## 01 April 2015

### ACCount updated:

- You can now replace test range firing pins with any other pin.
- The plasma cutter is now a gun that comes in the mining vending machine. Use it to mine fast but expensively.
- It's also cheaper in RnD, and there's an advanced version of it there too. Yay!
- Ripleys and Firefighters have been buffed significantly. Go wild.
- Precious mesons are cheaper in RnD.
- Now you can mine bluespace crystals. They are extremely rare.
- You can make remote bombs out of gibtonite. Figure out how.
- Gibtonite is a bit less stable. Do not hit it with anything heavy.

### Fayrik updated:

- Added a bowman headset for death squads and ERTs.
- Deathsquad radio channel is now called the Centcom radio channel.
- Fixed the admin buttons not spawning ERT Medic gear properly.
- Expanded Emergency Shuttle dock to allow for more round end griff.
- All 7 ERT members now spawn geared, not just the first 4.
- Spawning an ERT or Deathsquad no longer stops a second ERT or Deathsquad from being spawned.
- Pulse rifles now have 80 shots, not 40.
- Deathsquads now use loyalty pinned Pulse rifles.

### Gun Hog updated:

- NTSL has been updated! It can now read and modify verbs (says, yells, asks)! You can set your own using $say, $yell, $ask, and $exclaim variables in your scripts.
- NTSL can now also modify the font, italics, and bolding of radio messages in four ways! In a script, place $loud, $wacky, $emphasis, and/or $robot in a vector to $filters.

### Jordie0608 updated:

- The admin's old player panel has been removed and the new one has taken it's name.

### NikNakFlak updated:

- Adds the ability to shave corgis.

### Sawu updated:

- Spraycans for Revheads: instant use crayons that can be used on walls.
- Spraycans can be used as ghetto pepper spray and leave their target with colored faces that can be removed with space cleaner.

### Xhuis updated:

- Area ambience and ship ambience are now separate toggles. If you want one type of ambience but not the other, you only need to switch off the type you don't want.
- Added cigar cases. They come in three flavors and can be bought from cigarette machines.

## 30 March 2015

### AnturK updated:

- Added new wizard spell : Lightning Bolt

### Dannno updated:

- Added a hammer and gavel. Court is now in session.

### Iamgoofball updated:

- You can now *flip.
- Objects now spin when thrown. Please report any oddities.

### RemieRichards updated:

- Monkeys can now wear ANY mask, not just ones they had specific icons for.
- Monkeys can now wear HATS, That's right, Monkey Hats!

### Szunti updated:

- Mining mobs vision adapted to darkness of the asteroids.

### phil235 updated:

- All slimes are now simple animals instead of carbon life forms.
- Remove crit status from brain and slimes.
- Simple animal aliens can now see in the dark like regular aliens.

### pudl updated:

- The detective's forensic scanner has been resprited.
- So has the cargo tagger.
- And the RPED.

### tedward1337 updated:

- Admins now have a button to use Bluespace Artillery at their will.

### xxalpha updated:

- You will no longer be slowed down by anything if you use a jetpack in zero gravity.
- Engineering hardsuits come with an inbuilt jetpack. Requires an internals tank in suit storage and is slower than a normal jetpack.

## 25 March 2015

### AnturK updated:

- Added an arrow graffiti, made arrow and body graffiti face the same way as the user
- New changeling ability : Last Resort : Explode and infect corpses if the situation looks grim

### Fayrik updated:

- Deleted the toy crossbow that wasn't a gun, but flung projectiles like a gun. Why was that even a thing?
- Added an abstract new type of reusable ammo.
- Added three new foam force guns and a foam force crossbow, all of which take the new foam dart ammo.
- Added foam force dart boxes to the autolathe, and two crates orderable from cargo containing the new guns.
- Added two new donksoft guns, the syndicate's own brand of Foam Force. Available in all good uplinks!
- New crossbow can be won as an arcade prize.
- All kinds of ammo containers can now be used to rapidly collect live ammunition on the ground.
- Speedloaders and traditional ammo boxes can now be restocked.
- Security bots now react to being shot.

### MrPerson updated:

- Added a preference toggle for hearing instruments play as suggested by PKPenguin321.

### Pennwick updated:

- Added a buildable Chem Master, board is in Circuit Imprinter.

### Wjohnston updated:

- Finally fixed the gulag shuttle missing a redemption console.

## 24 March 2015

### Cheridan updated:

- Adds pet collars. Use them to rename pets; Can also be worn if you're a weirdo.
- Adds the matyr objective to be dead at the round's end. You can get this objective if you have no others that would need you to survive.

### Dannno updated:

- GAR glasses return. Yes, I got permission. Just who the hell do you think I am?

### Incoming5643 updated:

- Summon Events has been reworked to be a bit less manic.
- Summon Events will turn off if the wizard and all apprentices die. Any lingering effects are not reversed however.
- Improving Summon Events will reduce the average time between events, but not the minimum time between events.
- Departmental Uprising has been made admin only for being an RP heavy event that creates antags in an enviroment that doesn't really support that.

### Mandurrrh updated:

- Added a cyborg upgrade module for the satchel of holding.

### Miauw updated:

- Added a fancy white dress and a jester outfit. Sprites by Nienhaus.

### Steelpoint, RemieRichards, and Gun Hog updated:

- Nanotrasen Security has authorized modifications to the standard issue helmets for officers. These helmets are now issued with a mounted camera, automatically synced to your assigned station's camera network. In addition, the helmets also include mounting points for the Seclite model of flashlights, found in your station's security vendors.
- Nanotrasen Security helmets are designed for easy repairs in the field. Officers may remove their Seclite attachment with any screwdriver, and the camera's assembly may be pried off with a crowbar. The assembly is also compatible with analyzer upgrades for scanning through the station's structure, and EMP shielding is possible by applying a sheet of plasma.

## 22 March 2015

### Iamgoofball updated:

- Fixes Morphine not knocking you out.
- Hotline no longer exists. Poppies now have Saline-Glucose Solution.
- Muriatic Acid, Caustic Soda, and Hydrogen Chloride have been removed, along with the secondary meth recipe. The original recipe still works.
- Foam now produces more bang for your buck when mixed. Your foam grenades should be larger now to account for the slowdown.
- Adds Stabilizing Agent. This chemical will prevent the effects of certain reactions from taking place in the container it is in, such as Smoke Powder and Flash Powder, allowing you to get the raw forms of the powders for heating up later.
- Smoke Powder and Flash Powder can now be mixed along with Stabilizing Agent in order to produce a powder version of the effects. You can then heat these powders to 374K to get the effects.
- Mixing them without Stabilizing Agent gives the default effects.
- Adds Sonic Powder, a chemical that deafens and stuns within 5 tiles of the reaction. It also follows the reaction rules of the other 2 powders.
- Liquid Dark Matter and Sorium also now work like the powders do.
- CLF3 now has a higher chance of making plating tiles, and the burn damage caused by it scales based on your fire stacks.
- Adds Pyrosium. This reagent heats up mobs by 30 degrees every 3 seconds if it has oxygen to react with. Useful for when you want a delayed mix inside of someone.
- Adds Cryostylane. This reagent does the opposite of Pyrosium, but it still requires oxygen to react with.
- Adds Phlogiston. This reagent ignites you and gives you a single fire stack every 3 seconds. Burn damage from this chemical scales up with the fire stacks you have. Counter this with literally any chemical that purges other chems.
- Smoke now transfers reagents to the mob, and applies touch reactions on them. This means smoke can run out of reagents, no more infinite acid smoke. It also only works on mobs, use the new Reagent Foam(tm) for your hellfoam needs. I suggest a CLF3 Fluoroacid Black Powder mix.
- Added a derelict medibot to the code, will place a few on the derelict when this PR is merged as to prevent mapping conflicts.
- Adds Initropidril. 33% chance to hit with 5-25 TOX damage every 3 seconds, and a 5-10% chance to either stun, cause lots of oxygen damage, or cause your heart to stop. Get it from the traitor Poison Kit.
- Adds Pancuronium. Paralyses you after 30 seconds, with a 7% chance to cause 3-5 loss of breath. Get it from the traitor Poison Kit.
- Adds Sodium Thiopental. Knocks you out after 30 seconds, and destroys your stamina. Get it from the traitor Poison Kit.
- Adds Sulfonal. +1 TOX per 3 seconds, knocks you out in 66 seconds. Mix it with Acetone, Diethylamine, and Sulfur.
- Adds Amantin. On the last second it is in you, it hits you with a stack of TOX damage based on how long it's been in you. Get it from the traitor Poison Kit.
- Adds Lipolicide. +1 TOX unless you have nutriment in you. Mix it with Mercury, Diethylamine, and Ephedrine.
- Adds Coiine. +2 TOX and +5 loss of breath every 3 seconds. Get it from the traitor Poison Kit.
- Adds Curare. +1 TOX, +1 OXY, paralyzes after 33 seconds. Get it from the traitor Poison Kit.
- Adds a reagent_deleted() proc to reagents for effects upon the last time it processes in you, like with Amantin.
- Neurotoxin required temperature for mixing has been set to 674K, it was 370K for some reason.

### xxalpha updated:

- Added Cybernetic Implants: Security HUD, Medical HUD, X-Ray, Thermals, Anti-Drop, Anti-Stun. All implants are researchable and producible by R&D and Robotics.

## 21 March 2015

### Chocobro updated:

- Checkered skirts can be adjusted to be worn shorter.

### Incoming5643 updated:

- Player controller uplifted mobs will be attacked by gold core mobs of different species.

### Jordie0608 updated:

- The backup shuttle will no longer be called if the emergency shuttle is coming.

### MMMiracles updated:

- Adds 3 new bear-based foods.
- Beary Pie -1 Plain Pie, 1 berry, 1 bear steak
- Filet Migrawr - 5u of Manlydorf, 1 bear steak, 1 lighter(not used in crafting)
- Bearger - 1 bun, 1 bear steak

### Phil235 updated:

- Silicons are no longer blinded by welding.

### Xhuis updated:

- A new software update has given the Orion Trail game a cheat code menu. While you can't access this normally (that's for a later software update), maybe an emag could do it...?

### Zelacks updated:

- The chemical implant action button should now correctly inject all chemicals when pressed.

### pudl updated:

- Adds normal security headsets to security lockers.

### xxalpha updated:

- Fixed cables on catwalks being destroyed when creating plating floor.
- Portable machines can be mounted on any turf that could hold a cable.

## 19 March 2015

### Dannno updated:

- Adds a few cosmetic glasses to the autodrobe and clothing vendors.

### Gun Hog updated:

- Explosion relics will now destroy themselves in their own explosion.
- The Experimentor can no longer re-roll the function of an already scanned relic.

### Incoming5643 updated:

- Ghosts are now asked if they want to become a sentient slime.

### JJRcop updated:

- Adds the :rollie: and :ambrosia: emojis.

### MMMiracles updated:

- ERT suits now use helmet toggling like hardsuits.

### Menshin updated:

- Fixed mechs ballistic guns not firing bullets.

### Xhuis updated:

- Allows alt-clicking to adjust breath masks, flip caps, and unlock/lock closets.

### xxalpha updated:

- Fixed jetpack trail animation.

## 17 March 2015

### CandyClownTG updated:

- Syndicate cigarettes' non-healing Doctor's Delight replaced with Omnizine.

### Fayrik updated:

- Expanded the Centcom area for better station-Centcom interaction.

### Iamgoofball updated:

- Acid blobs are less likely to melt equipment.

### MMMiracles updated:

- Adds the ability to spike bears on a meatspike for their pelt. Yields 5 meat instead of the usual 3 from a knife.

### Thunder12345 updated:

- Two new shotgun shells. Ion shell, shotgun version of ion rifle, built with 1 x techshell, 1 x ultra microlaser, 1 x ansible crystal.
- Laser slug, regular laser shot in a shotgun shell, build with 1 x techshell, 1 x high power microlaser, 1 x advanced capacitor.
- Improvised shotgun shells can now be constructed with 1 x grenade casing, 1 x metal sheet, 1 x cable, 10 units welding fuel. Can be packed with a further 5 units of gunpowder to turn it into a potentially lethal diceroll.
- FRAG-12 shotgun shells are no longer duds, now explosive.

### phil235 updated:

- Makes the message when you're attacked slightly bigger for better visibility.

## 15 March 2015

### Ahammer18 updated:

- Adds ass photocopying for drones

### Gun Hog updated:

- Nanotrasen has approved distribution of Loyalty Implant Firing Pin designs. They can be fabricated with sufficient research into weapons technology. If inserted into a firearm, it will only fire upon successful interface with a user's Loyalty Implant.

### Incoming5643 updated:

- Utilizing a new magic mirror found in the den, wizards can now customize their appearance to a high degree before descending upon the station.

### Miauw updated:

- Firing delay for tasers has been shortened.

### RemieRichards updated:

- Beginning major rework and refactor of messy Ninja code.
- Roleplay based, kill deathsquad and kill alien queen objectives removed.
- Kamikaze mode removed.
- AIs and pAIs can no longer be integrated into a ninja suit.
- Energy blade power replaced by an energy katana that can be dropped but is more deadly.
- Energy katana can emag any object it hits.

### phil235 updated:

- Bookbags have a new sprite and can hold bibles.
- Adds egg yolk reagent. You can break eggs in open reagent containers or blend them to get egg yolk.
- Changes how doughs are made. 10water+15flour chem reaction for dough. 15flour+15eggyolk+5sugar for cake batter (or alternatively soymilk instead of the eggyolk for vegans).
- Change customizable snack max volume to 60 and buffs nutriment amount in doughs.
- Doors can damage mechs by crushing them now.
- The tablecrafting window now also shows partial recipes in grey, if there's some of the things required for the recipe on the table. Recipe requirements are now also shown next to the names of recipes listed in the window.

## 11 March 2015

### MMMiracles updated:

- Adds a new vending machine, the Liberation Station. Consult your local patriot for more details.
- Adds a patriotic jumpsuit and freedom sheets. Consult your local patriot for more details.

### Miauw updated:

- Added a toggle for ghosts that allows them to hear radio chatter without having to hover near intercoms/over people with headsets.

## 10 March 2015

### Ahammer18 updated:

- Adds the Slimecake and Slimecake slice.

### AnturK updated:

- Non-player Alien Queens/Drones now spread weeds. Can also lay eggs when enabled.

### Incoming5643 updated:

- Nanotrasen scientists have recently reported mutations within the pink family line of slimes. Station scientists are encouraged to investigate.

### Paprika updated:

- Reworked reskinning and renaming guns, and added the ability to reskin the bartender's shotgun. Click it with an empty active hand to reskin. Warning, you can only do this once! Rename by hitting it with a pen. This also works with miner shotguns now.

### RemieRichards updated:

- Embedding from explosions has been tweaked, they will always throw objects fast enough to get embedded if they can.
- Damage taken when embedded spears and throwing stars fall out has been increased.
- Damage dealt by objects getting embedded has been decreased.

### Sometinyprick updated:

- The Horsemask spell has now been altered, instead of just a horse mask it will now choose between three animal masks including the horse mask.

### Xhuis updated:

- You can now burn papers using lighters, welders, or matches. Useful for secret messages.

### phil235 updated:

- Airlocks with their safety on no longer closes on dense objects (like mechs or tables).
- Aliens, slimes, monkeys and ventcrawler mobs can now climb into disposal. Cyborgs and very large mobs can no longer climb into it.
- Stuffing another mob in a disposal unit is now only done via grabbing.
- Coffee now causes jittering only when you overdose on it.
- Turrets now target occupied mechs and don't target drones.

## 08 March 2015

### Dannno updated:

- Added more barsigns, sprites by yours truly.

### Ikarrus updated:

- Gang mode has been reworked to functionality without some of it's features.
- Gang membership visibility, conversion pens and weapons are removed until fixed.
- Gang bosses have been given uplinks to use in the meantime.
- Chance of deconversion from repeated head trauma has been increased.

### Incoming5643 updated:

- The skeleton and zombie hordes have been quelled, at least for the time being.

### Mandurrrh updated:

- Added the ability to stop table climbers by clicking the table if present.

### Paprika updated:

- Labcoats and uniforms no longer use action buttons and object verbs to adjust their aesthetic style. Alt click them to adjust.
- Alt click a PDA with an ID inside to eject the ID.
- Renamed 'remove ID' verb to 'eject ID' so it's not immediately next to 'remove pen'.
- Rebalanced the flash protection of thermal scanners. Syndicate thermals have the same flash weakness as the meson scanners they come disguised as.

### Xhuis updated:

- Adds the Adminbus and Coderbus bar signs.
- Added a mining satchel of holding to R&D that can hold an infinite amount of ores. It requires gold and uranium, in addition to a decently high bluespace and materials research.

### phil235 updated:

- Harvesting meat from dead simple animals now takes time, has a sound, and can be done with any sharp weapon.

### pudl updated:

- Updated the sprite for Fire extinguishers.

### xxalpha updated:

- Disposable lighters now come in more colors of the rainbow.

## 05 March 2015

### Jordie0608 updated:

- Server hosts can set a config option to make an unseen changelog pop up on connection.

### MrPerson updated:

- Expanded the on-screen alerts you get on the top-right of your screen. You can shift-click them to get a description of what's wrong and maybe how to fix it.
- Getting buckled to something will show an alert of what you're buckled to. If you're not handcuffed, you can click the alert to unbuckle.

### RemieRichards updated:

- Added Necromantic Stones as a buyable item for wizards
- Necromantic Stones can cause up to 3 people to rise up as Skeleton Thralls bound to the wielder of the stone
- Skeleton Thralls have a 33% Chance to drop all their gear on the floor and autoequip a more fitting thematic uniform
- Allows the blob to reroll it's chemical for a cost.

### phil235 updated:

- Adds a lot of new plants to botany (red beet, parsnip, snap corn, blumpkin, rice, oat, vanilla, steel cap, mimana, blue cherries, holy melon, geranium, lily, sweet potato) and two new reagents (vanilla, rice).
- Fixes taser stun duration being longer due to jitter animation.

## 03 March 2015

### Delimusca updated:

- Improvised heating! use lighters or other heat sources to heat beakers, bottles, etc.

### Gun Hog updated:

- We have purged the xenomicrobes contamination in the E.X.P.E.R.I-MENTOR using sulfuric acid. Take care not to be exposed should it leak!

### Iamgoofball updated:

- Colorful reagent can be washed off with water now.
- Oxygen blob deals breath loss damage.
- Radioactive blobs irradiate for more.

### Ikarrus updated:

- Antagonist roles are now restricted by player client age.

### Jordie0608 updated:

- The server's current local time is now displayed in status panel in ISO date format (YYYY-MM-DD hh:mm)

### Mandurrrh updated:

- Added the ability to see pda messages as a ghost with GHOSTWHISPER toggled on.
- Removed the degrees symbol from Kelvin units on atmos meters because not gramatically correct

### RemieRichards updated:

- Drones now see either Static, Black icons or Roguelike style lettering instead of actual mob icons
- Icons for the above, from VG's SkowronX
- Many icon procs for the above, from VG's ComicIronic
- Drones moved into their own folder
- Drone.dm replaced with seperate files for each functionality
- Drones now have 2 skins to choose from, Maintenance Drone (Current drones) and Repair Drone (A modified VG/Bay sprite)
- Much more support for alternate skins on drones

### Xhuis updated:

- Added four new emoji: :1997:, :rune:, :blob:, and :onisoma:.

### xxalpha updated:

- Added a surgery table and tools to the Nuke Ops ship.
- Added Engineering Scanner Goggles to Engivend, Engineering Secure Closets and Research.
- Doubled T-ray scanner range.

## 01 March 2015

### Dannno updated:

- Resprited all owl items. Wings are now a seperate toggleable suit item.
- Added The Griffin costume, arch nemesis of The Owl. Found in the autodrobe.
- Added admin-only Owl hardsuit. Only for the most vengeful souls.
- Added Owl and Griffin merchandise; The Nest barsign, Owl/Griffin toys and posters.

### Iamgoofball updated:

- Fixes the recipe for meth.
- Fixes sorium blobs flinging themselves.

### Incoming5643 updated:

- On servers where malfunction, wizard, and blob rounds do not end with the death of the primary antagonist, new antagonists from traitor and changeling derivative modes will now sometimes spawn. This depends on the state of the station, the state of the crew, and the server's gamemode probabilities. Server owners should consider revising their configuration choices
- If you would like to opt out of this midround chance, a new toggle to disable it can be found in your preferences

### Mandurrh updated:

- The barsign can be emagged and EMP'd; EMP'd signs can be repaired with a screwdriver and cables.

### Menshin updated:

- Fixed the protolathe not requiring displayed amount of materials to make items.

### MrStonedOne updated:

- Adds a Panic Bunker!
- This will prevent any player who has never connected before from connecting. (Admins are exempt)
- Can be enabled per-round by any admin with +SERVER or for longer periods via the config.
- Also adds some other config options relating to new joins, server operators should consult their configuration file for more details.
- Fixes toggle darkness vision hiding other ghosts.
- Admins fucking around with ghost icon and icon states in VV are going to want to change the icon and icon state of the ghostimage var of the ghost to change the image shown to ghosts who have darkness disabled. doing this via mass edit is not yet supported.
- New ghost verb, toggle ghost vision. Switches the ghost's invisibility vision between that of a ghost and that of a human. So ghosts can hide other ghosts and in general get the old behaviour of toggle darkness.

### Paprika updated:

- Messages with two exclamation marks will be yelled in bold.

### Phil235 updated:

- Cultists can't summon narsie until their sacrifice objective is complete.

### Razharas updated:

- Vines now can grow on any tiles that is not dense, including space, shuttles, centcomm tiles and so on.
- Added 'Bluespace' mutation to vines, makes them be able to grow through absolutely everything.
- Added 'Space Proofing' mutation to vines, after they grow if the tile under them is space it will become special vinetile, which is just resprited regular floor, if the vine on the vinetile dies the vineturf changes back to space.
- Made vines spreading speed depend on the seed's production, can be both slower and faster than current.
- Made vines mutation chance be 1/10th of the potency of the seed it is spawned from.
- Special chemicals added to vine seeds durning their growth can increase/decrease their potency and productivity.
- Special chemicals now can remove good, bad or neutral mutations from vine seeds while they are growing, cultivating actually helpful vines is now possible.
- Plant analyzers now show the vine seeds mutations.
- Buffed numbers in some of the more useless mutations.

### Steelpoint updated:

- Reworked and expanded areas of the derelict station. Featuring a repairable gravity generator, turret filled computer core and functional solars.

### Vekter updated:

- Chemists, Geneticists, Virologists, Scientists, and Botanists will now spawn with alternative backpacks and satchels in their lockers. Try them out!

## 25 February 2015

### Cheridan updated:

- Foam now carries reagents, similarly to smoke. Have fun with that.

### Dannno updated:

- Altered the sprite for security hardsuits. The old sprite is now a HoS specific hardsuit.

### Delimusca updated:

- Turret's guns replaced by a heavy energy cannon.
- Firing a heavy weapon sindlehandedly can make it recoil out of your hands.

### Gun Hog updated:

- Nanotrasen has released new design specifications for the prototype combination of standard night-vision equipment and Optical Meson Scanners. We believe that this will address the concerns many Shaft Miners have concerning visiblity in a potentially unsafe environment.
- Fixed malf AI's turret upgrade power not working.

### Iamgoofball updated:

- You can now go into hyperglycaemic shock from having over 200u of Sugar in your body at once. Treat it with Insulin.
- Insulin has been added. Use it to treat hyperglycaemic shock. You can get it from medical vendors and the Cargo medicine supplies crate.
- Medvendor contents have been reduced from medical having everything they need at roundstart level, and toxin bottles are now back in the vendor.
- Medical Analyzers now have 2 modes, Medical Scan and Chemical Scan. You can swap between modes by clicking on it in hand.
- Medical scan is default behavior. Chemical scan shows all the reagents inside the mob at the time, along with any addictions the mob has. It will show if a reagent is overdosing.
- Tobacco and Space Tobacco have Nicotine in them now.
- Adds Methamphetamine to the game. Mix it with Ephedrine, Iodine, Phosphorous, and Hydrogen at 374K.
- Or, look around in Maintenance for Muriatic Acid, Caustic Soda, and Hydrogen Chloride. Recipes are also available for these.
- Adds Saltpetre. Mix it with Potassium, Nitrogen, and Oxygen.
- Adds Bath Salts, mix it with Bad Food, Saltpetre, Nutriment, Space Cleaner, Universal Enzyme, Tea, and Mercury at 374K.
- Adds Aranesp. Mix it with Epinephrine, Atropine, and Morphine.
- Adds Hotline. Get it from Poppy plants.
- Strange Reagent revival was changed. It now won't gib but won't do anything above a 100 BRUTE or BURN threshold.
- Carpet now applies carpet tiles to whatever flooring it hits. Mix it with Space Drugs and Blood.
- Colorful Reagent colors have been improved drastically and now are more varied and nicer looking.
- Corn Starch has been added. Get it from juicing Corn.
- Corn Syrup has been added. Mix it with Corn Starch and S-Acid.
- Corgium has been added. Mix it with Nutriment, Colorful Reagent, Strange Reagent, and Blood at 374K.
- Adds Quantum Hair Dye. Mix it with Colorful Reagent, Radium, and Space Drugs.
- Adds Barber's Aid. Mix it with Carpet, Radium, and Space Drugs.
- Adds Concentrated Barber's Aid. Mix it with Barber's Aid and Unstable Mutagen.
- Re-adds Chlorine Trifluoride. Mix it with Chlorine and Fluorine at 424K.
- Adds Black Powder. Mix it with Saltpetre, Charcoal, and Sulfur. Ignite it for an explosion at 474K
- Finally nerfs Salglu Solution. It's no longer tricord 2.0.
- Salt recipe is now Water + Sodium + Chlorine due to problems with recipe mixing.

### Incoming5643 updated:

- A new event has been added to the wizards summon events spell that gives the game a distictively more roleplaying flair.
- Optional population cap functionality has been added to the game. By default all caps are disabled. Server owners should refer to config.txt to see their list of options.
- Medical borgs now have access to a deployable onboard roller bed. Should the bed become lost, any roller bed may be used in its place.

### Mandurrh updated:

- Added interchangeable bar signs
- Added bays fountain machines for the bar. Soda and Beer. Allowing bartenders to have easier access to mix drinks and making more to make their job a little less boring
- Added color tiles to the light up floor tiles.
- Added metal, glass, and cable to bar back room at round start for bartender to make colored light dance floors.
- Fixes clown cuffing both mobs and two pairs of cuffs appearing.
- Fixes clown not being able to use his stamp as antag so no meta.
- Fixes sleepypen bug. Instead of only dispensing 50u it dispenses the full 55u.
- Fixed silicons not being able to pass through holotape.

### Menshin updated:

- Getting into regenerative statis now puts the changeling into unconscious state.
- Fixed changeling 'Revive' not working.

### Paprika updated:

- Added an assistant cap, unlimited by default.
- Batons now slowly lose power when left on.
- Batons, flashbangs and handcuffs can be seen when stored in a belt.
- Computers now emit light when they're on or bluescreened.
- Added hotkeys for OOC and custom emotes. Press O and M when in hotkey mode. Remember not to ick in ock!
- Added megaphones for the HoS, HoP, and QM.
- Goliath tentacles no longer stun you if you cross them. They will only stun you if you don't move away from them in time. They can do up to 15 damage now, in addition to stunning you.
- Changed a lot of mining gear and prices. The resonator can now have up to 3 fields active at once, but the fields need to detonate before they crush rocks. Tweak the time before the fields detonate with a screwdriver and upgrade the amount of fields at once with sheets of diamond.
- Overhauled straight mining tools. The sonic jackhammer is now the wall-crushing tool, the diamond drill simply mines really fast. Borgs can now get upgraded with the diamond mining tool with only a single sheet of diamond and an upgrade module, they don't need illegal tech modules.
- Mining drills and the sonic jackhammer now draw power when they drill down mineral walls. They can be recharged using any type of weapon recharger or by replacing the cell using a screwdriver on them.
- Space now emits a dim light to adjacent tiles.
- Syndicate shotguns now start with buckshot instead of stunslugs.
- Fixed welding tools using fuel when being switched on.
- Added a firing delay between shooting electrodes.
- Changed the stun revolver from a high-capacity taser to a disabler with extra capacity.
- Added a unique stun pistol for the head of security. It is a double capacity taser with no shot delay and a loyalty pin, though it lacks a disable mode.

### RandomMarine updated:

- New brute treatment kit crate for cargo.

### RemieRichards updated:

- Explosions will now blow (throw) items away from the epicenter
- Sharp items can now embedd themselves in a human's limbs
- Embedded items have a chance to do some damage (based on w_class) each life() call
- Embedded items have a chance to fall out doing some more damage, but removing the object
- Adds a surgery to remove Embdedded objects
- Adds throwing stars as an uplink item (100% chance to embedd)
- Items placed on tables now center to exactly where you clicked.

### Steelpoint updated:

- SS13's Head of Security has received a new attempted 1:1 recreation of a Old Earth weapon, the Captain's Antique Laser Gun.
- This gun features three firing modes, Tase, Laser and Disable. However this gun lacks the capability to recharge in the field, and is extreamly expensive.
- INTERCEPTED TRANSMISSION REPORT: The Syndicate have expressed a interest in this new weapon, and have instructed field agents to do whatever they can to steal this weapon.

### TheVekter updated:

- Box's vault nuke has been replaced with immobile Nuclear Self-Destruct Mechanism.
- Vault's new green floor tiles turn flashing red when Self-Destruct is activated.

### Xhuis updated:

- Syndicate contacts have discovered new ways to manipulate alarms. Malfunctioning AIs, as well as normal emags, can now disable the safeties on air and fire alarms.
- When one emags an air alarm, its safeties are disabled, giving it the Flood environmental type, which disables scrubbers as well as vent pressure checks. Burn, pigs, burn!
- When one emags a fire alarm, its thermal sesnsors are disabled. This will prevent automatic alerts due to the alarm being unable to recognize high temperatures.
- Malf AIs gain two new modules, both of which disable ALL air alarm safeties and thermal sensors. These are separate abilities.
- Air and fire alarms have notifications on their interface about the current safety status. One only has to glance at one to see that it's been tampered with.

### phil235 updated:

- Fixed arcade machines being usable from inside lockers to dupe rewards.
- Silicons can no longer be grabbed by anyone. No more silicon choking
- Custom food can now be renamed using a pen.

### xxalpha updated:

- Added new graffiti: cyka, prolizard, antilizard

## 18 February 2015

### Dannno updated:

- Added proper slurring when drunk.

### Deantwo updated:

- Updated the ChemMaster's UI to the station default along with some functionality improvements.
- You can now spam the 'Ready' button as much as you want without it setting you 'Not ready' again.

### Dorsidwarf updated:

- Added the ability to call Central Command for the nuclear authentication codes. This requires a captain-level ID and admin approval, and warns the crew.

### Gun Hog updated:

- E.X.P.E.R.I-MENTOR meteor storm event replaced with a fireball that targets random nearby mob.
- EMP event range reduced.
- Self-duplicating relics limited to 10 copies.
- Nanotrasen has released a firmware patch for the Ore Redemption Machine, which now allows the station AI, cyborgs, and maintenance drones to smelt raw resources without the need of a valid identification card installed.
- Nanotrasen scientists have completed their designs for a lightweight, compacted anti-armor ion weapon, without loss of efficiency. In theory, such a weapon could easily fit within standard issue backpacks and satchels. With sufficient research into weapons technology and materials, Nanotrasen believes a working prototype can be fabricated.

### Iamgoofball updated:

- Buffs the shit out of Styptic Powder and Silver Sulf, they're now viable to use. Synthflesh is still good for general treatment, but overall Styptic and Silver Sulf deal with their respective damage types way better now.
- Improves kinetic accelerator's mining strength.
- The kinetic accelerator's cooldown can be decreased by tweaking the thermal exchanger with a screwdriver.
- The range can be increased with plasma sheets

### Incoming5643 updated:

- Medical borgs have been given full surgery tools which they can't fail a procedure with.
- Medical borgs also have rechargeable gauze.
- Borg hypo's omnizine replaced with salbutamol, salglu and charcoal.
- Slime and Jelly mutant races now actually contain slime jelly. While playing as these races you will naturally produce it internally from your nutrition, so be sure to stay well fed as losing too much is dangerous to your health! Beware of chems that clear toxins, as they can be rapidly fatal to you!

### Jordie0608 updated:

- Veil render and rifts changed to spawn with vars, rifts can be closed with a nullrod.

### Lo6a4evskiy updated:

- General record now contains a species field and a photo of the crewmember. Security record consoles allow you to update it with a photo taken in-game (with detective's camera, for example, or AI's).
- Expanded functionality of security HUDs to display rank and photos.
- Medical HUDs allow user to change others' mental and physical status. Currently has no gameplay effect other than changing records.
- Medical HUDs can perform an examination at the distance, similrarly to how attacking yourself with help intent works. Has limited ability to detect suffocation and toxin damage.

### Menshin updated:

- Solar control computers remade with NanoUI

### Paprika updated:

- Added rnd requirements to borg upgrades and tweaked the prices.
- Changed some clothing around. Added a turtleneck for the HoS. Removed 'civillian' armor and gave normal armor to the bartender and HoP. Added flash protection to the HoS' eyepatch, it functions like sunglasses now. Additionally, added the ability to store ammo on your shoulder holster as detective.
- Removed the defib steal objective. Added a compact defibrillator for the CMO that equips to the belt. Removed defibrillators from RND. Removed the requirement for people to not wear armor to revive them with defibs. Doubled defib timers (10 minutes before permadeath).
- Flashlights can be attached to pulse carbines.
- Miners spawn with a brute patch.
- Mining station's sleeper has been replaced with an IV drip and more medkits.
- Added hard-light holotape. This holographic police or engineering hazard tape will block entry if you're running, so you need to walk to pass it. This is to help people not sprint into breaches or crime scenes.
- Fixed being able to sling the strapless improvised shotgun on your back.
- Reverted the price of the ebow to 12tc and removed the range limit of its bolts.

### Sometinyprick updated:

- Novely pig mask prize from arcade machines, can be toggled to make you squeal like a pig.

### Steelpoint updated:

- Security Cyborgs Advance Taser have been replaced with a Disabler.

### TZK13 updated:

- Adds plaid skirts and new schoolgirl outfits to the autodrobe
- Novaflowers apply a firestack for every 20 potency they have.
- You can now juice whole watermelons instead of slices.
- Advancements in the field of virology by Nanotrasen's finest have uncovered three new disease symptoms for further research:
- Ocular Restoration heals any eye trauma experienced by the infected patient.
- Revitiligo increases the pigmentation levels of the infected patient's skin.
- Spontaneous Combustion ignites the infected patient without warning.

### Vekter updated:

- Added shot glasses! Can be obtained from the Booze-o-Mat.
- A new premium vodka has been added to the game, hidden in a special spot.
- Due to constant attempts to break into the station's safe, the contents have been relocated and have not been replaced. We promise. There is absolutely NO reason to break into the vault's safe anymore.
- Each shot glass now holds 15 units, and the drinker takes all 15 in one gulp instead of 5 at a time. This means you can mix certain shots (namely, the B-52 and Toxins Special) in a shot glass. Both drinks have been made exclusive to shot glasses and will no longer show their specific sprite in a normal glass.
- Added new sprites for most alcohol in shot glasses. Everything else will show up as 'shot of... what?'.
- Fixed shot glasses turning into regular glasses when filled.
- Fixed tequila bottle sprites not showing up.
- Fixed a typo!
- Roboticists will now start with a full toolbelt instead of a toolbox.

### drovidi updated:

- Blobs who burst in space will be given a 30 second warning before dying.
- If a blob does die from bursting in space, a new crewmember will be infected.
- If there are no blobs or infected crew left after bursting, the round will now end properly, rather than becoming endless.

### phil235 updated:

- You no longer need to cut the syphon wire to deconstruct air alarms.
- Cooking overhaul: microwave recipes are converted to tablecraft recipes.
- Added customizable food (burger,sandwich,spaghettis,soup,salad,cake,bread,kebab,pie) with specific color depending on ingredients used.
- Added new food ingredients (dough, flat dough, cake batter, pie dough, doughslice, bun, raw pastry base, pastry base, raw cutlet, cutlet, pizzabread). Dough is made by mixing egg and flour, then transformed by using knife, rollingpin, milk and microwave. Meat is now sliceable into rawcutlets (specific color for each meat type).
- Changed food recipes a bit (replacing stuff with new food ingredients).
- Repurposed the microwave to actually cook certain food items(no reagents required), renamed it microwave oven and added a power setting to it.
- Bowl is no longer trash but a beaker-like container that is used in salad&soup recipes. Also, milk and soymilk cartons as well as flour packs are now condiment bottles.
- Changed the hunger system a bit, sugar becomes a normal reagent again. Faster nutrition drain is now handled by a variable in junk food. Also added a slight buff to vitamin.

### xxalpha updated:

- You now hear the voice of the chosen deity in prayers.

## 05 February 2015

### Danno updated:

- Added suicide messages for all gun types and various different items.

### Paprika updated:

- Compacted ERT room by removing equipment rooms, filler rooms and pre-spawned mechs.
- Rebalanced Pulse weapons to have more shots, faster charge, EMP immunity and modified sprites.
- ERT spawns fully equipped with no-slowdown suits.
- Added blood and bleeding. If you take enough brute damage on a certain limb, you will start bleeding, and will need to patch your bleeding with gauze from medbay. You can replace lost blood by eating nutritious food and waiting for your heart to reproduce it, or by getting a blood transfusion from an IV drip.

### Vekter updated:

- Added a toy red button to the Arcade cabinets.

## 04 February 2015

### Danno updated:

- Fixes dufflebag's storage capacity.

### Deantwo updated:

- Removes duplicate fluorine from Chemical Dispenser.
- Added GoonChems to the Portable Chem Dispenser.
- Added cancel buttons to the ChemMaster and CondiMaster when making bottles, pills, etc.

### Delimusca updated:

- Added new foam armblade toy to arcade prizes.
- Slimes can drag themselves to mobs to start feeding.
- Attacking another slime will pull them off their victim if they're feeding or steal some of their mass.

### GunHog updated:

- Five new silicon emotes: *buzz2, *chime, *honk, *sad and *warn

### Incoming5643 updated:

- New contraband crate containing fifty butterflies.
- Shuttle will now always arrive, but won't launch in rounds where it would've been previously auto-recalled.

### Menshin updated:

- Fixed being unable to place cables on plating.

### Paprika updated:

- Helmets for hardsuits are stored inside the suit and cannot be equipped without the suit on.
- EVA space suits are now lighter for faster movement but lack flash or welding protection, don't hide your identity and have less radiation protection.

### Perakp updated:

- Tweaked slowdown due to coldness when in in low gravity.

### Steelpoint updated:

- ERT base equipment rooms are now access restriction to each role.
- ERT commander spawns wearing hardsuit for identification.
- Two boxes of metal foam grenades added for ERT engineers.
- Deep space sensors recently detected the derelict remains of the NTSS Omen, a outdated Medical Frigate thought lost, within close proximity to Space Station 13.
- If any SS13 EVA Personal are able to locate this ship, they will be able to pilot it back to the station for recovery. The ship may also have cordinates for other locations.

### Xhuis updated:

- Changelings now have the ability Strained Muscles, which lets them move at inhuman speeds at the cost of rapid stamina damage. It costs one evolution points=.
- Changelings now have the ability Augmented Eyesight, which lets them see creatures through walls and see in the dark. It costs two evolution points.
- After many failed raids, the Syndicate have finally done something about poor communications between cyborgs and operatives.
- Syndicate Cyborgs now come equipped with operative pinpointers, which will automatically point to the nearest nuclear operative.
- Handheld crew monitors can now be stored in medical belts.

## 26 January 2015

### Dannno updated:

- Added fannypacks of multiple colors, 3 of which are accessible from the clothing vendor.
- Added dufflebags to multiple lockers throughout the station and to the syndicate shuttle, more storage slots at the cost of move speed.

### Deantwo updated:

- Fixed some bugs in PDA's NTRC Chatroom feature.
- You can now use PaperBBCode/PenCode when writing news articles on the newscaster.
- PDA's Notekeeper now uses PaperBBCode/PenCode rather than HTML.
- Scanning paper with your PDA is now more informative.

### Firecage updated:

- We, at NanoTrasen, have recently upgraded the Kitchen Spikes to include the skin of both Monkeys and Aliens when you harvest their flesh!
- In other news, a station in a nearby Sector has been making monkey and xeno costumes. We are not sure why.
- Added the ability to reform mineral floortiles back into sheets/bars

### Ikarrus updated:

- Added a new config option MINIMAL_ACCESS_THRESHOLD that can be used to automatically give players more access during low-population rounds. See game_options.txt for more information.

### Lo6a4evskiy updated:

- The kitchen now contains a brand new food cart. It can store foods and liquids, mix them into cocktails and dispense where needed. Food delivery has never been easier!

### fleure updated:

- Added briefcase filled with cash to uplink.

## 21 January 2015

### Iamgoofball updated:

- Addiction and Overdosing has been added to Chemistry.
- Deal with Overdosing by purging the ODing chemical with Calomel or Penetic Acid.
- Deal with Addiction by either going cold turkey on it and weathering the effects, eventually causing the addiction to subside, or by taking more of the addictive substance to keep the effects down.
- Cryoxadane was heavily buffed. Clonex was removed as it was merged into Cryox.
- Fixes a shitton of stuff adding Morphine instead of Ephedrine. Sorry, miners.
- Fixes instances of Alkysine not being replaced with Mannitol. Same with Ryetalyn being replaced with Mutadone.
- Adds Itching Powder. Welding Fuel and Ammonia.
- Adds Antihol. Ethanol and Charcoal.
- Adds Triple Citrus. Lemon Juice, Lime Juice, and Orange Juice.
- Adds Colorful Reagent. Stable Plasma, Triple Citrus,
- Morphine replaces sleep toxin now, not Hyperzine. Hyperzine is replaced by Ephedrine now.
- Cryotubes will now autoeject you once you are fully healed.
- Synthflesh damage values have been fixed.
- Charcoal has been buffed to heal 3 TOX damage a cycle and it purges other chemicals faster.
- Saline-Glucose Solution has been buffed. It now has a 50% chance per cycle to heal 3 BRUTE and BURN per tick.
- Fixes Strange Reagent revivals dying right after being revived. They'll still need immediate medical treatment, however.
- Cryoxadone has had a recipe change. It is now Stable Plasma, Acetone, and Unstable Mutagen.
- Adds 9 new Disabilites and 2 new genetic powers.
- You can now heat donk pockets once more. Rejoice.

## 17 January 2015

### Cheridan updated:

- The lockbox system for R&D has been replaced with a firing pin system. Ask the Warden or HoS for firing pins to allow normal operation of your firearms. Want to test them out at the range? Try printing a test-range pin.
- Nuke Ops have used this new technology to lock some of their heavier weapons so that crew cannot use them. These implants replace their explosive implants.
- Explosive implants are now purchasable in the uplink, and are much stronger.

### Firecage updated:

- NanoTrasen would like to report that our Mechanical Engineers at NTEngiCore has recently upgraded the capacity of the machines known as Biogenerators. They are now have the added ability to create various belts, and also weed/plantkillers and cartons of milk and cream!

### Iamgoofball (Look Ma, I didn't mispell my name this time!) updated:

- Replaced Star Trek chemistry with Goon Chemistry.
- Emergency Medic's Handbook Tip 1: Styptic Powder = BRUTE, Silver Sulfadiazine = BURN, Charcoal = TOX, Salbutamol = OXY
- In recipes that used removed reagents, they have been replaced with their goon chemistry counterpart:
- Hyperzine -> Morphine
- Inaprovaline -> Epinephrine
- Kelotane -> Saline-Glucose Solution
- Bicardine -> Saline-Glucose Solution
- Dermaline -> Saline-Glucose Solution
- Dexalin -> Salbutamol
- Dexalin Plus -> Salbutamol
- Tricordrazine -> Omnizine
- Anti-Toxin -> Charcoal
- Hydronalin -> Penetic Acid
- Arithrazine -> Penetic Acid
- Imidazoline -> Oculine
- Mannitol -> Alkysine
- Ryetalyn -> Mutadone

### Steelpoint updated:

- The Emergency Response Team project has been activated by Nanotrasen. The ERT are a seven man squad that can be deployed by the Central Command (admins) to attempt to rescue the station from a overwhelming threat, or to render assistance in dealing with a significant problem.
- The ERT consists of a single Commander, two Security Officers, two Engineering Officers and two Medical Officers. The Commander is preselected when the squad is being spawned in, however the remaining six officers are free to select their role in the squad.
- Two new Pulse gun variants have been added to the game. They are the Pulse Carbine and the Pulse Pistol, both have significantly smaller ammunition capacities than the Pulse Rifle, however they both can fit in a backpack and the pistol can fit in a pocket. All ERT Officers have a Pulse Pistol for a sidearm, however the Security Officers get a Pulse Carbine as their primary longarm.

### phil235 updated:

- The two library consoles are now real buildable computers. The circuitboard design is available in R&D.

### sawu-tg updated:

- Added a new R&D machine, to replace the telescience room. The Machine is based on RND and various interdepartmental creations.

## 14 January 2015

### Boggart updated:

- Adds a new spell: Repulse. (Cooldown: 40 seconds, 15 at max upgrade.) Repulse throws objects and creatures within 5 tiles of the caster away and stuns them for a very short time. Distance thrown decreases as the distance from the caster increases. (Max of 5, minimum of 3) Casting it while standing over someone will stun them for longer and cause brute damage but will not throw them.
- Fixes the Exosuit Control Console having the unpowered icon state while powered.

### Iamgootball updated:

- Added Goonstation Chemistry!
- Adds 14 medicines!
- Adds 3 pyrotechnics!
- Adds 3 drugs with actual gameplay uses!
- Adds 7 toxins!
- Adds a Chemical Heater for some new recipes!
- Adds Chemical Patches for touch based applications!
- Adds a Traitor Poison Kit!
- Adds Morphine Medipens!
- Adds Morphine bottles to Cargo!

## 13 January 2015

### Dannno updated:

- Adds a bandanas in basic colors to lockers in the station. Activate in hand to switch between head and mask modes.
- Adds more colored jumpsuits to the mixed locker.

### Incoming5643 updated:

- Player controlled slimes can now change their face to match AI controlled slimes in kawaiiness. use *help as a slime to find the commands.

### Studley updated:

- Fixed NTSL division.
- Added new NTSL math functions, including 'sin,' 'cos,' 'asin,' 'acos,' and 'log.'

## 06 January 2015

### JJRcop, Nienhaus updated:

- Adds emoji to OOC chat.

## 27 December 2014

### Dorsidwarf updated:

- Buffs the RCD from 30 matter units to max capacity 100, and increases the value of matter charges.

### Paprika updated:

- Taser electrodes now have a limited range of 7 tiles.
- The energy gun's stun mode has been replaced with a disable mode.
- Security officers will now spawn with tasers.
- Disabler beams now go through windows and grilles.
- Disabler beams now do 33 stamina damage instead of 34. This means they will only stun in 3 hits on someone that is NOT 100% healthy.
- Most ballistic projectiles now do stamina damage in addition to their regular damage instead of stunning. This includes nuke op c-20r .45, detective's revolver, etc. They are effectively better than disablers at stunning people, as well as do significant damage, but they do not stun instantly like a taser. Expect engagements to be a little longer and plan ahead for this.
- Added an advanced taser for RnD, the child of a disabler and a taser.

### Tkdrg updated:

- Envoys from the distant Viji sector have brought an exotic contraption to Centcomm. Known as the 'supermatter shard', it is a fragment of an ancient alien artifact, believed to have a dangerous and mysterious power. This precious item has been made available to the Space Station 13 cargo team for the cost of a hundred supply points, as a reward for all your hard work. Good luck, and stay safe.

## 16 December 2014

### Paprika updated:

- Reverted security armor and helmets to the old (Grey) style of armor/helmets.
- Updated security jumpsuits to be more consistent across officer/warden/HoS ranks.
- Added tactical armor and helmets to replace the largely unused bulletproof vest in the armory. This armor has higher bullet and explosive resistance than normal armor, and uses the previous, more military armor/helmet sprites.
- Added a new injury doll to go along with the overall health meter. This will show you locational overall limb-based burn/brute damage, so you can tell the difference between being hurt with burn/brute or toxins/stamina damage which does not affect limbs.
- Reverted some UI icons back to their older status and changed some around for readability. Thank you for your feedback.

### Thunder12345 updated:

- Added a new FRAG-12 explosive shotgun shell, built from the unloaded technological shell, using tablecrafting. Constructed using an unloaded technological tech shell, 5 units sulphuric acid, 5 units polytrinic acid, 5 units glycerol, and requires a screwdriver.

### phil235 updated:

- Change to the hunger system. Eating food with sugar temporarily worsens your nutrition drop rate. Eating too much sugar too quickly can make you temporarily unable to eat any sugary food. The nutritional effect of sugar depends on how hungry you are thus it cannot easily raise your nutrition level past well fed and is best used when hungry. Lots of sugar can make you a bit jittery at times. Eating food with vitamin (new reagent) counteracts the sugar effects and can give you temporary buffs when well fed: it lowers your chance to catch or spread viruses,it makes your body's metabolism more efficient that is it keeps healing reagents longer and evacuate toxins faster and reduces damage from radioactive reagents. Your metabolism gets less efficient if starving.
- New hunger hud icons: starving, hungry, fed, well fed, full, fat.
- Snack vending machine get a chef compartment that can be loaded with non-sugary food by hand or with a tray by anyone with kitchen access (unless you hack the machine with multitool or emag). The food can be unloaded by anyone, like regular snacks
- Cargo can get a nutritious pizza crate order for 60 points.
- Grown and cooked food gets some vitamin while junk food gets less nutriment and more sugar (only hot donkpocket and ramen don't have sugar)
- The number of junk food in snack vending machine is lowered from 6 to 5 of each type.
- Fixing not being able to load an omelette du fromage on a tray.

## 10 December 2014

### GunHog updated:

- The Nanotrasen firmware update 12.05.14 for station AI units and cyborgs includes a patch to give them more control of their automatic speech systems. They can now chose if the message should be broadcasted with their installed radio system and any frequency available to them.

### Paprika updated:

- Added winter coats and winter boots! Bundle up for space xmas! They are available in most wardrobe and job lockers, and come with special features depending on the flavor!

### Paprka updated:

- Added a new weapon for syndicate boarding parties, the C-90gl assault rifle. This is a hybrid rifle with a lot of damage and a grenade launcher alt-fire. Purchasable for 18TC.
- Suppressors can now be used on the protolathe SMG and the C-20r.

### RemieRichards updated:

- Sounds in areas of low pressure (E.g. Space) are now much quieter
- To hear someone in space you need to be stood next to them, or use a radio

### as334 updated:

- We've discovered that slimes react to the introduction of certain chemicals in their bloodstream. Inaprovaline will decrease the slimes children's chance of mutation, and plasma will increase it.
- We've also found that feeding slimes solid plasma bars makes them more friendly to humans.

## 08 December 2014

### Ergovisavi updated:

- Allows using replica pods to clone people without bodies.
- Speeds up replica pod cloning by adjusting the starting production.
- Replica pods will now only create plantmen.
- Mixing blood in a beaker or taking it from a suicide victim will render the blood sample useless for replica pod cloning.

### GunHog updated:

- Our top Nanotrasen scientists have provided improved specifications for the Rapid Part Exchange Device (RPED)! The RPED can now contain up to 50 machine components, and will display identical items in groups when using its inventory interface.
- Note that power cells, being somewhat bulkier, will take up more space inside the device. In addition, the RPED's firmware has also been updated to assist in new machine construction! Simply have the required components inside the RPED, apply it to an unfinished machine with its circuit board installed, and watch as the device does the work!
- Nanotrasen has updated station bound Artificial Intelligence unit design specifications to include an integrated subspace radio transmitter. The transmitter is programmed with all standard department channels, along with the inclusion of its private channel. It is accessed using :o in its interface.
- {INCOMING CLASSIFIED SYNDICATE TRANSMISSION} Greetings, agents! Today, we are happy to announce that we have successfully reverse engineered the new subspace radio found in Nanotrasen's newest AI build plans. We have included our encryption data into these transmitters.
- Should you be deployed with one of our agent AIs, it may be wise of you to purchase a syndicate encryption key in order to contact it securely. Remember, as with other agents, a Syndicate AI is unlikely to be of the same Syndicate corporation as you, and you both may actually have conflicting mission parameters! Your channel, as always, is accessed using :t.

### Paprika updated:

- Changed the way flashbang protection works. Currently, only security helmets (and their derivatives like swat and riot), and some hardsuit helmets have flashbang protection. Ear items like earmuffs and 'bowman' headsets (alternative, larger headsets) have flashbang protection as well, so you're able to go hatless as security. The Head of security, warden, and detective's hat do NOT have flashbang protection, but their earpieces do, from the 'noise' part of the flashbang. The flashbang blind still works as before, with only sunglasses/hardsuit helmets protecting you.

### Tkdrg updated:

- Security/Medical HUDs are now more responsive and less laggy.

## 10 November 2014

### Menshin updated:

- Made meteors more threatening.
- Added three levels of danger for meteors waves, randomly selected at spawn.
- Rumors speaks of a very rare meteor of unfathomable destructive power in the station sector...
- Fixed infinigib/infinisplosion with meteors bumping

### Paprika updated:

- Added a defibrillator and an EMT alternative clothing set for medical doctors. These defibrillators will revive the recently deceased as long as their souls are occupying their body and they have no outstanding brute or burn damage.
- Yes, they actually work now too!
- Added a way for you to unload a round from a chambered projectile weapon. Simply click on the gun when it is in your active hand, and assuming it does not have a magazine, the round should pop out. You can also use this system to unload individual bullets from magazines and ammo boxes, like the detective's speed loaders.
- Added glass tables and overhauled how table construction works. Now, you need to build a frame using either metal rods or wood planks, and then place a top on the table.
- Table disassembly now works in two stages. Screwdriver the table to remove the top of it and reduce it back to a frame. Frames can be moved around and walked on top of. Wrench the table to deconstruct it entirely back to parts, this is quicker and much more like the old fashion. To deconstruct a frame, use your wrench on it as well.
- Fixed traitor med analyzers not fitting in medical belts.
- Fixed syringe box bug with medipens.

### Perakp updated:

- Added escape-with-identity objective for changelings. Completion requires the changeling to have transformed to their target and be wearing an ID card with the target's name on it when escaping.
- Changelings can absorb someone even if they have that DNA in storage already.
- Fixes hivemind being lost when readapting evolutions.

## 04 November 2014

### MrPerson updated:

- You can use AI Upload modules directly on unslaved cyborgs to change their laws. The panel has to be open to do this.
- Newly emagged cyborgs get locked down for a little bit until their new laws get shown. Thank you to whoever bitched about it on singulo and filed an issue report.

### Paprika updated:

- Added an advanced mop for the janitor, available at the protolathe. This hi-tech custodian's friend can mop twice as many floor tiles before needing to return to your bucket!
- Moved holosign projector to the protolathe and gave the janitor back his old signs. We hope you've enjoyed this free trial run of holo projectors, but our budget is tight!
- Added a holosign projector to the janitor module for cyborgs.
- Soap now has a delay. Different soap types clean faster than others, but expect to put it some extra arm work if you want to clean that fresh blood!

### Tkdrg updated:

- Cutting-edge research in a secret Nanotransen lab has shed light into a revolutionary form of communication technology known as 'chat'. The Personal Data Assistants of Space Station 13 have been deployed with an experimental module implementing this system, dubbed 'Nanotransen Relay Chat'.

## 30 October 2014

### MrPerson updated:

- Everything now drifts in space, not just mobs.
- Mechs are just as maneuverable in space as you are.
- Being weightless now slows movement down by a lot rather than speeding it up. Having your hands full will make movement even slower.
- Removed spaceslipping (You slipped! x1000)
- Jetpacking after being thrown out a mass driver will cancel out your momentum.
- Shooting a gun causes you to drift the other direction like spraying a fire extinguisher.

## 27 October 2014

### Jordie0608 updated:

- Adds a new riot shotgun that spawns in the armory with a 6 round beanbag magazine.

### Paprika updated:

- Allowed constructs to assist in activating most runes. This includes conversion runes, but does NOT include sacrifice runes.

### Patchouli Knowledge updated:

- In light of the recent achievements of the Robotics department, new and upgraded exosuit schematics were delivered to SS13 exosuit fabricators as a reward from CentComm.
- The countless hours of research, experimentation, and reverse-engineering of wrecks from the mining asteroid have paid off - the Research team has rediscovered the process of building Phazon exosuits. The parts and circuits have been made available in the exofabs and circuit printers.
- The APLU Ripley exosuit has been refitted with asteroid mining purposes in mind. Its armour plating will provide extra protection against the brute attacks of asteroid alien lifeforms, and protect from gibtonite explosions. The leg servos were upgraded to provide faster movement.
- There are rumours of some creative shaft miners discovering a way of augmenting APLU Ripley armour with trophy hides from goliath-type asteroid lifeforms...
- Durand construction routines now require a phasic scanner module and a super capacitor to match Nanotrasen industry standards.
- The exosuit fire extinguisher now boasts a larger watertank, and carries a whole 1000u of water from the old 200u tank.
- The exosuit plasma converter's efficiency has been vastly improved upon, and its fuel consumption has been cut to nearly half of old values.
- The exosuit sleeper interiors have been refitted to allow the occupants more freedom of movement, and the occupants may now eject at will.
- The armour plating on all exosuits was fitted with reactive deflection systems specifically designed to stop the rapid slashes from xenomorph threats.
- The Firefighter Ripley chassis were moved from the Exosuit Equipment section to the APLU Ripley section of exofab menus.
- Fixed some minor errors in the exosuit construction message syntax.

### phil235 updated:

- Closets and its children can no longer contain a near infinite amount of mobs. Large mobs (juggernaut, alien emperess, etc) don't fit, small mobs (mouse, parrot, etc) still fit in the same amounts, human-sized mob (humanoid, slime, etc) fit but maximum two per body bag and three for all the other closets. Adding bluespace body bag to R&D, it can hold even large mobs and in large amounts.
- girders and displaced girders now have a chance to let projectiles pass through them.

## 19 October 2014

### Donkie updated:

- Major atmos update. Featuring pretty colors.
- 4-Way pipes added.
- Flip-able trinary devices (mixer & filter).
- Pipe-painter added.
- Most pipe icons have been tweaked with shading and such, making it look more uniform.

### JJRcop updated:

- We have managed to re-discover drones! We improved the formula, and have discovered some cool stuff.
- After some fiddling with audio recognition, drones can now understand human speech!
- One of our engineers found some screws that were loose on some of our tests, screwing them in made the drone work as if it had just come out of robotics.
- We had to sacrifice some of our NT brand EMP protection for the speech recognition, so drones can get damaged if subjected to heavy EMP radiation.
- We figured out why drones couldn't remove objects from people, that has been fixed.
- The standby light wasn't wired correctly.
- Unfortunately one of our assistants tasked with transporting the only copy of the data dropped the flash drive in hot water because he wanted to see what "drone tea" tasted like. You'll have to discover them again.

### Lo6a4evskiy updated:

- Station's crayons have been upgraded to the version 2.0 of ColourOS. Don't worry, they are still edible!
- Many items now have different stripping delays. Heavier and more armored pieces of clothing are generally more difficult to take off someone else, while smaller items can be very easy to snatch. Pockets always take 4 seconds to search.

### MrPerson updated:

- Implants are activated via action buttons on the top-left corner of your screen instead of emotes.

### Paprika updated:

- Added zipties for security and nuke operatives. These have a slightly shorter 'breakout time' as normal cuffs but they are destroyed upon removal. Beepsky and sec borgs now use these by default.
- Changed the medical HUD in the tactical medkit to a night vision HUD so syndicate medics don't stumble around in the dark. Can be purchased through nuke op uplinks.
- Added a second roboticist roundstart job slot.
- Added a third cargo tech job slot.

### Paprka updated:

- Added undershirts as a companion piece to jumpsuit adjusting. Beat the heat with a comfortable tank top, or warm up with an extra layer tshirt!
- Added a holographic sign projector to replace the old wet floor signs to encourage janitors to warn crewmembers about wet floors.

### optimumtact updated:

- Medical supplies crate now comes with a boxy full of bodybags

## 09 October 2014

### Paprika updated:

- Added inaprovaline MediPens (autoinjectors) that replace inaprovaline syringes in medkits. Like the syringes, these can be used to stabilize patients in critical condition, but require no medical knowledge to use.
- Reverted the mining scanner to a manual scanner.
- Buffed the rate of the automatic scanner
- Added automatic scanner to equipment locker. It is also available by redeeming your voucher.
- Reduced the size of the mining jetpack, it now fits in backpacks. The capacity of the jetpack has been reduced as well, however.
- Removed resonator from the mining voucher redemption. Replaced it with a mining drill.

## 08 October 2014

### Cheridan updated:

- Flash mechanics changed. Instead of a knockdown effect, it will cause a stumbling effect. This includes area-flashing. The five-use-per-minute limit has been removed. "Synthetic" flashes made in the protolathe are now normal flashes.

### Paprika updated:

- Added a unique shield to the Head of Security's locker. It can be concealed for storage and activated like an energy shield, but functions like a riot shield. It can also be made at the protolathe.
- Marauders: Due to your extremely great performance as of late, we've added a new equipment room on Mother Base. A lot of your equipment has been moved to this room, as well as some new equipment added onto the Mothership. Take some extra time to familiarize yourself with the placement of your equipment.
- Oh, and you guys have a space carp now too.

### Paprka updated:

- Added jumpsuit adjusting. Adjust your jumpsuit to wear it more casually by rolling it down or roll up those sleeves of that hard-worn suit!
- Added a grey alternative to the detective's suit and trenchcoat. Now you can be a noir private investigator!

### Tkdrg updated:

- Space Station 13 has been deployed with transit tube dispensers. Central Command encourages the engineering department to repair and improve the station using this equipment.

## 05 October 2014

### Ikarrus updated:

- Character Save Files will now remember Species.

### Miauw updated:

- Added 5 new maintenance ambience tracks, made by Cuboos.

### Nobalm updated:

- Added examine descriptions to twenty eight objects.

### Paprika updated:

- Due to some payroll cuts affecting lower-rank crewmembers on Space Station 13, we fear that uprisings and mutinies might be approaching. To help defend themselves, all heads of staff have been given telescopic batons to subdue attackers should they be assaulted during their shifts.
- Toolbelts can now hold pocket fire extinguishers. Atmos technicians spawn with them.
- Remember those magboots we had our undercover agents steal? Well we've finally reverse engineered them. Not only that, but we gave them a killer paintjob. They will be available in the uplinks of boarding parties we send out to Nanoscum stations.
- Listen up, Marauders! The Syndicate has recently cut back funding into boarding parties. What this means is no more hi-tech fancy energy guns. We've had to roll back to using cheaper, mass-produced automatic shotguns. But in retrospect, could this possibly be a downgrade?

## 01 October 2014

### Cheridan updated:

- Experienced smugglers have joined the Syndicate, adding their bag of tricks to its arsenal. These tricky pouches can even fit under floor plating!

### Ikarrus updated:

- Adds Gang War, a new game mode still in alpha development.

### Incoming5643 updated:

- After a public relations nightmare in which a horde of 30 assistants violently dismembered a sole commander the revolution has begin tactically reducing their initial presence in stations with weak command structures. Should stations add to their command staff during the shift additional support will be provided.
- Too many instances of crying CMOs hiding in the lockers of supposedly secured revoulutionary stations has lead to a crackdown on revolutionary policy. You must kill or maroon the entire command staff, reguardless of when they reached the station.
- Intense study into the underlying structure of the universe has revealed that everything fits into a massive SPACECUBE. This deep and profound understanding has led to a revolution in cross surface movement, and spacemen can look forward to a new era of predictable and safe space-fairing.

### Jordie0608 updated:

- Grille damage update, humans now deal less unarmed damage to grilles while projectiles and items deal more.
- Replaced all AI turrets with porta-turrets that work on LoS instead of area and can be individually configured

### Miauw updated:

- Voice changer masks work again.
- You can now turn voice changer masks on/off by activating them in your hand. They start off.
- The amount of TC has been increased to 20, but the price of all items has been doubled as well
- With this, the prices of stealthy items has been slightly decreased and the prices of offensive items slightly increased (+/- 1 TC)

### RemieRichards, JJRcop updated:

- New research in the area of robotics has been published on Maintenance Drones, little robots capable of repairing and improving the station. Unfortunately, all of the research was lost in a catastrophic server fire, but we know they can be made, so it's up to you to re-discover them! Make us proud!

### phil235 updated:

- Changed all clone damage descriptions to use the term cellular damage to avoid confusion with genetics mutations.

## 07 September 2014

### Gun Hog updated:

- Nanotrasen scientists have released a Heads-Up-Display (HUD) upgrade for all AI and Cyborg units! Cyborgs have had Medical sensors and a Security datacore integrated into their core hardware, replacing the need for a specific module.
- AI units are now able to have suit sensor or crew manifest data displayed to them as a visual overlay. When viewing a crewmember with suit sensors set to health monitoring, the health status will be available on the AI's medical HUD. In Security mode, the role as printed on the crewmember's ID card will be displayed to the AI.
- Any entity with a Security or Medical HUD active will recieve appropriate messages on that HUD.

### Ikarrus updated:

- Server Operators: A new config option added to restrict command and security roles to humans only. Simply add/uncomment the line ENFORCE_HUMAN_AUTHORITY in game_options.txt.
- Players: To check if this config option is enabled on your server, type show-server-revision into the game's command line.

## 06 September 2014

### Ikarrus updated:

- Tampered supply ordering consoles can now order dangerous devices directly from the Syndicate for 140 points.
- Securitrons line units will no longer arrest individuals without IDs if their faces can still be read.
- Enemy Agent ID cards have been reported to be able to interfere with the new securitron threat assessment protocols.
- The Syndicate base has been modified to only allow the leading operative to launch the mission.

## 04 September 2014

### KyrahAbattoir updated:

- All the objects found in BoxStation maintenance are now randomized at round start.

## 03 September 2014

### Ikarrus updated:

- Cost of Syndicate bombs increased to 6 telecrystals.

### JStheguy updated:

- Many new posters have been added.

## 01 September 2014

### ChuckTheSheep updated:

- Adds preference toggle for intent selection mode.
- Direct selection mode switches intent to the one you click on instead of cycling them.

### Ikarrus updated:

- New more detailed End-Round report.
- Removes count of readied players from the lobby.

### Jordie0608 updated:

- Virology has been made the right color.

### Miauw updated:

- A major rework of saycode has been completed which fixes numerous issues and improves functionality.
- Please report any issues you notice with any form of messaging to Github.

## 31 August 2014

### Tokiko1 updated:

- Adds two new hairstyles.

## 30 August 2014

### Ikarrus updated:

- Space Station 13 has been authorized to requisition additional Tank Transfer Valves from Centcom's supply lines for the price of 60 cargo points.

## 26 August 2014

### Ikarrus updated:

- Security forces are advised to increase scrutiny on personnel coming into contact with AI systems. Central Intelligence suggests that Syndicate terrorist groups may have begun targeting our AIs for destruction.
- For the preservation of corporate assets, Central Command would like to remind all personnel that evacuating during an emergency is mandatory. We suspect that terrorist groups may be attempting to abduct marooned personnel who failed to evacuate.
- R&D; teams have released an urgent update to station teleporters. To eliminate the risk of mutation, personnel are advised to calibrate teleporters before attempting each use.
- Centcom has approved the Captain's request to rig the display case in his office with a burglar alarm. Any attempts to breach the case will now trigger a lockdown of the room.
- **Crew Monitoring Consoles now scan their own Z-level for suit sensors, instead of only scanning Z1.
- **Server operators can now set a name for the station in config.txt. Simply add the line "STATIONNAME Space Station 13" anywhere on the text file. Replace Space Station 13 with your station name of choice.

## 24 August 2014

### Ikarrus updated:

- Ore redemption machine can now smelt plasteel.
- Mulebot speed has been vastly increased by up to 300%.
- Removed exploit where false walls can be used to cheese the AI chamber's defenses

## 21 August 2014

### Ikarrus updated:

- The Phase Shift ability will no longer instantly gib players. Instead, they will be knocked out for a few seconds. Mechas will be damaged.
- The Phase Slayer ability will no longer instantly gib players. Instead, they will be dealt 190 brute damage. Mechas will be dealt 380 damage.
- ADMIN: Most Event buttons have been moved out of the secrets menu and into a Fun verb.

## 20 August 2014

### Cheridan updated:

- Three new shotgun shells added. Create them by first researching and printing an unloaded tech shell in R&D.; Afterwards, use table-crafting with the appropriate components with a screwdriver in-hand.
- Meteorshot: tech shell + compressed matter cartridge + micro(or better) manipulator.
- Pulse Slug: tech shell + advanced capacitor + ultra micro-laser.
- Dragonsbreath: tech shell + 5 phosphorus (in container).
- Incendiary rounds now leave a blazing trail as they pass. This includes existing incendiary rounds, new dragonsbreath rounds, and the Dark Gygax's carbine.

## 19 August 2014

### Ikarrus updated:

- Brig cells and labour shuttle have both been modified to send a message to all security HUDs whenever a prisoner is automatically released.
- The labour camp has been outfitted with a points checking console to allow prisoners to check their quota progress easier and better explain the punishment system of forced labour.

## 18 August 2014

### Iamgoofball updated:

- 25 new hairstyles have been added.

## 15 August 2014

### AndroidSFV updated:

- AI photography has been extended to Cyborgs. While connected to an AI, all images taken by cyborgs will be placed in the AI's album, and viewable by the AI and all linked Cyborgs.
- When a Cyborgs AI link wire is pulsed, the images from the Cyborgs image album will be synced with the AI it gets linked to.
- Additonally, Cyborgs are able to attach images to newscaster feeds from whichever album is active for them. Cyborgs are also mobile, inefficent, printers of same images.

## 11 August 2014

### Ikarrus updated:

- Boxstation map updates:
  -Singularity engine walled from from outer space
  -Shutters for exterior Science windows
  -Teleporter board moved from RD's Office to Tech Storage now that the teleporter can be built again.
  -Security Deputy Armbands (red) added in HoS's Office

## 14 July 2014

### Miauw updated:

- Added a new mutetoxin that can be made with 2 parts uranium, 1 part water and 1 part carbon and makes people mute temporarily
- Parapens were renamed to sleepy pens and now contain 30 units of mutetoxin and 30 units of sleeptoxin instead of zombie powder.
- C4 can no longer be attached to mobs
- Reduced the C4 price to 1 telecrystal

## 07 July 2014

### Firecage updated:

- We, of the NanoTrasen Botany Research and Developent(NTBiRD), has some important announcements for the Botany staff aboard our stations.
- We have recently released a new strain of Tower Cap. It is now ensured that more planks can be gotten from a single log.
- Head Scientist [REDACTED] is thanked for his new strain of Blood Tomatoes. It now not only contains human blood, but also chunks of human flesh!
- We have also discovered a way to replant the infamous Cash Trees and 'Eggy' plants. We can now harvest their seeds, and the rare products are inside the fruit shells.
- Similar to the new variety of Tower Caps, it is now possible to get various grass flooring depending on the plants potency!
- Our sponsors at Knitters United has released a new variation of the botany Aprons and Coveralls which can hold a larger variety of items!
- A new version of Plant-B-Gone was produced which are much more lethal to plants, yet at the same time has no extra effect on humans besides the norm.

### Paprika updated:

- Tweaked mining turf mineral droprates and reverted mesons to the 'old' style of mesons. This means mesons will be more powerful with the added side effect of not being able to track individual light sources through walls and such. This is a trial run; please provide feedback on the /tg/ codebase section of the forum.

## 05 July 2014

### Firecage updated:

- Recently the Space Wizard Federation, with some assistance from the Cult of Nar-Sie, recently created a new strain of Killer Tomato. A sad side effect is this effected all current and future Killer Tomato strains in our galaxy. They are now reported to be extremely violent and deadly, use extreme caution when growing them.

## 03 July 2014

### Miauw updated:

- Added slot machines to the game
- Slot machines use reels. All prizes except for jackpots can be won on all lines
- Simply put a coin into one of the slot machines in the bar to play!
- Slot machines can also be emagged.

## 01 July 2014

### Ikarrus updated:

- Central Security has approved an upgrade of the Securitron line of bots to a newer model.
  Highlights include:
- -An optional setting to arrest personnel without an ID on their uniform (Disabled by default)
- -An optional setting to notify security personnel of arrests made by the bots (Enabled by default)
- -A new "Weapon Permit" access type that securitrons will use during their weapons checks. Personnel who work with weapons will be granted this access by default. More can be assigned by the station's Head of Security and Personnel.
- -A more robust threat assessment algorithm to improve accuracy in identifying perpetrators.

### Rolan7 updated:

- Fixed the irrigation system in hydroponics trays. Adding at least 30 units of liquid at once will activate the system, sharing the reagents between all connected trays.
- Changelings can communicate while muzzled or monkified, and being monkified doesn't stop them from taking human form.
- Mimes cannot break the laws of physics unless their vow is currently active.
- Trays are rewritten to make sense and so borgs can actually use them. Service borgs can discretely carry small objects, hint hint. The items are easily knocked out of them.

## 20 June 2014

### Ikarrus updated:

- The 'Enter Exosuit' button was removed, and you have to click + drag yourself to enter a mech now; like you would to enter a disposal unit.

## 12 June 2014

### Cheridan updated:

- NT Baton Refurbishment Team Notice: 'Released' option in security records has been renamed 'Discharged', and the sechud icon has been changed from a blue R to a blue D. Stop beating your released prisoners, dummies; they're not revheads.
- NT Entertainment Department Notice: The prize-dispensing mechanism in Arcade machines has been replaced with a cheaper gas-powered motor. It should still be completely safe, unless an electromagnetic field disrupts it!
- Pill code tweaked. In short, you can feed monkeys pills now #whoa
- Casings ejected from guns will now spin #wow

## 11 June 2014

### Ikarrus updated:

- Having the nuke disk will no longer prevent you from using teleporters or crossing Z-levels. Leaving the Z-level however, will cause you to "suddenly lose" the disk.
- Pulled objects will now transition with you when as you transition Z-levels in space.

### Malkevin updated:

- IEDs have been removed
- Firebombs have been added
- They're as reliable and predictable as you would expect from a soda can filled with flammable liquid and set off with an igniter contected to two wires. Use your branes and take proper precautions or leave a charred corpse, your choice.

## 06 June 2014

### Gun Hog updated:

- Nanotrasen programmers have discovered a potential exploit involving a station's door control networks. With sufficient computing power, the network can be overloaded and forced to open or bolt closed every airlock at once.
- Some reports suggest that the latest firmware update to Artifical Intelligence units installed in our research stations may contain this exploit. Any such reports that state that should a station's AI unit "malfunction", it may gain the ability to use this exploit to initate a full lockdown of the station. Fire locks and blast doors are also said to be affected.
- Nanotrasen officially holds no validity to these reports. We recommend that station personnel disregard such rumors.

## 20 May 2014

### Kelenius updated:

- After the years of extensive research into xenobiology, and thousands of scientists lost to the slimes, we have finally come to admitting that we don't have a clue how they work. However, we've outlined a few facts, and managed to breed a new kind of slimes. They will be shipped to your station on the next shifts. They are different from the ones they are used to in the following:
- Their sight is better than ever, and now they can finally see things that are not directly pressed against them. Beware, they may appear more aggressive!
- Their memory has also become better, and they will now remember the people who fed them. As a note, you need to grab the monkey or push it to show to the slime that you're giving it to them, and it's not just walking in.
- Apparently, not only we have studied them, but they have also studied us. Slimes are now capable of showing various emotions, mimicking humans. Use it to your advantage.
- There are reports of slimes showing signs of sentience. Further research is recommended.
- One of the reported signs is their speech capability. Following facts have been gathered: they talk more often to those who feed them; they react to being called by the number, but 'slimes' is also acceptable; they are able to understand being ordered to "follow" someone, or "stop". There is a report of slime releasing the assistant after a scientist shouted at it, and then calmly ordered a slime to stop.
- We've made a modification of a health scanner that is intended for the use on slimes. Two are available in the smartfridge.
- We've come to a conclusion that 5 units of reagents are not necessary to cause slime core reactions. You actually only need one unit.

## 16 May 2014

### Menshin updated:

- Thanks to Nanotrasen's Engineering division, the power wiring of the station has a received a complete overhaul. Here are the highlight features in CentCom report :
- Improved way of connecting cables! Finished is the time of "laying and praying" : it's now as simple as matching ends of each cables!
- Unified way of connecting machines! Every machine is connected to a powernet through a node cable (it still needs to be anchored to receive power though)!
- Lots of improvements in the cable cutting tools! Gone is the odd magic of physically separated yet still connected powernets (contact CentCom Engineering Division if you still witness something weird, we always have a fired form ready for our engineers!)!
- Any conscientious (or not!) Station Engineer may check an "updated wiring manual" at http://www.tgstation13.org/wiki/Wiring#Power_Wires

## 14 May 2014

### Ikarrus updated:

- A recent breakthrough in Plasma Materials Research has led to the development of a stronger, tougher plasteel alloy that can better resist extreme heat by up to four times. A live demonstration preformed during a press conference earlier today showed a segment of reinforced wall resisting an attack by Thermite. The corporation also announces that upgrades to its existing stations is already underway.

## 07 May 2014

### /Tg/station Code Management updated:

- /tg/station code is now under a feature freeze until 7th June 2014. This means that the team will be concentrating on fixing bugs instead of adding features for the month.
- You can find more information about the feature freeze here. http://tgstation13.org/phpBB/viewtopic.php?f=5&t;=273
- This is the perfect time to report bugs, which you can do so here. https://github.com/tgstation/-tg-station/issues/new

## 30 April 2014

### Giacom updated:

- You now have to give a reason when calling the shuttle.
- The amount of time it takes for the shuttle to refuel is now a config option, the default is 20 minutes.

### Gun Hog updated:

- Certain Enemies of the Corporation have discovered a critical exploit in the firmware of several NanoTrasen robots that could prevent the safe shutdown of units corrupted by illegally modified ID cards, dubbed "cryptographic sequencers".
- NanoTrasen requires more research into this exploit, this we have issued a patch for AI and Cyborg software to simulate this malfunction. All NanoTrasen AI units are advised to only allow testing in a safe and contained environment. The robot can safely be reset at any time.
- Unfortunately, a robot corrupted by a "cryptographic sequencer" still cannot be reset by any means. NanoTrasen urges regular maintenance and care of all robots to reduce replacement costs.

## 27 April 2014

### Ikarrus updated:

- NT Human Resources announces an expansion of the List of Company-Approved Hair Styles, as well as more relaxed gender restrictions on hair styles. Check with your local company-sponsored hairstylist to learn more.

## 22 April 2014

### Ikarrus updated:

- ID Computers have been modified to allow Station Heads of Staff to assign and remove access to their departments, as well as stripping the rank of their subordinates. An ID computer on the bridge is available for the use of this function.

## 20 April 2014

### Gun Hog updated:

- NanoTrasen Emergency Alerts System 4.20 has been released!
- In the unfortunate event of any nuclear device being armed, the station will enter Code Delta Alert.
- Should the nuclear explosive be disarmed, the station shall automatically return to its previous alert level.

### Steelpoint updated:

- A new AI satellite has been constructed in orbit of Space Station 13!
- The satellite exclusivly is used to hold a station's Artifical Intelligence Unit, the satellite contains a miried of turret and motion sensor defences. A transit tube network is used to connect the satellite to the station, with the transit room being located at engineering south of the engi escape pod.
- The AI Upload however has been moved north slightly and is connected directly to the bridge.
- In addition, the Gravity Generator has been relocated from its prior position in engineering to the location of the old AI Upload, increasing its defence and logical positioning.

## 11 April 2014

### Jordie0608 updated:

- Wood planks can be used to make wood walls and airlocks; flammability not included

## 10 April 2014

### Ikarrus updated:

- Centcom officials have announced a new initiative to combat misuse of their Emergency Shuttle Service. After the shuttle has been recalled several times over the course of a simple work shift, Centcom will attempt to trace the signal origin and pinpoint its source for station authorities.

### Steelpoint updated:

- Thanks to Nanotrasen's Construction division, the brig has recieved a overhaul in its design, to increase ease of movement, including an addition of a "prisioner release room" and a insanity ward.
- Furthing concerns among commentators, Nanotrasen has shipped out additional security equipment to station armories, including Riot Shotguns, tear gas grenades, additional securitron units and military grade Ion Guns.
- JaniCo have released a new unique product called the JaniBelt. Capable of holding most standard issue janitorial equipment, designed to help relive inventory management among station janitors. In addition the Jani Water Tank has had its reserve of space clenaer increased to 500 units, up from 250.

### Validsalad updated:

- After concerns raised by security personel, new armor has been shipped that covers the lower waist and readjusts the helmet for comfort.
- In addition, the aging riot shield has been replaced with a newer, more modern, apperance.

## 03 April 2014

### Ikarrus updated:

- NT AI Firmware version 2554.03.03 includes a function to notify the master AI when a new cyborg is slaved to it.

## 02 April 2014

### Giacom updated:

- The syndicate suit is now black and red, because black and red is the new red.
- The Ruskie DJ Station now has a classy orange syndicate suit.
- Security officers have been equipped with the latest in flashlight technology. You can find a SecLite™ inside your security belt or you can dispense one from the security vending machine.

### Ikarrus updated:

- Nanotrasen Construction division is pleased to announce the unveiling of our brand now state-of-the-art Space Station 13 v2.1.3!
- -Scaffolding used during construction has been repurposed as an expanded maintenance around the station.
- -Our new Emergency Transport Shuttle Mk III will be making its debut in times of crisis. Includes a new cargo area and extra security features.
- -A redesigned brig will give security staff more peace of mind with added security features
- -The armory is now protected by a motion alarm.
- -The armory is now equipped with security hardsuits.
- -A new command EVA wing has been added to EVA Storage. Station heads of staff will be able to make use of suits stored here.
- -A new garden area will be made publicly available for everyone to enjoy some R&R; during their company-endorsed break periods
- -A new Testing Lab has been added to the Science department for any field experiments that need to be run.
- -The mining ore redemption machine has been relocated to the Cargo Delivery Office.

## 01 April 2014

### Aranclanos updated:

- Made combat more hardcore for hardcore players like myself. This won't be reverted.

### Malkevin updated:

- Sacrifice Cult - Cult has received a massive overhaul to how it works, focusing more on cult magics and sacrificing unbelievers. The most important changes are:
- Cult starts off with alot more cultists, 6 cultists below 30 players and 9 above. The HoP can no longer be a round start cultist but is still convertible.
- Cultists start off with join, blood, self, and hell. These give the runes for the sacrifice and convert.
- Conversions now require three cultists and converts no longer reward words, words must be obtained via sacrifice
- Sacrificing players traps their soul in a soul stone, which can then be used on construct shells to implant the souls in them
- Constructs shells can be summoned via a new rune (travel, hell, technology)
- You can no longer convert the sacrifice target, you dozzy sods
- Summoning Narsie when she is not an objective leads to !!FUN!!
- Wrote a system to allow all mob types to be sacrificable - currently only corgis are in the new system
- Holy Water will DECONVERT cultists, takes around 35 units and two minutes to succeed
- Hitting a mob that contains holy water with a tome will convert that water to unholy water, conversely hitting any container that contains unholy water with a bible as chaplain will 'cleanse' the taint.
- Unholy water works like a combination synaptazine and hyperzine, with a twist of branes dimarge and highly toxic to non-cultists
- Cargo can order a religious supplies crate - it contains flasks of holy water, candles, bibles, and robes
- Cultists have an innate ability to communicate to the cult hive mind (BE AWARE - THIS DOES A LOT OF DAMAGE), cultists can also communicate via the new Commune option on their tomes (the Read Tome option has been shifted under the Notes option)

### MrStonedOne updated:

- Cyborgs can now use AI click shortcuts. (shift click on doors opens them, etc) (including ones added below)
- New silicon click shortcut: Control+Shift click on doors toggles access override
- New silicon click shortcut: Control click turret controls toggles them on or off
- New silicon click shortcut: Alt click turret controls toggles lethal on or off
- Cyborg hotkey mode was massively improved. 1-3 selects module slot, q unloads the active module. use hotkeys-help as cyborg for more details

## 31 March 2014

### Ikarrus updated:

- Fabricator blueprints for cyborg parts have been updated to allow the debugging of cyborg units prior to boot. To access the debug functions, assemble a cyborg following standard procedure. Before inserting the MMI, use a multitool on the cyborg body. Note that this update also moves designation data into the system files, so pens can no longer be used to name cyborgs.

### MrPerson updated:

- Toggling the "Play admin midis" preference will pause any playing songs. Turning midis back on will resume the current song where it was.
- If there's a song playing while you have midis off and you then turn midis on, the current song will begin playing for you.

## 28 March 2014

### Aranclanos updated:

- Workaround with the click cooldowns. They should feel faster. If you think that anything needs a click cooldown (like grilles, mobs, etc.), report it to me.
- Here's the fun part, this is a test for the community and players, I hope I won't be forced to revert this and hear "this is why we can't have nice things". Again, if anything needs a cooldown, report it to me. Have fun with your fast clicks spessmans.

## 25 March 2014

### Ikarrus updated:

- A security review committee has approved an update to all Nanotrasen airlocks to better resist cryptographic attacks by the enemy.
  *New internal wiring will be able to withstand attacks, and panel wires will no longer be left unusable after an attack.
  *Welding tools will now be able to cut through welded doors that have been damaged.
  *Damaged electronics are now removable and replaceable following standard procedure.
  *Airlocks will not be able to operate autonomously until the electronics are replaced.
- Hair sprites have been given a visual lift. For best results, set your hair color to be slightly lighter than how you want it to look. For dark hair, do not use a color darker than 80% black.

## 22 March 2014

### Giacom updated:

- Gravity is no longer beamed from CentCom! Instead, there is a new gravity generator stored near Engineering that will provide all the gravity for the station and the z level. Please remember that it gives off a lot of radiation when charging or discharging, so wear protection.

### MrPerson updated:

- Added a new, somewhat experimental system to delete things. This is basically a port from /vg/, so big thanks to N3X15.
- As a result, bombs and the singularity should be much less laggy.
- There may be issues with "phantom objects" or other problems with stuff that's suppoed to be deleted or objects interacting with deleted objects. Please report any issues right away!

## 18 March 2014

### Ikarrus updated:

- NT R&D; releases AI Patch version 2553.03.18, allowing all Nanotrasen AIs to override the access restrictions on any airlock in case of emergency. Nanotrasen airlocks have been outfitted with new amber warning lights that will flash while the override is active. Should maintenance teams need to restore an airlock's restrictions without using the AI, pulsing the airlock's ID Scanner wire will reset the override.

## 17 March 2014

### Giacom updated:

- Machines that had their programming overriden by a Malf AI will no longer attack loyal cyborgs; they will still attack cyborgs that aren't loyal, to the Malf AI that hacked them, though.
- You only require a single unit of blood to mutate viruses now, instead of 5.

## 15 March 2014

### Steelpoint/Validsalad updated:

- After a review with CentCom, all Security Officers will now begin their shifts with a Stun Baton in their backpack. To avoid inflating costs however all Stun Batons have been removed from Security lockers except from the brig.
- After decades of usage CentCom has replaced the Security Uniform, Armor, Belt and Helmet with a newer, more modern design.

## 14 March 2014

### Ikarrus and Nienhaus updated:

- Nanotrasen Corporate announced a revised dress codes primarily affecting senior station officers. A new uniform for Heads of Personnel will be shipped out to all NT Research stations.

## 12 March 2014

### Yota updated:

- Cameras finally capture the direction you are facing.

## 10 March 2014

### Giacom updated:

- Added two new plasma-level disease symptoms, both are very !FUN! and mess with your genetics.
- Virologists now only need to use a single unit of virus food, mutagen or plasma to generate symptoms. You can take a single unit by using a dropper, if you change its unit transfer amount in the object tab..
- Changed the map to make it harder to escape from the Labor Camp. Please continue using it.

### Miauw updated:

- Added changeling space suits. These allow changelings to survive in space, internals are not needed. They do not provide any sort of armor and slow your chemical regeneration.

## 05 March 2014

### Various Coders updated:

- Ling rounds are LINGIER, with more lings at a given population.
- Many simple animals can ventcrawl, including bats. All ventcrawlers must alt-click to ventcrawl.
- An automatic tool to store and replace machine parts has been added to R&D.;
- Most stuns have been reduced in from 10+ to 5 ticks in duration.
- Shoes no longer speed you up.
- Added fancy suits, which can be orderd from cargo.
- Added sombrerors and ponches.
- Cuff application time reduced 25%.
- Fire will cause fuel tanks to explode.
- Mutagen has been reduced in lethality. Notably, 15 units are not guaranteed to crit the recipient.

## 03 March 2014

### ChuckTheSheep updated:

- Round-end report now shows what items were bought with a traitor's or nuke-op's uplink and how many TCs they used.

### Drovidi Corv updated:

- Facehuggers no longer die to zero-force weapons or projectiles like lasertag beams.

### Incoming5643 updated:

- Improved blob spores to zombify people adjacent to their tile.
- If a hand-teleporter is activated while you're stuck inside a wall, you'll automatically go through it.

### Miauw updated:

- Decreased the lethality of Mutagen in small doses.

### TZK13 updated:

- Added Incendiary Shotgun Shells made at a hacked autolathe; Xenos be wary.

## 26 February 2014

### Incoming5643 updated:

- Color blending Kitty Ears have returned.

## 25 February 2014

### Incoming5643 updated:

- Colored burgers! Include a crayon in your microwave when cooking a burger and it'll come out just like a Pretty Pattie.
- Fixed AI's being able to interact with syndicate bombs.

## 24 February 2014

### Ergovisavi updated:

- Added Advanced Mesons and Night Vision Goggles to the protolathe.

### Giacom updated:

- Silicons no longer stop statues from moving when in sight.
- Increased the health of statues.
- Increased the range of statues's blinding spell.

### HornyGranny updated:

- Reduced the range of Violin notes.
- Low quality violin midi-notes replaced with better .ogg-notes.

### Incoming5643 updated:

- Improved the Syndicate Implant bundle to contain freedom, uplink, EMP, adrenalin and explosive implanters.
- Added Mineral Storeroom to R&D; containing the Ore Redemption Machine; no more assistants stealing your ore in the open hallway.

### Miauw updated:

- No more removing cursed horseheads.

### Razharas updated:

- Fixed infinite telecrystal exploit.

## 19 February 2014

### Aranclanos updated:

- Removed the chance of your hat falling off when slipping.

### Perakp updated:

- Added Iatot's cyborg module selection transformation animations.

## 17 February 2014

### Ergovisavi updated:

- Mining has been significantly overhauled. Hostile alien life has infested the western asteroid! Miners are given an equipment voucher to obtain equipment to protect themselves. There is a spare voucher in the HoP's office, should someone want to switch to mining mid-shift.
- The Ore Redemption Machine has been added just outside of the Science wing. Ore goes in, Sheets go out, and points are tallied on the machine. Insert your ID to claim points, then spend them on goods at Mining Equipment Lockers. You require specific accesses to tell the Ore Redemption Machine to unload its sheets.
- Should you not care for being eaten alive by horrible alien life, it is suggested you stick to the eastern asteroid, where there is no hostile alien life... though the yield on ore is not as good.
- Most ore is no longer visible to the naked eye. You must ping it with a Mining Scanner (Available in all mining lockers) to locate nearby ore. Make sure to equip your mesons first, or it won't be visible.
- Mesons no longer remove the darkness overlay, you must properly light your environment. Hull breaches to space can still be clearly seen, and it will still protect you from the singulo.
- Mineral spawn rates have been significantly tweaked to cut down on unnecessary inflation of mineral economy.
- The asteroid no longer has ambient power on the entire asteroid. AI's who go onto asteroid turf will slowly die of power loss. Mining outposts are unaffected.
- Fixed an issue where projectiles shot by simple mobs or thrown would hit multiple times.

### Fleure updated:

- Reduced chicken crates to contain 1-3 chicks, down from 3-6
- Increased fertile chicken egg chance from 10% to 25%

### Yota updated:

- Photograph now rendered crisp and clean, so that we may enjoy them in their 0.009 megapixel goodness.
- Cameras should now capture more of what they should, and less of what they shouldn't.

## 09 February 2014

### ADamDirtyApe updated:

- The lawyer now spawns with a Sec Headset.

### Demas updated:

- Banana peel size is based on banana size.
- Bigger peels slip for longer than smaller ones. Remember that produce size is based on potency.
- The clown now spawns with a decent sized banana.
- The banana mortar now shoots 65 potency peels.

### Giacom updated:

- A new hostile statue mob, can only move when not being observed, tends to break lights and cause blindness.

### Incoming5643 updated:

- Blob Zombies! When a Blob Spore moves over a dead human body it will infect the body and revive it as a more powerful varient of the spore. Has double the health and deals more damage.

### Neerti updated:

- Sec Belts can now hold Stun Batons.
- Stun Batons now only take 10 seconds to fully recharge.

### Razharas updated:

- Tables can now be used as an alternative way to craft makeshift items. Simply click-drag table to yourself bring up a list.

### adrix89 updated:

- Spray Bottles can no longer wet up to three tiles with water.
- Spray Bottles have a third higher release volume that wets a single tile.
- Water slip times are reduced to the same stun times as soap.

## 08 February 2014

### MrPerson updated:

- Added a NanoUI for the SMES

### Razharas updated:

- Adds more constructible and deconstructable machines!
- Added constructible miniature chemical dispensers, upgradable
- Sleepers are now constructible and upgradable, open and close like DNA scanners, and don't require a console
- Cryogenic tubes are now constructible and upgradable, open and close like DNA scanners, and you can set the cryogenic tube's pipe's direction by opening its panel and wrenching it to connect it to piping
- Telescience pads are now constructible and upgradable
- Telescience consoles are now constructible
- Telescience tweaked (you can save data on GPS units now)
- Teleporters are now constructible and upgradable, the console has a new interface and you can lock onto places saved to GPS units in telescience
- Teleporters start unconnected. You need to manually reconnect the console, station and hub by opening the panel of the station and applying wire cutters to it.
- Biogenerators are now constructible and upgradable
- Atmospherics heaters and freezers are now constructible and upgradable and can be rotated with a wrench when their panel is open to connect them to pipes. Screw the board to switch between heater and freezer.
- Mech chargers are now constructible and upgradable
- Microwaves are now constructible and upgradable
- All kitchen machinery can now be wrenched free
- SMES are now constructible
- Dragging a human's sprite to a cryogenic tube or sleeper will put them inside and activate it if it's cryo
- Constructible newscasters, their frames are made with autolathes
- Constructible pandemics
- Constructible power turbines and their computers
- Constructible power compressors
- Constructible vending machines. Screw the board to switch vendor type.
- Constructible hydroponics trays
- Sprites for all this
- This update will have unforeseen bugs, please report those you find at https://github.com/tgstation/-tg-station/issues/new if you want them fixed.
- As usual, machines are deconstructed by screwing open their panels and crowbarring them. While constructing machines, examining them will tell you what parts you're missing.

## 05 February 2014

### Yota updated:

- Handling a couple flashlights will no longer transform you into the sun. Each light source will have deminishing returns.
- Inserting lights into containers should no longer dim other lights.

## 03 February 2014

### Demas updated:

- Changes windoor and newscaster attack messages to be consistent with windows and grilles. This removes the distracting boldness from windoor attack messages, which is reserved for userdanger, and names the attacker.
- Thrown items now play a sound effect on impact. The volume of the sound is based on the item's throwforce and/or weight class.
- The fireaxe now has 15 throwforce, when previously it had only 1. But why would you throw it away, anyway?
- Projectiles now play a sound upon impact. The volume of the sound depends on the damage done by the projectile. Damageless projectiles such as electrodes have static volumes. Practise laser and laser tag beams have no impact sound.
- Added sear.ogg for the impacts of damaging beams such as lasers. It may be replaced if player feedback proves negative.

## 02 February 2014

### Demas updated:

- Attack sounds for all melee weapons! No more silent attacks.
- The volume of an object's attack sound is based on the weapon's force and/or weight class.
- Welders, lighters, matches, cigarettes, energy swords and energy axes have different attack sounds based on whether they're on or off.
- Weapons that do no damage play a tap sound. The exceptions are the bike horn, which still honks, and the banhammer, which plays adminhelp.ogg. Surely nothing can go wrong with that last one.
- When you tap someone with an object, the message now uses "tapped" or "patted" instead of attacked. The horn still uses HONKED, and the banhammer still uses BANNED.
- You won't get the "armour has blocked an attack" message for harmless attacks anymore.
- Adds 5 force to the lighter when it's lit. Same as when you accidentally burn yourself lighting it.
- Removes boldness from item attack messages on non-human mobs. The attack is bolded for a player controlling a non-human mob. Now your eyes won't jump to the chat when it's Pun Pun who's being brutalised.
- Blood will no longer come out of non-human mobs if the attack is harmless.
- Adds a period at the end of the catatonic human examine message. That's been bugging me for years.
- The activation and deactivation sounds of toy swords, energy swords and energy shields are slightly quieter. Energy swords and shields are now slightly louder than toys.
- You can no longer light things with burnt matches.
- Match, cigarette and lighter attack verbs, forces and damage types change based on whether the object is lit or not.
- Fixes a bug with the energy blade that kept it at weight class 5 after it was deactivated. Who cares, it disappears upon deactivation.
- Changes the welder out of fuel message slightly to be less fragmented.
- Removes dead air from a lot of weapon sound effects to make them more responsive. In other words, the fire extinguisher attack sound will play a lot sooner after you attack than before.
- Equalised the peak volumes of most weapon sounds to be -0.1dB in an attempt to make volumes based on force more consistent across different sounds.

## 01 February 2014

### Ergovisavi updated:

- Walking Mushrooms will now attack and eat each other! They're all a little unique from each other, no two shrooms are exactly alike, and a better quality harvest means stronger Walking Shrooms. Pit them against each other for your entertainment.
- Each mushroom will have a different colored cap to identify them. When mushrooms eat each other, they get stronger. The resulting mushroom will drop more slices when cut down to harvest, and will have better quality slices.
- Don't hurt them yourself, though, or you'll bruise them, and mushrooms won't get stronger from eating a bruised mushroom. If your mushroom faints, feed it a mushroom such as a plump helmet to get it back on its feet. It will slowly regenerate to full health eventually.

## 30 January 2014

### Balrog updated:

- Syndicate Playing Cards can now be found on the Syndicate Mothership and purchased from uplinks for 1 telecrystal.
- Syndicate Playing Cards are lethal weapons both in melee and when thrown, but make the user's true allegiance to the Syndicate obvious.
- Sprites are courtesy of Nienhaus.

### Demas updated:

- Adds thud sounds to falling over
- Known bug: Thuds play when cloning initialises or someone is put into cryo. This will be fixed.

### Ergovisavi updated:

- Gibtonite, the explosive ore, can now be found on the asteroid. It's very hard to tell between it and diamonds, at first glance.
- Gibtonite deposits will blow up after a countdown when you attempt to mine it, but you can stop it with an analyzer at any time. It makes for a good mining explosive.
- The closer you were to the explosion when you analyze the Gibtonite deposit, the better the Gibtonite you can get from it.
- Once extracted, it must be struck with a pickaxe or drill to activate it, where it will go through its countdown again to explode!
- Explosives will no longer destroy the ore inside of asteroid walls or lying on the floor.

### Miauw updated:

- Adds changeling arm blades that cost 20 chems and do 25 brute damage.
- Arm blades can pry open unpowered doors, replace surgical saws in brain removal, slice tables and smash computers.

### MrPerson updated:

- Mobs now lie down via turning icons rather than preturned sprites.
- You can lie down facing up or down and the turn can be 90 degrees clockwise or counterclockwise.
- Resting will always make you lie to the right so you look good on beds.
- Please report any bugs you find with this system.

### Petethegoat updated:

- Increased the walk speed. Legcuffed speed is unaffected, and is still suffering.
- Sped up alien drones, they are now the same speed as sentinels.

## 28 January 2014

### Demas updated:

- Adds thud sounds to falling over
- Known bug: Thuds play when cloning initialises or someone is put into cryo. This will be fixed.

## 26 January 2014

### Balrog updated:

- Syndicate Playing Cards can now be found on the Syndicate Mothership and purchased from uplinks for 1 telecrystal.
- Syndicate Playing Cards are lethal weapons both in melee and when thrown, but make the user's true allegiance to the Syndicate obvious.
- Sprites are courtesy of Nienhaus.

## 25 January 2014

### Miauw updated:

- Adds changeling arm blades that cost 20 chems and do 25 brute damage.
- Arm blades can pry open unpowered doors, replace surgical saws in brain removal, slice tables and smash computers.

## 24 January 2014

### Ergovisavi updated:

- Gibtonite, the explosive ore, can now be found on the asteroid. It's very hard to tell between it and diamonds, at first glance.
- Gibtonite deposits will blow up after a countdown when you attempt to mine it, but you can stop it with an analyzer at any time. It makes for a good mining explosive.
- The closer you were to the explosion when you analyze the Gibtonite deposit, the better the Gibtonite you can get from it.
- Once extracted, it must be struck with a pickaxe or drill to activate it, where it will go through its countdown again to explode!
- Explosives will no longer destroy the ore inside of asteroid walls or lying on the floor.

## 21 January 2014

### MrPerson updated:

- Mobs now lie down via turning icons rather than preturned sprites.
- You can lie down facing up or down and the turn can be 90 degrees clockwise or counterclockwise.
- Resting will always make you lie to the right so you look good on beds.
- Please report any bugs you find with this system.

## 19 January 2014

### KazeEspada updated:

- The water cooler is now stocked with paper cups. You can refill the cups by putting paper in it.

### Rolan7 updated:

- You can now sell mutant seeds, from hydroponics, to Centcom via the supply shuttle.
- Fixes powersinks causing APCs to stop automatically recharging.

## 17 January 2014

### ManeaterMildred updated:

- Changed the way the Gygax worked. It now has less defense and shot deflection, but is faster and have less battery drain per step.
- Nerfed the Carbine's brute damage and renamed it to FNX-99 "Hades" Carbine.
- Nerfed the Gygax defense from 300 to 250.
  Nerfed the Gygax projectile deflection chance from 15 to 5.
  Buffed the Gygax speed from 3 to 2, making it faster.
  Reduced the battery use when moving from 5 to 3.
  The Mech Ion Rifle now has a faster cooldown, from 40 to 20.
  Nerfed the carbine's Brute Damage from 20 to 5.
  Please post feedback to these changes on the forums.

## 15 January 2014

### Dumpdavidson updated:

- EMPs affect the equipment of a human again.
- EMP flashlight now recharges over time and its description no longer reveals the illegal nature of the device.
- EMP implant now has two uses.
  EMP kit now contains two grenades.

## 14 January 2014

### Fleure updated:

- Added spider butchery.
- Added spider meat, legs, and edible eggs.
- Added new spider related meals.

### Giacom updated:

- Because of an emagged cyborg's explosion, the MMI will die with it.
- The self-respiration symptom will now properly keep you from dying of oxygen loss.
- The Stimulant symptom's activation chance was increased so you had a constant flow of hyperzine.

### Incoming updated:

- A new training bomb has been added to the armoury, which will allow you to train your wire cutting skills to disarm real syndicate bombs.

### ManeaterMildred updated:

- Updated research designs.
- The Protolathe can now build a Ion Rifle.
- The Exosuit Fabricator can now build a Mech Ion Rifle, a Mech Carbine and a Mech-Mounted Missile Rack.

### SirBayer updated:

- Armor now reduces damage by the protection percentage, instead of randomly deciding to half or full block damage by those percentages.
- Shotguns, with buckshot shells, will fire a spread of pellets at your target, like a real shotgun blast.

## 12 January 2014

### VistaPOWA updated:

- Added Syndicate Cyborgs.
- They can be ordered for 25 telecrystals by Nuclear Operatives. A ghost / observer with "Be Operative" ticked in their game options will be chosen to control it.
- Their loadout is: Crowbar, Flash, Emag, Esword, Ebow, Laser Rifle. Each weapon costs 100 charge to fire, except the Esword, which has a 500 charge hitcost. Each borg is equipped with a 25k cell by default.
- Syndicate borgs can hear the binary channel, but they won't show up on the Robotics Control computer or be visible to the AI. Their lawset is the standard emag one.
- Added two cyborg recharging stations to the Syndicate Shuttle.

## 11 January 2014

### Cheridan updated:

- You can now upgrade laser pointers with micro laser parts. It will increase the chance of blinding people.

### Errorage updated:

- Cyborg modules now use a new UI, which is much quicker than a menu.

### Giacom updated:

- The game will now have all background operations disabled, this will result in smoother gameplay but may result in some spike lags, before being set back to normal. The gradually increasing lag should now be gone.
- You can now emag the crusher, in disposals, to remove the safety. You can use a screwdriver to reset it to the default factory settings.
- The toxin compensation symptom will stop giving you toxin damage while at full health.

### JJRCop updated:

- The new nuke toy can now be found in your local arcade machine.

## 10 January 2014

### ChuckTheSheep updated:

- Morgue Trays can detect players in their bodies and will now change colour depending on a few things. Red = Dead body with no player inside. Orange = No body but items. Green = A dead body with a player inside.

### Giacom updated:

- You can whisper while in critical, but you will immediately die afterwards DRAMATICALLY. The closer you are to death, the less you can say.
- The wizard won't spawn so much smoke after they blink.
- The detective's forensic scanner was upgraded so that it can now scan from afar.
- Made the ghost's follow button less buggy. Please make an issue report if it still bugs out.

### Rumia29, Nienhaus updated:

- A new alt RD uniform spawns in his locker.

## 07 January 2014

### Fleure updated:

- Janitor now spawns with a service headset.
- Backpack watertank slowdown decreased.

## 04 January 2014

### Razharas updated:

- Constructable machines now depend on R&D; parts!
- DNA scanner: Laser quality lessens irradiation. Manipulator quality drastically improves precision (9x for best part) and scanner quality allows you to scan suicides/ling husks, with the best part enabling the cloner's autoprocess button, making it scan people in the scanner automatically.
- Clone pod: Manipulator quality improves the speed of cloning. Scanning module quality affects with how much health people will be ejected, will they get negative mutation/no mutations/clean of all mutations/random good mutation, at best quality will enable clone console's autoprocess button and will try to clone all the dead people in records automatically, together with best DNA scanner parts cloning console will be able to work in full automatic regime autoscanning people and autocloning them.
- Borg recharger: Capacitors' quality and powercell max charge affect the speed at which borgs recharge. Manipulator quality allows borg to be slowly repaired while inside the recharges, best manipulator allows even fire damage to be slowly repaired.
- Portable power generators: Capacitors' quality produce more power. Better lasers consume less fuel and reduce heat production PACMAN with best parts can keep whole station powered with about sheet of plamsa per minute (approximately, wasn't potent enough to test).
- Autolathe: Better manipulator reduces the production time and lowers the cost of things(they will also have less m_amt and g_amt to prevent production of infinity metal), stacks' cant be reduced in cost, because thatll make production of infinity metal/glass easy
- Protolathe: Manipulators quality affects the cost of things(they will also have less m_amt and g_amt to prevent production of infinity metal), best manipulators reduces the cost 5 times (!)
- Circuit imprinter: Manipulator quality affects the cost, best manipulator reduce cost(acid insluded) 4 times, i.e. 20 boards per 100 units of acid
- Destructive analyzer: Better parts allow items with less reliability in. Redone how reliability is handled, you now see item reliability in the deconstruction menu and deconstructing items that has same or one point less research type level will rise the reliability of all known designs that has one or more research type requirements as the deconstructed item. Designs of the same type raise in reliability more. Critically broken things rise reliability of the design drastically. Whole reliability system is not used a lot but now at least on the R&D; part it finally matters.

## 02 January 2014

### Demas updated:

- Added different colours to departmental radio frequencies. Now you'll be able to filter out or pay attention to each frequency a lot easier.

### Fleure updated:

- Fixed bruisepacks and ointments not working.
- Fixed injecting/stabbing mouth or eyes when only thick suit worn.

## 01 January 2014

### Errorage updated:

- The damage overlay for humans starts a little later than before. It used to start at 10 points of fire + brute damage, it now starts at 35.

## 31 December 2013

### Fleure updated:

- Paper no longer appears with words on it when blank input written or photocopied
- Vending machine speaker toggle button now works
- Building arcade machines works again

## 27 December 2013

### Giacom updated:

- Light explosions will no longer gib dead bodies anymore. C4 will function the same and gib anything attached.
- Syringe gun projectiles will now display a message when shots are deflected by space suits, biosuits and etc...
- You can now move out of sleepers by moving, again.

### Miauw updated:

- Monkeys now have a resist button on their HUD.

## 21 December 2013

### Bobylein updated:

- Labcoats can now store bottles, beakers, pills, pill bottles and paper.

### Giacom updated:

- The Labor Camp has been changed based on feedback. Ore boxes added, internals added, safety pickaxes/shovels (might revert if unliked).
- Labor Camp prisoners, who have earned enough points for freedom, will now have to be alone in the shuttle to move it and to open the middle door; this is in order to prevent free'd prisoners from releasing their comrades.
- Monkeys no longer walk away when being pulled or grabbed.
- Anti-breach shield generators have a greater range, and will cover more exposed space tiles.

### Jordie updated:

- Blowing up borgs from the Robotics Console will now actually make them explode. Emagged Cyborgs will explode even more.

### Nienhaus updated:

- Added more poster.

### Perakp updated:

- You can no longer slip while laying down.

### RobRichards, Validsalad updated:

- Added new sprites for the sec-hailer, SWAT gear and riot armour.

## 18 December 2013

### Adrinus updated:

- Playing cards, just like the real thing! Play poker, blackjack, go fish, the limits are limitless! Recommended to use space cash as the poker chips for now

### Giacom updated:

- THE REALISM: Injectors such as syringes, parapens and hypos will not penetrate coveralls with thick material, this includes space suits, biosuits, bombsuits, and their head slot equivalent. Injectors now also consider where you aim, if you aim for the head it will try to use it through the head slot, otherwise it will aim for the body. To clarify, if you are wearing a space helmet and a doctor tries to inject you while aiming at your head, it will protect you until they aim for the unprotected body; same story for wearing a space suit and not a helmet.
- The syndicate shuttle has been heavily upgraded with a brand new technology which allows the blast doors to the entrance of the shuttle to AUTOMATICALLY close. Whoa. This brand new technology will help keep out those snoopy crew members.
- Lowered the cooldown of creating virus cultures to 5 seconds. You now only need to mix one unit of synaptizine, in a blood full of an advance virus, to get it to remove a random symptom.

### Incoming updated:

- Rounds will no longer end when the wizard dies and there are still apprentices or traitors/survivors..

### JJRcop updated:

- Transit tube tweaks. You can now put someone into a transit tube pod using grabs and you can empty a transit tube pod by clicking on it.

### Jordie0608 updated:

- Replaced the digital valves in atmospherics with pumps.

## 14 December 2013

### Incoming updated:

- Magic Mania! Powerful new magical tools and skills for wizard and crew alike!
- Beware the new Summon Magic spell, which will grant the crew access to magical tools and spells and cause some to misuse it!
- One Time Spellbooks that can be spawned during summon magic that can teach a low level magic skill to anyone! Beware the effects of reading pre-owned books, the magical rights management is potent!
- Magical Wands that can be spawned during Summon Magic! They come in a variety of effects that mimic both classical wizard spells and all new ones. They come precharged but lack the means to refill them once their magical energy is depleted... Fire efficently!
- Be aware of the new Charge spell, which can take normally useless spent wands and give them new life! This mysterious effect has been found to wear down the overall magical potency of wands over time however. Beyond wands the clever magical user can find ways to use this spell on other things that may benefit from a magical charge...
- The Staff of Resurrection, which holds intense healing magics able to defeat death itself! Look out for this invaluable magical tool during castings of Summon Magic.
- Be on the lookout for a new apprentice! This noble mage is a different beast from most wizards, trained in the arts of defending and healing. Too bad he still works for the wizard!

## 09 December 2013

### Giacom updated:

- New colourful ghost sprites for BYOND members. Sprites by anonus.

## 08 December 2013

### Rolan7 updated:

- Leather gloves can be used to removes lights.
- Plant, ore, and trash bags have a new option to pick up all items of single type
- Creating astroturf now works like sandstone, converting all the grass at once.
- Uranium and radium can be used instead of mutagen. 10 can mutate species, 5 or 2 mutate traits. Highly toxic.
- Plants require a little light to live. Mushroom require even less (2 units vs 4) and take less damage.

## 05 December 2013

### Razharas updated:

- Reworked how ling stings are done, now when you click a sting in the changeling tab it becomes current active sting, the icon of that sting appears under the chem counter, alt+clicking anyone will sting them with current sting, clicking the icon of the sting will unset it.
- Monkeys have ling chem counter and active sting icons in their UI.
- Going monkey -> human will try to equip the human with everything on the ground below it.

## 02 December 2013

### Giacom updated:

- A less annoying virology system! From now on, you can only get low level virus symptoms from virus food, medium level virus symptoms from unstable mutagen and high level virus symptoms from liquid plasma. You can find a list of symptoms, and which chemicals are required to get them, here: http://wiki.ss13.eu/index.php/Infections#Symptoms_Table
- The virologist starts with a bottle of plasma in his smart fridge.
- Made it so you cannot accidentally click in the gaps between chem masters.

## 01 December 2013

### cookingboy3 updated:

- Added three new buttons to the sandbox panel.
- Removed canister menu, replaced it with buttons.
- Players can no longer spawn "dangerous" canisters in sandbox, such as Plasma, N20, CO2, and Nitrogen.

## 30 November 2013

### Yota updated:

- The identification console will now require that ID and job names follow the same restrictions as player names.
- NTSL scripts and parrots should now handle apostrophes and such properly. It&#39;s about time.
- NTSL scripts now have a better sense of time.

## 28 November 2013

### Malkevin updated:

- Made the suit storage on the Captain's Tunic more useful than just a place to store your e-o2 tank. You can now store the nuke disk, stamps, medal box, flashes and melee weapons (mainly intended for the Chain of Command), and of course - smoking paraphernalia

## 27 November 2013

### RobRichards updated:

- Nanotrasen surgeons are now certified to perform Limb replacements, The robotic parts used in construction of Nanotrasen Cyborgs are the only parts authorized for crew augmentation, these replacement limbs can be repaired with standard welding tools and cables.

## 17 November 2013

### Laharl Montgommery updated:

- AI can now anchor and unanchor itself. In short, it means the AI can be dragged, if it wants to.

## 29 September 2013

### RobRichards updated:

- Nanotrasen Cyborg Upgrades:
  Standard issue Engineering cyborgs now come equipped with replacement floor tiles which they can replenish at recharge stations.

## 28 September 2013

### Ergovisavi updated:

- Mobs can now be lit on fire. Wearing a full firesuit (or similar) will protect you. Extinguishers, Showers, Space, Cryo, Resisting, being splashed with water can all extinguish you. Being splashed with fuel/ethanol/plasma makes you more flammable. Water makes you less flammable.

## 26 September 2013

### Cheridan updated:

- Nanotrasen Anomaly Primer:
  Unstable anomalies have been spotted in your region of space. These anomalies can be hazardous and destructive, though our initial encounters with these space oddities has discovered a method of neutralization. Method follows.

  Step 1. Upon confirmation of an anomaly sighting, report its location. Early detection is key.
  Step 2. Using an atmospheric analyzer at short range, determine the frequency that the anomaly's core is fluctuating at. Step 3. Send a signal through the frequency using a radio signaller. Note that non-specialized signaller devices may possibly lack the frequency range needed.

  With the anomaly neutralized and the station brought out of danger, inspect the area for any remnants of the anomaly. Properly researched, we believe these events could provide vast amounts of valuable data.
  Did you find this report helpful?

## 21 September 2013

### Malkevin updated:

- Due to complaints about Security not announcing themselves before making arrests NT has now issued it's Sec team with loud hailer integrated gas masks, found in their standard equipment lockers. Users can adjust the mask's level of aggression with a screwdriver.
- The sprites could be shaded better. Think you can do better? Post your submissions here.

## 19 September 2013

### Malkevin updated:

- Juggernaut's ablative armor has been adjusted. They have a greater chance to reflect lasers however on reflection they take half damage instead of no damage, basically this adjustment means you should be able to kill a Juggernaut with two laser guns instead of four! Also their reflection spread has been greatly widened, enjoy the lightshow
- Cargo can now order exile implants.
- Checking a collector's last power output via analyzers has been moved to multitools, because that actually made sense (betcha didn't know this existed, I know I didn't)
- Analyzers can now be used to check the gas level of the tank in a loaded radiation collector (yay no more crowbars), you can also use them on pipes to check gas levels (yay no more pipe meters)

## 17 September 2013

### SuperSayu updated:

- You can no longer strip people through windows and windoors
- You can open doors by hand even if there is a firedoor in the way, making firedoor+airlock no longer an unbeatable combination
- Ghosts can now click on anything to examine it, or double click to jump to a turf. Double clicking a mob, bot, or (heaven forbid) singularity/Nar-Sie will let you follow it. Double clicking your own corpse re-enters it.
- AI can double click a mob to follow it, as well as double clicking turfs to jump.
- Ventcrawling mobs can alt-click a vent to start ventcrawling.
- Telekinesis is now part of the click system. You can click on buttons, items, etc, without having a telekinetic throw in hand; the throw will appear when you click on something you can move (with your mind).

## 13 September 2013

### JJRcop updated:

- We at Nanotrasen would like to assure you that we know the pain of waiting five minutes for the emergency shuttle to be dispatched in a high-alert situation due to our confirmation-of-distress policy. Therefore, we have amended our confirmation-of-distress policy so that, in the event of a red alert, the distress confirmation period is shortened to three minutes and we will hurry in preparing the shuttle for transit. This totals to 6 minutes, in hope that it will give our very expensive equipment a better chance of recovery.

## 3 September 2013

### Cael_Aislinn updated:

- Terbs Fun Week Day 5: Chef gets a Nanotrasen-issued icecream machine with four pre-approved icecream flavours and two official cone types.

## 2 September 2013

### Cael_Aislinn updated:

- Terbs Fun Week Day 4: Humans, aliens and cyborgs now show speech bubbles when they talk.

## 1 September 2013

### Cael_Aislinn updated:

- Terbs Fun Week Day 3: Detective can reskin his gun to one of five variants: Leopard Spots, Gold Trim, Black Panther, Peacemaker and the Original.

## 12 September 2013

### AndroidSFV updated:

- AI Photography: AIs now have two new verbs, Take Picture and View Picture. The pictures the AI takes are centered on the AI's eyeobj. You can use these pictures on a newscaster, and print them at a photocopier.

## 31 August 2013

### Cael_Aislinn updated:

- Terbs Fun Week Day 2: RD, lawyers and librarians now spawn with a laser pointer. Don't point them in anyone's eyes!

## 30 August 2013

### Cael_Aislinn updated:

- Terbs Fun Week Day 1: Added ghost chilis as a mutation of chili plants. Be careful, they're one of the hottest foods in the galaxy!

## 21 August 2013

### Dumpdavidson updated:

- Replaced the EMP grenades from the uplink with an EMP kit. The kit contains a grenade, an implant and a flashlight with 5 uses that can EMP any object or mob in melee range.

## 18 August 2013

### Delicious updated:

- Made time and date consistent across medical and security records, mecha logs and detective scanner reports
- Added date to PDA

## 13 August 2013

### Giacom updated:

- Malf AIs now have a new power which will spawn a "borging machine". This machine will turn living humans into loyal cyborgs which the AI can use to take over the station with. The AI will limit themselves by using this ability, such as no shunting, and the machine will have a long cooldown usage.

## 12 August 2013

### Giacom updated:

- Changed the blob balance to make the blob start strong but grow slower, resulting in rounds where the blob doesn't instantly get killed off if found out and doesn't immediately dominate after being left alone long enough. AIs no longer have to quarantine the station.

## 10 August 2013

### Malkevin updated:

- Cargo Overhaul: Phase 1
- Ported Bay's cargo computer categoy system
- Crates have been tweaked significantly. Crates have been reduced to single item types where possible, namely with expensive crates such as weapons and armor. A total of 28 new crates have been added, including chemical and tracking implants, and raw materials can also be bought from cargo for a significant number of points (subject to change)
- This was a pretty large edit of repetitive data, so no doubt I've made a mistake or two. Please report any bugs to the usual place

## 6 August 2013

### Giacom updated:

- NTSL no longer allows you to use a function within another function parameter. This was changed to help prevent server crashes; if your working script no longer compiles this is why.

## 5 August 2013

### Kaze Espada updated:

- Nanotrasen has recentely had to change its provider of alcoholic beverages to a provider of lower quality. Cases of the old ailment known as alcohol poisoning have returned. Bar goers are to be weary of this new condition.

## 4 August 2013

### Giacom updated:

- Nanotrasen has re-arranged the station blueprint designs to have non-essential APCs moved to the maintenance hallways. Non-essential rooms that aren't connected to a maintenance hallway will have their APC remain. Station Engineers will now have easy access to a room's APC without needing access themselves. Nanotrasen also wishes to remind you that you should not sabotage these easy to access APCs to cause distractions or to lockdown someone in a location. Thank you for reading.

## 31 July 2013

### Ricotez updated:

- Atmospherics now has its own hardsuit. Instead of radiation protection it offers fire protection.

## 21 July 2013

### Malkevin updated:

- Cultists now start with two words each, and the starting talisman no longer damages you when you use it

## 21 July 2013

### Cheridan updated:

- Instead of a level-up system where it is possible to acquire all the skills, each skill now costs 1 point, and you can pick up to 5.Husking people, instead of giving you more XP to buy skills, now gives you a skill reset, allowing you to pick new ones.
- DNA Extract Sting is now free, and is your main mode of acquiring DNA. You can hold up to 5 DNAs, and as you acquire more, the oldest one is removed. If you're currently using the oldest DNA strand, you will be required to transform before gaining more.
- New abilities! An UI indicator for chemical storage! Fun!

## 16 July 2013

### Malkevin updated:

- Summary of my recent changes: Added a muzzle and a box of Prisoner ID cards to the perma wing, RnD can make a new combined gas mask with welding visor, added some atmos analyzers to atmospherics, air alarm circuit boards have their own sprites, package wrapped objects will now loop back round to the mail chute instead of auto-rerouting to disposals, and the detective and captain have access to securitrons through their PDA cartridges.

## 15 July 2013

### Giacom updated:

- A new item has been added to the syndicate catalog. The AI detector is a device disguised as a multitool; it is not only able to be used as a real multitool but when it detects an AI looking at it, or it's holder, it will turn red to indicate to the holder that he should cease supiscious activities. A great and cheap, to produce, tool for undercover operations involving an AI as the security system.

## 7 July 2013

### Giacom updated:

- Revamped blob mode and the blob random event to spawn a player controlled overmind that can expand the blob and upgrade pieces that perform particular functions. This will use resources which the core can slowly generate or you can place blob pieces that will give you more resources.

## 27 June 2013

### Ikarrus updated:

- Nanotrasen R&D released a new firmware patch for their station AIs. Included among the changes is the new ability for AIs to interact with fire doors. R&D officials state they feel giving station AIs more influence could only lead to good things.

## 16 June 2013

### Khub updated:

- Job preferences menu now not only allows you to left-click the level (i.e. [Medium]) to raise it, but also to right-click it to lower it. That means you don't have to cycle through all the levels to get rid of a [Low].

## 15 June 2013

### Carnie updated:

- DNA-scanner pods (DNA-modifier + cloning), now open and close in a similar fashion to closets. This means you click on them to open/close them. This change was to fix a number of issues, like items being lost in the scanner-pods.
- As a side-effect, borgs can now clone humans. No harm can become a dead human, so they are not necessarily lawbound to clone them, and such tasks are probably best left to qualified genetics staff.

### Petethegoat updated:

- Updated chemical grenades. The build process is much the same, except they require an igniter-X assembly instead of a single assembly item. You can also just use a cable coil to get regular grenade behaviour.

## 9 June 2013

### Ikarrus updated:

- Server operators may now allow latejoiners to become antagonists. Check game_options.txt for more information.
- Server operators may now set how traitors and changelings scale to population. Check game_options.txt for more information.

## 6 June 2013

### Giacom updated:

- Emptying someone's pockets won't display a message. In theory you can now pickpocket!

## 4 June 2013

### Dumpdavidson updated:

- Headsets can no longer broadcast into a channel that is disabled.
  Headsets now have a button to turn off the power instead of the speaker. This button disables all communication functions.
  EMPs now force affected radios off for about 20 seconds.

## 2 June 2013

### Ikarrus updated:

- To reduce costs of security equipment, mounted flashers have been adjusted to use common handheld flashes as their flashbulbs. Although these flashbulbs are more prone to burnout, they can easily be replaced with wirecutters.

## 25 May 2013

### Ikarrus updated:

- CentCom announced some minor restructuring within Space Station 13's command structure. Most notable of these changes is the removal of the Head of Personnel's access to the security radio channel. CentCom officials have stated the intention was to make the HoP's role more specialized and less partial towards security.

## 14 May 2013

### Ikarrus updated:

- Nanotrasen seeks to further cut operating costs on experimental cyborg units.
  -Cyborg chassis will now be made from a cheaper but less durable design.
  -RCDs found on engineering models have been replaced with a smaller model to make room for a metal rods module.
  -Cyborg arms will no longer be long enough to allow for self-repairs.
  NOTE: A cyborg's individual modules have been found to become non-operational should the unit sustain too much structural damage.

## 11 May 2013

### Malkevin updated:

- SecHuds now check for valid clearance before allowing you to change someone's arrest status. There is only one way to bypass the ID check, and its not the usual way.

## 7 May 2013

### Ikarrus updated:

- As a part of the most recent round of budget cuts, toolboxes will now be made with a cheaper but heavier alloy. HR reminds employees to avoid being struck with toolboxes, as toolbox-related injuries are not covered under the company's standard health plan.

## 5 May 2013

### Rolan7 updated:

- Cargo manifests from CentComm may contain errors. Stamp them DENIED for refunds. Doesn't apply to secure or large crates. Check the orders console for CentComm feedback.

## 2 May 2013

### Malkevin updated:

- You can now weld four floor tiles together to make a metal sheet
- The All-In-One Grinder can now grind Metal, Plasteel, Glass, Reinforced Glass, and Wood sheets
- Made grey backpacks slightly less ugly

## 30 April 2013

### Ikarrus updated:

- Researchers have discovered that glass shards are, in fact, dangerous due to their typically sharp nature. Our internal Safety Committee advises that glass shards only be handled while using Nanotrasen-approved hand-protective equipment.

## 24 April 2013

### Carnie updated:

- DNA reworked: All SE blocks are randomised. DNA-modifier emitter strength affects the size of the change in the hex-character hit. Emitter duration makes it more likely to hit the character you click on. Almost all DNA-modifier functions are on one screen.
  Balancing -will- be off a bit. Is getting halk to hard/easy? Please report bugs/balancing issues/concerns here: http://forums.nanotrasen.com/viewtopic.php?f=15&t=13083 <3

## 26 April 2013

### Aranclanos updated:

- Exosuit fabricators will now need to be manually updated

### Ikarrus updated:

- Commanding Officers of Nanotrasen Stations have been issued a box of medals to be awarded to crew members who display exemplary conduct.

## 23 April 2013

### Malkevin updated:

- Replaced the captain's run of the mill armored vest with his very own unique vest. Offers slightly better bullet protection.

## 22 April 2013

### Malkevin updated:

- Overhauled the thermal insulation system
- All clothing that protected from one side of the thermal spectrum now protects from the other.
- Armor (although most don't have full coverage) protects between 160 to 600 kelvin
- Firesuits protect between 60 to 30,000 kelvin (Note: Hotspot damage still exists)
- CE's hardsuit got its firesuit level protection back
- Bomb suits function as ghetto riot gear

## 22 April 2013

### Cheridan updated:

- Stungloves removed 5eva.
- Don't rage yet. Makeshift stunprods(similar in function to stungloves) and spears are now craftable. Make them by using a rod on cable restraits, then adding something.
- Stun batons/prods now work off power cells, which can be removed and replaced! Use a screwdriver to remove the battery.

## 17 April 2013

### Giacom updated:

- If the configuration option is enabled, AIs and or Cyborgs will not be able to communicate vocally. This means they cannot talk normally and need to use alternative methods to do so

## 10 April 2013

### Cheridan updated:

- You can now condense capsaicin into pepper spray with chemistry.
- Pepper spray made slightly more effective.
- Teargas grenades can be obtained in Weapons and Riot crates.
- Riot crate comes with 2 sets of gear instead of 3, made cheaper. Beanbag crate removed entirely. Just make more at the autolathe instead. Bureaucracy crate cheaper, now has film roll.
- NT bluespace engineers have ironed-out that little issue with the teleporter occasionally malfunctioning and dropping users into deep space. Please note, however, that bluespace teleporters are still sensitive experimental technology, and should be Test Fired before use to ensure proper function.

## 9 April 2013

### Ikarrus updated:

- Liquid Plasma have been found to have strange and unexpected results on virion cultures. The executive chief science officer urges virologists to explore the possibilities this new discovery could bring.
- After years or research, our scientists have engineered this cutting-edge technology born from the science of shaving. The Electric Space-Razor 5000! It uses moisturizers to refuel your face while you shave with not three, not four, but FIVE lazer-precise inner blades for maximum comfort.

## 4 April 2013

### Cheridan updated:

- When an AI shunts into an APC, the pinpointer will begin tracking it. When the AI returns to its core, the pinpointer will go back to locating the nuke disc.
- New sechud icons for sec officers/HoS, medical doctors, and loyalty implants.

## 28 March 2013

### Carnie updated:

- Empty character slots in your preferences screen will now randomize. So they won't initialise as bald, diaper-clad, white-guys.
- Reworked the savefile versioning/updating code. Your preferences data is less likely to be lost.

## 14 March 2013

### Major_sephiroth updated:

- You can now light cigarettes with other cigarettes, and candles. And cigars. Light a cigar with a candle! It's possible now!

## 13 March 2013

### Elo001 updated:

- You can now open and close job slots for some jobs at any IDcomputer. There is a cooldown when opening or closing a position.

## 8 March 2013

### Kor updated:

- You can now construct/destroy bookcases. This is super exciting and game changing.

## 6 March 2013

### Petethegoat updated:

- Petethegoat says, "Added a new feature involvi-GLORF"
- Overhauled how grabs work. There aren't any interesting mechanical differences yet, but they should be a lot more effective already. You don't have to double click them anymore. Report any bugs with grabbing directly to me, or on the issue tracker.

## 24 February 2013

### Ikarrus updated:

- AI has been moved back to the center of the station. Telecoms has been moved to engineering.

### Faerdan updated:

- Competely new UI overhaul! Most user interface have been converted.

## 22 February 2013

### Petethegoat updated:

- Added cavity implant surgery.
- Additionally, surgery must now be performed with help intent. Some procedures have also been updated. As always, check the wiki for details.

## 18 February 2013

### Ikarrus updated:

- The AI has been moved to Research Division, and Telecomms has been moved into the former AI chamber. Affected areas: Telecoms Satellite, Research Division South & Command Sector.

### Incoming updated:

- Added three new types of surgery- lipoplasty, plastic surgery, and gender reassignment.

### Kor updated:

- The RD has lost access to telecomms, and basic engineers have gained it.

## 14 February 2013

### Petethegoat updated:

- Updated surgery: you now initiate surgery with surgical drapes or a bedsheet. Most procedures have changed, check the wiki for details. Currently it's pretty boring, but this paves the way for exciting new stuff- new procedures are very simple to add. Report any bugs directly to me, or on the issue tracker.

## 13 February 2013

### Giacom updated:

- There are now hackable wires for the PA computer. To open the interface, click on it while the wires are exposed/panel is open. All but one wire will do something interesting, see if you can figure it out. You can also attach signallers to the wires so have fun remotely releasing the singularity.
- New staff of animation icon by Teh Wolf!
- You can now hack plastic explosives (C4)!
- You can now use NTSL to send signals! With the function signal(frequency, code) you can create some clever ways to trigger a bomb. NTSL also has two new additions; return in the global scope will now stop the remaining code from executing and NTSL now has "elseif"s, huzzah!

### Kor "I'm quitting I swear" Phaeron updated:

- You've been asking for it for years, it's finally here. Wizards can spend points to buy apprentices.
- A new wizard artefact, the scrying orb.
- The spellbook now has descriptions of spells/items visible BEFORE you purchase them.

### Petethegoat updated:

- Traitors with the station blueprints steal objective can now use a photo of the blueprints instead!

## 11 February 2013

### SuperSayu updated:

- Signallers, prox sensors, mouse traps and infrared beams can now be attacheed to grenades to create a variety of mines.
- A slime core can be placed in a large grenade in place of a beaker. When the grenade goes off, the chemicals from the second container will be transfered to the slime core, triggering the usual reaction.

## 10 Feburary 2012

### Ikarrus updated:

- Implants can now be surgically removed. Hint: They're inside the skull.

## 07 February 2012

### Giacom updated:

- The return of the Nanotrasen Scripting Language! (NTSL) If you haven't heard of NTSL, it is a scripting language within a game for telecomms. Yes, you can create scripts to interact with the radio! For more information, head here: http://wiki.nanotrasen.com/index.php?title=NT_Script But before you do, if you are not an antag, do not create bad scripts which hinders communication.
- Cameras, mulebots, APCs, radios and cyborgs can have signallers attached to their wires, like airlocks!
- Cameras have non-randomized wires and the power wire when pulsed will now toggle the camera on and off.
- Cyborgs have a new wire, the lockdown wire! It will disable/enable the lockdown of a Cyborg when pulsed.
- The traffic control computer (or more commonly known as the computer which lets you add NTSL scripts) will now have a user log, which will log all user activity. Other users can then view that log and see who has been uploading naughty scripts!
- NTSL has two new functions! time() and timestamp(format) will help you increase the range of types of scripts you can make, especially time(); since you can then make the scripts know the different between each execution by storing the results in memory.
- Two new advance disease symptoms! Their names are "Longevity" and "Anti-Bodies Metabolism". Have fun experimenting with them!

## 31 January 2013

### Kor "Even in death I still code" Phaeron updated:

- Four new slime types with their own reactions and two new reactions for old slimes.
- Put a suit of reactive teleport armour back in the RD's office.
- Chemistry now has two dispensers (with half charge each) so both chemists can actually work at the same time.

## 27 January 2013

### Ikarrus updated:

- Security frequency chatter now appears in cyan (Similar to how command is gold)

### Cheridan updated:

- The plant bags in Hydroponics lockers have been replaced with upgraded models with seed-extraction tech. Activate with via right-click menu or Objects verb tab.
- Obtaining grass tiles works a bit different now: grass is harvested as a normal plant item, clicking on it in-hand produces the tile.

## 26 January 2013

### Pete updated:

- Added hugging and kicking. I also updated the text styles for clicking on humans in most intents, but they should be pretty much the same.

## 25 January 2013

### Errorage updated:

- All the equipment you spawn with will now contain your fingerprints, giving the detective more ability to tell where items came from and if a crewmember has changed clothing.

- Better explosions: Explosion spreading will now be determined by walls, airlocks and poddoors and not just a flat circle.

## 20 January 2013

### Cheridan updated:

- Chickens will now lay a certain number of eggs after being fed wheat, rather than just laying them whenever they felt like it. No more chickensplosions.

## 16 January 2013

- Department Security can now be runned:
  Department Security decentralizes security by assigning each officer to a different department. They will be given the radio channel and access to their assigned department along with a security post. The brig has been remapped to be smaller to accomodate this change.
  To run DeptSec: Before compiling, server operators must
  tick jobs.dm (in WorkInProgress/Sigyn/Department Sec) and use map 2.1.1 instead of 2.1.0.

## /tg/station 13 Presents

### Directed by S0ldi3rKr4s0

### & produced by Petethegoat

- Curse of the Horseman.

## 12 January 2013

### Cael Aislinn updated:

- Spiders which will breed and spread through vents. Different classes of vents. AI controlled only at the moment.
- Farm animals! Cows, goats and chickens are now available. You can order them at Cargo Bay.

### Giacom updated:

- Staff of animation mimics will no longer care whether you are holding the staff or not, they will never attack their creator.
- Brainrot will only need alkysine to be cured.
- New spider infestation event based on Cael's spiders. The announcement will be the same as alien infestations.

## 11 January 2013

### Giacom updated:

- Plasma (Air) will give the breather the plasma reagent, for a toxic effect, instead of just straight damage.
- The agent card will now work inside PDAs/Wallets; meaning the AI won't be able to track you.

## 09 January 2013

### Malkevin updated:

- The owl mask now functions as a gasmask for increased crimestopping power.

- Adds the missing icons for the arrest statuses of Parolled and Released, as well as a little blinking icon for chemical implants.

## 08 January 2013

### Cael Aislinn & WJohnston updated:

- Many new icons for aliens (death, sleeping, unconscious, neurotox, thrown/impregnated facehugger etc)
- Alien larva can now be removed by dangerous and unnecessary surgery (and actually chestburst if they aren't).
- Alien larva now have sprites to represent their growth: bloody at 0%, pale at 25% and 75% the normal deep red.
- New icon overlays for representing alien embryo progression.

## 07 January 2013

### Kor updated:

- Four new slime types with their own extract reactions have been added. Sprites this time were created by Reisyn, SuperElement, and LePinkyFace.

## 02 January 2013

### Kor updated:

- Slime breeding! There are now 13 varities of slime, each with its own extract reaction (inject five units of plasma). Some of these reactions are reused from the old cores, some are new. As to breeding, each colour of slime has a series of other slimes it may mutate into when it reproduces.

### Giacom updated:

- You can now use wallets as IDs and equip them in your ID slot.
- Firesuits are once again effective at protecting you from heat. The flames themselves will still hurt you, even with a firesuit. The damage protection is much better with a firesuit though.
- Engineering starts with a PACMAN generator for jump starting the singularity if the power runs out of the SMES. 30 plasma spawns in Secure Storage inside the crate, to use as fuel for the generator.

## 31 December 2012

### Giacom updated:

- Simple animals (Corgis, Cats, Constructs, Mice, Etc...) can now pull people.
- You can quickly stop pulling on someone by pulling them, while they're already being pulled by you. For example, CTRL+Click on something you are pulling to quickly stop pulling it.

## 30 December 2012

### Giacom updated:

- Emitters now require to be wired in order to work. When there is not enough power it will stop shooting until there is enough power, meaning you do not have to turn it back on, just get the power flowing.
- You can order shield generators from cargo. Teleporter access is required to open the crate.

### Ikarrus updated:

- Map: Reorganized the Command Sector. The Captain has his own private quarters in addition to his office.

## 26 December 2012

### Ikarrus updated:

- An agent card is now required to use doors and controls on the Syndicate Shuttle (Nuke).
- Scanning gas tanks is now a PDA-cart function. Only Atmos and Science PDA carts have this function. Have fun mislabelling gas tanks!

## 23 December 2012

### Giacom updated:

- The syndicate Military PDA will not show up on possible PDAs to message anymore, even when the receive/signal is turned on. You can still send messages and people can still reply to you.
- You can now sell processed plasma for supply points. The conversion rate is 2 plasma sheets for 1 point. You must put the plasma in a crate for it to count.
- The mecha toy prize promotion has officially ended. You can no longer redeem all 11 action mecha figures for a real mech. New toy redeeming promotions in the future will be considered.

## 21 December 2012

### Ikarrus updated:

- You can now use . to speak over headset department channels in addition to the : and # characters.

## 19 December 2012

### Nodrak updated:

- You can now use # to speak over headset department channels. For example say "#e Hello" will say "Hello" over the engineering channel. say ":e Hello" will still work as it always has.

## 16 December 2012

### Giacom updated:

- You can now create your own solar arrays! Order the solar pack crate and you'll receive 21 solar assemblies, 1 electronic which you can put into an assembly to make it a solar tracker and finally the solar computer circuit board. You will get more detailed instructions in the crate, on a piece of paper. Engineering will also start with this crate to help repair destroyed solar arrays.

### Petethegoat updated:

- Added a new option to the key authorisation devices. It removes the maintenance access requirement from all doors. It's irreversible, so only use it in an emergency!

## 15 December 2012

### Ikarrus updated:

- Swapped the locations of the Library and Chapel. Thanks to killerz104 for the remap.
- Partial remap of atmos. Monitoring and Refill stations are now the same room.
- Toxins Mixing should be working properly again.

## 12 December 2012

### Ikarrus updated:

- Robotics is now a full Science department.
- Completely remapped Research Division, Robotics, Medbay, and the Library.
- Partially remapped Cargo Bay, Mining Dock, Engineering, and Atmospherics.
- Changed the access of the HoS and HoP. For a list, refer to their respective wiki pages.

### Errorage updated:

- Miners now have to go through cargo to reach the Mining Dock.

### Petethegoat updated:

- The Detective's revolver no longer cares about how cool you look. It now spawns in his locker.
- Added new inhands for most energy weapons, by Flashkirby!

### Giacom updated:

- Disintegrate (EI NATH) will leave behind the brain of the victim. Possible productive uses include: trophies, looking awesome as you gib someone and only their brain remains, people to talk to when you get an MMI, pocket brains, a way to get back into the game if the wizard didn't grab your brain and stuffed it into his bag.

## 07 December 2012

### Giacom updated:

- The detective's scanner was upgraded, it can now scan for reagents in items and living beings. Potential uses include, scanning dead bodies for leftover poison or scanning items to see if they have been spiked.
- You can now attach photos to newscaster news feeds and wanted posters.
- You can now emag buttons to remove access from them.
- The CentComm. Report has been changed so it no longer names potential antagonists. It will just announce the potential round type instead.

## 05 December 2012

### Cheridan updated:

- Agent cards have been upgraded with microscanners, allowing operatives in the field to copy access levels off of other ID cards.

### Ikarrus updated:

- The Chief Medical Officer, Research Director, Chief Engineer, and Lawyers now have basic Brig access (corridor only)
- Merged Mining and Cargo radio channels into the Supply Radio. To use the supply channel, use :u
- Mining Dock remapped to be more compact and closer to cargo.

### Giacom updated:

- The wizard's fireball spell is once again dumbfire. It will fire in the direction of the wizard instead of having to choose from a list of targets and then home in on them.

## 02 December 2012

### Giacom updated:

- Added a new artefact called the "Staff of Animation". You can get it in the Wizard's Spellbook. It will animate objects and items, but not machines, to fight for you. The animated objects will not attack the bearer of the staff which animates them, meaning if you lose your staff, or if it gets stolen, your minions will turn on you.

## 30 November 2012

### Petethegoat updated:

- Janitor has recieved a slightly upgrade mop bucket. The old one is still there too.

### Ikarrus updated:

- Swapped the locations of the Vault and Tech Storage.
- Cargo Techs, Miners, and Roboticists no longer start with gloves. They are still available from their lockers.

## 28 November 2012

### Kor updated:

- Slimes have replaced roros (finally)! Right now they are functionally identical, but massive expansion of slimes and xenobio is planned. Sprites are by Cheridan.

## 25 November 2012

### Giacom updated:

- Added new very high level symptoms which are only obtainable in the virus crate. Virus crate will also come with mutagen.

### Petethegoat updated:

- Removed clown planet! It'll return shortly in away mission form.

### Ikarrus updated:

- Added Gateway access. Only the RD, HoP, and Captain start with this.
- New access levels in the brig:
  -Brig access now opens the front doors of the brig, as well as other lower-risk security areas.
  -Security access allows you into the break room and equipment lockers.
  -Holding Cells allows you to use brig timers and lets you in the Prison Wing.
  -The Detective no longer has Security Equipment access.
- Significantly increased max cloneloss penalty for fresh clones to 40%.

## 23 November 2012

### Giacom updated:

- Simplified detective stuff. The high-res scanner is gone and instead the detective's normal scanner will instantly report all fingerprints, dna and cloth fibers in full. This was needed because the system took too long to work with and disencouraged detectives. Not only that, it made detectives less of a threat for antagonists and made possible scenerios, such as framing someone by changing fingerprints with someone else, impratical. To replace the computer, the detective will have a full medical computer with access to it. Not only that, but his useless filing cabinet will be replaced with an empty one for serious investigators. Along with this, are fingerprint cards and built-in PDA scanning, as all of security had access to it which was really the detective's thing. The new scanner will also log every finding and you can print them out as a report by clicking the scanner while it is in your active hand.
- You can toggle the pressure of your sprayer by clicking on it while it is in your active hand. With pressure, the sprayer will spray 10 units on the floor, otherwise it sprays 5. You'll need to turn pressure on to spray water on the floor and make it slippery.
- AIs in intellicards can no longer move their camera. This will limit them in ability but without making creating and carding an AI to have as a personel door opener impossible.
- Telecommunication Busses can now be set to change the frequency of a signal. (Allowing you to say.. set the command channel to broadcast to the common channel).
- Telecommunication was changed to be more effecient. Because of this, Relays don't need a broadcaster or a receiver and you can setup a relay on it's own. You can still disable sending and or receiving from the relay's interface.

### Zelacks updated:

- Plant Analysers now work on seed bags.

## 21 November 2012

### Petethegoat updated:

- The nuke shuttle can now travel at will, and to any location. When travelling from syndicate space to the station, (and vice versa), it will travel through hyperspace.

### Carn updated:

- Changed savefile structure. There's a bunch of unused files left lying around so old savefiles will be purged. Sorry for the inconvenience. Many preferences have been moved to the Preferences verb tab. Everything in that tab is persistent between rounds (it updates your savefile, so even DCing won't reset them). Enjoy x

### Phol updated:

- Added female sprites for most mutant races.

### Cheridan updated:

- SSU manufacturers have issued a product recall! It seems old models shipped with faulty wiring, causing them to short-circuit.

## 20 November 2012

### Kor updated:

- Added Exile Implants to the Gateway room. Someone implanted with an Exile Implant will be able to enter the away mission, but unable to return from it. Not only can they be used for getting rid of dangerous criminals, but revs/stationheads count as dead while on the away mission, and traitor/changeling/wizard assassination targets count as dead if they're on the away mission at round end, allowing for those objectives to be completed peacefully.
- Added medical hardsuits, sprited by Majorsephiroth. Two of them spawn in EVA. Their most unique/medical oriented feature is being able to hold a medkit in the suit storage slot, allowing you to easily access medicine while keeping your hands free.

## 19 November 2012

### Giacom updated:

- Malf AIs can only shunt to APCs from their core. Meaning their core needs to be alive before they can shunt to another APC. Malf AIs can start a takeover inside an APC now.
- When taking damage, the next sequence of the overlay will show for a bit before reverting to the overlay you should have. This allows you to know you are taking damage without having to check the text screen.

## 18 November 2012

### Petethegoat updated:

- Ported over BS12 style cameras. They now take a photo of a 3x3 area!
- Catatonic people (those that have ghosted while alive) now count as dead for assasinate objectives.

## 17 November 2012

### Donkie updated:

- You can now deconstruct and construct Air Alarms and Fire Alarms. Read wiki on howto.

### Giacom updated:

- Medical Cyborgs no longer lose the reagents in their hypospray when switching modes.
- Spaceacillin will now help stop the spread of diseases.
- You can once again make floors slippery by spraying water. This was done by increasing the amount the sprayer uses, which is from 5 to 10. You can also empty your sprayer's contents onto the floor with a verb in the Object tab.

## 16 November 2012

### Kor updated:

- Fixed the syndicate teleporter door, making teleport assaults possible. It will once again open when you open the outter door.

## 15 November 2012

### Giacom updated:

- You can now name your advance diseases! You can't name already known diseases though.
- Chemical implants can now hold 50 units instead of 10 units.

## 13 November 2012

### Giacom updated:

- More work to advance diseases. Please report any bugs to the bug tracker, I have tried everything that I can on my own but I'll need lots of people playing to fix the more minor bugs. You can find a guide to making your own diseases here: LINK!
- Reduced the cost to use Hive Absorb from 40 to 20. This is to help encourage people to use this power more and to use team work.
- New symptom added! See if you can find it.
- You can now remove symptoms from a disease using synaptizine.
- Kor: You can once again debrain changelings. They won't make anyone half-lings though, and you won't be able to tell if the body of a debrained changeling is a changeling by putting a player brain in there.

### Nodrak updated:

- Wizards can no longer cast spells when muzzled. It iss now actually possible to capture a live wizard without constantly injecting them with chloral.
- You can no longer take bags of holding or mechs to the clown planet.

## 11 November 2012

### Carn updated:

- Admin-ranks changes
  Lots of changes. This is just a brief summary of the most recent changes; still working on proper documentation.
  All admins have access to view-vars, player-panel(for individual mobs), game panel and secrets panel. Most of the things on those pages have their own rights requirements. For instance, you can only use event orientated secrets in the secret panel if you have FUN rights. Debug secrets if you have DEBUG rights. etc.
  Spawn xeno and toggle gravity procs were moved into the secrets panel (fun).
  This may help with understanding which flags do what. Unfortuanately it's still somewhat vague.
  If you have any problems, feel free to PM me at irc.rizon.net #coderbus. I go by the username carn or carnie.

## 11 November 2012

### Kor updated:

- New cyborg upgrade available for production that requires illegal and combat tech
- Summon Guns has a new gun type created by Ausops. It also lets the user know when its been cast now to prevent people trying to buy it multiple times
- Grilles are no longer immortal in regards to solid projectiles, you can now shoot out windows.

## 09 November 2012

### Giacom updated:

- Cyborgs can now ping and beep! (Say "*beep" and "*ping") Thanks to Rahlzel for the proposal.
- HULKS WILL NOW TALK IN ALL CAPS AND WILL RANDOMLY SAY HULK THINGS. Thanks to Brotemis for the proposal.
- Sorry for the inconveniences with advance diseases. They are working much better now!
- An improved APC sprite by TankNut!

## 05 November 2012

### Giacom updated:

- AIs can now tweak with a bot's setting like a human who unlocked the bot.

## 05 November 2012

### Errorage updated:

- Being in an area with extremely low pressure will now deal some damage, if you're not protected.
- Space suits and the captain's armor now protect against pressure damage
- Slightly lowered all environment damage intakes (temperature, oxygen deprevation) to make up for low pressure damage.
- Pressure protection finally works properly. Items that protect from pressure (firesuits, space suits, fire helmets, ...) will now properly protect. The pressure damage indicator will update properly based on the pressure effects on you. Black (low) and red (high) mean you are taking damage.
- Slightly slowed down the speed at which your body temperature changes if you are in a very hot or very cold area. The speed at which you recover from an abnormal body temperature remains the same.

## 03 November 2012

### TankNut updated:

- New APC sprite.
- New Wraith sprite and jaunting animation.

## 03 November 2012

### WJohnston updated:

- New Ablative Armor sprite.

## 03 November 2012

### Giacom updated:

- Airborne diseases will not spread through walls now.
- Reduced queen healing rate to 5. The maximum health will be enough.
- Aliens can now clear hatched eggs by clicking on them.

## 02 November 2012

### Errorage updated:

- You can once again travel to the station, derelict, satellite and mining z-levels through space. You will also never loop into the same level on transition - So if you are exiting the derelict z-level, you will enter one of the other z-levels.

## 01 November 2012

### Giacom updated:

- Aliens now take x2 as much damage from fire based weaponary, instead of x1.5.
- Doors are now weaker than walls; so normal weapons can destroy them much more easily.

## 31 October 2012

### Giacom updated:

- Advance evolving diseases! Virology can now create, mutate and mix advance diseases together. I replaced the two bottles of blood in Virology with the advance disease. I'll write a wiki article soon enough. Here's a tip: Putting mutagen or virus food (a mixture of milk, water and oxygen) in blood with an existing disease will mutate it to gain symptoms. It can potentially lose old symptoms in the process, so keep backups!

## 28 October 2012

### Errorage updated:

- You can now set your character's age up to 85. This used to be 45.

## 27 October 2012

### Petethegoat updated:

- Mousetraps are now assemblies.
- Added a new crate for cargo to order.

## 27 October 2012

### Petethegoat updated:

- Player Weekend begins!
- Added a camera and hand labeler to art storage.
- Added a medical records cabinet to the Detective's office.
- Added a safe to the vault. Who'll be the first to crack it?

### Nodrak updated:

- The CE has a new pet!

## 25 October 2012

### Flashkirby99 updated:

- Added 18 new hairstyles!

## 24 October 2012

### Giacom updated:

- Throwing eggs will result in the reagents of the egg reacting to the target. (Which can be a turf, object or mob) This creates possibilities like chloral eggs, lube eggs, and many more.
- Aliens can now acid walls and floors! Not R-Walls though.
- Facehugger throw range reduced to 5, so aim at humans that are 2 tiles apart from the edge of your screen.
- Making eggs is a little more expensive but secreting resin is cheaper. (Both cost 75 now)
- Aliens no longer have a random duration of stunning humans, it's a constant value now of the lower based value.
- Acid is less random and will be more reliable. Don't bother aciding stuff more than once, as it will waste plasma.
- You can now target non-dense items (such as facehuggers) with a gun.
- You can now shoot canisters, computers and windoors to break them.

## 18 October 2012

### Giacom updated:

- As an AI, you can type in the "track with camera" command and get a list of names to show up there. This also works with "list camera" verb. Remember to use space to auto-fill.
- Welding goggles have been added. They are like welding helmets but they are for the glasses equipment slot. Science and the assembly line are given a pair.
- Thanks to WJohnston for the welding goggle icons.
- Small change to the Assembly Line. Instead of six normal flashes, the Assembly Line will instead have two normal flashes and eight synthetic flashes. Synthetic flashes only work once but are designed to be used in construction of Cyborgs.
- Nar-Sie put on a few pounds. Thanks HornyGranny.

## 16 October 2012

### Giacom updated:

- New changeling powers!
- Hive Channel/Hive Absorb. Allows you to share your DNA with other changelings, very expensive chemical wise to absorb (download), not so much to channel (upload)! You cannot achieve your objective by sharing DNA.
- Mimic Voice! You can form your voice of a name you enter. You won't look like them but when you talk, people will hear the name of who you selected. While you're mimicing, you can't regenerate chemicals.
- Extract DNA! A power that allows you to silently sting someone and take their DNA! Meaning you do not have to absorb someone to become them. Extracting their DNA doesn't count towards completing your objectives.
- You can now get flares from red emergency toolboxes. Has a 50% chance of a flash-light or a flare spawning.
- Flare icon by Ausops!
- Thanks to RavingManiac (Smoke Carter), Roros now lay eggs which can grow into baby roros or be used for cooking recipes. Scientists will need to expose the egg to plasma for it to hatch; while it is orange (grown).
- A new icon for the map spawned x-ray cameras. Icon by Krutchen.

## 13 October 2012

### Giacom updated:

- Facehuggers have a new animation, thanks to Sly.
- Firelocks, glass-less airlocks and walls will stop heat.
- Fires are now more deadly, especially the flames.
- Fires will now break windows.

## 10 October 2012

### Giacom updated:

- Larva grow a little bit faster when on weeds or when breathing in plasma.

## 8 October 2012

### Giacom updated:

- Thanks to Skasi. Atmospherics has been changed to be made simpler and spawn with the new atmos features, such as the heaters.
- Radio headsets can only be heard by people wearing them on their ear slot. This will let us do more fun stuff with headsets, such as a traitor encryption key which can listen to all the channels, but not talk in them.

### Kor updated:

- A pen no longer spawns in your pocket. Instead, each PDA will spawn with a pen already in it.

## 5 October 2012

### Giacom updated:

- Aliens can now be harmed by fire. They now also take double fire damage, meaning flame based weaponry is very effective.
- Buffed alien facehuggers and eggs. Facehuggers don't go idle anymore, and they attach to anyone who walks past them. Eggs do the same; fully grown eggs will open to potential hosts. If you are still in the range of them, the facehugger inside will leap out and hug you. Removed "activate facehuggers", since it's useless now. Emote "roar" if you want to roar now.
- There can be only one living queen at a time, if the queen dies then a drone can take her place as a princess.
- Buffed queen regeneration a bit, so it's not the same as her underlings. It's also more important because there can only be one queen at a time.
- Aliens don't slip in space anymore.
- Hulks don't paralyze aliens anymore, they instead slow them down to a slow crawl. It is very effective for punching aliens out of weeds, so it can't regenerate it's health.
- New egg opening and opened egg icons by WJohnston.

### Aranclanos updated:

- A buncha crud nobody cares about lol Added a light to the airlock wiring interface to show the status of the timing.
- You can't fill sprays without being next to the dispenser.
- Simple animals no longer freeze to death in places with normal temperature.
- Mechs no longer freeze on the spot when they are using the Energy Relay on powerless areas.
- Improvements to showers, they now clean gear on beltslot, back, ears and eyes. Showers only clean visible gear.
- Replica pods works again! But you can't make potato people without a key or clone people who ghosted alive (Catatonic).
- Engiborgs can deconstruct airlocks with their RCDs once again.
- You can construct airlocks while standing on another airlock with RCDs.

## 3 October 2012

### Agouri updated:

## 1 October 2012

### Cheridan updated:

- Wizards have a new artifact added to their spellbooks.

## 30 September 2012

### Numbers updated:

- Readded Volume Pumps - now they work as intended and are constructable
- Readded Passive Gates - now they work as intended and are constructable
- Readded Heat Exchangers - now they work as intended and are constructable
- Added Heater - to warm up gasses to 300C
- Pipe dispensers can produce the readded pieces.
- New graphics for all of the above - courtesy by Ausops.

## 30 September 2012

### Giacom updated:

- Airlocks now use the Environmental power channel, since they are airlocks after-all. Meaning, when power is low the airlocks will still work until the environmental channel on the APC is turned off. This applies to all the door control buttons too. Pipe meters now use the environmental power channel. If you have any comments have this change, please let me know in the feedback section of the forums.

## 26 September 2012

### Carnwennan updated:

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

### Aranclanos updated:

- Mechs are once again spaceproof!
- The YouTool machine is now all access
- Cutting tower caps in hand no longer deletes the wood, and planks now auto stack

## 25 September 2012

### Donkie updated:

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

## 24 September 2012

### Petethegoat updated:

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

## 23 September 2012

### Petethegoat updated:

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

### Donkie updated:

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

## 17 September 2012

### Cheridan updated:

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

## 17 September 2012

### Carn updated:

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

## 13 September 2012

### Carn updated:

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

## 10 September 2012

### Giacom updated:

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

## Important note for server hosts!

### Important note for server hosts!:

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

## 8 September 2012

### Carn updated:

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

## 6 September 2012

### Cheridan updated:

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

## 6 September 2012

### Giacom updated:

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

## 3 September 2012

### Giacom updated:

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

## 31 August 2012

### Agouri updated:

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

## 30 August 2012

### Giacom updated:

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

## 29 August 2012

### Nodrak updated:

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

## 28 August 2012

### Giacom updated:

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

## August 26, 2012

### Nodrak updated:

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

## August 25, 2012

### Carnwennan updated:

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

### Giacom updated:

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

### trubble_bass updated:

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

## August 24, 2012

### Sieve updated:

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

## August 23, 2012

### Nodrak updated:

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

## August 16, 2012

### Errorage updated:

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

## August 14, 2012

### Sieve updated:

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

## August 11, 2012

### Sieve updated:

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

## August 6, 2012

### Dingus updated:

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

## August 4, 2012

### Icarus updated:

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

## August 2, 2012

### Errorage updated:

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

### Icarus updated:

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

## August 1, 2012

### Sieve updated:

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

## 01-August-2012

### Carn updated:

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

### Giacom updated:

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

## 31 July 2012

### Giacom updated:

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

## 29 July 2012

### Giacom updated:

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

## 29 July 2012

### Errorage updated:

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

## 26 July 2012

### Giacom updated:

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

## July 25, 2012: The day of updates!

### Nodrak updated:

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

### Sieve updated:

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

### Icarus updated:

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

## 24 July 2012

### Errorage updated:

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

## 22 July 2012

### Errorage updated:

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

### Giacom updated:

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

## 18 July 2012

### Giacom updated:

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

## 17 July 2012

### Icarus updated:

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

### Giacom updated:

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

## 14 July 2012

### Carn updated:

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

### Willox and Messycakes updated:

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

## Saturday July 14th 2012

### Giacom updated:

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

## Friday July 13th 2012

### Carn updated:

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

### Giacom updated:

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

### Icarus updated:

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

## Thursday July 12th 2012

### Giacom updated:

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

## Wednesday July 11th 2012

### Nodrak, Cheridan and Icarus updated:

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

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

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

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

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

### Giacom updated:

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

### Carn updated:

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

### Errorage updated:

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

## Saturday July 7th, 2012

### Icarus updated:

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

## Friday July 6th, 2012

### Giacom updated:

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

## Thursday July 5th, 2012

### Carn updated:

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

## Wednesday July 4th, 2012

### 39kk9t & Carn updated:

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

## Saturday June 30th, 2012

### Icarus updated:

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

## Thursday, June 28th

### Nodrak updated:

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

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

### Carn updated:

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

## Wednesday, June 27th

### Errorage updated:

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

### Donkie updated:

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

## Tuesday, June 26th

### Errorage updated:

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

## Saturday, June 23rd

### Donkie updated:

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

### Carn updated:

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

### Icarus updated:

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

## Wednesday, June 20th

### Nodrak updated:

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

### Cheridan updated:

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

## Monday, June 18th

### Giacom updated:

- Fix for special characters on paper and from announcements

### Sieve updated:

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

### Icarus updated:

- New afro hairstyles. Big Afro by Intigracy.

## Friday, June 15th

### Carnwennan updated:

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

### Errorage updated:

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

### Icarus updated:

- Ported over ponytail sprites from Baystation

## Thursday, June 14th

### Carn updated:

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

## Wednesday, June 13th

### Carn updated:

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

### Cheridan updated:

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

## Monday, June 11th

### Donkie updated:

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

### Xerux updated:

- Added lightfixture creating.

### Errorage updated:

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

## Sunday, June 10th

### Agouri updated:

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

## Saturday, June 9th

### Errorage updated:

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

## Thursday, June 7st

### Icarus updated:

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

## Wednesday, June 6th

### Sieve updated:

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

### Nodrak updated:

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

### Icarus updated:

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

### Neek updated:

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

### Willox updated:

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

## Sunday, June 3rd

### Donkie updated:

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

## Friday, June 1st

### SkyMarshal updated:

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

## Friday, June 1st

### Nodrak updated:

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

## Tuesday, May 29th

### Nodrak updated:

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

### Icarus updated:

- Moved Engineering and Bridge deliveries.

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

### Cheridan updated:

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

## Monday, May 28th

### Donkie updated:

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

## Saturday, May 26th

### Icarus updated:

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

## Wednesday, May 23rd

### Cheridan updated:

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

### Errorage updated:

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

## Tuesday, May 22nd

### Icarus updated:

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

## Sunday, May 20th

### Errorage updated:

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

## Saturday, May 19th

### Doohl updated:

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

### Invisty updated:

- Brand new ending animations!

## Friday, May 18th

### Errorage updated:

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

## Thursday, May 17th

### Icarus updated:

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

## Tuesday, May 15th

### Icarus updated:

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

## Monday, May 14th

### Icarus updated:

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

### Nodrak updated:

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

## Friday, May 11th

### Icarus updated:

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

### Petethegoat updated:

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

### Invisty updated:

- Sexy new warpspace (or whatever) tiles.

### Important changes below!

## Thursday, May 10th

### Sieve updated:

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

## Sunday, May 6th

### Cheridan updated:

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

## Saturday, May 5th

### Petethegoat updated:

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

### Icarus updated:

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

## Friday, May 4th

### Cheridan updated:

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

## Thursday, May 3rd

### Ikarrus updated:

- Updated genetics, medbay and security.

### Petethegoat updated:

- MINIMOOOOOOOOOOOOOOOOG

## Tuesday, May 1st

### PolymorphBlue updated:

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

## Monday, April 20th

### Erro updated:

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

## Wednesday, April 27th

### Cheridan updated:

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

## Wednesday, April 25th

### Ikarrus & Flazeo updated:

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

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

## Tuesday, April 24th

### PolymorphBlue updated:

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

### Sieve updated:

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

### Petethegoat updated:

- Added Invisty's field generator sprites.

## April 1-22, 2012

### Cheridan updated:

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

## Sunday, April 22nd

### Petethegoat updated:

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

## Saturday, April 21st

### Errorage updated:

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

## Thursday, April 19th

### Carn updated:

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

## Tuesday, April 17th

### Kor updated:

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

## Friday, April 13th

### Sieve updated:

- Updated the robotics layout.

### Petethegoat updated:

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

## Thursday, April 12th

### Agouri updated:

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

## Wednesday, April 11th

### PolymorphBlue updated:

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

## April 10, the year of our lord 2012

### Agouri updated:

- CONTRABAND-CON UPDATE: Added posters. I'm sorry to add it seperately with the rest of contraband, but there was a lack of sprites for everything else. Hopefully, people will gain interest and get me some damn sprites this way :3 As I said, this is an ongoing project of mine. So starting of, we've got...
- POSTERS! Posters come in rolled packages that can adhere to any wall or r_wall, if it's uncluttered enough.
  How they get on-board: The quartermaster can now set the receiver frequency of his supplycomp circuit board. A bit simplistic as of now, will work on it later. Building a supplycomp with a properly set up circuitboard will give access to the Contraband crate.
  How they're used: Unfold the rolled poster on any wall or r_wall to create the poster. There are currently 17 designs, with the possibility of me adding more.
  How to get rid of them: You can rip them using your hand... To cleanly extract them and not ruin them for future use, however, you can use a pair of wirecutters.
  How they're classified: They're contraband, so it's perfectly okay for security officers to confiscate them. Punishment for contraband-providers is up to the situational commanding officers.

### Nodrak updated:

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

## Monday, April 9th

### Petethegoat updated:

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

## Sunday, April 8th

### PolymorphBlue updated:

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

## 2 April 2012

### PolymorphBlue updated:

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

## April Fools Day! Get hype!

### Doohl updated:

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

### PolymorphBlue updated:

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

## 30 March 2012

### Donkie updated:

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

### Doohl updated:

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

## 29 March 2012

### PolymorphBlue updated:

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

## 28 March 2012

### Carn updated:

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

### Donkie updated:

- Updated air alarm's GUI.

## 27 March 2012

### Nodrak updated:

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

## 23 March 2012

### Doohl updated:

- Escape shuttles/pods now spend about 2 minutes in high-speed transit before they reach centcom/recon shuttle. This is a warning: regular after-round shuttle grief is NOT OKAY while the shuttle is still in transit! Save it for when the shuttle gets to centcom! The purpose of this is to give potential antagonists and protagonists a chance to have a final showdown in the shuttle. The round does not end until the shutle comes to a stop and docks. Don't step outside while the shuttle is moving!
  For example; if you are a traitor and have an escape-alone objective and a couple of people manage to squeeze in the shuttle, you have two minutes to kill/toss them out to win. Or you can just chill for the duration and reflect on the round.

### Donkieyo updated:

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

## 22 March 2012

### Ricotez updated:

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

### PolymorphBlue updated:

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

## 20 March 2012

### Kor updated:

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

## 19 March 2012

### PolymorphBlue updated:

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

## 18 March 2012

### Quarxink updated:

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

## 14 March 2012

### PolymorphBlue updated:

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

### Petethegoat updated:

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

### Nodrak updated:

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

## 14 March 2012

### Carn updated:

- Added 6 female hairstyles -- credits go to Erthilo of Baystation. Added a male hairstyle -- credits go to WJohnston of TG. If you can sprite some unique and decent-looking hair sprites, feel free to PM me on the TG forums.

- The way objects appear to be splattered with blood has been rewritten in an effort to fix stupid things happening with icons. It should be called far less frequently now. PLEASE, if you experience crashes that could in anyway be related to blood, report them with DETAILED information. Thanks

## 13 March 2012

### Nodrak & Carn updated:

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

### Doohl updated:

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

## 12 March 2012

### PolymorphBlue updated:

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

## 11 March 2012

### PolymorphBlue updated:

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

### Carnwennan updated:

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

## 08 March 2012

### Nodrak and Carnwennan updated:

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

## 02 March 2012

### Carn updated:

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

## 03 March 2012

### Petethegoat updated:

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

## 01 March 2012

### SkyMarshal updated:

- Tweak/Bugfix for Hallucinations. Much more robust.

## 01 March 2012

### SkyMarshal updated:

- Ported BS12 Detective Work System

## 1 March 2012

### Petethegoat updated:

- Head revolutionaries no longer spawn with traitor uplinks.

## 29 February 2012

### SkyMarshal updated:

- BS12 Hallucination and Dreaming port

## 29 February 2012

### muskets updated:

- Integrated BS12's improved uplink code

## 26 February 2012

### Doohl updated:

- The insane crashing has finally been fixed!

## 25 February 2012

### Doohl updated:

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

## 24 February 2012

### PolymorphBlue updated:

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

## 23 February 2012

### PolymorphBlue updated:

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

### LastyScratch updated:

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

## 22 February 2012

### PolymorphBlue updated:

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

### Petethegoat updated:

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

### coolity updated:

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

## 21 February 2012

### Petethegoat updated:

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

### Nodrak updated:

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

### Sieve updated:

- Mining lanterns work properly once again!.

### Skaer updated:

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

## 19 February 2012

### Petethegoat updated:

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

### KorPhaeron updated:

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

## 18 February 2012

### Petethegoat updated:

- Foam has a reduced range to prevent spamming

### Sieve updated:

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

## 16 February 2012

### Smoke Carter updated:

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

## 15 February 2012

### Kor updated:

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

## 14 February 2012

### Carn updated:

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

## 13 February 2012

### Khodoque updated:

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

### Erro updated:

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

### Kor updated:

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

## 12 February 2012

### Erro updated:

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

### Pete updated:

- Updated fitness, athletic shorts are now available!

## 11 February 2012

### Erro updated:

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

### Kor updated:

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

## 10 February 2012

### Quarxink updated:

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

## 9 February 2012

### Erro updated:

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

## 8 February 2012

### ConstantA updated:

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

## 4 February 2012, World Cancer Day

### Erro updated:

- Examining humans now works a bit differently. Some external suits and helmets can hide certain pieces of clothing so you don't see them when examining. Glasses are also now displayed when examining.
- The job selection screen has been changed a little to hopefully make making changes there easier.

31 January 2012

- Carn updated:
  - Grammar & various bug-fixes
  - Thank-you to everyone who reported spelling/grammar mistakes. I'm still working on it, so if you spot anymore please leave a comment here. There's still lots to fix.
  - Mining station areas should no longer lose air.

30 January 2012(

- Sieve updated:
  - This stuff is actually already implemented, it just didn't make it to the changelog
  - Firefighter Mech - A reinforced Ripley that is more resistant to better cope with fires, simply look in the Ripley Contruction manual for instructions.
  - Mech contruction now has sounds for each step, not just 1/4 of them.
  - Mech Fabricators are fixed, Manual Sync now works and certain reseach will reduce the time needed to build components.
  - Added special flaps to the mining station that disallow air-flow, removing the need to shuffle Ore Boxes through the Airlocks.
  - Each outpost has it's own system for the conveyors so they won't interfere with each other.
  - Powercell chargers have been buffed so now higher capacity cells are actually useable.
  - A diamond mech drill has been added. While it isn't any stronger than the standard drill, it is much faster.

29 January 2012, got Comp Arch exams on Wednesday :(

- Agouri updated:
  - UPDATE ON THE UPDATE: Newspapers are now fully working, sorry for that. Some minor icon bugs fixed. Now I'm free to work on the contest prizes :3
  - Newscasters are now LIVE! Bug reports, suggestions for extra uses, tears etc go here.
  - What ARE newscasters? Fans of the Transmetropolitan series might find them familiar. Basically, they're terminals connected to a station-wide news network. Users are able to submit channels of their own (one per identified user, with channels allowing feed stories by other people or, if you want the channel to be your very own SpaceJournal, being submit-locked to you), while others are able to read the channels, either through the terminals or a printed newspaper which contains every news-story circulating at the time of printing.
  - About censorship: You can censor channels and feed stories through Security casters, found in the HoS'es office and the Bridge. Alternatively, if you want a channel to stop operating completely, you can mark it with a D-Notice which will freeze it and make all its messages unreadable for the duration it is in effect. If you've got the access, of course.
  - Basically I think of the newscaster as nothing more as an additional Roleplaying tool. Grab a newspaper along with your donuts and coffee from the machines, read station rumors when you're manning your desk, be a station adventurer or journalist with your very own network journal!
  - I would ask for a bit of respect when using the machine, though. I removed all and any channel and story restrictions regarding content, so you might end up seeing channels that violate the rules, Report those to the admins.
  - Finally, due to the removal of the enforced "Channel" string, it's recommended to name your channels properly ("Station Paranormal Activity Channel" instead of "Station Paranormal Activity", for example")

28 January 2012

- BubbleWrap updated:
  - Arresting buff!
  - A person in handcuffs being pulled cannot be bumped out of the way, nor can the person pulling them. They can still push through a crowd (they get bumped back to behind the person being pulled, or pushed ahead depending on intent).

27 January 2012

- LastyScratch updated:
  - Toggle-Ambience now works properly and has been moved from the OOC tab to the Special Verbs tab to be with all the other toggles.
- RavingManiac updated:
  - The bar now has a "stage" area for performances.
- Blaank updated:
  - Added a vending machine to atmopherics reception desk that dispenses large oxygen tanks, plasma tanks, emergency oxegen tanks, extended capacity emergency oxygen tanks, and breath masks.
- Petethegoat updated (for a bunch of other people):
  - Lattice is now removed when you create plating or floor (credit Donkieyo).
  - Monkeys now take damage while in crit (credit Nodrak).
  - The warden now has his own jacket. (credit Shiftyeyesshady).
  - Spectacular new dice that will display the proper side when rolled!! (credit TedJustice)
  - Spectacular new dice that will display the proper side when rolled!! (credit TedJustice)
  - Borg RCDs can no longer take down R-walls. (headcoder orders)

19 January 2012

- Petethegoat updated:
  - Exciting new pen additions! Get the low-down at the wiki.

17 January 2012

- Doohl updated:
  - Syndicate shuttle now starts with a All-In-One telecommunication machine, which acts as a mini-network for the syndie channel. It intercepts all station radio activity, too, how cool is that?

15 January 2012

- Doohl updated:
  - The radio overhaul 'Telecommunications' is now LIVE. Please submit any opinions/feedback in the forums and check the wiki article on Telecommunications for some more info for the curious.
  - The AI satellite has been replaced with a communications satellite. You can get there via teleporter or space, just like the AI satellite. I highly recommend not bum-rushing the new satellite, as you may be killed if you don't have access. It's a very secure place.
  - Once a human's toxicity level reaches a certain point, they begin throwing up. This is a natural, but overall ineffective method of purging toxins from the body.
  - You can now travel Z-levels in Nuclear Emergency mode (the nuke disk is still bound to the station). This means the nuclear agents can and probably will fly off into space to blow up the comm satellite and shut down communications.

9 January 2012

- ConstantA updated:
  - Reworked exosuit internal atmospherics (the situation when exosuit is set to take air from internal tank, otherwise cabin air = location air):
    - If current cabin presure is lower than &quot;tank output pressure&quot;, the air will be taken from internal tank (if possible), to equalize cabin pressure to &quot;tank output pressure&quot;
    - If current cabin presure is higher than &quot;tank output pressure&quot;, the air will be siphoned from cabin to location until cabin pressure is equal to &quot;tank output pressure&quot;
    - Tank air is not altered in any way even if it's overheated or overpressured - connect exosuit to atmos connector port to vent it
    - &quot;Tank output pressure&quot; can be set through Maintenance window - Initiate maintenance protocol to get the option
  - Fixed bug that prevented exosuit tank air updates if exosuit was connected to connector port
  - Combat exosuits melee won't gib dead mobs anymore
  - QM exosuit circuit crates cost lowered to 30 points
  - Exosuit plasma converter effectiveness +50%

8 January 2012

- Agouri updated:
  - I'm back home and resumed work on Newscasters and Contraband.
  - But I got bored and made cargo softcaps instead. Flippable! Enjoy, now all we need is deliverable pizzas.
  - Oh, also enjoy some new bodybag functionality and sounds I had ready a while ago, with sprites from Farart. Use a pen to create a visible tag on the bodybag. Wirecutters to cut it off. Also it's no longer weldable because it makes no goddamn sense.

7 January 2012

- Donkieyo updated:
  - You must now repair damaged plating with a welder before placing a floor tile.
  - You can now relabel canisters if they're under 1kPa.
- Polymorph updated:
  - Dragging your PDA onto your person from your inventory will bring up the PDA screen.
  - You can now send emergancy messages to Centcomm (Or, with some.. tampering, the Syndicate.) via a comms console. (This occurs in much the fashion as a prayer.)

3 January 2012

- Erro updated:
  - Shift-clicking will now examine whatever you clicked on!
- Polymorph updated:
  - Alt-clicking will now pull whatever you clicked on!

1 January 2012 (12 more months until doomsday)

- Doohl updated:
  - XENOS ARE NOW IMMUNE TO STUNNING! To compensate, stunning via tasers/batons now slows them down significantly.
- Polymorph updated:
  - Doors no longer close if they have a mob in the tile. (Generally!) Door safties can now be overriden to close a door with a mob in the tile and injure them severely.

29 December 2011

- ConstantA updated:
  - Added some new Odysseus parts and tweaked old ones.
  - Added Exosuit Syringe Gun Module
  - New Odysseus sprites - courtesy of Veyveyr
- Polymorph updated:
  - Air Alarms can now be hacked.
  - Too much of a good thing is just as bad as too little. Pressures over 3000 kPa will do brute damage.

28 December 2011

- RavingManiac updated:
  - Wrapped objects can now be labelled with a pen
  - Wrapped small packages can be picked up, and are now opened by being used on themselves
  - Mail office remapped such that packages flushed down disposals end up on a special table
  - Package wrappers placed in most of the station departments
  - In short, you can now mail things to other departments by wrapping the object, labelling it with the desired destination using a pen, and flushing it down disposals. At the mail room, the cargo tech will then tag and send the package to the department.

27 December 2011

- Errorage updated:
  - Engineering's been remapped
- RavingManiac updated:
  - Refrigerators and freezer crates will now preserve meat

25 December 2011

- ConstantA updated:
  - Circuit boards for Odysseus mech can be ordered by QM
  - Designs for them were added to R&amp;D
- Kor updated:
  - Soul Stones Added: Like intellicards for dead or dying humans! Full details are too long for the changelog
  - A belt full of six soul stones is available as an artefact for the wizard
  - Cultists can buy soulstones with their supply talisman
  - The chaplain has a single soulstone on his desk
  - The reactive teleport armour's test run is over. It no longer spawns in the RD's office.

24 December 2011

- Rockdtben updated:
  - Added sprites for soda can in left and right hands on mob: sodawater, tonic, purple_can, ice_tea_can, energy_drink, thirteen_loko, space_mountain_wind, dr_gibb, starkist, space-up, and lemon-lime.

23 December 2011

- ConstantA updated:
  - Mech Fabricators now require robotics ID to operate. Emag removes this restriction.
  - Added Odysseus Medical Exosuit. Has integrated Medical Hud and ability to mount medical modules.
  - Added Sleeper Medical module for exosuits. Similar to common sleepers, but no ability to inject reagents.
  - Added Cable Layer module for exosuits. Load with cable (attack cable with it), activate, walk over dismantled floor.
  - Added another exosuit internal damage type - short circuit. Short-circuited exosuits will drain powercell charge and power relay won't work.
  - You should be able to send messages to exosuit operators using Exosuit Control Console
  - Gygax armour and module capacity nerfed.
  - Exosuit weapon recharge time raised.
  - Bugfix: EMP actually drains exosuit cell and damages it
- RavingManiac updated:
  - Meat will now spoil within three minutes at temperatures between 0C and 100C.
  - Rotten meat has the same nutritional value as normal meat, and can be used in the same recipes. However, it is toxic, and ingesting a badly-prepared big bite burger can kill you.
  - Because refrigeration serves a purpose now, the kitchen cold room freezing unit is turned off by default. Chefs should remember to turn the freezer on at the start of their shift.

21 December 2011

- RavingManiac updated:
  - Kitchen cold room is now cooled by a freezing unit. Temperature is about 240K by default, but can be raised to room temperature or lowered to lethal coldness.

19 December 2011

- Kor updated:
  - General/Misc Changes
    - Escape pods no longer go to the horrific gibbing chambers. Rather, they will be picked up by a salvage ship in deep space. (This basically changes nothing mechanics wise, just fluff)
    - An ion rifle now spawns on the nuclear operative shuttle. Maybe this will help with them getting destroyed by sec borgs every round?
  - Wizard Changes
    - The wizard can now purchase magic artefacts in addition to spells in a subsection of the spellbook.
    - The first (and currently only) new artefact is the Staff of Change, which functions as a self recharging energy weapon with some special effects.
    - The wizard has a new alternative set of robes on his shuttle.
- Cult Changes
  - Cultists now each start with three words (join, blood, self). No more will you suffer at the hands of cultists who refuse to share words.
  - The starting supply talisman can now be used five times and can now be used to spawn armor and a blade.
  - Replaced the sprites on the cultist robes/hood.

18 December 2011

- Carnwennan updated:
  - Thanks to the wonders of modern technology and the Nanotrasen steel press Ian's head has been shaped to fit even more silly hats. The taxpayers will be pleased.
- Doohl updated:
  - Vending machines got yet another overhaul! Good lord, when will they stop assfucking those damned vendors??

17 December 2011

- Erro updated:
  - Your direct supervisors are now displayed when you are assigned a job at round start or late join.

14 December 2011

- Erro updated:
  - Meteor mode is hopefully deadly again!
- Kor updated:
  - Research director has a new toy: Reactive Teleport Armour. Click it in your hand to activate it and try it out!

11 December 2011

- NEO updated:
  - AIs actually consume power from APCs now
  - Bigass malf overhaul. tl;dr no more AI sat, instead you have to play whackamole with APCs.

10 December 2011

- Doohl updated:
  - Title music now plays in the pregame lobby. You can toggle this with a verb in "Special Verbs" if you really want to.
  - User Interface preferences now properly get transferred when you get cloned.
- Erro updated:
  - Escape pods have been added to test the concept.
  - Escaping alone in a pod does not count towards the escape alone objective, it counts towards the escape alive objective tho. Escape alone only requires you to escape alone on the emergency shuttle, it doesn't require you to ensure all pods are empty. Cult members that escape on the pods do not ocunt towards the cult escaping acolyte number objective. Escaping on a pod is a valid way to survive meteor.
- Polymorph updated:
  - Fire is now actually dangerous. Do not touch fire.

8 December 2011

- Errorage updated:
  - Fixed the comms console locking up when you tried to change the alert level.
  - Added a keycard authentication device, which is used for high-security events. The idea behind it is the same as the two-key thing from submarine movies. You select the event you wish to trigger on one of the devices and then swipe your ID, if someone swipes their ID on one of the other devices within 2 seconds, the event is enacted. These devices are in each of the head's offices and all heads have the access level to confirm an event, it can also be added to cards at the HoP's ID computer. The only event that can currently be enacted is Red alert.
- Kor updated:
  - The chef now has a fancy dinner mint in his kitchen. It is only wafer thin!

3 December 2011

- Pete & Erro Christmas update:
  - Reinforced metal renamed to steel and steel floor tile renamed to metal floor tile to avoid confusion before it even happens.
  - It is no longer possible to make steel from metal or vice versa or from the autolathe. You can however make metal from the autolathe and still insert steel to increase the metal resource.
  - To make steel you can now use the mining smelting unit and smelt iron and plasma ore.
  - The RCD can no longer take down reinforced walls.
- Errorage updated:
  - Grass plants in hydro now make grass floor tiles instead of the awkward patches.
- Petethegoat updated:
  - Fixed all known vending machine issues.
  - Fixed a minor visual bug with emagged lockers.
  - Clarified some of the APC construction/deconstruction messages.
- Numbers updated:
  - Potency variations tipped in favour of bigger changes over smaller periods of time.
- PolymorphBlue updated:
  - Traitors in the escape shuttle's prison cell will now fail their objective.
  - Lockers are no longer soundproof! (or flashproof, for that matter)
  - Headrevs can no longer be borged, revs are dereved when borged.

30 November 2011

- Vinyl Scratch updated:
  - New ambient sounds for the station and AI Sat.
  - He's baaaaaack...

27 November 2011

- Kor updated:
  - Changeling husks are now borgable again (though not clonable) and genome requirements were lowered
  - De-revved revolutionaries had their message clarified a bit. You remember the person who flashed you, and so can out ONE revhead
  - Light tubes/bulbs can now be created in the autolathe. Recycle those broken lights!

22 November 2011

- Doohl updated:
  - The firing range now has a purpose. Go check it out; there's a few surprises!

19 November 2011

- Doohl updated:
  - Toggling admin midis will now DISABLE THE CURRENT MIDI OH MY GOSH!
- Tobba updated:
  - We're looking for feedback on the updated chem dispenser! It no longer dispenses beakers of the reagent, and instead places a variable amount of the reagent into the beaker of your choosing.
- Petethegoat updated:
  - Diagonal movement is gone on account of them proving to be a bad idea in practice. A grand experiment nonetheless.
- Kor updated:
  - The PALADIN lawset in the AI upload has been replaced with the corporate lawset

16 November 2011

- Tobba updated:
  - Report any issues with the updated vending machines!

16 November 2011

- Petethegoat updated:
  - Security, Engineer, Medical, and Janitor borgs no longer get a choice of skin. This is for purposes of quick recognition, and is the first part of a series of upcoming cyborg updates.

7 November 2011

- Kor updated:
  - Repair bots (mechs) are now adminspawn only
  - Extra loyalty implants are now orderable via cargo bay (60 points for 4 implants)
  - Changeling regen stasis now takes two full minutes to use, but can be used while dead. Burning and gibbing are the only way to keep them dead now.

29 October 2011

- ConstantA updated:
  - Added step and turn sounds for mechs
  - Added another mecha equipment - plasma converter. Works similar to portable generator. Uses solid plasma as fuel. Can be refueled either by clicking on it with plasma in hand, or directly from mecha - selecting it and clicking on plasma.
  - Added mecha laser cannon.
  - Added damage absorption for mechs. Different mechs have different absorption for different types of damage.
  - Metal foam now blocks air movement.
- Petethegoat updated:
  - Fixed sticking C4 to containers.
  - Rearranged the armoury, and changed the medical treatment room in Sec to an interrogation room.
  - Mr Fixit has been powered off and returned to the armoury. Deploying him every round is still recommended!

29 October 2011

- Petethegoat updated:
  - Stunglove overhaul: part one. Stun gloves are now made by wiring a pair of gloves, and then attaching a battery- this shows up on the object sprite, but not on your character. Stungloves use 2500 charge per stun! This means that some low capacity batteries will make useless stungloves. To get your old inconspicous gloves back, simply cut away the wire and battery. Note that insulated gloves lose their insulation when you wire them up! Yet to come: stungloves taking extra damage from shocked doors.
  - Removed sleepypens! Paralysis pens have been changed to look like normal pens instead of penlights, and have been slightly nerfed. They will paralyse for about fifteen seconds, and cause minor brain damage and dizziness.
  - Uplink Implants now have five telecrystals instead of four.
- Doohl updated:
  - More hairs added and a very long beard.
  - Finally fixed the request console announcements going AMP AMP AMP all the time when you use punctuation.

27 October 2011

- Mport updated:
  - New WIP TK system added. To activate your TK click the throw button with an empty hand. This will bring up a tkgrab item. Click on a non-anchored (currently) non mob Object to select it as your "focus". Once a focus is selected so long as you are in range of the focus you can now click somewhere to throw the focus at the target. To quit using TK just drop the tkgrab item.

21 October 2011, Tuesday:

- Errorage updated:
  - Old keyboard hotkey layout option available again! home, end, page down and page up now once again do what they did before by default. To use diagonal movement you will need to use your numpad with NUM LOCK enabled.
    The new list of hotkeys is as follows: (Valid as of 21.10.2011)
    - Numpad with Num Lock enabled = movement in wanted direction.
    - Numpad with Num Lock disabled = as it was before. movement north-south-east-west and throw, drop, swap hands, use item on itself.
    - Page up (also numpad 9 with num lock disabled) = swap hands
    - Page down (also numpad 3 with num lock disabled) = use item in hand on itself
    - home (also numpad 7 with num lock disabled) = drop
    - end (also numpad 1 with num lock disabled) = throw
    - CTRL + A = throw
    - CTRL + S = swap hands
    - CTRL + D = drop
    - CTRL + W = use item in hand on itself
    - Numpad divide (/) = throw
    - Numpad multiply (*) = swap hands
    - Numpad subtract (-) = drop
    - Numpad add (+) = use item in hand on itself
    In short, use Num Lock to swap between the two layouts.

18 October 2011, Tuesday:

- Errorage updated:
  - You can now move diagonally! To do so, use the numpad. The keybaord has been remapped to make this possible:
    - CTRL + A = throw
    - CTRL + S = swap hands
    - CTRL + D = drop
    - CTRL + W = use item in hand on itself
    - Numpad divide (/) = throw
    - Numpad multiply (*) = swap hands
    - Numpad subtract (-) = drop
    - Numpad add (+) = use item in hand on itself

15 October 2011, White Cane Safety Day:

- Agouri updated:
  - There has been a tidal wave of bugfixes over the last 5 or so days. If you had previously tried something on the station, saw that it was bugged and never tried it again, chances are it got fixed. I don't want you to neglect using stuff because you think it was bugged, which it was at one point, but no longer is. Thanks, happy new semester to everyone~
- Errorage updated:
  - When you're unconscious, paralyzed, sleeping, etc. you will still see the same blackness as always, but it will rarely flicker a bit to allow you to see a little of your surroundings.
- Doohl updated:
  - New hairstyles! YOU never asked for this!

11 October 2011:

- ConstantA updated:
  - Added radios to exosuits. Setting can be found in 'Electronics' menu.
  - Exosuit maintenance can be initiated even if it's occupied. The pilot must permit maintenance through 'Permissions &amp; Logging' - 'Permit maintenance protocols'. For combat exosuits it's disabled by default. While in maintenance mode, exosuit can't move or use equipment.

8 October 2011:

- Doohl updated:
  - You can put things on trays and mass-transport them now. To put stuff on trays, simply pick up a tray with items underneath/on top of it and they'll be automatically carried on top of the tray. Be careful not to make a mess~!
- Mport updated:
  - Telekenesis now only allows you to pick up objects.
  - Stun gloves ignore intent.
  - Moved the loyalty implants to the HoS' locker.
  - Job system redone, remember to setup your prefs.

2 October 2011:

- Petethegoat updated:
  - Pandemic recharge speed is affected by the number of different types of antibodies in the blood sample. For maximum efficiency, use blood samples with only a single type of antibody. (Blood samples with two types of antibodies will still let the Pandemic recharge slightly faster than it used to.)
- Errorage updated:
  - Opening a storage item on your belt will now display the proper number of slots even if the number is different from 7.
  - Less ponies, gryphons, and Tohou.

1 October 2011:

- Knognob Lungsparkle updated:
  - Xenomorphic aliens can now shape resin membranes (organic windows basically).
  - The AI can no longer see runes. Instead, they will see blood splatters.

28 September 2011:

- Rolan7 updated:
  - New method for job assignment. Remember to review your preferences. Send all your hate and bug reports to me.
- Doohl updated:
  - Putting someone inside a cloning machine's DNA scanner will notify the person that they are about to be cloned. This completely removes the necessity to announce over OOC for someone to get back in their body.

22 September 2011, OneWebDay:

- Errorage updated:
  - Added an additional 9 colors, into which you can color bedsheets, jumpsuits, gloves and shoes at the washing machine.
  - A new click proc will need to be live-tested. The testing will be announced via OOC and you will get a message when it happens. When testing is going on, the new click proc will be used. If testing is going on and you notice a bug, please report it via adminhelp. If you find yourself unable to perform an action, you can double click (By that I mean spam the shit out of clicking) to use the old proc, which is unchanged and will behave like you're used to. Standard roleplay rules apply during tests, they're not an excuse to murder eachother.

20 September 2011, 10 year anniversary of the declaration of the "war on terror":

- Errorage updated:
  - You can no longer clone people who suicided. I REPEAT! You can no longer clone people who have suicided! So use suiciding more carefully and only if you ACTUALLY want to get out of a round. You can normally clone people who succumbed tho, so don't worry about that.
  - Washing your hands in the sink will now only wash your hands and gloves. You can wash items if you have them in your hands. Both of these actions are no longer instant tho.

18 September 2011, World Water Monitoring Day:

- Errorage updated:
  - Added the most fun activity in your every-day life. Laundry. Check the dormitory. (Sprites by Hempuli)
  - You can now change the color of jumpsuits, shoes, gloves and bedsheets using the washing machine.
  - Some religions (currently Islam, Scientology and Atheism) set your chapel's symbols to the symbols of that religion.
  - A new old-style cabinet's been added to the detective's office. (Sprite by Hempuli)
  - Runtime the cat ran away!! And it gets even worse! Mr. Deempisi met a premature end during an excursion to the kitchen's freezer! -- I was ORDERED to do this... don't kill me! :(
  - Kudzu can now be spawned (Currently admin-only. Will test a bit, balance it properly and add it as a random event) (Original code and sprites donated by I Said No)
- Kor updated:
  - Added purple goggles to chemistry (you're welcome Lasty)
  - Added a third MMI to robotics and monkey cubes to xenobio (dont fucking spam them in the halls)
- Mport updated:
  - Turns out tasers and a few other weapons were slightly bugged when it came to checking the internal powercell. Tasers and such gained an extra shot.
  - Ion Rifle shots lowered to 5 per charge.

17 September 2011, Operation Market Garden remembrance day:

- Errorage updated:
  - You can now insert a coin into vending machines. Some machines (currently only the cigarette vending machine) have special items that you can only get to with a coin. No, hacking will not let you get the items, coin only.

14 September 2011:

- Lasty updated:
  - Runtime now actually spawns in medbay because nobody cared whether it is a tiny smugfaced espeon that explodes violently on death or a spacecat that presumably doesn't.
  - You can no longer put someone into a sleeper and erase them from existence by climbing into the same sleeper.
  - Players who haven't entered the game will no longer be able to hear administrators in deadchat.
- Pete updated:
  - Added new sprites for the light tube and glasses boxes.
  - Fixed the bug where syndicate bundles would have an emergency O2 tank and breath mask.
- Mport, SECOND REMOVER OF SUNS updated:
  - Singularity absorbtion explosion range lowered and is now dependent on singularity size.
  - Bag of Holding no longer instakills singularity, and the chance for bombs to destroy a singularity has been changed from 10% to 25%.
  - Removed THE SUN.
  - Damage and stun duration from shocked doors has been lowered to account for a larger amount of energy in the powernet.

13 September 2011:

- Errorage updated:
  - Healing, attacking or 'gently tapping' Ian will now properly display the name of the attacker to all people.
- Vinyl Scratch updated:
  - Runtime!
  - Mine ambience now fades out at the end so that not only is it less jarring when it ends, but it also loops properly.
  - Malfunctioning AI's runtime message now has a voice clip to go with it (courtesy of Rosen Ritter)
  - Every headset will now display the commands for their respective channels upon examine.
- Miss Phaeron updated:
  - E-Swords now have a chance to deflect projectiles when active
  - Taser/Laser shots now drain 40 battery per use from a borg, as opposed to 20
  - EMPs do 60 damage to borgs now, up from 25. They also stun them momentarily and drain 1k charge
  - As part of a joint effort between Mport, Falazameer, and myself an Ion Rifle has been added to the armoury
  - The Mutate spell now gives Laser Vision and Hulk

11 September 2011:

- Errorage updated:
  - Ian can now be toolboxed.
  - Ian can now be healed with bruisepacks, unless he's already dead.
  - You can now walk over Ian when he's killed.
  - Ian will chase food, if you leave it on the floor. If he notices it and you pick it up, he'll chase you around, if you stay close enough.

10 September 2011:

- Errorage updated:
  - A new pet on the bridge.
  - The pet can now be buckled and will no longer escape from closed containers, such as closets or the cloning pods.
  - Vending machines and request consoles are the first to use the new in-built browser in the upper-right of the user interface. If feedback is positive on these, more machines will be added to this. Hoping that this will eventually reduce the number of popup micromanagement.
- Lasty updated:
  - The collectible hats have been removed from the theatre, doomed to rot forever in the hat crates they spawned from. No longer shall you see racks full of "collectible hard hat"!
- TLE updated:
  - You can now toggle the message for becoming a pAI on and off in your prefs.
- Mport updated:
  - Synaptizine now once again helps you recover from being stunned, however it is now also slightly toxic and may cause a small amount of toxins damage for every tick that it is in your system.
  - Assembly updating!
  - Original blob is back, though it still has lava sprites.
  - The bug where you would spawn on the wizard shuttle for a second at the start of the round should no longer occur.

8 September 2011:

- Lasty updated:
  - Suicide has been changed to biting your tongue off instead of holding your breath, and examining someone who has comitted suicide will give you a message stating that their tongue is missing.
  - Chemsprayers are now large items instead of small, meaning they can no longer fit in your pocket.

6 September 2011

- Greek Rioter updated:
  - Removed dumb/badly sprited drinks for barman. This is for you, people that love to play barman. Your job is now non-retarded again. EDIT: FIXED DRINK MIXING
  - More info here: rev2136
- Lasty updated:
  - Fixed the karma exploit! Uhangi can rest in peace knowing his -87 karma ways were not his own.
  - Added new ambient sound for space and the mines.
  - Examining an oxygen tank will now tell you if it is about to run out of air. If it is, you will recieve a beep and a message, and if not, then you'll just get the default "this is an oxygentank!" message.
- Rageroro updated:
  - Sleeper update! Sleepers can now only inject soporific, dermaline, bicaridine, and dexaline into people with 1% or more health. They can also inject inaprovaline into people with -100% or more health. Nothing can be injected into people who are dead.
- Superxpdude updated:
  - Virology is now part of medbay, and as such the RD no longer has Virology access and the CMO and Virologist no longer have Research access.
- Uhangi updated:
  - Electropacks, screwdrivers, headsets, radio signalers, and station bounced radios can now be constructed from the autolathe.
  - Added a courtroom to Centcom.
  - Fixed electropack bug regarding using screwdrivers on electropacks.
- Microwave updated:
  - Nuka Cola re-added.
- Urist McDorf updated:
  - Added XCom aliens, by Xerif (Donated by the Foundation project )
- Cheridan updated:
  - New sprites for beds and air, plasma and nitrogen tanks (The ones found in maintenance shafts).

5 September 2011.

- Rageroro updated:
  - Updates made to the HoP's ID computer. New interface and removing a card will now put it directly in your hand, if it's empty. Using your card on the computer will place it in the appropriate spot. If it has access to edit cards it will put it as the authentication card, otherwise as the card to be modified. If you have two cards with ID computer access first insert the authentication card, then the one you wish to midify, or do it manually like before.
  - Placed extra fire suits in maintenance (Near eva and mining) and an extra fire closet to atmos.

4 September 2011.

- Urist McDorf updated:
  - People who have been infected by facehuggers can no longer suicide.
  - Stammering has been reworked.
  - The chaplain can now no longer discern what ghosts are saying, instead receiving flavour text indicating that ghosts are speaking to him.
  - Walking Mushroom yield decreased from 4 to 1.
  - Glowshrooms now only spread on asteroid tiles.
  - Fixed rev round end message reporting everyone as dead.
  - Gave the changeling an unfat sting.
- Erro updated:
  - R'n'D and Gas Storage locations have been swapped in order for R&D to be given a hallway-facing table, just like Chemistry.
  - Buckling someone to a chair now causes them to face in the same direction as the chair.
  - Conveyor will now move only 10 items per game cycle. This is to prevent miners from overloading the belts with 2000 pieces of ore and slowing down time by turning it on. Does not apply to mobs on belt.
- Doohl updated:
  - New escape shuttle!
  - Metroids get hungry slower, but gain more nutrients from eating.
- Kor updated:
  - Added Necronomicon bible (credit Joseph Curwen)
  - Removed Doc Scratch clothing from chaplain? locker and added as a random spawn in the theatre.
  - Shaft Miners now start with regular oxygen tanks.
  - Mutate now gives the wizard hulk and OPTIC BLAST instead of hulk and TK.
  - Spiderman suit is no longer armoured or space worthy.
  - Crayons
- Superxpdude updated:
  - New, more appropriate arrivals message.
  - Shuttle escape doors fixed.
  - New RIG sprite.
- Lasty updated:
  - Switched xenomorph weeds to run in the background, hopefully causing them to destroy the server slightly less.
- Microwave updated:
  - Added sink to hydroponics
  - Cleaned up autolathe menu
  - Glasses and cups can now be filled with water from sinks.

31 August 2011.

- Lasty updated:
  - The costumes that spawn in the theatre are now randomized.
  - The kitchen now has a Smartfridge which can be directly loaded from the Botanist? plantbags. No more crates! (credit to Rolan7).
  - Snappops can now be acquired from the arcade machines. Amaze your friends! (credit to Petethegoat)
  - Bangindonk.ogg added to random end sounds list.
- Urist McDorf updated:
  - Players can no longer be randomly assigned to Librarian, Atmospherics Technician, Chaplain, and Lawyer unless all other non-assisstant job slots are full or they have those jobs in their preferences.
  - Changeling mode now has multiple changelings.
- Superpxdude updated:
  - The mail system actually works properly now! Probably!
  - Most hats had their ?eadspace?tag removed, meaning they will no longer substitute for a space helmet in protecting you from the dangers of space.

28 August 2011.

- Doohl updated:
  - Chaplains can now select different bible icons when they start. The selection is applied globally and the library's bible printer will print the same bibles.
  - Joy to the world! The Library's bible-printing function now has a one-minute cooldown. One minute may seem a little extreme, but it is necessary to prevent people from spamming the fuck out of everything with 100,000,000,000,000 carbon-copy bibles.
  - Tweaked Metroids a bit; they are slightly more aggressive and become hungrier faster. To compensate, they now move slightly slower.

26 August 2011.

- Mport updated:
  - Rev:
  - Station Heads or Head Revs who leave z1 will count as dead so long as they are off of the z level.
  - Once a player has been unconverted they may not be reconverted.
  - Cult:
  - Heads other than the Captain and HoS are now able to start as or be converted to a cultist.
  - New Item: Loyalty Implant, which will prevent revving/culting. 4 spawn in the armory.
  - If a rev (not cultist) is injected with one he will unconvert, if a revhead is injected it will display a resist message.
  - Loyalty Implants show up on the SecHud
  - New Machine: Loyalty Implanter - Is on the prison station, shove a guy inside it to implant a loyalty implant. It can implant 5 times before it needs a 10 minute cooldown.

20 August 2011.

- Doohl updated:
  - The smoke chemistry recipe has been upgraded! You can lace smoke with chemicals that can bathe people or enter their lungs through inhalation. Yes, this means you can make chloral hydrate smoke bombs. No, this doesn't mean you can make napalm smoke or foam smoke.

16 August 2011.

- Superxpdude updated:
  - Traitor item bundles: Contains a random selection of traitor gear

- Uhangi updated:
  - .38 Special Ammo can now be made from unhacked autolathes

15 August 2011.

- Superxpdude updated:
  - NEW MINING STATION, POST YOUR OPINIONS AND BUGS HERE
  - Added some new awesome mining-related sprites by Petethegoat. All credit for the sprites goes to him.

9 August 2011.

- Mport updated:
  - Cyborgs once again have open cover/cell icons.
  - To override a cyborg's laws you must emag it when the cover is open.
  - Emags can unlock a cyborgs cover.
  - Xbow radiation damage has been lowered from 100 to 20 a hit

5 August 2011.

- Mport updated:
  - The various assemblies should be working now.
  - Old style bombs and suicide vests temporarily removed.

3 August 2011.

- Superxpdude updated:
  - Virology Airlock changed to no longer cycle air. Should work faster and prevent virologists from suffocating.
  - Server Room APC is now connected to the power grid.
  - Stun Batons now start OFF. Make sure to turn them on before hitting people with them.

2 August 2011. The day the earth stood still.

- Agouri updated:
  - SSUs now correctly cycle and dump the unlucky occupant when designated to supercycle, when the criteria to do so are met.
  - Fixed bugshit
  - You can now make normal martinis again, removed a silly recipe conflict (Thanks, muskets.). Good barmen are urged to blend the good ol' recipes since the new ones have sprites that SUCK ASS JESUS CHRIST

- Doohl updated:
  - Speech bubbles: you can toggle them on in the character setup window. Basically, whenever someone around you talks, you see a speech bubble appear above them.
  - You can no longer create wizarditis and xenomicrobes with metroid cores.
  - Tweak: Using an exclamation mark as an AI, pAI, or cyborg will not longer get rid of the last exclamation mark.

30 July 2011.

- Superxpdude Updated:
  - Engineer and CE space helmets now have built-in lights.
- Rockdtben updated:
  - Bugfix: Fixed a bug where you could dupe diamonds
- Doohl updated:
  - New virus: Retrovirus. It basically screws over your DNA.
  - You can now do CTRL+MOVEMENT to face any direction you want. See those chairs in Medbay and the Escape Wing? You can do CTRL+EAST to actually RP that you're sitting on them. Is this cool or what?!

29 July 2011. - Day of Forum revival!

- Doohl updated:
  - Bugfix: Metroids should never "shut down" and just die in a corner when they begin starving. And so, hungry Metroids are a force to be feared.
  - The Cargo computers now have the ability to cancel pending orders to refund credits. This was put in place so that idiots couldn't waste all the cargo points and run off. However, if the shuttle is en route to the station you won't be able to cancel orders.
  - Bugfix: the manifest has been fixed! Additionally, the manfiest is now updated realtime; job changes and new arrivals will be automatically updated into the manifest. Joy!
  - Metroids, when wrestled off of someone's head or beaten off, now get stunned for a few seconds.
- Agouri updated:
  - I was always bothered by how unprofessional it was of Nanotransen (in before >Nanotransen >professionalism) to just lay expensive spacesuits in racks and just let them be. Well, no more. Introducing...
  - Suit Storage Units. Rumored to actually be repurposed space radiators, these wondrous machines will store any kind of spacesuit in a clean and sterile environment.
  - The user can interact with the unit in various ways. You can start a UV cauterisation cycle to disinfect its contents, effectively sterilising and cleaning eveyrthing from the suits/helmets stored inside.
  - A sneaky yordle can also hide in it, if he so desires, or hack it, or lock it or do a plethora of shady stuff with it. Beware, though, there's plenty of dangerous things you can do with it, both to you and your target.
  - The Unit's control panel can be accessed by screwdriving it. That's all I'm willing to say, I'd like to let the players find out what each hack option does and doesn't. Will add more stuff later.
  - Added Command Space suit, Chief Engineer space suit and Chief Medical Officer spacesuit (In a new space that you'll probably notice by yourself) to make it easier for you to look like a special snowflake.
  - EVA and CMO office modified to accomodate the new suits and SSUs. Look, I'm not a competent mapper, okay? Fuck you too. A mapper is strongly recommended to rearrange my half assed shit.
  - Soda cans, cigarette packets, cigarettes and cigars as well as bullet casings are now considered trash and can be picked up by the trashbag. Now you can annoy the janitor even more!
  - Sprite credit goes to Alex Jones, his portfolio can be found here: http://bspbox.com. Thanks a lot, bro.
  - With the recent forum fuss and all that, I've got a thread to specifically contain rants and bug reports about this update. Click me
- Uhangi updated:
  - EVA redesigned
  - An electropack is now available once again on the prison station
- Errorage updated:
  - Hopefully fixed the derelict 'hotspots'. Derelict medbay has also been fixed.

4 July - 28 July 2011.

- Trubble Bass updated (committed by Superxpdude):
  - Hat crates. Hat Station 13.
- Matty:
  - Engineers and miners now start off with the new industrial backpack.
- Agouri:
  - Sleepers are now OP and heal every kind of damage.
  - Made cloning 30% faster, due to popular demand.
- Superxpdude updated:
  - Added in the Submachine Gun to R&D.
  - Syndicate agents now have Mini-Uzis.
  - Added an exosuit recharged to the mining station.
  - New labcoats for scientists, virologists, chemists, and genetecists.
  - Moved the vault and added a bridge meeting room next to the HoP's office.
  - Deathsquad armor now functions like a space suit.
  - Added in security jackboots.
- Uhangi updated:
  - Traitors can now purchase syndicate balloons, which serve no purpose other than to blow your cover. For a limited time only, you can get them at a bargain price - just 10 telecrystals!
  - Removed security shotguns from the armory. No fun allowed.
  - Changed some bullet damage stuff.
- Microwave updated:
  - Monkey boxes:
  - Contains a score of monkey cubes, which you apply water to create monkies. Nanotrasen provides only the finest technology!
  - You can order monkey crates from the cargo bay. They contain monkey boxes.
  - Changed the amount of labels labelers have to 30. 10 was too low and 30 should not be too griefy.
  - Maximum label text length increased from 10 to 64.
  - You can no longer label people because they can just peel the labels off. Sorry, clowns!
  - Jelly dooonnuuuutsss! Happy birthday, officers!
  - Made xenomeat not give any nutrition.
  - Added some new reagents.
  - Made it possible to feed monkies and xenos things, as well as making it possible for them to eat themselves (please don't read that too literally).
  - Added in synthiflesh.
  - Plasma is now not used in reactions, instead, is treated as a catalyst that is not used up. This only applies to certain reactions.
  - Made it possible to grind more things in the chemistry grinder.
- Errorage updated:
  - Increased environmental damage by a factor of 1.5.
  - Made firesuits a lot more resistant to heat. Previously, they stopped protecting at around 4,500 degrees. They now go up to around 10,000 (which is also the temperature which the floor starts melting)
  - Edited the quartermaster's office a bit.
  - Cargo technicians now have access to a cargo ordering console.
  - Added different-colored hardhats. The CE gets a white hardhat.
- Rastaf.Zero updated:
  - Botanists get a new toy: Biogenerator. Insert biological items, recieve biological items.
  - Added roller beds, otherwise known as stretchers, to medbay. You can buckle people onto them and pull them.
  - Added egg-smashing and tomato-smashing decals.
- Muskets updated:
  - The prepackaged songs (Space Asshole, Cuban Pete, Darkest Honk, etc) have been removed. This doesn't mean admins can't play midis, this just gets rid of a lot of unnecessary download time.
- Firecage updated:
  - A whole bunch of new drinks and food. Seriously, there's alot!
  - New weapons such as the shock revolver and large energy crossbow.
  - Hydroponics can now grow a bunch more stuff. A lot of these new crops have some very interesting mutations.
  - Added a command for AIs to change their icon.
  - New costumes to the costume room.
- Urist McDorf updated:
  - Adding shading to pills.
  - Detective's office noir look has been removed. The icon operations required to render everything in monochrome was too heavy on the players.
  - Added in an uplink implant.
- Doohl updated:
  - A new alien race: Metroids! They are a mostly non-sentient race of jellyfish-like organisms that float in the air and feed on the life energy of other organisms. While most Metroids have never shown signs of self-awareness, they do exhibit signs of basic logic and reasoning skills as well as very sophisticated perception. Nanotrasen has shipped two baby Metroids for the xenobiology department. They should be handled with the utmost care - they are some of the deadliest beings in the known universe!
  - R&D gets a new toy: the freeze gun. Despite popular belief, this will not literally freeze things!
  - Every single chemical reagent has been assigned a color.
  - You can now see beakers fill up with chemicals. You can also observe how the colors mix inside the beakers. Spray bottles also will also show the color of whatever you're spraying.
  - Added a timestamp to combat logs.
  - Non-insulated gloves now need to be wrapped in wire in order to be electrified.
  - You can now shoot at people on the ground by simply clicking on the tile they're on.
  - Changeling husks are now uncloneable. To clarify: when a changeling sucks out a victim's DNA, the victim is said to become a "husk".

4 July 2011.

- Agouri updated:
  Medical stuff overhaul in preparation of Erro's big Medic update:
  - Sleepers are now able to heal every kind of damage. Drag your ass to medbay and ask a doctor to get you in one.
  - A lil' bit faster cloning (about 30% faster) due to popular demand.
  - Sleepers are now all located in the inner part of medbay, except for the examination room one.
  - Added Dermaline, burn-healing drug that outpowers kelotane (and kelotane is getting a major nerf, so be sure to know how to get this). Recipe is on the wiki if you need to make it.
  - Drugs no longer heal or metabolise when injected in dead bodies, fuck. Thank god you guys missed this major bug or we'd have cloning-by-injecting-healing-drugs.
  - Reminder to coders: Goddamn, update the changelog.
- Matty updated:
  - New engineering backpacks. Enjoy!

18 June 2011.

- Agouri updated:
  - Bugfixes: The reagent grinding now works, allowing the miners to FINALLY bring plasma to the chemistry.
  - Bugfixes: Pill bottles and clipboards can now be removed from the pockets once placed there.

7 June 2011.

- TLE updated:
  - Wiped/suicided pAIs should be eligible for being candidates again (5 minute cooldown between prompts.)
  - pAIs are now affected by EMP bursts. pAIs hit with a burst will be silenced (no speech or PDA messaging) for two minutes and may have their directives or master modified. A sufficiently powerful EMP burst will have a 20% chance of killing a pAI.
- Neo updated:
  - Nar-sie is now a more vengeful eldritch being. When summoned into our world, he first rewards his loyal cultists by chasing down and eating them first, then turns his attention to any remaining humans.
- Darem updated:
  - Gun Code Overhaul Phase 1.
  - Taser guns shoot ONE WHOLE SHOT more then they do now.
  - Energy Crossbow has a slightly higher shot capacity (still automatically recharges).
  - Revolvers can either be loaded one shell at a time or all at once with an ammo box.
  - Shotguns no longer need to be pumped before firing (will change back in phase 2).
- K0000 updated:
  - Arcane tome now has a "notes" option. Set English translations for runewords which come up when scribing runes. Attack an arcane tome with another arcane tome to copy your notes to the target tome.
  - Stun rune buffed considerably. Its a 1-use item so it deserved longer stun time.
  - Tome text: Added missing word description for stun rune.

1 June 2011, Canadian Day Against Homophobia

- Noise updated:
  - Changed holopad speaking to :h on request.
  - Ninja fixes, changes, etc. Refer to the code changelog for more info.
- Neo updated:
  - Department radio chat now shows with the department name instead of the frequency.
- Veyveyr updated:
  - Spent casing sprites + SMG sprite.
  - Sprites for 1x4 and 1x2 pod doors.
- Errorage updated:
  - Fixed twohanded weapon throwing, which left the 'off-hand' object in your other hand.
  - Doors now hide items under them when closed, mobs are still always above.
  - Singularity engine emitter is now much quieter.
  - Mining station redesigned.
  - Atmospherics' misc gasses tank now starts with N2O.
  - Hitting the resist button while handcuffed and buckled to something will make you attempt to free yourself. The process is the same as trying to remove handcuffs. When the 2 minutes pass you will be unbuckled but still handcuffed.
- ConstantA updated:
  - Added exosuit energy relay equipment. Uses area power (any power channel available) instead of powercell for movement and actions, recharges powercell.
  - Exosuits can be renamed. Command is in Permissions & Logging menu.
  - Lowered construction time for Ripley parts.
  - Exosuit wreckage can be salvaged for exosuit parts (torso, limbs etc).
  - Speed-up for mecha.
  - New malf-AI sprite. (Sprite donated by the D2K5 server)
- Cheridan updated:
  - Updated mine floor and wall edge sprites.
- Urist McDorf updated:
  - AIs no longer bleed when they reach 0HP (Critical health).
  - Added 2 more security HUDs to security.
  - Security HUDs now show if a person has a tracking implant.
- Microwave updated:
  - Barman renamed to Bartender.
  - The amount of drink you get when mixing things in the bar has been rebalanced.
  - Fixed arrivals maintenance shaft not having air at round start.
- Deuryn updated:
  - Meteors now do a bit more damage and they're not stopped by grills.
- TLE updated:
  - Added personal AIs (pAI).

19 May 2011

- Errorage updated:
  - Asteroid floors can be built on by adding tiles
  - Mining satchels now fit in rig suit storage, on belts and in pockets.
  - Cables now come in four colors: Red, yellow, green and blue.
- NEO updated:
  - Armour overhaul, phase 3. See rev notes for details.
  - AI cores should now block movement.
  - MMIs are now properly buildable with the mecha fabricator.
- Urist updated:
  - Added sandstone and mineral doors. Mineral boors cannot be opened by the AI or NPCs.
  - Removed Imperium robes from map.
  - Added the ability to draw letters and graffiti with crayons.
  - Removed fire axes except for bridge and atmospherics.
- Veyveyr updated:
  - New serviceborg sprite option.
  - Map changes to robotics; removed borg fabricators and added second exosuit fabricator.
  - Cyborg parts are now built from exosuit fabricators and benefit from research.
  - New exosuit fabricator and borg frame sprites.

14 May 2011, late friday 13 update.

- K0000 updated:
  - Cult updates:
  - New rune! Stun rune. When used as rune, briefly stuns everyone around (including cultists). When imbued into a talisman, hit someone to stun and briefly mute them. Spawnable with the starter talisman.
  - Imbue rune doesnt disappear after succesful invocation, only the source rune.
  - Chaplain's bible now has 20% chance to convert a cultist (was 10%), and gives a message on success.
  - Also, wrapping paper is back! Find it in the mailroom.
- NEO updated:
  - Beginning of armor overhaul. Armor now has slightly better defence against melee, and weaker against shots. More coming soon...someday
  - Cyborgs finally drop their MMI when gibbed like they were supposed to back when I added MMIs. Round- start cyborgs use whatever name you have selected for your character for the brain that gets spawned for them.
- Darem updated:
  - Chemistry update
  - In containers where there isn't a perfect ratio of reagents, reactions won't consume ALL of the related reagents (so if you mix 10 anti-toxin with 20 inaprovaline, you get 10 tricordrazine and 10 inaprovaline rather then just 10 tricodrazine)
  - Catalysts: some reactions might need presence of an element, while not directly consuming it.
  - Reactions changed to use catalysts: all recipes that require Universal Enzyme now require 5 units of the enzyme but the enzyme isn't consumed (So Tofu, Cheese, Moonshine, Wine, Vodka, and Kahlua recipes).
- Errorage updated:
  - Smooth tables: Tables now automatically determine which direction and sprite they'll use. They will connect to any adjacent table unless there is a window between them (regular, reinforced, tinted, whichever)

7 May 2011, Mother's day?

- Agouri updated:
  - Fireaxes now work. Derp.
- Erro updated:
  - New sprites for thermited walls and girders. Rework of thermited walls. Thermited walls leave a remnant damaged wall, crowbar it to scrap it.
  - More colors for the lightfloors CANCELLED/POSTPONED
- Noise updated:
  - Codephrases for traitors. More details here
  - New mech sprite

6 May 2011, AMURRICA FUCK YEAH day

- DANGERCON UPDATE:Agouri and Erro updated(I'm in the DangerCon team now, nyoro~n :3):
  - Backpacks removed from all players. It was unrealistic. You can now had to the living quarters to get one from the personal closets there.
  - Any firearms now send you to critical in 1-2 shots. Doctors need to get the wounded man to surgery to provide good treatment. Guide for bullet removal is up on the wiki.
  - Brute packs and kelotane removed altogether to encourage use of surgery for heavy injury.
  - Just kidding
  - Fireaxe cabinets and Extinguisher wall-mounted closets now added around the station, thank Nanotransen for that.
  - Because of Nanotransen being Nanotransen, the fire cabinets are electrically operated. AIs can lock them and you can hack them if you want the precious axe inside and it's locked. The axe itself uses an experimental two-handed system, so while it's FUCKING ROBUST you need to wield it to fully unlock its capabilities. Pick up axe and click it in your hand to wield it, click it again or drop to unwield and carry it.You can also use it as a crowbar for cranking doors and firedoors open when wielded, utilising the lever on the back of the blade. And I didn't lie to you. It's fucking robust.
  - Fireaxe, when wielded, fully takes up your other hand as well. You can't switch hands and the fireaxe itself is unwieldy and won't fit anywhere.
  - A fireaxe cabinet can also be smashed if you've got a strong enough object in your hand.
  - EXTINGUISHER CLOSETS, made by dear Erro, can be found in abundance around the station. Click once to open them, again to retrieve the extinguisher, attack with extinguisher to place it back. Limited uses, but we've got plans for our little friend.
  - Sprite kudos go to: Cheridan for most of them, Khodoque for the fantastic fireaxe head. I merged those two. Also thanks to matty and Arcalane for giving it a shot.
  - Has the piano got TOO annoying? Try the fire axe...
  - Oh, and tou can now construct Light floors! To do it: Use wires on glass, then metal on the produced assembly, then place it on an uncovered floor like you would when replacing broken floor tiles. To deconstruct: Crowbar on light floor, use crowbar on produced assembly to remove metal, wirecutters to seperate the wires from the glass. Sprites by delicious Hempuli.
  - Got something to bitch about? Got a bug to report? Want to create drama? Did the clown destroy your piano while you were playing an amazing space remix of the moonlight sonata? Give it here
- Rastaf.Zero updated:
  - New uniforms added for captain and chaplain, in their respective lockers. Credits to Farart.
- Urist McDorf updated:
  - Mime and Clown now spawn with Crayons. You can eat those crayons. And use them for other nefarious purposes.
  - Health Scanners (A new type of Goggles) now spawn in medbay. Use them, doctors!
  - New Arcade toy.
  - Glowshrooms! What other lifeform will threaten the welfare of the station now?!
  - Bananas growable in hydroponics. Also soap is now on-board.
  - Added new "Lights out!" random event.
- ConstantA updated:
  - Mech pilots are now immune to zapping, thank you very much.

17 April 2011, World Hemophilia Day

- Microwave updated:
  - Rabbit ears have a small tail, night vision goggle sprites updated.
  - Space tea has a nice, calming effect.
  - Space drugs? Liberty cap... something like that. Microwave, make your changelog entries more understandable!
  - Brobot merged with Service Borg with a Rapid Service Fabricator.
  - Arcade machine prizes look and sound realistic once again.
  - New arcade toy: Syndicate space suit costume, can hold arcade toys in suit storage.
  - Empty cap gun loaders can be recycled in an autolathe.
  - Seizure man has laying down sprites now. Update to wizard den.
  - Mech bay has two more borg chargers.
  - Beepsky is back!
  - Detective's office grille has been electrified.
  - You can now see if someone is wearing an emergency oxygen tank on their belt on the mob itself.
  - Lexorin - Now deals 3 oxygen damage per tick. Countered with Dexalin or Dexalin Pkus, which remove 2 units of it from your body per tick.
  - Bilk - Shares the effects of beer and milk. Disgusting!
  - Sugar - Gives nutrition!
  - Arithrazine - Now extremely good against radiation damage.
  - Hyronalin - Stronger radiation removal
  - Space cleaner spray bottles now contain enough cleaner for 50 uses. Making space cleaner now yields more cleaner.
- Errorage updated:
  - Shuttle diagonal sprites now work for any kind of floor.
  - You can now make plaques from gold. Place them on a wall and engrave an epitaph.
  - Placed a single wall tile in the AI satellite so you don't have a clear LOS of the AI from the door.
  - Added arrivals lobby. (Map by Superxpdude, updated by Microwave)
  - Lattice now connects to the solar shields.
  - Law office maintenance is now connected with Tech storage maintenance. (Some rewiring dont in the area)
  - Xenobiology now has it's own access level. (Also fixed xeno pen access and blast doors)
  - You might soon start to see different airlocks and airlock assemblies around the station. (Sprites donated by Baystation 12)
  - Chemical storage added, discussion on which chemicals it should store is on the forums. You're welcome to contribute.
  - Hot fires will now melt floors.
  - Added a pair of market stalls south of the teleporter. LET THERE BE CLOWNMART!
  - Screwdrivers and wirecutters can now spawn in different colors.
  - Electrical toolboxes have a 5% chance of spawning a pair of insulated gloves. A set spawns in tech storage.
  - Oxygen canisters now spawn in emergency storage, near disposal, in the incinerator and the CE's office.
  - A plasma canister now spawns in toxins, near the maintenance door.
  - Wooden tables now look nicer.
- Agouri updated:
  - 2001 space suits added to AI Satellite!
  - New look for the 2001 space suit.
  - 2001 space suit jetpack added.
  - Improved TRAYS!
- Noise updated:
  - Thermals and mesons no longer give slightly better night vision.
  - NINJAS! (Too many things to list)
  - Wizards are no longer trackable by the AI when in their den.
  - Removed all old notes, except for the last one.
  - Nuke team now cannot return with their shuttle until the bomb is armed and counting down.
  - Energy blades can no longer cut through r-walls, walls take 7 seconds to cut through.
  - Turrets are now destructible. Bash them with stuff when they pop out or (more likely) die trying.
  - Updated Ripley Mech sprite.
- Neo updated:
  - You can now aim guns at body parts, armor and helmets properly protect you from projectiles.
  - Cat ears now match the hair color of the wearer.
  - Robots can no longer stick their items onto/into things.
  - Meson, thermal and x-ray vision are now modules for borgs.
  - Welding now uses less fuel when on and idle but more when welding.
  - Hopefully fixed the bug when running into airlocks didn't open them and running into objects didn't push them.
- HAL updated:
  - Added air alarm to security checkpoint, added cameras to aux. arrival docks so the AI can see everything.
  - Added fire alarm, fire locks and air alarm to delivery office.
- ConstantA updated:
  - Added mecha DNA-locking. Only the person with matching UE can operate such mechs.
  - Added two mecha armor booster modules and a repair droid module.
  - Mech fabricator is now buildable.
  - Gygax construction is now reversible.
- Rastaf0 and Farart updated:
  - Ghosts should now always properly hear people.
  - Monkeyized people (genetics or jungle fever disease) no longer lose their genetic mutations and diseases.
  - People who get bitten by monkeys get jungle fever.
  - Most chemicals should now heal and harm humans properly.
  - Many new (and updated) recipes for the microwave including Pizza, Meatball Soup, Hot Chili and many more.
  - Items should no longer spawn under vendomats and microwaves.
  - Runes are now drawn under doors and tables.
  - Penlights fit in medical belts.
  - People will scream if they get cremated while still alive.
  - Diseases should now properly make you loose health.
  - Monkeys wearing masks now get acid protection too.
  - You should probably turn off your stun baton before washing it.
  - latex loves + short piece of wire + some air from tank = balloon!
  - Kitchen was expanded, also a new look for the kitchen sink.
  - New dishware vending machine - dispenses knives, forks, trays and drinking glasses.
  - Water cooler was added to kitchen.
  - New uniform - Waiter Outfit. Chef can give it to his assistant.
- Deeaych updated:
  - Updated satchel, bananimum, shovel, jackhammer and pick-in-hand sprites.
  - Many unneeded r-walls removed, detective's office reinforced.
  - Captain armor now acts as a space suit, added a unique captain's space helmet to captain's quarters.
  - Golems cannot speak, but should be perfectly spawnable. Also added golem fat sprite.
  - Security borgs have side sprites.
- Matty406 updated:
  - AIs can now feel a little more dorfy.
  - Many ores, both raw and smelted, look much better.
- Urist_McDorf updated:
  - You can now light other people's cigarettes by targeting their mouth with a lighter.
- Veyveyr updated:
  - New tool sprites.
  - New sprites for smooth-lattice.
- Muskets updated:
  - Kabobs now return the bar used to make them.

2 April 2011, International Children's Book Day

- Microwave updated:
  - New look for the mining cyborg, jackhammer, kitchen sink.
  - Singularity is now enclosed again (still airless tho).
  - Wizard has a new starting area.
  - Chemists and CMOs now have their own jumpsuits.
- ConstantA updated:
  - You can now put Mind-machine-interface (MMI)'d brains into mecha.
- Errorage updated:
  - Added smooth lattice.

26 March 2011

- Rastaf0 updated:
  - Food sprites from Farart
  - New food: popcorn (corn in microwave), tofuburger (tofu+flour in microwave), carpburger (carp meat+floor in microwave)
  - Medical belts are finally in medbay (credits belong to errorage, I only added it)
  - Pill bottles now can fit in containers (boxes, medbelts, etc) and in pockets.
  - Cutting camera now leaves fingerprints.
- Microwave updated:
  - Armor Can hold revolvers, and so can the detective's coat.
  - Chef's apron is going live, it can carry a knife, and has a slight heat resistance (only slight don't run into a fire).
  - Kitty Ears!
  - Various food nutriment changes.
  - Added RIGs to the Mine EVA.
  - Night vision goggles. They have a range of five tiles.
  - Added Foods: Very Berry Pie, Tofu Pie, Tofu Kebab.
  - Modified foods: Custard Pie is now banana cream pie.
- ConstantA updated:
  - Removed redundand steps from Gygax and HONK construction.
  - Added some mecha equipment designs to R&D.

23 March 2011, World Meteorological Day

- Neo updated:
  - Fixed PacMan (and affiliates) generator construction.
  - It is now possible to actually eat omelettes with the fork now, instead of just stabbing yourself (or others) in the eye with it.
  - Welding masks can now be flipped up or down. Note that when they're up they don't hide your identity or protect you from welding.
  - Reagent based healing should now work properly.
  - Revolver has been balanced and made cheaper.
  - Tasers now effect borgs.
  - Plastic explosives are now bought in single bricks.
  - Nuke team slightly buffed and their uplink updated with recently added items.
  - Player verbs have been reorganized into tabs.
  - Energy swords now come in blue, green, purple and red.
  - Cameras are now constructable and dismantlable. (Code donated by Powerful Station 13)
  - Updated the change network verb for AIs. (Code donated by Powerful Station 13)
  - Added gold, silver and diamond pickaxes to R&D which mine faster.
- Agouri updated:
  - New look for the Request consoles.
- Rastaf0 updated:
  - Brig cell timers should now tick closer-to-real seconds.
  - New look for food, including meat pie, carrot cake, loaded baked potato, omelette, pie, xenopie and others. (some sprites by Farart)
  - Hearing in lockers now works as intended.
  - Fixed electronic blink sprite.
  - Added the 'ghost ears' verb, which allows ghosts to not hear anything but deadcast.
- XSI updated:
  - New AI core design.
  - HoP now has a coffee machine!
- Veyveyr updated:
  - Replaced nuke storage with a vault.
  - Redesigned the mint, moved the public autolathe and n2o storage.
  - New look for the coin press. (Sprite by Cheridan)
- Errorage updated:
  - You can now manually add coins into money bags, also fixed money bag interaction window formatting.
  - QM no longer has access to the entire mining station to stop him from stealing supplies.
  - New machine loading sprite for mining machinery. (sprites by Cheridan)
  - Added a messanging server to the server room. It'll be used for messanging, but ignore it for now.
  - The delivery office now requires delivery office access. It's also no longer called "Construction Zone"
  - Almost all the mecha parts now have sprites. (Sprites by Cheridan)
  - Tinted and frosted glass now look darker.
  - There are now more money sprites.
  - Department closets now contain the correct headsets.
- Microwave updated:
  - Bicaridine now heals a lot better than before.
  - Added Diethylamine, Dry Ramen, Hot Ramen, Hell Ramen, Ice, Iced Coffee, Iced Tea, Hot Chocolate. Each with it's own effects.
  - Re-added pest spray to hydroponics.
  - Carrots now contain a little imidazoline.
  - HoS, Warden and Security Officer starting equipment changed.
  - New crate, which contains armored vests and helmets. Requires security access, costs 20.
  - Miner lockers now contain meson scanners and mining jumpsuits.
  - Added chef's apron (can hold a kitchen knife) and a new service borg sprite.
  - Autolathe can now construct kitchen knives.
  - Biosuit and syndicate space suits can now fit into backpacks.
  - Mime's mask can now be used as a gas mask.
  - Added welding helmet 'off' sprites.

18 March 2011

- Errorage updated:
  - You can now use the me command for emotes! It works the same as say "*custom" set to visible.
  - There is now a wave emote.
  - Enjoy your tea!
- Deeaych updated:
  - The exam room has some extra prominence and features.
  - A new costume for the clown or mime to enjoy.
  - Service Cyborgs can be picked! Shaker, dropper, tray, pen, paper, and DOSH to show their class off. When emagged, the friendly butler-borg is able to serve up a deadly last meal.
  - It should now be possible to spawn as a cyborg at round start. Spawned cyborgs have a lower battery life than created cyborgs and begin the round in the AI Foyer.
- Rastaf0 updated:
  - Fixed an issue with examining several objects in your hands (such as beakers).
  - Fixed bug with random last name being empty in rare cases.
- hunterluthi updated:
  - It is now possible to make 3x3 sets of tables.
  - Fixed some missplaced grilles/lattices on the port solar.
  - There is now a breakroom for the station and atmos engineers. It has everything an intelligent young engineer needs. Namely, Cheesy Honkers and arcade games.

15 March 2011, International Day Against Police Brutality

- Errorage updated:
  - Autolathe deconstruction fixed.
  - Atmos Entrance fixed.
  - AI no longer gibs themselves if they click on the singularity.
  - Fixed all the issues I knew of about storage items.
  - Redesigned Assembly line and surrounding maintenance shafts.
  - Redesigned Tech storage. (Map by Veyveyr)
- TLE updated:
  - Forum account activation added. Use the 'Activate Forum Account' verb.
- Neo updated:
  - New R&D Item: The 'Bag of holding'. (Sprite by Cheridan)
  - Getting someone out of the cloner now leaves damage, which can only be fixed in the cryo tube.
  - New reagent: Clonexadone, for use with the cryo tube.
  - Fixed using syringes on plants.
- Constanta updated:
  - Added queueing to fabricator.
- Rastaf0 updated:
  - Air alarms upgraded.
  - Fixed problem with AI clicking on mulebot.
  - Airlock controller (as in EVA) now react to commands faster.
  - Fixed toxins mixing airlocks.

6 March 2011

- Neo updated:
  - Neo deserves a medal for all the bugfixing he's done! --errorage
- Errorage updated:
  - No. I did not code on my birthday!
  - Windows can now be rotated clockwise and counter clockwise.
  - Window creating process slightly changed to make it easier.
  - Fixed the newly made reinforced windows bug where they weren't properly unfastened and unscrewed.
  - Examination room has a few windows now.
  - Can you tell I reinstalled Windows?
  - Robotics has health analyzers.
  - Bugfixing.
- Deeyach updated:
  - Roboticists now spawn with a lab coat and an engineering pda

2 March 2011, Wednesday

- Errorage updated:
  - Mapping updates including Atmospherics department map fixes, CE's office and some lights being added here and there.
  - Mining once again given to the quartermaster and HoP. The CE has no business with mining.
  - Removed the overstuffed Atmos/Engineering supply room.
  - Replaced all 'engineering' doors in mining with maintenance doors as they were causing confusion as to which department mining belongs to.
  - The incinerator is now maintenance access only.
- Neo updated:
  - New look for the advanced energy gun. (Sprite by Cheridan)
  - Mech fabricator accepts non-standard materials.
  - Mules accesses fixed, so they can be unlocked once again.
  - Atmospherics department mapping overhaul. (Map by Hawk_v3)
  - Added more name options to arcade machines.
- ConstantA updated:
  - Added mecha control console and mecha tracking beacons.
  - Some changes to gygax construction.
- Darem updated:
  - R&D minor bugfixes.
  - AI computer can now be deconstructed (right click and select 'accessinternals').
  - Server room updated, added server equipment to use with R&D.
  - Wizard and ghost teleport lists are now in alphabetical order, ghosts can now teleport to the mining station.
  - Rightclicking and examining a constructable frame now tells you what parts still need to be finished.
  - Large grenades added to R&D.
- Deeyach updated:
  - Mining given to the CE. (Reverted by Errorage)
  - Clowns can now pick a new name upon entering the game (like wizards previously).

24 February 2011, Thursday

- Darem updated:
  - Lighting code fixed for mining and thermite.
  - R&D instruction manual added to the R&D lab.
  - Fixed R&D disk commands not working.
  - Added portable power generators which run on solid plasma.
  - You can now set the numer of coins to produce in the mint.
  - Added two more portable power generators to R&D.
- Deeyach updated:
  - New uniform for roboticists
- Neo updated:
  - Game speed increased
  - Mining stacking machine no longer devours stacks larger than 1 sheet (it was only increasing its stock by 1 when given a stacked stack)
  - Stackable uranium ore added (a better sprite is needed, contributions are welcome)
  - Made Meteor gamemode actually do stuff
  - Made a bigger class of meteor
  - New R&D item: Advanced Energy Gun
  - Law priority clarified with regards to ion laws and law 0.
- Veyveyr updated:
  - Minor mapping fixes
- Uhangi updated:
  - New red bomb suit for security.
- Errorage updated:
  - Slight mapping change to arrival hallway.

23 February 2011, Red Army Day

- Uhangi updated:
  - Antitox and Inaprovaline now mixable via chemistry.
  - Explosive Ordinance Disosal (EOD) suits added to armory and security.
  - Large beaker now holds 100 units of chemicals. (code by Slith)
- Rastaf0 updated:
  - Secbot interface updated.
  - Syringe auto-toggels mode when full.
  - Captain's flask volume increased.
- Neo updated:
  - Fixed the 'be syndicate' choice to actually work on nuke rounds.
  - Syndicates no longer win if they detonate the nuke on their ship.
- Errorage updated:
  - Added cloning manual. (Written by Perapsam)
- K0000 updated:
  - Cult mode updates.
  - You can now read the arcane tome. It contains a simple guide for making runes.
  - Converting people doesnt give them word knowledge.
  - Sacrifice monkeys or humans to gain new words.
  - Total number of rune words set to 10
  - Some minor bugfixes.

20 February 2011, Sunday

- Errorage updated:
  - Slight updates to processing unit and stacking machine at the mining outpost.
  - Digging now yields sand, which can be smelted into glass.
  - Stacking machine can now stack reinforced metal, regular and reinforced glass too.
  - Engineers now have two copies of the singularity safety manual.
- Neo updated:
  - Magboots now have a verb toggle like jumpsuit sensors.
  - Jumpsuit sensors are now in all jumpsuits, except tactical turtlenecks.
  - Tweaks to the AI report at round start.
  - Syndi-cakes now heal traitors/rev heads/etc much more than anyone else.
  - Containment fields zap once again.
  - Fire damage meter no longer lies about fire damage.
- Darem updated:
  - Mass Spectrometer added to R&D. Load it with a syringe of blood and it will tell you the chemicals in it. Low reliability devices may yield false information.
  - Not all devices have a 100% reliability now.
  - Miners now have access to mint foyer and loading area. Only captain has access to the vault.
  - More stuff can be analyzed in the destructive analyzer, protolathe can produce intelicards.
- Rastaf0 updated:
  - Added blast door button to atmospherics.
  - Toxins timer-igniter assemblies fixed.
  - Engineering secure storage expanded.
  - Added singularity telescreen.

18 February 2011, Friday

- Errorage updated:
  - New look for the bio suits. (Biosuit and hood sprites by Cheridan)
  - New radiation suits added along with radiation hoods and masks. Must wear complete set to get full protection.
- Rastaf0 updated:
  - Binary translator cost reduced to 1 telecrystal.
- AtomicTroop updated:
  - Mail Sorter job added.
  - Disposal system redone to allow for package transfers. Packages are routed to mail sorter room and then routed to the rest of the station
  - Disposal area moved. Old disposal area now just an incinerator and a small disposal into space.
  - New wrapping paper for sending packages.
- Veyveyr updates:
  - New machine frame sprite.
  - Braincase sprites for mechs added. Not actually used, yet.
- Darem updates:
  - Research and Development system is LIVE. Scientists can now research new advancements in technology. Not much can be made, right now, but the system is there. Technologies are researched by shoving items into the destructive analyzer. Circuit Imprinter, Destructive Analyzer, and Protolathe are controlled from the R&D console.
  - Autolathe, Protolathe, Destructive Analyzer, and Circuit Imprinter can now be built, taken apart, and upgraded. The basic frame for all of the above requires 5 metal.

15 February 2011, Tuesday

- Rastaf0 updated:
  - Added radio channels and headsets for miners (`:h` or `:d` ("diggers" lol)) and for cargo techs (`:h` or `:q` )
  - Added a personal headsets to HoP and QM.
  - Aliens now attack bots instead of opening control window.
  - All bots can be damaged and repaired.
  - All bots are effected to EMP now.
  - Atmos now starts with nitrous oxide in storage tank.
- Veyveyr updated:
  - New look for the pipe dispenser.
- Errorage updated:
  - Mining station will now charge properly.
  - Duffle bags (Money bags) can now be emptied.

14 February 2011, Valentine's day

- Errorage updated:
  - New Job! - Shaft Miners have finally been added and are available to play.
  - Mining outpost - A new mining outpost has been built, the mining dock on SS13 has been updated.
- ConstantA updated:
  - Slight speed up for combat mechs..
  - Added H.O.N.K construction
  - Fixed bug with switching intent while in mecha.

##### 12.02.2011, 01.00 GMT, r1021

- Added Durand combat exosuit.
- Players can modify operation permissions of newly constructed civilian mechs. Click on mech with ID card or PDA with ID inside.
- Added robotics access to default mecha maintenance permissions (all mechs) and operation permissions (civilian models only).
- Fixed double adminlog message of explosion proc.
- Fixed accidental mecha wreckage deletion.
- Tweaked mecha internal fire processing.
- Added some mecha-related sounds.
- Moved GaussRand to helpers.dm and added GaussRandRound helper proc.
- Other small changes.

##### 11.02.2011, r1001-1020

- Headsets upgraded. Shortcuts for channels are: :command :security scie:nce :engineering :medical. Also there is :binary :whisper :traitor and old good :h for your department.
- "One Click Queue" added: When you quickly click on two things in a row, it will automatically queue the second click and execute it after the default 'action delay' of 1 second after the first click. Previously you had to spam-click until 1 second had passed. THIS AFFECTS EVERYTHING. NEEDS TESTING. - Skie
- EMP effects added for further revisions. - Darem
- Goon stuff removed, AI/Bots leave behind hidden fingerprints, firedoors fixed, powersinks eat more, small map changes. - Mport
- Big map changes in engineering/robotics/science wing. - errorage
- Welder Fixed. Now burns your eyes again. - errorage
- 9x9 singularity sprite added. - Skie/Mport
- Ghetto surgery added. - Neophyte
- Nasty vent pump lag fixed. - Neophyte
- Mech gameplay and building updates. - ConstantA

##### 08.02.2011, r999-1000

- The amount of power the station uses should be lower.
- The singularity now changes size based upon how much energy it has
- New Machine: Particle Accelerator.
- It might need a better name/sprite but when put together properly and turned on it will shoot Accelerated Particles.
- The particles irradiate mobs who get in the way and move through solid objects for a short time.
- The Particle Accelerator parts are set up by using a Wrench followed by a Cable Coil, then finished with a screwdriver.
- When you shoot the Singularity Generator with Accelerated Particles it will spawn a Singularity.
- New layout for Engineering, might be changed up slightly in the next few days.

##### 06.02.2011, r979

- Jesus christ it's a new map what the fuck
- Just kidding, it's only minor changes to medbay/mechbay/cybernetics/R&D/toxins/robotics/chapel/theatre
- Okay so there's too many changes to list completely, but basically: toxins/R&D/virology/xenobiology are south through medbay; robotics/cybernetics/mechbay are where toxins used to be, the theatre and chapel are above medbay.
- Theatre is a new place for the Clown and Mime to play, there are some costumes available, a stage and backstage, and seating for the audience.
- R&D and Toxins have been combined together. R&D is still work in progress. You need to head south through medbay to get there.
- Medbay has been re-arranged slightly. Honestly, it's nothing, I bet you won't even notice anything different. There's also a new surgery suite, complete with pre-op and post-op rooms.
- Virology's been rearranged, but it is mostly in the same place still.
- Xenobiology is work in progress. [There's some fun stuff still being coded]
- The Chapel is now to the north. You'll probably be thinking something like "Goddamn, this place is fucking huge", but it's actually smaller than the previous chapel.
- Robotics and related stuff is also work in progress - however, everything needed for making borgs is there. Note: de-braining will now be done by surgeons in medbay, rather than roboticists in robotics, in case you're wondering where your optable went.
- I added color-coded pipes in the areas I was working on. Red pipes run from air siphons and feed into the waste loop; blue pipes run from air vents and pump whatever atmos is set to pump. Yeah, there's TWO pipe networks on the station, who knew? Well, some of you probably did, but I didn't!
- Please bring all complaints/ideas/suggestions/bugfixes to: This awesome thread on our forums
- This update brought to you by: veyveyr and Rookie, with help from friends! [Now you know who to strangle, please be gentle q_q]

##### 05.02.2011, r968

- This really needs to be updated more often.
- Various map updates have been applied with many more to come. Expect overhauls!
- Mining system nearing completion.
- Massive overhaul to the electricity systems, the way singularity makes power, and various related functions.
- Mime spawns with White Gloves instead of Latex Gloves (apparently there's a difference!)
- A new event has been- CLANG! What the fuck was that?
- Ion storm laws should be much more interesting.
- Security reports should no longer list traitor heads/AIs as possible revs/cultists, nor should nuke operatives ever get named for anything.
- Pens are much more versatile and user friendly.
- Mech building is rapidly on its way! Ripleys can be built, consult your quartermasters.
- Traitors now have several new things they can steal.
- Some surgeries coded to accompany the new operating room and surgery tools.
- Research and Design is continuing development and should be rolled out shortly.
- Various sprites added, tweaked, scrapped and fixed.

#### Changelog

##### 05.02.2011, r968

- This really needs to be updated more often.
- Various map updates have been applied with many more to come. Expect overhauls!
- Mining system nearing completion.
- Massive overhaul to the electricity systems, the way singularity makes power, and various related functions.
- Mime spawns with White Gloves instead of Latex Gloves (apparently there's a difference!)
- A new event has been- CLANG! What the fuck was that?
- Ion storm laws should be much more interesting.
- Security reports should no longer list traitor heads/AIs as possible revs/cultists, nor should nuke operatives ever get named for anything.
- Pens are much more versatile and user friendly.
- Mech building is rapidly on its way! Ripleys can be built, consult your quartermasters.
- Traitors now have several new things they can steal.
- Some surgeries coded to accompany the new operating room and surgery tools.
- Research and Design is continuing development and should be rolled out shortly.
- Various sprites added, tweaked, scrapped and fixed.

##### 20.01.2011, r894

- Pipes can now be removed and re-attached by wrenching them.
- Mining system continues to develop. Still unaccessible to players.
- Various map changes. Some minor lag causing things were fixed.
- Admins have a new tool: They can now give any spell to anyone. Hurray!
- Imadolazine now works. Maybe?
- Singularity now releases itself if fed too much and will potentially explode.
- Magboots now successfully prevent you from getting pulled into the singularity.
- Strike teams immune to facehuggers. Why? I dunno.
- Many reagent containers are adjustable so you can pour the exact amount you need.
- No more emitters working in space, Collectors and collector controllers now ID lockable.
- Christmas Contest plaque finally added. It's near the armor/warden's office.
- Rocks fall, everyone dies.
- All cyborgs and robots can now be named. Just use a pen on the cyborg's frame before the brain is inserted.
- Knock spell now unbolts doors as well as opens them.
- New cultist runs and other changes.
- Added surgery tools for eventual surgery system.
- Autolathe and Circuit Printer animations redone. Yay pretty icons.
- AI law changes/uploads are now tracked (admin viewable).
- Revheads now get a PDA uplink instead of a headset one.
- Added a penlight.
- Science Research and Development tech tree uploaded. Not really accessible by anyone yet, though.

##### 14.01.2011, r853

- Changlings Overhauled. Now function kinda like alium (using an internal chemical reserve instead of plasma) with each ability requiring a certain amount of chemicals to activate. Both venoms removed. Several "Dart" abiliites added. They allow the changling to deafen, blind, mute, paralyze, or even transform (dead) targets.
- Carp meat now contaminated with Carpotoxin. Anti-toxin negates the poison, however.
- New Reagent: Zombie Powder: Puts subjects into a deathlike state (they remain aware, though). Each unit of Zombie Powder requires 5 units of Carpotoxin, Sleeping Toxin, and Copper.
- Various alium fixes.
- Matches now available from smokes machine.
- Megabomb bug fixed. Bombs with timers/signalers won't detonate after the timer/ signaler is removed.
- New Disease: Rhumba Beat. Functions like GBS with a few exceptions. Not only available by admindickery.
- More mining fixes/changes.
- Ghost can now teleport to AI sat, Thunderdome, and Derelict.
- New gimmick clothes
- Constructing Glass Airlocks now use one sheet of R.Glass.
- Windows mow always appear above grills and pipes always above lattices.
- Added FireFighter mecha and various mecha fixes.
- Deconstructed walls now leave proper floor tiles (that can be pried up like normal) and remember what kind of floor they were before the wall was made.
- Carded AIs no longer take damage while in unpowered areas.
- Chaplains can now name their religion at round start.
- New Recipies: Clown Burger (1 Clown wig, 5 flour), Mime Burger (1 beret, 5 flour), Cuban Carp (1 carp fillet, 1 chili, 5 flour).
- Napalm nerfed a bit. Produces ~25% less plasma but it's all concentrated in a single tile (will still spread, though).
- Reagent bottles can, once again, be put into grenades.
- Various minor map changes.

##### 08.01.2011,8:00PST, r820

- Holograms (AI controled psudo-mobs) added. Currently only admin spawn.
- Pre-spawned pills no longer have randomized image.
- Bridge reorganized.
- Automated turrets now less dumb. Additionally, turrets won't target people laying down.
- Cultists now automatically start known words for add cultist ritual. Also, converted cultists start knowning a word.
- Supply ship no longer can transport monkeys. Also, monkeys are no longer orderable from QM.
- Meat Crate added to QM.
- Corn can now be blended in a blender to produce corn oil which is used to create glycern.
- Request Consoles added across the station. Can be used to request things from departments (and slightly easier to notice then the radio).
- Centcom reoragnized a fair bit. Not that players care but admins might enjoy it.
- There is now a toggable verb that changes whether you'll turn into an alium or not.
- Hair sprited modified.
- Napalm and Incendiary Grenades both work now. Have fun setting things on fire.
- Binary Translater traitor item added. It allows traitors to hear the AI (it functions like a headset).
- New Disease: Pierrot's Throat. Enjoy, HONK!
- Robotic Transformation (from Robrugers) and Xenomorph Transformation (from xenoburgers) now curable.
- Mining added. Only accessible by admins (and those sent by admins). Very much WIP.
- Alium Overhaul. Divided into multiple castes with distinct abilities.
- New AI Modules: The goody two-shoes P.A.L.A.D.I.N. module and it's evil twin T.Y.R.A.N.T. Only the former actually spawns on the station.
- Lizards added. They run away and shit.
- PDA overhaul. Doesn't change anything for humans, just makes coders happy.
- Firesuits redone to look less like pajamas and instead like firesuits. Fire lockers also added.
- New Mecha: H.O.N.K.
- Deployable barriers added. Can be locked and unlocked.
- Mecha bay (with recharging stations) added.
- Bunny Ears, Security Backpacks, Medical Backpacks, Clown Backpacks, and skirt added.
- Various wizard changes. New Wizard Spell: Mind Swap. Swap your mind with the targets. Be careful, however: You may lose one of your spells. Wizards are no longer part of the crew and get a random name like the AI does. Wizards can change their known spells with their spellbook but only while on the wizard shuttle.
- Circuit Imprinter: Using disks from the various deparments, new circuit boards and AI modules can be produced.
- Heat Exchanging pipes added and various pipe/atmos changes.
- Ghost/Observer teleport now works 100% of the time.

##### 17.12.2010,11:00GMT

- You need an agressive grip to table now, as well as being within one tile of the table (to nerf teletabling).
- Teleport only runs once at the beginning of the round, hopefully reducing the lag in wizard rounds.
- Wizards can't telepot back to their shuttle to afk now.
- Someone added it a while ago and forgot to update the changelog - syndies in nuke need to move their shuttle to the station's zlevel first.
- Bunch of other stuff.

##### Sunday, November 21, 3:34 PST

- Bug fixes, not going into detail. Lots and lots of bug fixes, mostly regarding the new map
- CMO has a more obvious lab coat, that looks nicer than the original
- CMO also has a stamp now
- QM has a denied stamp
- Cyborgs got tweaked. Laws only update when checked. Also have wires that can be toyed
with for various effects, including AI sync, and law control
- Second construction site similar to the original
- Prison station has been tweaked, now includes a lounge, and toilets
- Detective's revolver starts with a reasonable number of bullets
- Prison teleporter to the courtroom now exists
- AI related stuff: More cameras, oh, and bug fixes!
- Emergency storage moved
- Random AI law changes. New law templates, and variables. Old variables were tweaked and some of the crappy templates were removed
- Ghosts can teleport to the derelict now
- Respriting of a bunch of stuff as well as graphical fixes
- Kitchen is attached to the bar again
- General map tweaks and fixes
- Wardens fixed for rev rounds
- 5-unit pills now work
- APCs added and moved
- Cola machine added. Contains various flavours of soda. Also added new snacks to the now named snack machine. Water cooler added, just apply an empty glass to it
- Salt & Pepper have been added, as part of the food overhaul
- More bug fixes. There was a lot

##### Tuesday, November 16, 00:20 GMT

- Cruazy Guest's map is now live.
- Entire station has been rearranged.
- Prison Station added, with Prison Shuttle to transport to and from.
- New Job: Warden. Distributes security items.
- The new map is still in testing, so please report any bugs or suggestions you have to the forums.
- AI Liquid Dispensers, Codename SLIPPER, have been added to the AI core. They dispense cleaning foam twenty times each with a cooldown of ten seconds between uses. Mounted flashes have also been included.
- Clown stamp added to clown's backpack.

##### Sunday, November 14, 18:05

- Major food/drink code overhaul. Food items heal for more but not instantly. Poison, Drug, and "Heat" effects from food items are also non-instant.
- Preperation for one-way containers and condiments.
- New Reagents: Nutriment, Ketchup, Soysauce, Salt, Pepper, Capsaicin Oil, Frost Oil, Amatoxin, Psilocybin, Sprinkles
- New Food Item: Chaos Donut: 1 Hot Sauce + 1 Cold Sauce + 1 Flour + 1 Egg. Has a variable effect. NOT DEADLY (usually).
- New Drug: Ethylredoxrazine: Carbon + Oxygen + Anti-Toxin. Binds strongly with Ethanol.
- Tape Recorders added! Now you can actually PROVE someone said something!
- Amospherics Overhaul Started: It actually works now. You can also build pipes and create function air and disposal systems!
- Walls are now smooth.
- Alcohol no longer gets you as wasted or for as long.
- QM job split into QM and Cargo Technicians. QM has his own office.
- Doors can no longer be disassembled unless powered down and unbolted.
- New Job: Chief Medical Officer. Counts as a head of staff and is in charge of medbay. Has his/her own office and coat.
- Wizarditis Bottle no longer in virus crate.

##### Friday, November 5, 19:29

- The ban appeals URL can now be set in config.txt
- Secret mode default probabilities in config.txt made sane
- Admin send-to-thunderdome command fixed to no longer send people to the other team's spawn.
- Having another disease no longer makes you immune to facehuggers.
- Magboots are now available from EVA.
- Changeling death timer shortened. Destroying the changeling's body no longer stops the death timer.
- Cult mode fixes.
- Fixed cyborgs pressing Cancel when choosing AIs.
- The play MIDIs setting now carries over when ghosting.
- Admins can now see if a cyborg is emagged via the player panel.
- PAPERWORK UPDATE v1: Supply crates contain manifest slips, in a later update these will be returnable for supply points.
- The Supply Ordering Console (Request computer in the QM lobby) can now print requisition forms for ordering crates. In conjunction with the rubber stamps, these can be used to demonstrate proper authorisation for supply orders.
- Rubber stamps now spawn for each head of staff.
- The use of DNA Injectors and fueltank detonations are now admin-logged.
- Removed old debug code from gib()

##### Tuesday, November 2, 19:11(GMT)

- Finished work on the "cult" gamemode. I'll still add features to it later, but it is safe to be put on secret rotation now.
- Added an energy cutlass and made a pirate version of the space suit in preparation for a later nuke update.
- Changeling now ends 15 minutes after changeling death, unless he's ressurected.
- Further fixing of wizarditis teleporting into space.
- Fixed the wise beard sprite.
- Fixed missing sprite for monkeyburgers.
- Fixed Beepsky automatically adding 2 treason points to EVERYONE.

##### Thursday, October 28, 19:30(GMT)

- Sleepers and disposals now require two seconds to climb inside
- Hydroponics crate ordered in QMs doesnt spawn too many items
- Replacement lights crate can be ordered in QM.
- Added space cleaner and hand labeler to Virology.
- Welder fuel tanks now explode when you try to refuel a lit welder.
- Made clown's mask work as a gas mask.
- 9 new cocktails: Irish Coffee, B-52, Margarita, Long Island Iced Tea, Whiskey Soda, Black Russian, Manhattan, Vodka and Tonic, Gin Fizz. Refer to the wiki for the recipes.
- Kitchen update:
  - -New Microwave Recipies: Carrot Cake (3 Flour, 3 egg, 1 milk, 1 Carrot), Soylen Viridians (3 flour, 1 soybeans), Eggplant Parmigania (2 cheese, 1 eggplant), and Jelly Donuts (1 flour, 1 egg, 1 Berry Jam), Regular Cake (3 flour, 3 egg, 1 milk), Cheese Cake (3 flour, 3 egg, 1 milk), Meat Pies (1 meat of any kind, 2 flour), Wing Fang Chu (1 soysauce, 1 xeno meat), and Human and Monkey Kabob (2 human or monkey meat, metal rods).
  - - Ingredients from Processor: Soysauce, Coldsauce, Soylent Green, Berry Jam.
  - - Sink added to kitchen to clean all the inevitable blood stains and as preperation for future cooking changes.
  - - The food processor can't be abused to make tons of food now.

- Multiple tweaks to virology and diseases:
  - - Added wizarditis disease.
  - - Spaceacillin no longer heals all viruses.
  - - Some diseases must be cured with two or more chemicals simultaneously.
  - - New Virology design including an airlock and quarantine chambers.
  - - Made vaccine bottles contain 3 portions of vaccine.
  - - Lots of minor bug fixes.

##### Monday, October 18, 06:24(GMT)

- Added virology profession with a cosy lab in northwestern part of medbay.
- Virology related things, like taking blood samples, making vaccines, splashing contagious blood all over the station and so on.
- Added one pathetic disease.
- Virus crates are now available from the quartermasters for 20 points.
- The DNA console bug (issue #40) was fixed, but I still made the DNA pod to lock itself while mutating someone.
- Added icons for unpowered CheMaster and Pandemic computers
- Added some sign decals. The icons were already there, but unused for reasons unknown.
- Some map-related changes.

##### Wednesday, October 13, 14:12(GMT)

- Crawling through vents (alien) now takes time. The farther destination vent is, the more time it takes.
- Cryo cell healing ability depends on wound severity. Grave wounds will heal slower. Use proper chemicals to speed up the process.
- Added sink to the medbay.
- Bugfixes:
  - - Some reagents were not metabolized, remaining in mob indefinitely (this includes Space Cola, Cryoxadone and cocktails Kahlua, Irish Cream and The Manly Dorf).
  - - Fixed placement bug with container contents window. Also, utility belt window now doesn't obscure view.

##### Sunday, October 10, 14:25(GMT)

- Scrubbers in the area can be controlled by air alarms. Air alarm interface must be unlocked with an ID card (minimum access level - atmospheric technician), usable only by humans and AI. Panic syphon drains the air from affected room (simple syphoning does too, but much slower).
- Sleeper consoles inject soporific and track the amounts of rejuvination chemicals and sleep toxins in occupants bloodstream.
- Flashlights can be used to check if mob is dead, blind or has certain superpower. Aim for the eyes.
- Radiation collectors and collector controls can be moved. Secured\unsecured with a wrench.
- Air sensors report nitrogen and carbon dioxide in air composition(if set to).
- Air Control console in Toxins.
- Additional DNA console in genetics
- Enough equipment to build another singularity engine can be found in engineering secure storage
- Air scrubber, vent and air alarm added to library
- Air alarm added to brig
- Air scrubbers in Toxins turned on, set to filter toxins
- Empty tanks, portable air pumps and similar can be filled with air in Aft Primary Hallway, just connect them to the port. Target pressure is set by Mixed Air Supply console in Atmospherics (defaults to 4000kPa).

##### Wednesday, October 6, 18:36

- Fixed the Librarian's suit - its worn iconstate wasn't set.
- Fixed some typos.
- Monkey crates are now available from the quartermasters for 20 points.
- Corpse props removed from zlevel 8 as they were causing issues with admin tools and the communications intercept.
- Cleaned up the default config.txt
- Added a readme.txt with installation instructions.
- Changed the ban appeals link to point to our forums for now - this'll be a config file setting soon.

##### Tuesday, October 5, 01:41

- Fixes to various nonworking cocktails.
- More map and runtime error fixes.
- Nuke operative headsets should be on an unreachable frequency like department headsets.
- Another AI Malfunction change: Now once the AI thinks enough APCs have been hacked, it must press a button to start the timer, which alerts the station to its treachery.
- Blob reskinned to magma and increased in power.
- The HoS now has an armored greatcoat instead of a regular armor vest.
- Admin logs now show who killswitched a cyborg.
- The roboticist terminal now lets you see which AI a cyborg is linked to.
- Malf AIs are no longer treated as inactive for the purpose of law updates and cyborg sync while hacking APCs.
- Traitor AIs are now affected by Reset/Purge/Asimov modules, except law 0.
- AI core construction sprites updated.
- Securitrons removed from the Thunderdome.
- An APC now supplies power to the bomb testing area, and has external cabling to supply it in turn.
- A new variant freeform module has been added to the AI Upload room.
- The changeling's neurotoxic dart has been made more powerful - this will likely be an optional upgrade from a set of choices, akin to wizard spells.
- Some gimmick clothes moved to a different object path.
- The chameleon jumpsuit should now be more useful - it includes job-specific jumpsuits as well as flat colours.

##### Wednesday, September 29, 15:40

- Bartender update! Bartender now has a Booze-O-Mat vending machine dispensing spirits and glasses, which he can use to mix cocktails. Recipes for cocktails are available on the wiki.
- The barman also now has a shotgun hidden under a table in the bar. He spawns with beanbag shells and blanks. Lethal ammo is obtainable from hacked autolathes.
- Dead AIs can once more be intelicarded, however in order to be restored to functionality they must be repaired using a machine in the RD office.
- Silicon-based lifeforms have metal gibs and motor oil instead of blood.
- Aliens now have a death message.
- Intelicarded AIs can now have their ability to interact with things within their view range reactivated by the person carrying the card.
- New AI cores can be constructed from victimsvolunteers.
- Verbs tweaked.
- Intelicarded AIs can be deleted.
- RD office redesigned, and the RD now spawns there.
- The AI can now choose to destroy the station on winning a Malf round.
- General bugfixes to AIs, constructed AIs and decoy AIs.
- Hats no longer prevent choking.
- Some extra gimmick costumes are now adminspawnable.
- AI health is now displayed on their status tab.
- AI upload module now requires you to select which AI to upload laws to in case of multiple AIs.
- Cyborgs now choose an AI to sync laws with upon creation.
- Law office redesigned.
- Roboticists no longer have Engineering access.
- More fixes to areas which had infinite power due to having no assosciated APC.
- Meatbread slices are no longer infinite.
- Malf rounds no longer end if a non-malfunctioning AI is killed.
- Cigarettes now have directional sprites.
- AI Core circuitboard spawns in the RD office.
- AI Satellite now has cameras and properly-wired SMES batteries.
- Decoy AIs can no longer be moved.
- Several runtime errors have been fixed.
- Nuke rounds will now end properly on a station or neutral victory.
- Riot shields have been nerfed and are now only available in the armory and in riot crates.
- Foam dart crossbows, cap guns and caps can now be won as arcade prizes.
- AI Malfunction has been redesigned - the AI must now hack APCs in order to win. More APCs hacked makes the timer tick faster.
- Hydroponics now has a MULEbot station.
- Changeling mode has been added to the game and is now in testing.
- Electrified airlocks should now only zap you once if you bump into them while running.
- Chemistry and Toxins access has been removed from Botanists.
- General bugfixes and map tweaks.

##### Sunday, September 26, 17:51

- Riot shields! One in every security closet, and a few in armory. Also orderable from QM.

##### Tuesday, September 21, 17:51

- New experimental UI for humans by Skie. Voice out if it has problems or you don't like it.
---> YOU CAN CHOOSE UI FROM PREFERENCES <---
- Hydroponics: Now you can inject chemicals into plants with a syringe. Every reagent works differently.
- Hydroponics: Added a small hoe for uprooting weeds safely. Botanists now have sissy aprons.
- New random station/command names and verbs.
- Dead AIs can no longer be intellicarded and the steal AI objective is now working.
- Aliens now bleed when you hit them, as well as monkeys.
- Hurt people and bodies leave blood behind if dragged around when they are lying. Sprites to be updated soon...
- Fixed several run-time errors in the code. Also food doesn't deal damage anylonger in some cases.
- Blobs and alien weeds slowed down some. Plant-b-gone buffed some.
- Fixed monkeys and aliens not being able to deal damage to humans with items.
- Monkeys now slip on wet floor.

##### Friday, September 17, 23:03

- The Lawyer now starts in his snazzy new office.
- Law Office accesslevel added. Currently, the Lawyer and the HoP begin with this.
- Robotics access can now be added or removed from the HoP's computer.
- Robotics, the captain's quarters, the cargo lobby and the staff heads office now have APCs and can lose power like the rest of the station.
- Toxins mixing room is now a separate area for power and fire alarm purposes, as it already had its own APC.

##### Thursday, September 16, 20:11

- Added the Lawyer job.
- Doors can now be constructed and deconstructed. This is being playtested, expect the specifics to change.
- Fixed certain jobs which were supposed to have stuff spawning in their backpack that just wasn't getting spawned.

##### Monday, September 13, 13:30

- Bunch of new announcer sounds added
- Minor lag fix implementation in the pipe system
- You can now hear ghosts... sometimes
- Seed bags and nutrients can now be pocketed

##### Monday, September 12, 12:48

- New kitchen stuff: New recipes (Meatbread, Cheese, Omelette Du Fromage, Muffins), new chef's knife and trays (Spawn in the meat locker) and milk (spawns in the fridge). Recipes are as follows: -Cheese: milk on food processor -Cheese wedge: Slice the cheese wheel with the chef's knife -Omelette Du Fromage: 2 eggs 2 cheese wedges -Muffin: 2 eggs 1 flour 1 carton of milk -Meatbread: 3 meats (whatever meats) 3 flour 3 cheese. Can be sliced. Cheese_amount is actually displayed on the microwave.
- Profession-special radio channels now have color.
- AI card not retardedly lethal anymore, for anyone that didn't notice
- HYDROPONICS OVERHAUL, credit goes to Skie and Numbers. Wood doesn't have the entity so the tower caps cannot be harvested. For now.
- Bar is now barman-only, access-wise. No more shall the entire station trump inside the bar and choke the monkey.
- Prepping ground for Barman update (SPRITE ME SOME GODDAMN BOTTLES)

##### Thursday, September 2, 22:45

- Ghosts can no longer release the singularity.
- Sprites added in preparation for a Hydroponics update
- A decoy AI now spawns in the AI core during Malfunction rounds to reduce metagaming.
- libmysql.dll added to distribution.
- Aircode options restored to default configuration.
- AIs properly enter powerloss mode if the APC in their area loses equipment power.
- Hydroponics crates added to Hydroponics, containing Weed-B-Gone
- Airlock electrification now actually works properly.
- Karma database error message updated.
- Cyborgs choosing the standard module no longer become invisible except for a pair of glowing red eyes.
- Aliens now have a hivemind channel, accessed like departmental radio channels or robot talk with ':a'.
- Full donut boxes no longer eat whatever item is used on them and disappear.

##### Monday, August 30, 16:24

- PDA user interface has been given a graphical overhaul. Please report any problems with it on the issue tracker.
- Personal lockers are once again available in the lockerroom
- BUGFIX: Xenoburger iconstate was accidentally removed in an earlier revision. This has been fixed.
- Some of the default messages have been changed.
- Additional sprites added for plants and weeds in preparation for an expansion of Hydroponics.
- A schema script is now available for setting up the SQL database.

##### Sunday, August 29, 05:09

- The Robotics Crate no longer exists. Quartermasters can now order a MULEbot crate for 20 points, or a Robotics Assembly crate for 10 points. The latter provides 4 flashes, 3 proximity sensors, two 10k charge power cells and an electrical toolbox, and requires a roboticist or a head of staff to open.
- Traitor AIs no longer lose their Law 0 in the event of power loss.
- Administrators can now toggle the availiabilty of their right-click verbs to prevent accidental usage while playing.
- Tool Storage vending machine is now a proper object. (code cleanup)
- Buckets are now available from autolathes.
- Four generic remote signaller PDA cartridges are now stocked in the Tool Storage vending machine.
- AI status display density adjusted.

##### Thursday, August 26, 21:07

- Open Source Release Thanks to Mport for releasable singularity code.
- Cyborgs redone Thanks again to Mport for this, cyborgs are totally different now.
- Engine Monitor PDA app is now Power Monitor PDA app, and actually works.
- AI State Laws verb now allows the AI to choose which laws to state, in case of traitor AIs or laws ordering it not to state them. Hopefully this will cut down on 'OMG THE AI IS COPYING AND PASTING' metagaming.
- Power Monitor circuitboard isn't mislabeled as Mass Driver Control any more.
- Traitor and Rev-head clowns lose the clumsiness gene - this should make trying to flash people in Rev mode less of an exercise in frustration.
- A sink has been added to the Fitness room - this lets you wash dirty and bloodstained clothing and equipment.
- Blast doors and firedoors no longer open by just bumping into them.
- The bar and kitchen now open onto the same seating area. The old cafeteria area is now used as a lockerroom to replace the old one which was displaced by Hydroponics.
- The bar now has a space piano with which you can entertain and annoy the crew.
- LIBRARY A library has been added to the station in the escape arm in order to educate the crew. The new Librarian job is available to manage it. Crewmembers can request and read books, or write and bind their own books for upload to a persistent database.
- The supply of flashbangs available from Security has been reduced to cut down on people constantly flashbanging the escape shuttle.
- InteliCards are available in various locations to allow the retrieval of valuable AI personality data in the event of catastrophic station damage.

##### Friday, August 06, 20:32

- Hydroponics/Botany Added Credit goes to Skie and the folks over at the independent opensource SS13 branch, this is their code. It's lacking a lot, but it's a great start!
- Way more tweaks than I can remember. Shouldn't wait so long between changelog updates.

##### Tuesday, July 13, 22:35

- Singularity Engine Added Oh God we're all going to die (All credit on this one goes to Mport2004)
- 'Purge' AI module added - purges ALL laws (except for law 0). Will probably change this to a Syndicate only item
- Cyborgs now spawn with a power cell. Should prevent stupid cyborg deaths (and also pave the way for starting as a cyborg once more bugs are fixed)

##### Saturday, July 10, 15:10

- Examining a player will now tell you if their client has disconnected.
- Examining a brain will now tell you if it's owner is still connected to the game.
- Alien Queens can make facehuggers. Facehuggers can make larva. Larva can grow into xenos! Xenos can become queens! The circle of life~
- Some powernet bug fixes: Bad list and division by zero.

##### Friday, July 09, 05:16

- Tweaked crate costs for Quartermaster.
- Increased metal available in Robotics.
- Added department-specific headsets. Engineering, Medical, Command, and Security all receive special headsets capable of broadcasting on a standard frequency PLUS a secure frequency only available to headsets of the same type. Precede say messages with ":h" to use.

##### Tuesday, July 06, 19:16

- Prayer command added.
- State Laws command for AI added.
- Disabled Lockdown command for AI. Too server heavy.
- Crew manifest and various station databases should properly update when late arrivals join the game, now.
- Quartermasters will receive 10 points every five minutes. This will probably be nerfed heavily, but we'll give it a shot anyhow.
- Fixed a bug with doors/airlocks. (Thanks Mport2004)

##### Sunday, April 25, 18:53

- New graphics:
  - Side Facing Sprites: Player sprites will now face in all directions when moving. Holy shit!

##### Monday 2.0, April 19, 2100

- New features:
  - Disposal System: The station now has a fully functional disposal system for throwing away nuclear authentication disks and old, dirty clowns.
  - Breakable Windows: Windows are breakable by projectiles and thrown items (including people), shards hurt your feet.
  - Status Display: Station escape shuttle timers now function as status displays modifiable from the bridge.
  - Space Heater: Space heaters for heating up cold spaces, in space.
- New items:
  - Welding Mask: Helps engineers shield their eyes when welding.
  - Utility Belt: Function as toolboxes equippable in the belt slot.
  - Mouse Trap: Hurt your feet, especially if you aren't wearing shoes!
  - Power Sink: Traitor item that rapidly drains power.
- New graphics:
  - North Facing Sprites: Player sprites will now face north when moving north.
  - Hidden Pipes: Pipes are now hidden underneath floor tiles.
- New robot: Medibot
  - Automatically attempts to keep crewmembers alive by injecting them with stuff.
- New robot: Mulebot
  - Allows quartermasters to automatically ship crates to different parts of the station.

##### Funday, December 31, 2099

## "FINALLY, DEV IS OUT"

- Changes:
  - Atmos system GREATLY OPTIMIZED!
  - Brand new station layout!
  - Robust chemical interaction system!
  - HOLY FUCK PLAYING THIS GAME ISN'T LIKE TRODDING THROUGH MOLASSES ANYMORE
  - Feature: If two players collide with "Help" intent, they swap positions.

##### Tuesday, February 23, 2010

- OH NO STRANGLING GOT NERFED: Insta-strangling (hopefully) removed. Victim no longer instantly loses consciousness.

##### Sunday, February 21, 2010

- Cloning Machine: The Geneticist spilled coffee on the Genetics Machine's revival module and it was too costly to replace!
  - Clones may or may not have horrible genetic defects.

##### Thursday, February 18, 2010

- New feature: Obesity from overeating in a short period of time.

##### Sunday, February 14, 2010

- New feature: Station destruction cinematic if the crew loses in AI Malfunction or Nuclear Emergency.
- New Position: Tourist
  - Centcom has entered the lucrative business of space tourism! Enjoy an event-filled vacation on the station, and try not to get killed.
  - Guest accounts are now restricted to selecting Tourist in Character Setup.

##### Friday, February 5, 2010

- AI: Added 30 second cooldown to prevent spamming lockdowns.

##### Wednesday, February 2, 2010

- Feature: Character preview in Character Setup!

##### Tuesday, February 2, 2010

- New item: Drinking glasses that you can fill with water.
- Feature: Sounds now pan in stereo depending on your position from the source.

##### Saturday, December 5, 2009

- Traitor tweak: Agent cards can now be forged into a fake ID.

##### Friday, December 4, 2009

- Supply Dock 2.0: The Supply Dock has been redesigned and now features conveyer belts! Amazing!
- New uniforms: The Research Director, Chief Engineer, and the research jobs have new uniforms. The Head of Security has a cool new hat which happens to be his most prized possession.
- Merged research: The first act of the Research Director is to merge Toxins and Chemistry into a single Chemical Lab. Hooray!
- Robot tweak: You can now observe robots using the observe command.
- Stamps: The heads now have stamps to stamp papers with, for whatever reason.

##### Monday, November 30, 2009

- Supply Shuttle 1.0: Now you can order new supplies using Cargo Bay north of the autolathe.
- New containers: The game now features a variety of crates to hold all sorts of imaginary space supplies.
- New position: Quartermaster
  - A master of supplies. Manages the cargo bay by taking shipments and distributing them to the crew.
- New position: Research Director
  - The head of the SS13 research department. He directs research and makes sure that the research crew are working.
- New position: Chief Engineer
  - Boss of all the engineers. Makes sure the engine is loaded and that the station has the necessary amount of power to run.
- New robot: Securibot
  - Automatically stuns and handcuffs criminals listed in the security records. It's also really goddamn slow.
- New jumpsuits: Engineers and Atmos Techs have new jumpsuits to distinguish between them easier.

##### Friday, November 27, 2009

- Monkey AI 2.0: Monkeys will now get angry, going after random human targets with the ability to wield weapons, throw random objects, open doors, and break through glass/grilles. They're basically terminators.
- New gamemode: Monkey Survival
  - Survive a horde of angry monkeys busting through the station's airvents and rampaging through the station for 25 minutes.
- New robots: Cleanbot and Floorbot
  - Cleanbots automatically clean up messes and Floorbots repair floors.
- New spell: Mindblast
  - Causes brain damage, progressively causing other players to become even more retarded.
- Alien Races
  - Wizards may randomly spawn as illithids, who gain Mind Blast for free, and nuke agents may randomly spawn as lizardmen.
- Station shields: The station now has a toggleable forcefield that can only be destroyed by meteors or bombs. Takes a lot of station power to use.
- Traitor scaling: Number of traitors/wizards/agents now scales to number of players.
- New food item: Donk pockets
  - Delicious and microwavable, gives a bigger health boost for traitors.
- Cigarettes: Now you can fulfill your horrible nicotine cravings. The detective starts with a zippo lighter and pack of cigarettes. Other packs can be be obtained via vending machines.
- Warning signs: The station is now filled with various warning signs and such.
- Updated graphics: Many, many objects have had their graphics updated including pipes, windows, tables, and closets. HUD graphics have been updated to be easier to understand.
- Lighting fixes: New turf is now correctly lit instead of being completely dark.
- Meteor fixes: The code and graphics for meteors has been fixed so the meteor gametype is more playable, sort of.
- Escape shuttle fix: The shuttle can now be called in Revolution and Malfunction, but the shuttle will be recalled before it arrives. This way players can no longer call the shuttle to figure out the game mode during secret.
- Changelog updated: New changelog entry for Thanksgiving thanks to Haruhi who will probably update the changelog from now on after almost a month of neglect.

##### Monday, November 3, 2009

- Bug fix: Made most pop-up windows respect the close button.

##### Sunday, October 25, 2009

- Randomized naming: Names for Central Command and Syndicate are now randomized.

##### Saturday, October 24, 2009

- Bug fix: PDAs had their code cleaned up. Notice any problems? Report them.
- New syndicate item: Detomatix Cartridge, allows remote detonation of PDAs (rather weak explosion)!
- Feature: Remotely detonating PDAs has a chance of failure depending on the PDA target, a critical failure will result in the detonation of your own PDA.

##### Monday, October 19, 2009

- Gibbing update: Gibbing stuff has been rewritten, robots now gib nicer.
- LIGHTING!!!: The station now has dynamic lighting and associated items.

##### Friday, October 16, 2009

- Poo v1.0~: This has caused many ragequits.
- Flushable toilets: You can now use toilets to place your vile, disgusting and irreprehensible excretions (you disgusting children). Just be careful what you flush!

##### Monday, October 12, 2009

- Feature: Emergency oxygen bottles can be clipped to your belt now.
- Clothing update: Bedsheets are now wearable.
- Updated HUD: A few minor tweaks to the inventory panel. Things might not be exactly where you're used to them being.

##### Monday, September 28, 2009

- New position: Chef
  - Maintains the Cafeteria, has access to Kitchen and Freezer, Food creation will be in shortly.
- Food update: Food items now heal Brute/Burn damage. The amount recovered varies between items.

##### Saturday, August 29, 2009

- AI laws update: Nanotrasen has updated its AI laws to better reflect how they wish AIs to operate their stations.
- Traitor item change: E-mag renamed to Cryptographic Sequencer.

##### Friday, July 31, 2009

- I&#39;m really sorry everyone I just HAD to add a gib all verb.
- Decided to add the creation of bombs to bombers list
- Made the new bombing list EVEN BETTER!!!
- Fixed a bug with admin jumping AND the traitor death message
- Oops, fixed a bug that returned the right click pm thing thinking the admin was muted.
- Made a new improved way of tracking who bombs shit.
- More formatting shit.
- Fixed up some mute code and made it so that if a player is muted they cannot PM us.
- Adminhelps now logged in the admin file not ooc
- Changed the way admin reviving is dealt with. (It was coded kind of weirdly before)
- Added a few areas to the observe teleport. Fixed some adminjump things. Modified the paths of some areas.
- You can now ban people who have logged out and admins can now jump to people using the player panel.
- Added in jump to key coded in a much better way than showtime originally did it.
- Fixed magical wind when laying pipes. They start out empty!!
- Made blink safer. Fixed the crew-quarters to ai sattelite teleport problem.
- Forgot the message again. Added an emp spell. thanks copy&amp;paste.
- OH MY GOD I HAVE RUINED ASAY
- Added electronic items to the pipe dispenser
- fixed a formatting error with the changelog (I didn&#39;t break it, it was showtime)
- Fixed a formatting error
- Cleaned up sandbox object spawn code
- New and improved admin log so we can keep an eye on these fuckers
- Fixed adminjump because I realise most people use it for the right click option
- Mushed together jump to mob and jump to key
- Fixed a compilation error and made my test room more secure!

##### Wednesday, July 29th, 2009

These are a collection of the updates from the last 6 days. I promise to update the changelog once a week. Note that this does not include all the changes in the past 6 days.

- Multitools can now be used to measure the power in cables.
- Fixed a bug where the canister message would repeat and spam the user when attackby analyzer. Fixed an admin formatting error.
- Replaced all range checks with a in_range proc. pretty good chance I broke something or everything.
- Mutations use bitfields
- Fixed a bug with my traitor panel.
- Fixed the turrets, ruined Pantaloons map (test map). Did some things with turrets and added a few areas.
- Some stuff in here you know the usual shit. Bugfixes, formatting etc.
- Stunbaton nerf.
- Tempban longer than 1 year -&gt; permaban.
- Turfs &gt; spawnable.
- Shaking someone now slowly removes paralysis, stuns and the &#39;weakened&#39; stuff.
- CTF flags now check if someone has them equipped every 20 seconds, if they are not then they delete themselves and respawn.
- Fixed the r-wall-welder-message-thing.
- Change to the CTF code, flag captures can now only happen if your team has their flag in the starting position.
- Pruning my test room.
- Instead of the red and green team its now the American and Irish teams!
- BACKUP BACKUP TELL ME WHAT YOU GONNA DO NOW Changed the monkey name code. Re-did my antimatter engine code so it actually puts out power now
- dumb as fuck change, whoever did that, it already spawn ()&#39;s inside the proc code, whoever did that, you are an idiot and should read code before you modify it
- Fixed a bug that gave everyone modify ticker variables you silly sausage.
- Sorted the AIs track list.
- Constructable filter inlets and filter controls.
- Added in admin messages for when someone is banned.
- Bannana and honk honk.

##### Saturday, June 27th, 2009

- Pipe construction now works completely. //Nannek
- Many many other things that never gets recorded in the changelog!!

##### Saturday, June 27th, 2009

- The Michael Jackson Memorial Changelog Update
- Pipe filters adjusted for more ideal environmentals //Pantaloons
- Added in job tracking //Showtime
- Crew Manifest and Security Records now automagically update when someone joins //Nannek
- Fixed a bug where sometimes you get a screwdriver stuck in your hand //Pantaloons
- Flamethrowers can now be disassembled //Pantaloons
- OBJECTION! Added suits and briefcases //stuntwaffle
- Added automatic brig lockers //Nannek
- Added brig door control authorization and redid brig layout //Nannek
- Emergency toolboxes now have radios and flashlights, and mechanical toolboxes now have crowbars //Pantaloons
- New whisper system //lallander
- Some more gay fixes //everybody
- Some really cool fixes //everybody
- Really boring code cleanup //Pantaloons
- ~~In Loving Memory of MJ~~ Sham on!

##### Friday, June 12th, 2009

- Looking back through the SVN commit log, I spy...
- Keelin doing some more performance enhancements
- Fixed one person being all 3 revs at once (hopefully)
- Some gay fixes
- New admin system installed
- Fixed a bug where mass drivers could be used to crash the server
- Various pipe changes and fixes

##### Wednesday, June 3rd, 2009

- Death commando deathmatch mode added.

##### Monday, June 1st, 2009

- Ghosts can no longer wander from space into the dread blackness that lies beyond.
- Those other losers probably did a bunch of other stuff since May 6th but they don't comment their revisions so fuck 'em.

##### Wednesday, May 6th, 2009

- Crematorium
- Goon? button makes all your dreams come true.
- Restructured medbay

##### Monday, May 4th, 2009

- Does anyone update this anymore?
- New atmos computer promises to make atmos easier
- Autolathe
- Couple of map changes
- Some computer code reorganised.
- I'm pretty sure theres a couple things

##### Saturday, April 18th, 2009

- Weld an open closet (only the normal kind), gayes.
- Chaplin has a higher chance of hearing the dead.
- New traitor objective
- Power traitor objective removed
- New job system implemented for latecomers.
- Head of Research quits forever and ever, is replaced by Head of Security (who gets his own office)

##### Fri, April 10, 2009

- Admins are now notified when the traitor is dead.
- Unprison verb (again, for admins).

##### Wed&Thu, April 8&9, 2009

- Medical redone, doctors do your jobs! (Tell me what you think of this compared to the old one)
- Clickable tracking for the AI
- Only the heads can launch the shuttle early now. Or an emag.

##### Mon&Tue, April 6&7, 2009

- Sounds. Turn on your speakers & sound downloads.
- Scan something with blood on it detective.

##### Sunday, April 5, 2009

- A large icon for the headset, no reason it should be so small.

##### Saturday, April 4, 2009

- Emergency closets now spawn an 'emergency gas mask' which are just recolored gas masks, no other difference other than making it obvious where the gas mask came from.

##### Wednesday, April 1, 2009

- Constructable rocket launchers: 10 rods, 10 metal, 5 thermite and heated plasma from the prototype.
- Emergency closets have randomized contents now.
- Fixed a bug where someone who was jobbaned from being Captain could still be picked randomly

##### Friday, March 27, 2009

- Fixed a bug where monkeys couldn't be stunned.
- Change mode votes before game starts delays the game.

##### Thursday, March 26, 2009

- The brig is now pimped out with special new gadgets.
- Upgraded the admin traitor menu.

##### Tuesday, March 24, 2009

- GALOSHES!
- A certain item will now protect you from stun batons, tasers and stungloves when worn.

##### Monday, March 23, 2009 (EXPERIMENTAL)

- Say / radio / death talk systems recoded, hopefully improving it.
- Announcements of late joiners are now done by the AI if it's alive :-)

##### Monday, March 23, 2009

- Random station names.
- Changes to the message stylesheet.
- Admin messages in OOC will now be colored red.

##### Saturday, March 21, 2009

- Added a command to list your medals.
- ETA no longer shows when it doesn't matter.
- Nerfed the ability to spam shuttle restabalization.
- Fixed the 'Ow My Balls!' medal to only apply from brute damage rather than both brute and burn damage.

##### Thursday, March 19, 2009

- Job banning.
- Genetic Researcher renamed to Geneticist.
- Toxins Researcher renamed to Scientist.
- Help reformatted.
- Fixed a bug where combining bruise packs or ointments resulted in an incorrectly combined amount.
- Renamed memory and add memory commands to Notes and Add Note.

##### Tuesday, March 17, 2009

- Medals! MEDALS!
- Trimmed the excessively long changelog.

##### Saturday, March 14, 2009

- Janitor job complete! Report any bugs to adminhelp

##### Saturday, March 7, 2009

- Wizard now needs his staff for spells
- Be careful with APCs now okay?!
- Fixed Memory and made it more efficient in the code
- Crowbars now open apcs, not screwdrivers. They do something else entirely
- Hackable APCs
- When APCs are emagged they now stay unlocked
- Re-did a shit tonne of admin stuff
- New admin system is pretty much finished
- FINALLY backpacks can now be looked in while on the ground.

##### Tuesday, February 24, 2009

- Ghosts no longer able to open secret doors
- Suicide vests now work as armor
- Blood no longer comes out of the guy if you pull him due to lag
- Admin panel has been touched up to include html tables
- Mines now added, only spawnable right now however
- Fixed the syndicate nuclear victory bug
- Wizard now spawns with wizard outfit which he must wear to cast spells
- Blood bug fixes
- Fixed a retarded bug that meant I didn't have the power to kick admins
- THUNDERDOME!
- Several new facial hair options and a bitchin' mohawk
- Blood by Culka
- Nuke disk now spawns in ALL game modes so that during secret rounds the syndicate now have the element of surprise!

##### Saturday, February 22, 2009

- Implemented unstable's "observer" mode
- Halerina's wizard mode
- Non-interesting stuff
- Began addition to the new admin system - right now only available to coders for testing
- Admins can now click on the multikeying offenders name to pm them, instead of hunting for them in the pm list
- Halerina's chemistry system
- You can now deathgasp without being dead, hopefully so people can fake their own deaths.
- Redid Medlab
- New chemist job

##### Thursday, February 19, 2009

- New DNA system. 200th Revision special.
- Various bugfixes
- Maze

##### Monday, February 17, 2009

- Added a new game mode into rotation.
- Added an AI satellite
- Lockdowns can be disabled with the communications console
- Prison shuttle can be called on the comm console, but only if its enabled by admins first
- When you slip into space you'll have a 50% chance of going to z=4 instead of z=3

##### Friday, February 13, 2009

- Fixed Cakehat
- Dead people can now see all turfs, mobs and objs not in their line of sight.
- Modified the map slightly
- Stungloves can now be "made"
- Flashes can now have their bulbs burning out.
- Batons can now be turned on and off for different effects. They also now have 10 uses before they need to be recharged.

##### Tuesday, February 10, 2009

- Fixed all the autoclose bugs
- Due to it being myself and Keelin's 100th revision we have added a super-secret special item. Don't ask because we won't tell! Figure it out!

##### Sunday, February 8, 2009

- Modified doors in engineering so that they do not autoclose - Autoclose now handled by a variable
- Fixed toxin researcher spawn bug
- Changed the "You hear a faint voice" message.
- Gave the host new commands to disable admin jumping, admin reviving and admin item spawning
- Fixed some airlock autoclose bugs
- Changed some doors to not autoclose.
- Nerfed the toolbox down.

##### Friday, February 6, 2009

- Doors now close after 15 seconds
- Fixed some p cool bugs
- Cakehat
- Added another suit
- Walls now take 5 seconds to build
- Added sam0rz, thesoldierlljk and kelson's revolution gamemode. Thanks guys!

##### Thursday, February 5, 2009

- Fixed a couple of bugs
- Improved bar ;)
- Beer acts like pills and syringes

##### Tuesday, February 3, 2009

- Added 'Make AI' Option for Admins
- Added dissolving pills in beer (cyanide and sleeping pills)
- Modified engine AGAIN, but personally I love it now

##### Monday, February 2, 2009

- Moved bar due to popular demand
- Captains room is now a security checkpoint
- Assistants now have access to maint tunnels again
- Courtroom
- Engine has been redone slightly to make it easier to load
- Nerfed beer a lot more

##### Saturday, January 31, 2009

- Added a bartender job + Bar
- Captains panic room
- Voice changer traitor item
- Bartender suit
- Made taking a table apart take longer
- Balanced beer a bit more.
- Assistants can no longer open external air locks and maint tunnels, sorry guys. Get a job you bums.
- Engineers CAN access external air locks and maint tunnels.
- Fixed traitor AI bug

##### Thursday, January 29, 2009

- Added traitor menu for admins - The ability to turn people into "traitors" as well as keep track of their objectives.
- Implemented Keelins revive system - Primary Admins can now revive people.
- Moved and redid security to prevent clusterfucks and everyone just crowding around security.
- Redid the brig to make it bigger and so that people can break others more easily out since it isn't right in security.
- Moved and redid captains quarters/heads quarters. Captains made much smaller and heads is now more of a meeting room.
- Added Stungloves and an axe - right now only admin spawnable.
- Implemented Persh's adminjump back in - admins can now jump to set locations.
- Added a feature that if someone logs off their character moves around and says things - Change what they say from the config/names/loggedsay.txt file.
- Added in adminwho verb - tells the user if there are any admins on and who they are.

##### Saturday, January 10, 2009

- Freedom implant has been changed so that it will have a random emote associated with it to activate it rather than always chuckle.
- There is now a pinpointer tool for use in Nuclear Emergency. It works similar to the existing locator, in that it will detect the presence of nuclear disks and in what direction it is.
- The nuke being detonated in Nuclear Emergency should now properly end the game.
- Spacesuits now cause you to move slower when not in space.
- Syndicate in Nuclear Emergency now have syndicate-themed spacesuits.
- Blob mode should properly end now.

##### Wednesday, January 7, 2009

- Syndicate Uplink has been changed up, allowing traitor more freedom in his ability to be... traitorus.
- Syndicate Uplink can now spawn a ammo-357, syndicate card, energy sword, or timer bomb.
- Fixed an issue where Syndicate Uplink looked different than a normal radio.

##### Monday, January 5, 2009

- You can choose to be a nudist now.
- Facial hair!
- Added constructable flamethrowers.
- Redid internal naming scheme for human/uniform sprites.
- Helmet visors are now translucent.
- Held item graphics corrected for basically everything, internally only uses one dmi file instead of two.
- Config settings reorganized for.. organization.
- Seperated male and female names.
- Females have pink underwear.
- Guests can no longer save/load profiles, as this just created useless profiles that weren't used again.