turn into a blood puddle. Should make bleeding out more visible.</li>
<li class="tweak">Security belt now able to hold taser, baton and tape roll.</li>
<li class="tweak">Added alternative security uniform to Security wardrobes.</li>
<li class="rscadd">Ported Urist cult runes. Down with the crayon drawings! Example: http://dl.dropbox.com/u/26846767/images/SS13/255_symbols.PNG</li>
<li class="bugfix">Engineering tape now require engineer OR atmos access instead of both.</li>
<li class="rscadd">Implants now will react to EMP, possibly in !!FUN!! ways</li>
</ul>
<h3 class="author">GauHelldragon updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">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.</li>
<li class="rscadd">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.</li>
<li class="rscadd">Chefs can clang their serving trays with a rolling pin. Just like a riot shield!</li>
</ul>
<h2 class="date">07 January 2013</h2>
<h3 class="author">Cael_Aislinn updated:</h3>
<ul class="changes bgimages16">
<li class="tgs">Updated server to tgstation r5200 (November 26th, 2012), see <a href="https://code.google.com/p/tgstation13/source/list">https://code.google.com/p/tgstation13/source/list</a> for tg's changelog.</li>
</ul>
<h3 class="author">Chinsky updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Implants: Explosvie implant, exploding when victim hears the codephrase you set.</li>
<li class="rscadd">Implants: Compressed Matter implat, scan item (making it disappear), inject yourself and recall that item on will!</li>
<li class="rscadd">Implant removal surgery, with !!FUN!! results if you mess up it.</li>
<li class="rscadd">Coats now have pockets again.</li>
<li class="rscadd">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.</li>
<li class="rscadd">Surgical caps, and new sprites for bloodbags and fixovein.</li>
<li class="rscadd">Now some surgery steps will bloody your hands, Full-body blood coat in case youy mess up spectacualry.</li>
<li class="rscadd">Ported some crates (Art, Surgery, Sterile equiplemnt).</li>
<li class="tweak">Changed contraband crates. Posters moved to Art Crate, cigs and lipstick ot party crate. Now contraband crate has illegal booze and illicit drugs.</li>
<li class="bugfix">Finally got evac party lights</li>
<li class="bugfix">Now disfigurment,now it WILL happen when damage is bad enough.</li>
<li class="experiment">Now if you speak in depressurized area (less than 10 kPa) only people next to you can hear you. Radios still work though.</li>
</ul>
</div>
<br><b>Baystation 12 Credit List</b>
<table align='center' class="top">
<tr>
<td valign='top'>
<font size='2'><b>Current BS12 Project Maintainers:</b> <a href='https://github.com/Baystation12?tab=members'>-Click Here-</a><br></font>
<font size='2'><b>Currently Active GitHub BS12 contributor list:</b> <a href='https://github.com/Baystation12/Baystation12/graphs/contributors'>-Click Here-</a><br></font>
<font size='2'><b>Code:</b> Abi79, Aryn, Cael_Aislinn, Ccomp5950, Chinsky, cib, CompactNinja, DopeGhoti, Erthilo, Hawk_v3, Head, Ispil, JoeyJo0, Lexusjjss, Melonstorm, Miniature, Mloc, NerdyBoy1104, PsiOmegaDelta, SkyMarshal, Snapshot, Spectre, Strumpetplaya, Sunfall, Tastyfish, Uristqwerty<br></font>
<font size='2'><b>Sprites:</b> Apple_Master, Arcalane, Chinsky, CompactNinja, Deus Dactyl, Erthilo, Flashkirby, JoeyJo0, Miniature, Searif, Xenone, faux<br></font>
<font size='2'><b>Sounds:</b> Aryn<br></font>
<font size='2'><b>Main Testers:</b> Anyone who has submitted a bug to the issue tracker.<br></font>
</td>
</tr>
</table>
<b>GoonStation 13 Development Team</b>
<div class = "top">
<b>Coders:</b> Stuntwaffle, Showtime, Pantaloons, Nannek, Keelin, Exadv1, hobnob, Justicefries, 0staf, sniperchance, AngriestIBM, BrianOBlivion<br>
<b>Spriters:</b> Supernorn, Haruhi, Stuntwaffle, Pantaloons, Rho, SynthOrange, I Said No<br>
</div>
<br>
<p class="lic"><a name="license" href="http://creativecommons.org/licenses/by-nc-sa/3.0/"><img src="88x31.png" alt="Creative Commons License" /></a><br><i>Except where otherwise noted, Goon Station 13 is licensed under a <a href="http://creativecommons.org/licenses/by-nc-sa/3.0/">Creative Commons Attribution-Noncommercial-Share Alike 3.0 License</a>.<br>Rights are currently extended to <a href="http://forums.somethingawful.com/">SomethingAwful Goons</a> only.</i></p>
<p class="lic">Some icons by <a href="http://p.yusukekamiyamane.com/">Yusuke Kamiyamane</a>. All rights reserved. Licensed under a <a href="http://creativecommons.org/licenses/by/3.0/">Creative Commons Attribution 3.0 License</a>.</p>
</td></tr></table>
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