Paradise Station

Visit our IRC channel: #crew on neko.sneeza.me
Current Project Maintainers: -Click Here-
Currently Active GitHub contributor list: -Click Here-
Coders: ZomgPonies, DaveTheHeadcrab, tigercat2000, FalseIncarnate, AuroraBlade, Tastyfish, Crazylemon64, KasparoVy
Spriters: FullOfSkittles
Sounds:
Main Testers: Anyone who has submitted a bug to the issue tracker
Thanks to: Baystation 12, /tg/station, /vg/station, NTstation, CDK Station devs, FacepunchStation, GoonStation devs, the original SpaceStation developers and Radithor for the title image.
Also a thanks to anybody who has contributed who is not listed here :( Ask to be added here on irc.

Have a bug to report?
Visit our Issue Tracker.
Please ensure that the bug has not already been reported and be as descriptive as possible about the circumstances under which the bug occurred.

28 July 2016

A Giant-Ass Mountain of Salt updated:

  • Re-adds PDA slot.

Crazylemon64 updated:

  • Adds an explosion buildmode
  • "Drop Everything" in VV no longer causes limbs to fall to the ground.

FlattestGuitar updated:

  • IAAs can now select the classic secHUD in loadouts
  • adds bananas and suit jackets to the loadout system
  • adds dress shoes and fancy sandals to the loadout system
  • Miners can now get the mining coat from loadouts

Fox McCloud updated:

  • Fixes organ repair surgery saying an organ wasn't damaged when it actually was
  • Removes the 1 burn heal from regular ointment
  • Regular bandages will now disinfect (in addition to stopping bleeding as they previously did)
  • Fixes a few crafting recipes not having the proper category
  • Fixes laser slugs not firing lasers
  • Adjusts the damage/consistency of improvised slugs
  • Adds in craftable bolas; throw them at someone to slow them down
  • Secvend starts off with e-bolas
  • Can make spears with personal crafting now
  • Fixes teacups and some other drinks having no sprite, in-hand, or object
  • adds alt-click rotating of chairs, disposal pipes, windows, the PA, emitters, and windoor assemblies
  • Cablecuffs are now made by opening the cable stack's crafting menu by using it in your hand
  • Fixes cablecuffs not having a unique in-hand icon
  • Fixes cable coils not having a unique in-hand icon
  • All cablecuffs will be red, regardless of what they're produced from
  • Fixes an unlimited metal exploit
  • IV Drip sprites updated; has visual feedback for if it's injecting or taking blood
  • IV Drip injection rate dramatically increased
  • Warning ping for when someone is low on blood
  • Support for species with exotic blood type
  • Alt-Click to toggle between modes
  • Sensory restoration virology symptom no longer has anti-stun properties nor heals brain damage, but has a lower acquisition level
  • Damage convert heals individual limbs instead of healing overall damage (actual impact is low)
  • Librarian now starts off with a bookbag
  • Bookbag can now hold Bibles, cult tomes, books, and spellbooks
  • Can empty a bookbag into a bookshelf
  • Fixes an exploit where you could generate wood out of thin air
  • Fixes blobspores doing more damage than intended

Fox-McCloud updated:

  • Adds in a few makeshift items/weapons: molotovs, grenade lances, golden bikehorn, paper bags, and DIY chainsaws
  • Fixes some personal crafting behaving as other than intended

FreeStylaLT updated:

  • Fixed brig cell block APCs not getting power
  • Fixed space buggery Kyet made :angry:
  • Fixed missing light near labor shuttle dock
  • Fixed wrongly placed cobweb in solitary
  • Fixed basketball court not having a basketball
  • Added windows to brig processing entrance
  • Re-added the missing EOD and biohazard lockers in Armory
  • 6 gas masks from Armory
  • Added grid check into random events.

Krausus updated:

  • The voting panel now uses the browser datum, which means it looks nicer.
  • The voting panel now updates while a vote is in progress.
  • When a vote is started, it will now include a link to open the vote panel, as an alternative to typing in "vote".
  • Custom votes will now show full voting results upon completion.
  • Admins should no longer lose the "cancel vote" link in the voting panel.
  • View Variables should probably stop crashing admins.
  • The RnD console now shows an overlay while you're waiting for it to do work, rather than using a separate wait screen.
  • Admins now have click shortcuts for opening a player panel, showing mob info, and viewing variables. Specifics are in Hotkey Help.

Kyep updated:

  • Admins can now see attacks against SSD players more easily.
  • Clarified the text you get when examining a SSD player.
  • It is now possible for admins to remove a person's vamp thrall status.
  • Adds Vox, Greytide & Soviet loadouts to admin Select Equipment verb.
  • Fixes an issue with spy loadouts, and excessive access on loadouts in general

Spacemanspark updated:

  • Cardboard boxes now have their own specific name in the cardboard sheets menu.

TheDZD updated:

  • Fixes tempgun not recharging.
  • Fixes tempgun beams costing one tenth of what they are supposed to.
  • Admin-only jobs check for R_EVENT now, instead of R_ADMIN, as event-related tools should.
  • Mentors should no longer get spammed by the library checkout computer on occasion.
  • Mentors should no longer get spammed by mirrors due to body accessories.

TullyBurnalot updated:

  • AI Integrity Restorers now destroy any AIs inside if they get EMP'd
  • AI Integrity Restorers can be deconstructed if broken via explosions. This kills the AI inside

Twinmold updated:

  • Can no longer destroy pods with anything other than brute and burn weapons.
  • Can no longer pull someone out of a pod when no one is actually in the pod.
  • Can now melee attack pods with weapons when harm intent is on.
  • Vox Objective 4 now calculates the kills vox raiders actually have, instead of always complete.

Ty-Omaha updated:

  • Gives Combat Gloves to Code Red ERT agents.
  • Gives Code Gamma Engineering ERT agents Combat Gloves.

monster860, clusterfack, and DeityLink updated:

  • Adds space parallax

21 July 2016

Alffd updated:

  • Added a 6th Vulpkanin tail option.
  • Fixes animations, side view, and pixel fill for Vulpkanin tail 6

FalseIncarnate updated:

  • Engineers can properly show up for work with their hats and coats to keep warm.

Fox McCloud updated:

  • Tajarans and Unathi can now wear all shoe and glove types
  • Glove clipping removed except for black gloves, which makes them fingerless gloves
  • Adds sandals as a loadout option
  • Adds in simple animal mob spawners
  • Adds shielded hardsuit to the nuke ops uplink for 30 TC
  • Implements the powerfist and adds it to the uplink for 8 TC
  • Removed drinking glass shattering (regular bottle shattering is still a thing)
  • Captain's flask is now gold instead of silver
  • Bottles have a throwforce of 15
  • can crack eggs into drinking glasses
  • Detective's flask starts out with 30 units of whiskey
  • removes redundant object verbs that have an action button
  • Fixes up mindswap spell so it behaves more properly
  • Fixes genetic abilities action buttons not properly clearing
  • Fixes simple animals, silicons, and brains becoming perma deaf from flashbangs and other sources
  • ACTUALLY FIXES MINING APC
  • Fixes brig cell timers not having the option to flash people

FreeStylaLT updated:

  • Added new syndicate item Chameleon SecHUD to uplink store, available for all antags. It can morph into various eyewear while being a flashproof sechud.

Kyep updated:

  • Added new syndicate costumes to "select equipment" admin verb.

TullyBBurnalot updated:

  • More beds outside the Operating Theaters, Pajama Wardrobes outside and inside the Operating Theaters, an extra NanoMed Vendor, one Disposal Chute per OR, table with cards
  • Sinks moved closer to Surgical Tables, moved light fixtures in the Operating Theaters, tables with surgical tools now made of glass for maximum style points and Xenomorph Larva Whack-A-Mole

monster860 updated:

  • Brig timer UI reopening after being closed fixed.

20 July 2016

Allfd updated:

  • Added hologram fluff sprites

Ar3nn updated:

  • Gets rid of some weird lattices floating in mid-space

Chakirski updated:

  • Adds M.E. Reaper sprite.
  • AI can now choose a 32x64 reaper hologram.
  • Cigarette packs no longer show near-duplicate messages when examined.

CrAzYPiLoT updated:

  • Ports randomized space ruins from /tg/ station. There is a number of maps which can be spawned at any location on the empty z-level at roundstart, and up to three random ones will be chosen each round. Credits to KorPhaeron.
  • Lays the groundwork for a future lavaland implementation, if we choose to have it.
  • Adds a feature to the map loader where areas with the right var set can be distinctly initialized on map load - meaning separate APCs, and the like.
  • Using a z-level specific initialization freeze system, large elaborate maps like the cyberiad can be loaded without a single runtime, with minimal impact on the round elsewhere.
  • Adds a delete mode to the "Fill" buildmode - just alt-click for the second corner, and everything within will be removed.
  • Adds a "Jump To" function in VV, which is useful for getting an idea of what exactly you're looking at.
  • Added view count to newscaster feeds and messages.

Crazylemon64 updated:

  • Abductors consoles link correctly again

DaveTheHeadcrab updated:

  • Plastic explosives are now a subtype of grenades. Shouldn't be any noticable difference for players.
  • Plastic explosives no longer use the wire datum. You may directly attach an assembly holder (Such as a remote signaller + igniter assembly)
  • Adds X-4 shaped charges, designed for breaching explosively without harming the user. Pick some up at your local nukies r us.
  • Replaces tablecrafting with personal crafting, click the hammer icon by your intent selector to use it.
  • Removes the PDA slot, your PDA can now go in your ID slot (Again).
  • You can now alt click to remove an ID from a PDA, for quick interaction while it's in your ID slot.
  • Adds an overlay for an ID while it's inserted into your PDA.

FalseIncarnate updated:

  • Adds new Bottler machine for making unique beverages! Order one from cargo today!
  • Adds 6 new drinks obtainable via the Bottler. Get brewing!
  • Grapes now can be properly juiced again, as they now have the right kitchen tag.
  • Adds effects to the Paradise Pop reagents. Drink them all to unlock their powers!

Fox McCloud updated:

  • Adds in fans which can block atmospherics passing over them
  • All mass driver blast doors have a fan underneath them, allowing you to use them repeatedly instead of once
  • Fixes medical, security, and employment records not being displayed
  • Adds in a weather system
  • Removes most of the miner's uniform equipment from their lockers and puts it in a miner's wardrobe
  • Miners start off with a lot of their clothing equipment equipped to them
  • Miners now have unique headset sprites
  • Miners no longer have lanterns, but a seclite; they can attach this to their kinetic accelerators now
  • Miners have workboots instead of black shoes
  • Miners no longer have a default mining scanner but an advanced one that works at reduced range (5 instead of 7) and has a longer cooldown between pulses (5 instead of 3.5)
  • removed extra mining hardsuit from the outpost
  • removed medikit spam from outpost; now just a toxin kit and a regular medical kit
  • Bluespace crystals now earn you points and can be refined into bluespace polycrystal sheets
  • Spare vouchers from QM and HoP removed
  • removed armor from the fake tactical turtleneck
  • Can scan vending machines with your PDA to pay for items (if there's an ID in your PDA)
  • Sleepers no longer require a console to build, only the sleeper itself
  • Clicking on the sleeper brings up the menu that was previously brought up for the console
  • Adds in syndicate sleepers--these sleepers are not only syndie themed but also allow the user to inject chems into themselves while inside the sleepers
  • Sleepers can now inject silver sulfadiazine
  • removes cryofeeds from cryodorms and adds in 2 more cryopods
  • Fixes pre-spawned loaded belts not having proper overlays
  • nanites will no longer purge chems, but will now heal internal organ damage, attempt to mend fractures, and will no longer cure beneficial viruses
  • cold and hot drinks should now properly heat you up or cool you down (this also goes for medical reagents)
  • beer no longer reduces jitteriness
  • toxins special and antifreeze heat you up
  • banana juice and banana honk now heals monkeys
  • Fixes atrazine not killing nymphs
  • mining autoinjectors no longer poison you
  • combat hypospray now has omni+epinephrine+teporone
  • stimpack is now meth+coffee instead of meth+epinephrine
  • Cheese and synth meat amount creation scales with volume of the reaction
  • sprinkles now heals all members of sec (brig phys, sec pod pilot, magistrate, and IAA are no longer left out)
  • Fixes syndi+shielded+hos hardsuit sprite issues
  • Fixes wizard's who have a regular satchel set in their prefs winding up with none
  • Spellbooks are automatically bound to wizards at round start (no more ragin' exploitative mages)
  • Fixes mining outpost lacking an APC
  • Fixes being able to exploit and turn artificial bluespace crystals into regular bluespace crystals

FreeStylaLT updated:

  • Added courtroom, left of brig.
  • Remapped brig
  • Moved prisoner processing and evidence storage to the right of brig, next to Detective's office.
  • Changed current processing to Interrogation and a hallway.
  • Re-mapped Conference and Locker rooms.
  • Lots of other minor tweaks to brig.
  • Seriously, way too many small changes to list here, go and have a look at the brig yourself.
  • Removed temp. detainment and observation from brig.

KasparoVy updated:

  • Wearing a suit will no longer cause runtimes due to the way suit-collars are handled.
  • The north direction sprite of the Vulpkanin 'Patch' facial hair style won't hang a pixel off the head anymore.

Krausus updated:

  • All admins can now see "admin log" messages.
  • Admins can now toggle "admin log" messages on or off.
  • Admins will no longer be notified about ghosted admins jumping around.
  • Beating on simple animals will no longer be twice as noisy as intended.
  • Emergency Response Teams are now usable again.

Kyep updated:

  • adds botany, basketball court, individual cells, library computer and more to perma. Makes it far less boring.
  • Tracking implants are now useful, showing the implanted person's general location, and health status, on prisoner consoles.
  • The NODROP flag now works correctly on jumpsuits.
  • Improved admin 'select equipment' verb. ERT option now works, costumes get IDs and proper headsets, two new costumes added, and some outfits minorly tweaked (e.g: tunnel clowns get toolbelts).
  • Prevented NPCs being made into objective targets.

LittleBigKid2000 and TullyBBurnalot updated:

  • Stethoscopes can now be used to tell if a person's heart or lungs are damaged, or if they have any at all. Now they're actually useful instead of telling you the obvious in a vague way.
  • Stethoscopes can no longer be used to hear the heartbeat and breathing of a person that doesn't have a heart or lungs.

Tauka Usanake updated:

  • Adds a Hydroponics HUD and a night vision version of it that can both be created in R&D. It provides additional details on plants in hydro trays and soil plots. Shows the health, nutrient, water, toxin, pest, and weed level of the plant as well as whenever it is ready to be harvested or is dead.

TullyBBurnalot updated:

  • Handless cuffing no longer possible. Can still cuff people with one hand

TullyBurnalot updated:

  • Mobs with PSY_RESISTANCE are no longer valid targets for REMOTE_VIEW
  • When emagged, Photocopiers now have a cooldown if used to copy butts

Twinmold updated:

  • Fixes removing ID cards from laptops with the Eject ID verb.

monster860 updated:

  • A bunch of interfaces now use /datum/browser.
  • The ChemMaster now uses the asset cache, eliminating the enormous lag spike when you first use it. Yey!
  • Fixes the window not closing when selecting an icon for the chem-master
  • Fixes the chem master window not updating when selecting an icon
  • The chem-master icon selection window now has a 4x5 grid of icons.

tigercat2000 updated:

  • Gas tanks now have an action button for accessing their interface.
  • You can now shift-click on movable HUD elements (such as action buttons) to reset them to their initial position.
  • Implants with limited uses, such as freedom implants, now delete themselves when they run out of uses.

13 July 2016

Ar3nn updated:

  • Adds a silence button to newscasters, which will silence the regular update sounds

Chakirski updated:

  • Adds new bacon sprites.
  • Bacon can now be cooked from the grill. Just grill raw bacon.
  • Raw cutlets are now sliceable into raw bacon strips.
  • Plasma and N20 look more gassy.

DaveTheHeadcrab updated:

  • Greys no longer speak in wingdings.
  • Greys now have a species-specific language.

Fox McCloud updated:

  • Overall borg power useage has been lowered
  • Borgs who have completely run out of power can now still move around/see/talk, but they will be unable to interact with machinery/doors around them; they can still bump open doors, however. Borgs with no cell are still completely paralyzed and can't do anything.
  • IPCs are now properly impacted by space's burn damage
  • NT Rep's cane stuns for less and invokes a cooldown between use, similar to telebatons
  • Oxygen damage number changed a bit; damage is based upon volume lost more now
  • Species that have blood but are oxygen immune will now take tox damage
  • Health analyzers will now work with species with exotic blood and inform the user what type of exotic blood they have
  • Other machinery that display blood levels (op table, sleepers, advanced scanners, etc) will now work with exotic blood
  • Changeling regen will now properly restore blood if you have exotic blood fix Fixes being blurry for 20+ minutes when you were low on blood for a mere 3 minutes
  • Heart damage impacting blood volume removed
  • Nutrition draining when low on blood removed
  • Station cinematics shouldn't have inventory overlays over top of the animation
  • Station cinematics should properly clear off the screen and delete now
  • pAIs are no longer valid targets for gun turrets (like on the syndicate ship)
  • Adds in Rathen's secret, a new spell for the wizard that AoE stuns
  • Removed borg jetpacks
  • Adds in borg ion pulse system; borgs with ion pulse enabled consume extra power for each turf they move but can travel on space. Can upgrade any borg, at R&D with an ion pulse upgrade
  • Adds in cyborg self repair upgrade: very slowly repairs cyborgs at the cost of extra power. Available at R&D
  • Mining cyborg module tweaked slightly: GPS, shovel, mini welding tool and mini extinguisher added, wrench and screwdriver removed
  • reset borg module removes speed boost
  • Fixes borg's stun arm bypassing shields

KasparoVy updated:

  • Adds Vox compatible versions of all jumpskirts.
  • Adds Vox compatible version of the CMO jumpsuit.

Krausus updated:

  • Players will ALMOST DEFINITELY never get stuck as plants anymore. I mean it this time!
  • Fixed morgue trays not updating themselves when you ghost into/out of your body.

Kyep updated:

  • Changed access requirement on lethal injection locker to sec access (same access required for the chair its right next to.
  • Changed access requirement on exile implant locker to armory access.
  • Ghosts no longer miss out on ERTs due to not knowing it was called, or not being able to find the verb. They are now prompted about joining an ERT when one is called.
  • Fixed a condition where 'we are assembling an ERT' message is broadcast, but no ERT is generated.
  • Typo fixes in ERT messages.
  • Entering a cryo pod, then deliberately selecting OOC->Ghost, and clicking yes on the prompt, will now instantly send you to long-term storage, removing you from the round, despawning your body, freeing your job slot, and giving a new objective to any antag that had you as a target.
  • Announcements about someone entering long-term storage via a cryopod now include that person's rank.
  • When an antag target cryos, the message the antag gets about their objectives changing is now clearer.

TheDZD updated:

  • Adds "salts" as a say verb for deadchat ghosts.

TullyBurnalot updated:

  • Universal Recorder added to NT Rep Locker
  • Box of recorder tapes added to NT Rep and IAA Locker
  • Fax Guide added to Captain, HoS, HoP, NT Rep and IAA Lockers
  • Butt copy alert added to photocopiers
  • Butt copy alert comes with *ping noise
  • Photocopiers start with 60 toner

Twinmold updated:

  • Vampires with sleeping carp (traitor+vampire rounds) can now suck people's blood like normal.

monster860 updated:

  • The ChemMaster now uses NanoUI! Yey!
  • Alerts are no broken ghostly outlines

09 July 2016

Chakirski updated:

  • Adds disabled_component() to cyborgs.
  • EMPs now disable binary communication for as long as the stun time.
  • Syndicate thermal imaging glasses (mesons) can now be prescription upgraded like normal mesons.
  • Green glasses from the AutoDrobe can now be prescription upgraded.

FalseIncarnate updated:

  • Deepfryers are no longer arcane mysteries, and can be (de)constructed and upgraded.

Fox McCloud updated:

  • Grenade have a chance to explode when the person holding them is shot
  • Flamethrowers can release their tank's contents if the person holding them is shot
  • Can no longer self-trigger blocked shield events (ie: no self-harm to trigger a reactive teleport armor)
  • Hugging someone/shaking them up bypasses shield checks (oh no, hugs of death)
  • Riot shields have a +30% chance to block thrown projectiles
  • Hunter pounces are now a thrown attack as far as shield go, and yes, can be blocked by riot shields now
  • Energy shields no longer block anything other than beam and energy projectiles
  • Being able to be pushed is based on the block chance of the item you're holding instead of it just being based on riot shields
  • Adds in cursed wizard heart, purchase it from the wizard's spell book for 1 point, but be wary of not keeping the heart beating...

FreeStylaLT updated:

  • Added a bunch of new items to maint, some rare uplink gear included. (see PR for full list)
  • made gas masks, nothing and extinguishers less common in maint

Krausus updated:

  • Players probably won't get stuck as plants forever anymore. Probably.
  • Refactored job ban checking, which should massively reduce round start-up time.
  • Job bans/unbans will now take effect instantly, rather than at the next server restart.

TheDZD updated:

  • DNA injectors no longer always activate powers that are supposed to have a chance to activate.
  • Dionae can no longer activate the radiation disability, nor the run superpower except via adminbus.
  • Adds genetic instability, which causes a variety of negative effects, including toxin damage, burn damage, cloneloss, and even gibbing. Effects get worse as stability gets lower, burn damage starts below 85 stability, tox and clone below 70, and gibbing once you're below 40.
  • Adds Curse of the Cluwne touch attack spell, which wizards can pick, heavily based off of the same spell from Goonstation. Said spell adds an unremovable honk tumor to the target, gives them NODROP neon green clown gear, makes them stutter, makes them almost eternally fat, confuses them, makes them clumsy and speak in Comic Sans, and severely brain damages them. Use it on a cluwne however...
  • Fixes a bug where honk tumors would cause NODROP items to still be moved, despite being unable to be unequipped.

TullyBurnalot updated:

  • Botanist access to the morgue revoked
  • Added custom messages for evil faxes
  • Added unique text body for each non-evil fax template
  • Added a "Keep up the good work" fax template
  • Added a "ERT Instructions" fax template
  • Photocopiers can be emagged
  • Emagged photocopiers deal 30 burn damage to all mobs copying their butts
  • Deconstructing Comfy Chairs yields 2 metal sheets
  • Boxes no longer allowed inside evidence bags to prevent them going into themselves
  • Monocles are now prescription upgradable
  • Monocles added to Loadout selection
  • Spinning a revolver's chamber makes a noise again
  • Revenants can actually be killed now.
  • AntagHUD activation disqualifies player from rebooted drones
  • Sergeant Ian hat now visible

Twinmold updated:

  • Fixes the inconsistency of getting 2 metal rods when you wirecutter a destroyed grille down to 1.

07 July 2016

Ar3nn updated:

  • Adds tech levels to RnD console main menu

FalseIncarnate updated:

  • Chicks no longer lose their souls (literally) when becoming adults.
  • Intercoms, fire alarms, and air alarms no longer contain internal portals to a realm of infinite cables and circuit boards.

Fox McCloud updated:

  • Space lube damage removed and duration reduced from 7 to 5
  • Azide and CLF3+Firefighting foam now play a bang sound when mixed
  • Can now pet pAI's with help intent
  • Fixes sechuds and nightvision sechuds having flash protection

FreeStylaLT updated:

  • Added windows and a missing firelock to Genetics/Cloning
  • Tweaked layout of Genetics slightly
  • Added photocopier to R&D.
  • Tweaked RD's office layout slightly
  • Changed access on Tcomms' external airlocks' buttons to be same as general Tcomms access
  • fixed the airless tiles in Assembly Line's windows

KasparoVy updated:

  • Adds improved Vox mask/goggle sprites.
  • Adds Vox-compatible versions of most suits.
  • Adds species-fitting and icon override handling to clothing accessories and suit collars.
  • You can now open/close Clown Officer and Soldier coats.
  • Adds by-species tail hiding.
  • Tidies up and refactors the way the Captain's space helmet shows Vox hair but hides every other species'.
  • Reactive armour's sprite will now update as soon as you turn it on/off or EMP it.

Krausus updated:

  • Fixed borers dying in hosts who happened to be somewhere cold, such as space. Even if their host was in a space suit.
  • Fixed borers forgetting to detach from a host when it died.
  • Fixed borers being able to assume control of a dead host.
  • Fixed dead borers in a host being able to speak with the host and ghosts.
  • Fixed employees starting every shift at least 3 minutes late. You aren't getting paid to stand around, people!
  • Fixed animal beatdowns being twice as noisy as they should be.
  • Pod lock busters should now properly bust pod locks.
  • The late-stage effects of the "sensory destruction" disease symptom should now properly destroy your senses.
  • Autotraitor should now continue picking new in-game traitors, instead of picking one and dying.
  • Lacking a head no longer makes you immune to becoming a husk or skeleton.
  • Security and medical records should probably stop crashing people.
  • Altering details on an Agent ID Card will now actually update what's seen when examining the card.

Kyep updated:

  • Fixes NT Special Ops Officer's headset so he can correctly hear, and talk on, the Special Ops (deathsquad) channel.
  • Fixed oversight in keycard authentication devices that incorrectly treated trialmins like fullmins, resulting in situations where calling an ERT became impossible.
  • If an ERT request gets no answer for 5 minutes, admins now get a one time reminder that it was sent.

TheDZD updated:

  • Burst fire selection is now a proc, as it was meant to be, rather than a verb.

TullyBurnalot updated:

  • AI can no longer interact with IV Drips
  • Robots can no longer remove beakers/blood bags from IV Drips
  • Fixed clown door deconstruction
  • Fixed mime door deconstruction

02 July 2016

Fethas updated:

  • adds comfirmation dialogs to transforms from player panel

Fox McCloud updated:

  • Adds in laughter demons
  • Can summon laughter demons as a wizard
  • Chem master can produce instantaneous medical patches if all chems are safe
  • Can now purchase sniper rifle and associated ammo on uplink during nuke ops
  • Most melee and laser armor values halved or reduced; some bullet armor reduced slightly
  • Slowdown on most armor and spacesuits reduced by 1 (chaplain armor is still slow though)
  • Mining armor caps out at 60 melee resist as opposed to 80
  • Ling melee armor reduced; bullet and laser values buffed a bit and slowdown removed
  • Chameleon jumpsuit has a little bit of armor
  • Detective's forensic jacket now has identical armor to the native detective jacket
  • Armor penetration added to energy swords, chainsaws, scythes, and spears
  • Fixes stun batons, telebatons, and abductor batons piercing/bypassing shields

FreeStylaLT updated:

  • Adds appropriate battle yells to sleeping carp

KasparoVy updated:

  • Engineer boots that've had their toes cut open now have a sprite.
  • Vox now have engineer workboot sprites.
  • Removes unused SWAT boot sprites that were really just copypasted jackboot sprites.

Krausus updated:

  • The late-join job listing is now big enough to show all the jobs at once, and organizes them into labeled categories.
  • Fixed Hotkey Help and hotkey mode toggle messages not appearing.
  • The late-join job listing will now ignore (mis)clicks for the first second after popping up.

Kyep updated:

  • "Loyalty" implants are now known as "Mindshield" implants
  • Admins playing CC jobs can no longer get antag status from autotraitor.

Tastyfish updated:

  • There's essentially a completely new space hotel map! Explorers rejoice!

TheDZD updated:

  • Chance for vampires to burn in the chapel has been greatly reduced (from a 35% chance down to 8% per tick).
  • Vampires do not scream from chapel/space burning until they actually start catching fire.
  • Threshold for vampires to catch fire from space/chapel burning changed from 60 health to 50 health.
  • Fire stacks from vampire burning no longer apply twice 35% of the time while below the health threshold.

VampyrBytes updated:

  • No more *me emoting from your corpse!

monster860 updated:

  • Fixes ghosts having a generic icon when darkness is toggled off

tigercat2000 updated:

  • There's a new tab in the character setup screen, "loadouts". This allows you to spawn with a limited number of preset items.
  • Character setup now uses #defines for the different tabs.

28 June 2016

CrAzYPiLoT updated:

  • Replaced the current recycler sound with a new one.

DaveTheHeadcrab updated:

  • Adds workboots to be worn by engineers.
  • Fixes the scanner's search functionality.

FalseIncarnate updated:

  • To save on adhesive costs, Nanotrasen has stopped gluing stools to the floor. The resulting bodily injuries probably won't cost more than the glue.

Fethas updated:

  • you can now pick up potted plants and stealth

FlattestGuitar updated:

  • changes some alcohol values, the weaker ones are no longer as weak
  • refactored alcohol, you can now take short breaks between sips and still pass out in a gentlemanly manner
  • different species have different levels of alcohol resistance, check in with your bartender for more information
  • The medical HUD will now be a bit smoother. Neat.

Fox McCloud updated:

  • Warden starts off with a pair of Krav Maga Gloves
  • New Steal objective: steal the warden's krav maga gloves
  • Clonepods will automatically suck in nearby meat
  • Slime processors will automatically suck in nearby dead slimes
  • Actually fixes vamp chaplains
  • Fixes clumsy check on guns not working properly, resulting in people with glasses shooting themselves in the foot
  • pAI candidates can now see who requested them

KasparoVy updated:

  • Adds Yi to Vox-pidgin syllables. (Port from VG.)
  • Adds framework for icon-based skin tones. (Port from VG.)
  • Adds Vox-compatibility for all remaining eyewear.
  • Raiders now get a random skin tone and eye colour on spawn.
  • Species default hair, facial hair and head-accessory colours can now be defined.
  • Newly created Vox mobs will spawn with the same hair colour as they used to have pre-greyscaling.
  • Noir vision will no longer grey out the HUD. (Port from VG.)
  • Tails will not be coloured if the person's species doesn't have skin colour.
  • Vox hair (head and facial) have been greyscaled and can now be customized by the full colour range.
  • IPC parts from the mech fabricator won't turn IPCs invisible upon attachment anymore.

Krausus updated:

  • Added a custom runtime error handler.
  • Added an in-game runtime viewer.

Kyep updated:

  • Admins now hear boink sound when faxed, command sends ERT request, etc
  • Admins can reply to faxes via radio
  • Admins can reply to faxes with pre-written fax templates
  • Admins can reply to faxes with 'evil faxes', special faxes that have negative effects on their intended recipient (and nobody else)
  • Admins can now join as "Nanotrasen Navy Officer", and "Special Operations Officer". They spawn on adminstation and ERT office, respectively. They are not announced and do not appear on crew manifest.
  • "Select equipment" verb outfits tweaked for consistency with the above job outfits
  • Teleporter on admin station now works.
  • Added antag-only warning to bee briefcase, to reduce chances of traitors killing themselves with it.

LittleBigKid2000 updated:

  • Space explorer corgis can now safely explore space

Norgad updated:

  • Maintenance around the incinerator has been expanded.
  • Engineering maintenance finally has an APC.
  • The incinerator has been moved eastward, there is now a construction area in it's previous location.

Tastyfish updated:

  • Cryo tubes, sleepers, and body scanners now eject random items the occupant dropped, upon the occupant being ejected.

TheDZD updated:

  • Adds an adminbuse gun that fires gun mimics, you can varedit the gun's `mimic_type` var to any gun path, and it'll fire that gun as mimics. By default it fires stetchkin pistol mimics.
  • Fixes minor issues caused by some guns having text paths for power cells.
  • Fixes some runtimes and inconsistencies with the telegun and temperature gun.
  • The Tesla engine has acquired a grudge for lockers, and will now smite any in its path.
  • Unstable bluespace teleportation devices have been removed from energy guns, meaning they should no longer teleport from one hand to another when switching firing modes.

Twinmold updated:

  • You can once again resist borer control with the Resist verb.

VampyrBytes updated:

  • Emotes can now be accessed through verbs as well as say *
  • Emotes accessed through say * no longer take parameters after a -
  • Emotes now take parameters through input boxes
  • Emotes now have support for blind and deaf characters
  • Emotes now personalise messages
  • Flip can now be targeted with or without a grab
  • All emotes that are affected by being muzzled now make the user make some kind of noise
  • monkeys now have access to all the emotes that the npc tries to perform
  • Leap genetics ability lets you jump over things

monster860 updated:

  • UI now gets it's own plane
  • RnD console now uses NanoUI! Sweet!
  • Fixes tranquillite being outside the box in the materials list. Mimes are supposed to be trapped inside a box, not outside one.
  • Replaces the weird unicode "x" character in some design names with the actual letter "x" so that it doesn't fuck up NanoUI
  • RCD gets a UI
  • RCD-built airlocks can now receive different types and accesses.
  • You can now shift-click to examine as silicon, instead of ctrl-shift-clicking, which is something absolutely no one would guess.
  • Pulsing multiple doors' "open door" wires at the same time using a remote signaller now actually opens them at the same time.
  • Fixes wormhole projector not having an icon.
  • Wormhole projector has 0 failchance now.
  • Portals made by wormhole projectors can be removed via a multitool
  • Fixes ghost being able to request docking at trader ship consoles

tigercat2000 updated:

  • Ported goon HTML chat from /vg/ / Goon
  • All uses of \black have been removed
  • All uses of \icon have been replaced with bicon()

tkdrg updated:

  • Admins now have a verb to wipe all scripts from telecomms.

19 June 2016

DaveTheHeadcrab updated:

  • Defibs now must be used within 3 minutes of death.
  • Combat defibs now induce heart attack when you stun with them (Emagged defibs have a 10^ chance to do this)

Fox McCloud updated:

  • Adds in the ability to make latex glove balloons (cable coil+latex glove)
  • Fixes latex gloves not having an in-hand icon for the left hand
  • Telephones will now ring when activated in-hand
  • Force on telephones removed
  • The break room privacy shutters now apply to all windows in the medical break room and not just the ones out front
  • His Grace grants massive stamina regeneration
  • pre-made styptic, silver sulfadiazine, and synth flesh patches now apply instantly
  • Styptic and Burn patches now have unique icons
  • Partially fixes graffiti so it's actually visible

FreeStylaLT updated:

  • changed its to it's in lockbox description
  • changed \red to formatting
  • changed stetchkin's price from 9 TC to 4 TC, suppressor's from 3 TC to 1 TC

KasparoVy updated:

  • Secure briefcase now has the same flags, hitsounds, attack verbs, throw speed and carrying capacity as a regular briefcase. Yes, it can hold paper bins now.
  • Dethralling a Shadowling thrall that has darksight activated clears their darksight.

LittleBigKid2000 updated:

  • The vox raider's base is now filled with nitrogen instead of regular dusty air.

TheDZD updated:

  • Teaches camera assemblies the meaning of the word "respect" (for NODROP items).
  • Sates the insatiable hunger that orange shoes once had for secborg cuffs.
  • Cryodorms will no longer kick you to lobby if you have logged off when they despawn your body, they will now always ghost you.
  • The defense values on the riot armor helmet is now identical to those on the riot armor suit.
  • Knight armor (including the chaplain's crusader armor) now has a slowdown of 1 instead of no slowdown.

Twinmold updated:

  • Fixes being able to eat cybernetic implants so you cannot eat them/force feed them to people.
  • Lowers the range of Malfunction from 4 tiles to 2 tiles, due to ability to insta-kill IPCs/incapacitate those with mechanical hearts.
  • Lowers amount of confusion given from Revenants from 50 to 20 per Defile.
  • Sets a maximum confused amount from the Revenant's Defile ability (now 30).
  • Makes Syndicate Bombs show a more accurate time remaining until detonation.

monster860 updated:

  • Makes stock parts build 5x faster
  • Adds a last-second loop-back sort pipe so that items with a mail tag don't end up on the disposals conveyer, and get flushed right back around. This enables an item to be sent from anywhere on the station to anywhere else on the station without going through the disposals conveyer.
  • Fixes a bug where drones can get stuck if they have their destination set to the RD office. This also fixes the bug where attempting to send a package from the test lab always ends up in the RD office.

tkdrg, Delimusca, Aranclanos, TheDZD updated:

  • Gun mimics (including wand, staff, projectile guns, and energy guns) created by the staff of animation will shoot things.
  • Mimics created by the staff of animation now have googly eyes.
  • Fixes the disturbing lack of death caused by wand of death projectiles.

12 June 2016

CrAzYPiLoT updated:

  • Fixed the long-lasting bug of handcuffed people keeping their chainsaws.

Crazylemon64 updated:

  • No more language message-spam on roundstart

DaveTheHeadcrab updated:

  • Adds a new icon for the detective's scanner.
  • Detectives scanner now has access to DNA and fingerprint records.

Fox McCloud updated:

  • Adds three new chaplain weapons: pirate saber, multiverse sword, and possessed/talking sword
  • Fixes not being able to sheath the claymore in the Crusader Armor
  • Adds in a mocha drink
  • Fixes ice being unobtainable for the jobs that use it most
  • Fixes laser armor losing its reflecting ability
  • Fixes the lack of progress bars for more stack-based construction
  • Fixes Experimentor producing coffee machines instead of cups
  • Can deconvert mindslaves by removing their mindslave implant
  • Can deconvert Vampire thralls by feeding them holy water
  • Fixes mindslaves not having a HUD for the master and mindslave
  • Fixes being able to duplicate just about anything in the Experimentor
  • Fixes not being able to use tank transfer valves or one tank bombs in the Experimentor.
  • Fixes infinite-throw spam
  • Fixes being able to resist out of grabs by moving (that is to say, it'll actually work now)
  • Fixes passive grabs using the wrong HUD icon
  • Tabling duration reduced from 5 to 2
  • Can no longer wield double-bladed energy swords as a hulk
  • Fixes on map stools having the wrong offsets, making it look like you're not sitting on them

FreeStylaLT updated:

  • Added (Enabled) Mind Batterer for Traitors
  • Fixed uplink implant description (Said 5 when actually gave you 10 TCs)

Glorken updated:

  • Shifts Zeng-Hu left leg over in order to regain thigh gap.
  • Chops off a pixel on Bishop feet so that they fit into shoes.

KasparoVy updated:

  • Old placeholder IPC butt sprite replaced with the finished QR-code sprite.

Krausus updated:

  • Fixes ghosts failing to follow mobs that move in unusual ways
  • Fixed tape allowing mobs with sufficient access to move through solid objects.

Many -tg-station Coders, TheDZD updated:

  • Old gun code is now gone.
  • Ports the vast majority of TG's gun code and their guns (any previously unavailable guns, and newly-added guns will remain unavailable to players). Expect some changes that might not be listed here due to the sheer scope of this refactor.
  • Probably some new bugs.
  • A lot of old gun bugs.
  • Mouth suiciding with a gun no longer instantly kills you, you fire the gun at yourself at 5x damage (assuming it even did damage to begin with).
  • Mouth suicide shooting does not work on harm intent.
  • You can now bash people with guns while on harm intent instead of shooting them point-blank.
  • You can now mouth suicide other people, doing so still takes the full 12 seconds to mouth suicide, but has the same 5x damage multiplier.
  • Vox spike throwers are real guns that fire spike bullets now, instead of just being fake guns that threw spikes. They do 25 damage per hit, have 30 armor piercing, cause a 1 second stun (not the kind that drops you to the floor), and cause some bleeding. They have 2 round burst fire as well, and have 10 shots per clip. A new should should recharge every 20 or so seconds.
  • Xray lasers now have a maximum range of 15 tiles.
  • Zoomed guns now actually fire accurately while zoomed.
  • Using Suicide with guns now actually does gun-like things.
  • The clown no longer deletes guns if he fucks up with them due to being clumsy.
  • Emitters no longer become inaccurate over long ranges.
  • Power gloves now override middle-click and alt-click when worn.
  • Power gloves give a notification when worn.
  • Power gloves now have special examine text when examined by an antagonist.
  • Proto SMGs now only have a 21 shot clip.

Spacemanspark updated:

  • Adds the ability to make a more irritated buzz noise at people as a synthetic. The original buzz is still there.

Tauka Usanake updated:

  • Adds more belt icon overlays

Twinmold updated:

  • Nar'Sie AI Hologram and Error Sprite
  • Fixes space pod equipment variable. Can now properly install/uninstall equipment.
  • Check Seat verb no longer pulls out installed equipment.
  • You can now have a passenger in your pod if you have a passenger seat.

monster860 updated:

  • Adds comical implant. It is an implant that causes you to have a comic sans voice. It can be made in the protolathe using bananium.
  • The comical implant now spawns by default inside IPC clowns
  • Fixes the window getting stuck when you try to drag or resize a NanoUI window too fast with Fancy NanoUI enabled
  • Fixes a small quirk with the resize handle.
  • Fix javascript error in cargo UI

pinatacolada updated:

  • removes atmos tech SOP from supply SOP
  • Fixes defibing people without a heart
  • Fixes defib saying it didn't work stopping a heart attack when they do

02 June 2016

CrAzYPiLoT updated:

  • Fixed a text problem in virtual gameboard description.
  • Made gameboards deconstructable and movable.
  • Added a light to gameboards. Pretty!

Crazylemon64 updated:

  • There will no longer be a mountain of startup runtimes when people have custom languages.

DaveTheHeadcrab updated:

  • Removes xenobio golem rune creation sound
  • Added overlays for sec belts that reflect the items stored therein.

Fox McCloud updated:

  • Fixes Chapel and Chaplain's office not having a light switch
  • Fixes mass driver only being usable once due to weird pressure
  • Fixes chapel being overly dark near coffins
  • Fixes not being able to sheath the claymore in the Crusader Armor

IK3I updated:

  • crate cargo system
  • passenger seat system
  • loot box secondary cargo system (install it and your pod has a standard inventory)
  • lock busters for the CE and Armory
  • incappacitated people can't operate the door controls anymore
  • Items dropped in a pod can now be scrounged up
  • security can rip you out of an unlocked pod
  • The pod code isn't full of tumors any more

Tastyfish updated:

  • Holsters now have an action button while on your suit again.

monster860 updated:

  • Adds the following words to the AI announcer: active, airlock, alcohol, arrival, arrivals, becoming, between, blob, briefing, camp, chair, chapel, closet, cyberiad, declared, detective, diona, dock, docked, docking, docks, drask, drunk, emag, equipment, evacuation, experimentor, gateway, hail, hallway, holoparasite, honk, hull, ian, imminent, interested, intruders, kida, kidan, labor, library, mime, mimes, miner, miners, mining, n2o, nuke, office, op, operational, ops, pod, pods, poly, pun, renault, representative, runtime, scrubbers, sequencer, skree, skrek, skrell, space, spider, spiders, still, stupid, swarmer, swarmers, sword, technology, teleport, teleported, teleporter, teleporting, tesla, tool, unathi, vacant, vault, vents, vulpkanin, weld, window, windows, yet

31 May 2016

CrAzYPiLoT updated:

  • Fixes potential exploits involving door remotes.
  • Adds another type of remote door control.

Fox McCloud updated:

  • Allows Chaplain to select a wide new range of null rod customizations
  • Slightly increases null rod damage (15->18)
  • Fixes abductors speaking other languages
  • Fixes traitors getting less TC on some game modes

QuinnAggeler updated:

  • All lazarus revived mobs become valid for pet collaring

Tastyfish updated:

  • Adds a suicide for light tubes.
  • Progress bars, buttons, and several of the values in UI's are now animated.
  • Deconstructing glass tables now gives a stack of 2 sheets of glass.

monster860 updated:

  • Upgrading the experimentor will no longer reduce the chance of upgrading an item's tech
  • Guest passes can now be attached to an ID card.
  • Adds a HoP guest pass computer, which is like a normal guest pass computer, but using an ID with ID computer access will allow it to issue guest passes with any access.
  • Adds the HoP guest pass computer to the HoP office.
  • Moves the guest pass computer in robotics to RnD.

25 May 2016

CrAzYPiLoT updated:

  • Adds an unread change notification.

Fox McCloud updated:

  • Removes Dragon's Breath Recipe
  • Removes Ghost Chilli Juice
  • Fixes buckled flipping over someone

IK3I updated:

  • Sleepers, scanners, and borg chargers no longer remove you from existence when destroyed
  • Hostile mobs are no longer fooled by your clever scanner and recharger tricks

24 May 2016

CrAzYPiLoT updated:

  • Adds the ability to attach signalers to bear traps. Stealthy hunting!

Crazylemon64 updated:

  • You can now fasten the circulators in the TEG kit with a wrench - no adminbus needed to set it up, now
  • You can now rename cassette tapes with a pen.
  • You can now wipe data from a tape from its right-click menu.

FalseIncarnate updated:

  • Adds 4 new types of fudge for the chef to make: Peanut, Chocolate Cherry, Cookies 'n' Cream, and Turtle Fudge.
  • Normal fudge recipe now uses milk instead of cream.
  • Mutant/Modified/Enhanced plants will no longer infinitely increase their name length, and instead will be simply "mutant", "modified", or "enhanced" plant as determined by the last type of modification they were subject to.
  • Bees can no longer phase through hydroponics lids, giving botanists a way to finally stem the tide of pollination.
  • Premade beeboxes now spawn with the right type of bees, specifically of the worker caste.

Fox McCloud updated:

  • Donk pockets have more omnizine, but only upon fully consuming the donk pocket
  • swarmers will drop an artificial bluespace crystal on death
  • Orion Trail guards now drop an energy shield and C20R on death
  • Reviving simple animals with strange reagent will prevent them from dropping any further loot

KasparoVy updated:

  • Rejuvenating a mob now unbuckles them correctly (if they're buckled to something).
  • Rejuvenating a mob will no longer remove their hair.
  • Rejuvenating a mob will no longer permanently blacken their eyes.
  • Rejuvenating a mob will no longer remove their prostheses with fleshy limbs, it will just fix the prostheses.
  • Rejuvenating a mob will not remove organs/limbs belonging to other species if said organs/limbs are in the same place(s) as the mob's default organs/limbs would be.
  • Fixes a runtime when trying to flip with an object other than a grab in your hand.
  • Doing a 'cybernetic repair' procedure on the head of a disfigured IPC will re-figure them.
  • Rejuvenating a mob will only regrow organs/limbs that are missing (by comparison to the standard organs for their species).
  • The regenerate_icons proc will now update skin tone and body accessories properly.
  • Organ rejuvenation now clears disfigurement and closes open wounds.
  • Rejuvenating a mob will end all in-progress surgeries.
  • Vox get their cortical stacks back, since the non-implant ones don't interfere with the Heist game-mode.
  • Rejuvenating a long-dead or husked mob will now clear the appropriate mutations.

QuinnAggeler updated:

  • Species disguise variable for clothing items
  • Species disguise string, "High-tech robot," for cardborg suit and helmet
  • ABSTRACT flagged clothing items will not be displayed on examination

Tastyfish updated:

  • Removes n2 pills healing vox oxyloss, and o2 pills poisoning vox.

monster860 updated:

  • Adds the floor painter. Sprite by FlattestGuitar

20 May 2016

Fox McCloud updated:

  • Fixes Chaplains being able to be vampires
  • Cryopods will now always display the occupant's name

KasparoVy updated:

  • Fixes a runtime with Dioneae by repathing their limbs.

QuinnAggeler updated:

  • Makes dehydrated space carp description more accurate and informative

monster860 updated:

  • Adds the permanent teleporter. Use the circuitboard on a teleporter hub to set the target before constructing it.

17 May 2016

AugRob updated:

  • Add screwdriver sound when opening/closing panels on airlocks

Fox MCCloud updated:

  • Removes "harm" traitor objective
  • Increases non-escape/hijack/die objectives from 1 to 2
  • Tweaks available objectives to traitors a bit

Fox McCloud updated:

  • Players can no longer see how many players have readied up or who has readied up
  • Hulks, Shadowlings, and Golems can no longer use laserpointers
  • Adds in the ability to flip over someone with *flip
  • Fixes and improves foam to better interact with reagents

KasparoVy updated:

  • Refactors hair so it's on the head (organ).
  • Adjusts some Vox hair style names so they're consistent with all others.
  • Refactors Morph and the order by which options are presented.
  • Players with heads of a different species than the body will now only be able to access the head accessories, hair/facial hair styles of the head's species.
  • Fixes some typos.
  • Fixes a bug where hairgrownium made you bald and super hairgrownium only changed the hair/facial hair styles of Humans.
  • Fixes a bug where Morph wouldn't correctly set eye colour or skin tone.
  • Fixes a typo that didn't really have any negative effect on the beard organ to begin with.
  • Fixes bugs where Alopecia and Facial Hypertrichosis disease symptoms wouldn't update player sprite correctly.
  • Adds a new Vox hairstyle.
  • You can now change your head accessory (and its colour), body markings (and their colour), and body accessory if you're a species that has such things via the Morph genetic power and C.M.A. (the bathroom SalonPro Nano-Mirrors and admin verbs).

monster860 updated:

  • Fixes sleep() in telecomms
  • Windows can now be constructed and deconstructed using RCD's.

10 May 2016

Crazylemon64 updated:

  • Ragin' Mage creation works correctly again.

FalseIncarnate updated:

  • Adds a Briefcase Full of Bees as a Botanist-only traitor item (10 TC)
  • Fixes worker bees having an insatiable desire to murder bots. (Syndi-bees still murder them though)

FlattestGuitar updated:

  • Robots now slur and stutter robotically
  • Adds tape gags. Click on someone with a roll of tape to shut them up!

Fox McCloud updated:

  • Removes material efficiency upgrades from the mech fab and protolathe
  • Ore redemption machine sheets/points per ore scaled from 1 up to 2 (down from 1 up to 4)
  • Fixes materials exploit duplication
  • Fixes the protolathe locking up under some circumstances
  • Updates the laser cannon to be range based: the further its projectile travels, the more damage it does. Base damage greatly reduced.
  • removes fungus from mushrooms
  • adds fungus to "mold" plant
  • adds mold seeds to hydro vendor
  • bumps up ???? reagent from 1 to 5 on bad recipes
  • Adds in 3 disease: Grave Fever, Space Kuru, and Non-contagious GBS
  • Adds Reagent to cause Space Kuru and Non-contagious GBS to traitor poison bottles
  • Initropidril now has a recipe
  • Adds a number of new reagents
  • Brain burgers now contain prions instead of mannitol
  • Scientists and chemists can no longer purchase traitor poison bottles
  • random drug bottles now have a much wider range of reagents in them
  • Fixes UI On slot machine saying it costs 5 credits when it's 10
  • Fixes abductors having tails
  • Fixes traitor scissors having a different hair-cutting sound
  • Fixes simple animals not dying right away when they reach zero health
  • Fixes a few farm animals, simple xenos, and a hivebot from having incorrect health
  • Buffed health pack usage on simple animals (should heal roughly 20 damage on them, per use)
  • Emotes no longer need to be purely lowercase to work
  • Chaplain can now select a green book as his Bible
  • Adds in His Grace, a hijack-only traitor item for the Chaplain

IK3I updated:

  • Added key and tumbler based pod locks
  • Made Pod Locks and keys buildable in Pod Fabricator
  • Made Pod Keys recoverable from cryo
  • Added lock to Security Pod
  • Added a key for Security Pod to HoS and Pod Pilot Offices
  • New sprites for several pieces of pod equipment
  • Using a multitool on a decalock now gives usable info

NTSAM updated:

  • Fixes the stuttery rainbow screen for IPCs.
  • Fixes the green IPC screen.

QuinnAggeler updated:

  • Adds a sound emote for the Drask
  • Gives Drask the ability to eat soap
  • Adds a racial flag for the Drask
  • Makes syndicate, paramedic, clown, and EVA helmets display correctly on Drask

tigercat2000 updated:

  • The station blueprints can now show you where wires/pipes/disposal pipes are supposed to go.

04 May 2016

CrAzYPiLoT updated:

  • Adds gameboards to bar and permabrig.

Crazylemon64 updated:

  • AIs are no longer created for temporary messages.

Fethas updated:

  • Sniper Rifles for nuke ops.
  • you can now actually shove heads on spears again.
  • Before i removed the traitor chemist item i cleaned up the harm reaction code paths.

FlattestGuitar updated:

  • cheap lighters only damage your hand if you fail to properly use such a complicated contraption, not the whole body
  • ports /tg/ Foam Force guns, now you can shoot foam at your enemies /with style/

Fox McCloud updated:

  • Slime batteries now self-recharge.
  • Adds in door wands--control doors from range
  • Each head of staff (and the QM) starts off with a door wand to control the doors in their respective departments
  • Fixes nutrition alert icon kicking in too early
  • Adds in a new hairstyle
  • Fixes cig icons not updating under some circumstances
  • Updates the Tesla; it will now have to be "fed" or it can run out of energy; the rate at which it gains additional energy balls and power has been greatly lowered.
  • energy ball will now be drawn towards the singularity beacon
  • fuel tank explosions a bit stronger and will arc tesla blasts further
  • Tweaked some game mode population requirements to enhance general game mode balance and player experience.
  • Reworks overdosing to have more unique effects and also scale, in part, on volume
  • Epinephrine, Atropine, and Ephedrine have a lower OD threshold
  • Saline penetrates the skin
  • Synaptizine and Teporone now have OD threshold
  • Adds in berserker disease (treat with haloperidol)
  • Adds in Jenkem, a nasty gross drug made with toilet water
  • Adds in food poisoning; get it from eating poorly made food, from salmonella, or fungus
  • Adds in the Shock Revolver, a replacement for the stun revolver remove: removes the stun revolver remove: removes the prototype SMG+ammo from the protolathe

IK3I updated:

  • Can no longer holster items with No-Drop active.
  • Saves prosthesis users from Tox-Comp's wrath

KasparoVy updated:

  • Disembodied prosthetic heads that aren't monitors won't make you go bald when they're re-attached.
  • 'Optic' markings will disappear when your head gets removed, and reappear if it gets re-attached.
  • Disembodied prosthetic heads that aren't monitors will now be rendered with hair & facial hair.
  • Disembodied prosthetic heads with optical markings (markings with the head set as the origin) will be rendered with those markings.
  • Animated hair styles (e.g. screens) and head accessories (e.g. 2/3 new antennae) will now be animated properly.
  • 3 more antennae.
  • An alt. and monitor head model for every prosthetic brand but Zeng-hu. Morpheus only gets an alt model, not another monitor.
  • Animated optical markings to fit the new alt. heads.
  • Screen styles for the alt. Hesphiastos head.
  • Companies that make prosthetic body parts can (and do) now offer separate models for qualified recipients.
  • Removed the frames from screen styles in order to allow the same styles to be applied to all monitor heads.

LittleBigKid2000 updated:

  • Booze dispensers can now dispense synthanol

Norgad updated:

  • Adds a disposals chute to the Mechanic's Workshop

QuinnAggeler updated:

  • Adds the Drask as a 30KP race
  • Adds their language, Orluum
  • Adds a stylecolor for their language
  • Adds their butts (for photocopying)
  • Adds, at last, another race with skin tone (humies move over)
  • Adds a reason to make bad ice puns
  • Adds a check for brain death (brain damage of 120 or more) to the proc responsible for reviving IPCs

pinatacolada updated:

  • Makes fridge boards be selectable by screwdriving them
  • Virology fridge now accepts syringes, beakers, and bottles
  • Plasmamen security now spawn with their suit slot items in their bags
  • Pod pilots spawn with taser in the suit slot
  • removes armor from plasmamen magistrate suits

25 April 2016

CrAzYPiLoT updated:

  • Adds buildable holographic gameboards that, when opened, produce a fully-functional JavaScript chess interface, which includes a chess AI. If you win, it will produce 80 tickets for your spending!

FlattestGuitar updated:

  • a human's species is now visible on examination

Fox McCloud updated:

  • Improves attack animations with items, making it more clear who's attacking you and with what
  • Updates Revolution game mode so it better scales with total player population
  • Head revs start off with a flash, spraycan, and chameleon security HUD
  • Add chameleon security hud, which is basically sec shades with the ability to disguise as a number of regular glasses
  • Updates mining loot crates to feature far more actual loot
  • Mining loot crates are now opened by inputting a 4 digit password and have 10 tries to guess the password string
  • Fixes bees, mech syringes, and darts not properly calling INGEST for a reagent

Meisaka updated:

  • The light on/off function for drones works again, toggling between lowest setting and off.
  • Guardians can toggle their lights off and on again.
  • AI, pAI, robots and drones can now use *yes emote without extra ss on the end.
  • emote *help for silicons updated/added.
  • *twitch_s emote changed to *twitches, incorrect variations of some emotes can no longer be used.

tigercat2000 updated:

  • Added 4 new HUD styles, "Operative", "Plasmafire", "Retro", and "Slimecore"
  • You can now view HUD changes in real-time, by going to Preferences (top right tab) > Game Preferences and changing the HUD style (limited to humans).
  • There are now three HUD styles you can get via the f12 button- Full, which contains all of your buttons, Minimal, which only contains a few essential buttons, and None, which is a completely blank screen.
  • Removed the remaining aiming code due to maintainability issues and incompatibility with HUD styles.
  • Mobs with HUD's now use a unique subtype instead of an anti-OOP else-if chain.
  • Refactored how objects (IE, stuff you pick up) is rendered to the HUD. This should fix the reoccuring "stuff on my screen that definately isn't meant to be there" bug, but keep an eye out for things that do not appear.

20 April 2016

Crazylemon64 updated:

  • Bureaucracy crates now contain granted and denied stamps.

FalseIncarnate updated:

  • Anomalies will now be properly neutralized by signals that match their code and frequency, instead of using the default frequency and their code.

FlattestGuitar updated:

  • Adds shot glasses.

Fox McCloud updated:

  • Removes the ability to put a pAI into securitrons and ED-209's
  • Drinking glasses now have an in-hand sprite
  • DNA injectors no longer have a delay when used on yourself
  • DNA injectors no longer delete on use, but become used, much like auto-injectors
  • Fixes a bug where you can exploit the genetic scanner to get multiple injectors
  • Fixes not being able to cancel creating an DNA injector
  • remove spacesuits causing injections to the head to take longer
  • FIxes heat resist mutation not making you immune to high pressure, fire, or high temperatures
  • removes some not-well-known damage resists from cold/heat mutations
  • Re-maps botany a bit to make it more bee and botanist friendly
  • Adds in Abductors Game Mode

MarsM0nd updated:

  • Embeded object removal is now done with hemostat again
  • Borgs are able to do embeded object surgery

Tastyfish updated:

  • Makes the server startup substantially faster.

monster860 updated:

  • Crowbarring open a spesspod doors is no longer broken

tigercat2000 updated:

  • -tg- thrown alerts have been added. This means you get an alert when buckled or handcuffed or many many other things happen to you. It then gives you a tool tip when you hover over it, and it may or may not do something when you click it. Have fun!

14 April 2016

Aurorablade updated:

  • Removes the !!FUN!! of having headslugs gold core spawnable.

Fox McCloud updated:

  • Added in sounds (instead of a chat-based message) for when airlocks are bolted/unbolted
  • Added in sound for when airlocks deny access
  • cutting/pulsing wires will play a sound
  • ups nuke ops game mode population requirement from 20 to 30
  • Adds in mining drone upgrade modules to increase their health, combat capability, or reduce their ranged cooldowns
  • Adds in mining drone "AI upgrade" a sentience potion that only works on mining bots
  • Mining bots should be less likely to shoot you when attacking hostile mobs
  • Killer tomatoes actually live up to their name now and are hostile mobs
  • Killer tomatoes are an actual fruit now; activate it in your hands to make them into a mob
  • Killer tomatoes are directly mutated from regular tomatoes instead of blood tomatoes
  • Increased the yield of regular tomatoes by 1
  • Tweak some stats on the killer tomato seeds
  • Fixes the blind player preference not doing anything
  • Adds portaseeder to R&D
  • Scythes will conduct electricity now
  • Mini hoes play a slice sound instead of bludgeon sound
  • Plant analyzer properly has a description and origin tech
  • Can have hulk+dwarf mutations together
  • Can have heat+cold resist together
  • Can only remotely view people who also have remote view
  • Fixes cold mutation not having an overlay
  • Hallucinations will no longer tick down twice as fast as they should nor will they spawn twice as many hallucinations as they should
  • Incendiary mitochondria no longer asks who you want to cast it on (it always is meant to be cast on yourself)
  • Fixes permanent nearsightedness even when wearing prescription glasses

KasparoVy updated:

  • Head accessories now behave like facial hair: They will no longer be hidden by clothing items that BLOCKHEADHAIR (have the BLOCKHEADHAIR flag).
  • Wearing a piece of clothing that blocks head hair will no longer make head accessories (facial markings/horns/antennae) invisible until an icon update is triggered while the headwear is off.

Meisaka updated:

  • law manager no longer freaks out with Malf law

Tastyfish updated:

  • The /vg/ library computer interface has been ported, giving a much better use experience.
  • Books can now be flagged for inappropriate content.

TheDZD updated:

  • Removes shitty Caelcode bees.
  • Hydroponics can now manage bee colonies, bees produce honeycombs that can be ground to obtain honey, a decent nutriment+healing chemical
  • Hydroponics can inject a queen bee with a syringe of a reagent to alter her DNA to match that reagent, meaning all honeycombs produced will contain that reagent in small amounts
  • Bees with reagents will attack with that reagent. It takes 5u of a reagent to give a bee that reagent.
  • Added the ability to make Apiaries and Honey frames with wood
  • Added the ability to make Royal Bee Jelly from 10 Mutagen and 40 Honey
  • Added the ability to make more Queen Bees from Royal Bee Jelly by using it on an existing Queen, to split her into two Queens
  • Removes some snowflakey mob behavior from bears, snakes and panthers.
  • Hudson is feeling punny.
  • Hostile mob AI should now be a bit more cost-efficient.

monster860 updated:

  • Adds area editing, link mode, and fill mode to the buildmode tool

12 April 2016

FalseIncarnate updated:

  • Adjusting the setting of a vendor circuit board is no longer random, but instead provides a select-able list.
  • Vendor Circuit Board design moved from the Circuit Imprinter to the Autolathe, acid requirement replaced by metal.
  • Burnt matches can no longer light cigarettes, pipes, or joints.

Fethas updated:

  • Nukes the cargo train code rscadd:Adds simple vehicle framework and converts secway/janicart/snowmobiles/bikes/cars/ambulance to it rscadd:Adds space speedbike, red and blue versions, yes you WILL need a spacesuit rscadd:Maps janicart and secway onto metastation (but not ambulance no pareamedic garage, no i am not mapping that)
  • You should now be able to operate on IPC eyes, SHOULD bugfix:hopefully surgery on diona works right

Fox McCloud updated:

  • Adds in TraitorVamp; game mode that's essentially like TraitorChan, but with a Vampire instead of a Changeling
  • Vampires cannot use holoparasites
  • Malf AI will automatically lose if it exits the station z-level

Tastyfish updated:

  • All cats can kill mice now.
  • E-N can't suffocate.
  • Startup time is now shorter.
  • Removed the Station Collision away mission from rotation, due to multiple conceptual and technical issues.

07 April 2016

Crazylemon64 updated:

  • Removes an offset from the advanced virus stealth calculation, causing viruses to be more stealthy than the sum of their symptoms.
  • Mulebots will now send announcements to relevant requests consoles on delivery again.

FalseIncarnate updated:

  • Adds logic gates, for doing illogical things in a logical manner.
  • Adds buildable light switches, for all your light toggling needs.
  • Fixes a resource duplication bug with mass driver buttons.

Fethas updated:

  • maybe makes them last longer...maybe..and fixes the event end message

Fox McCloud updated:

  • Maps in the slime management console to Xenobio
  • Reduces Xenobio monkey box count from 4 to 2
  • Fixes weakeyes having a negligible impact
  • Can spawn friendly animals with a new gold core reaction by injection with water
  • Hostile animal spawn increased from 3 to 5 for hostile gold cores
  • Swarmers, revenants, and morphs no longer gold core spawnable
  • Fixes invisible animal spawns from gold core/life reactions
  • Adds tape to the ArtVend
  • Can no longer use sentience potions on bots
  • Added in Plasma Dust reagent, acquired by grinding plasma sheets; it's more toxic than regular plasma and generates plasma gas when spilled onto turfs.
  • Slimecore reactions now require plasma dust as opposed to dispenser plasma
  • Added in new Rainbow slime; inject with plasma dust to get a random colored slime. Acquire by having 100 mutation chance on a slime when it splits.
  • Monkey Recycler can produce different types of monkey cubes; change the cube type by using a multitool on the recycler
  • Epinephrine/plasma reagents changing mutation rate has been removed
  • Mutation chance is inherited from slime generation to slime generation as opposed to being purely random.
  • New reactions added for red and blue extracts: red generates mutator, which increases mutation chance, and blue generates stabilizer, which decreases mutation chance.
  • Slime glycerol reaction removed
  • Slime cells are now high capacity cells (more power than before)
  • extract enhancer increases the slime core usage by 1 as oppose to setting it to three
  • slime enhancer increases slime cores by 1 as opposed to setting the core amount to 3
  • Chill reaction lowers body temperature slightly more so it doesn't just wear off instantly
  • Reduces Xenobio plasma sheets from 8 to 3 and removes that pesky boombox
  • Processors no longer produce 1 more slime core than intended
  • Less blank/spriteless/empty foods from the silver core reaction
  • Virology mix reactions now use plasma dust as opposed to plasma
  • Statues can no longer move/attack people unless they're in total darkness or all mobs viewing them are blinded
  • statues are invincible to anything other than full out gibbing.
  • Statues flicker lights spell range increased
  • Blind spell no longer impacts silicons
  • Fixes statues being able to attack/move whenever they feel like it, regardless of client statues
  • Fixes blind spell impacting the statue

Tastyfish updated:

  • Beepsky is no longer a pokemon.
  • pAI-controlled Bots now reliably speak human-understandable languages over the radio.
  • More floor blood for the blood gods. (Or rather, as much as there was supposed to be.)

tigercat2000 updated:

  • Items in your off hand will now count towards access.

02 April 2016

Crazylemon64 updated:

  • Metal foam walls will now produce flooring on space tiles
  • Syringes will now draw water from slime people.

FalseIncarnate updated:

  • Let's you know when your container is full when filling from sinks.
  • Prevents splashing containers onto beakers and buckets that have a lid on them.
  • Pill bottles can now be labeled with a simple pen.
  • Beakers/buckets (and pill bottles) now accept 26 character labels from pens.

Fethas updated:

  • Various spells have had a tweak to stun/reveal/cast, some other number stuff...
  • Nightvision
  • harvest code is now in the abilites file.
  • New fluff objectives
  • Hell has recently remapped its blood transit system and you can now once again crawl through blood. We are sorry for the-GIVE US YOUR SOUL!

FlattestGuitar updated:

  • Alcoholic beverages now have proper levels of ethanol in them. Good luck passing out after a beer.

Fox McCloud updated:

  • Adds in the Lusty Xenomorph Maid Mob; currently admin only.
  • Fixes xenomorph brains having the wrong sprite, no origin tech, and incorrect name
  • removes xenomorph egg from hotel
  • upgrades are no longer needed to for the available toys in the prize vendor
  • Implements Advanced Camera Consoles. A type of camera console that function like AI's vision style. Non-buildable/accessible.
  • Adds in Xenobiology Advance Cameras. A type of camera console that functions like advanced cameras, but only works in Xenobiology areas; can move around slimes and feed them with the console as well. Also non-buildable/accessible (for now).
  • Adds in cerulean slime reaction that generates a single use blueprint. On use it colors turfs a lavender color
  • Adds disease1 outbreak event
  • Adds appendecitis event
  • Roburgers now properly have nanomachines in them
  • Re-adds nanomachines
  • Experimentor properly generates nanomachines instead of itching powder
  • Fixes big roburgers having a healing reagent in them
  • Adds nanomachines to poison traitor bottles
  • Tajarans can now eat mice, chicks, parrots, and tribbles
  • Vulpkanin and Unathi can now eat mice, chicks, lizards, chickens, crabs, parrtos, and tribbles
  • fixes spawned changeling headcrab behavior

KasparoVy updated:

  • Incisions made at the beginning of embedded object removal surgery can now be closed in the same procedure.

ProperPants updated:

  • Maint drones have magboots.
  • Removed plastic from maint drones. Literally useless for station maintenance.
  • Increased starting amounts of some materials for maint drones and engi borgs.
  • Reduced the number of lines taken by Engineering cyborgs calling on materials stacks.
  • Operating tables can be deconstructed with a wrench.
  • Fixed and shortened description of metal sheets.

Tastyfish updated:

  • Bots can now be controlled by players, by opening them up and inserting a pAI. *beep
  • MULEbots can now access the engineering destination.
  • All MULEbot destinations should now have the correct load/unload direction, meaning the crates won't be dumped inside the flaps.
  • Diagnostic HUD's now give health and status information about bots.
  • MULEbot rampage blood tracks are now rendered correctly and handle UE traces as appropriate.
  • Bots should (hopefully) lag the game less now.
  • Beepsky contains 30% more potato.
  • Action progress bars are now smooth.
  • Clicking a filled inventory slot's square with an open hand now clicks the item in the slot.
  • Status displays now display the time when in Shuttle ETA mode and no shuttle activity is happening.
  • Shuttle ETA countdowns on status displays are now amber.
  • pAI's can now use the PDA chatrooms.
  • Adds treadmills to brig cells, to give the prisoners something productive to do.

TheDZD updated:

  • A lot of the guns and armor in the station collision, space hotel, academy, and wild west away missions have been removed/replaced.
  • Removes that fucking facehugger from station collision.

tigercat2000 updated:

  • Virus2 has been removed.
  • Virus1 is back. Viva la revolution.
  • You can now have up to 20 characters.

26 March 2016

Fox McCloud updated:

  • Adds in dental implant surgery. Implant pills into people's teeth.
  • Major rebalance and Shadowling update (https://github.com/ParadiseSS13/Paradise/pull/3986 for details). In general, Shadowlings can no longer enthrall or engage in Shadowling like behavior, pre-hatch. Post-hatch, shadowlings are much more powerful, with a ride array of New abilities such as extending the shuttle or making thralls into lesser shadowlings. Shadowling gameplay should not revolve almost entirely around darkness, as opposed to pre-hatch shenanigans.
  • Robotics now has a "sterile" surgical area for performing augmentations
  • Adds the FixOVein and Bone Gel to the autolathe
  • ensures all surgical tools have origin tech on them; lowers origin tech on FixoVein

KasparoVy updated:

  • Slime People can now wear underwear.
  • Slime People can now wear undershirts.

TheDZD updated:

  • NT has removed trace amounts of a highly-addictive substance from the "100% real" cheese used in cheese-flavored snacks. As a result, incidence rates of crewmembers becoming addicted to Cheesie Honkers should reduce to zero.
  • After receiving complaints about crewmembers often being unable to physically function without a back-mounted barrel of coffee, NT has replaced station all sources of coffee on the station, including coffee beans themselves with a largely decaffeinated version. It was funny the first time almost every crewmember aboard the NSS Cyberiad was lugging around their own oil barrel filled with coffee, it wasn't so funny, nor good for productivity the eighteenth.

25 March 2016

Crazylemon64 updated:

  • You now will actually have the correct `real_name` on your DNA.
  • No more roundstart runtimes regarding IPC hair.
  • Mitocholide rejuv will work more usefully now.
  • Limbs and cyborg modules will no longer appear in your screen.
  • Cyborg module icons are now persistent throughout logging in and out.
  • Various cyborg modules, like engineering, now use the proper icon.

FlattestGuitar updated:

  • Adds confetti grenades.

Fox McCloud updated:

  • Fixes Sleeping Carp combos not having an attack animation
  • Fixes several chems not properly healing brute/burn damage, consistently, as intended

KasparoVy updated:

  • Unbranded heads and groins no longer invisible.
  • Zeng-hu left leg will now be in line with the body when facing south.

22 March 2016

Crazylemon64 updated:

  • Repairs all sorts of eldritch occurences that happen when you put an organic head on an IPC body, as well as some decapitation bugs
  • Makes heads keep hair on removal
  • Amputated limbs from a DNA-injected individual now will keep their appearance of the DNA-injected person
  • Wounds will vanish on their own now
  • Admins now have an "incarnate" option on the player panel when viewing ghosts for quick player instantiation
  • Fixes a runtime regarding failing a limb reconnection surgery
  • Copying a client's preferences now overrides the previous mob's DNA
  • A DNA injector is now more thorough, and affects the DNA of mobs' limbs and organs
  • DNA-lacking species can no longer be DNA-injected
  • Brains are now labeled again
  • Splashing mitocholide on dead organs will make them live again.
  • The body scanner now detects necrotic limbs and organs.
  • pAIs and Drones are now affected by EMPs and explosions while held.

Fethas updated:

  • Adds a surgery for infection treatmne/autopsys that is simply cut open, retract, cauterize
  • fixes a dumb error in internal bleeeding surgerys
  • Chaos types no longer random teleport, but will make the target hallucinate everyone looks like the guardian.

FlattestGuitar updated:

  • Adds a snow, navy and desert military jacket.

Fox McCloud updated:

  • Removes random 1% chance to heal fire damage
  • Removes passive healing from resist heat mutation
  • Regen mutation heals every cycle (albeit less, on average), but doesn't cost hunger
  • Fixes not being able to speak over xeno common or hivemind when you receive the Xeno hive node
  • Adds in the ability to transfer non-locked metal+glass only designs from the protolathe to autolathe
  • Changes Outpost Mass Driver to prevent accidental spacings
  • Shadow people no longer dust on death, are rad immune+virus immune, and can be cloned. Slip immunity removed
  • Shadowlings no longer get hungry or fat and no longer dust on death

KasparoVy updated:

  • The ability to change your head, torso and groin as an IPC in the character creator. Non-IPCs cannot access the parts.
  • Head, torso and groin sprites for all mechanical limb/bodypart brands but Morpheus and the unbranded ones (since those already exist) from Polaris.
  • Faux-eye optics for non-Morpheus heads.
  • The ability to change optic (eye) colour if you've got a non-Morpheus head.
  • The ability to choose human hair styles (wigs) and facial hair styles (postiche) with non-Morpheus heads. Non-Morpheus heads cannot choose screens. Conversely, Morpheus heads cannot choose wigs or facial hair.
  • Two hair styles from Polaris.
  • The ability for IPCs to wear undergarments (shirts and trousers).
  • Antennae (colourable) for IPCs.
  • IPC monitor adjustment verb will now adjust optic colour if the head is non-Morpheus.
  • Combat/SWAT boots can now be toecut and jacksandals can't.
  • ASAP fix to what would've broken the ability to configure prostheses in character creation.
  • Adjusted masks no longer block CPR (including bandanas).
  • You can no longer run internals from adjusted breath masks (or airtight adjustable masks in general).

Regens updated:

  • Robotic hearts will now properly give the mob a heart attack instead of just damaging it when EMP'd
  • Assisted organs will now also take damage from EMP's
  • Internal robotic and assisted organs will now actually take damage from EMP's

Tastyfish updated:

  • Adds PDA chatrooms. Post memes! Talk to your fellow collaborators! Get caught!
  • You can now set the PDA messenger to automatically scroll down to new messages.
  • Pet collars now act as death alarms and can have ID's attached to them.
  • All domestic animals can now wear collars.
  • You can now make video cameras at the autolathe.

TheDZD updated:

  • Fixes an instance of old code being so incredibly, unbelievably, makes-me-want-to-stab-myself-in-the-eye-edly idiotic.

TravellingMerchant updated:

  • Kidan have new sprites!

tigercat2000 updated:

  • Nukeops now have an assault pod, they can use it for 30 TC. Loud and mean.
  • Lighting overlays can no longer go below 0 lum_r/g/b
  • Shuttles will work with lighting better.
  • Wizards can no longer teleport to prohibited areas such as Central Command.

16 March 2016

Crazylemon64 updated:

  • Being in godmode now makes you immune to bombs
  • Science members now get compensated when they ship tech disks to centcomm.
  • Science crew are no longer paid when they "max" research.
  • Roboticists now get credit for making RIPLEYs and Firefighters
  • Slime people can now regrow limbs on a more lax nutrition requirement
  • Enhances the nutripump+ to let slime people regrow limbs with it active
  • Skeletons, slime people, IPCs, and Diona no longer leave blood when hit
  • Rejuvenating a slime person will no longer clog up their "blood"
  • Slime people will now regenerate "blood" from having water in their system
  • The decloner can now be created again
  • Environment smashing mobs can now destroy girders.

DaveTheHeadcrab updated:

  • Removes the check for species on the update_markings proc.

FalseIncarnate updated:

  • Xeno-botany is now more user-friendly, and less random letters/numbers.
  • Hydroponics now has a connector hooked up to the isolation tray and a new connector in their back room for those strange plants that like spewing plasma or eating nitrogen.
  • You can now (finally) build the xeno-botany machines, and science can print off their respective boards.

Fethas updated:

  • Syringes are no longer sharp
  • byond likes direct pathing so item/organ/internal not item/organ even if it shouldn't be in the internal_organs list. This was preventing the list from doing stuff correctly.
  • fixed ipc organ manipulation surgery, you can now insert a replacment ipc organ directly instead of needing a screwdriver in your main hand
  • nanopaste now will repair organs with robotic >= 2 instead of > 2 cuase i am an idiot
  • Fix, hopefully, for a runtime for clientless mobs whos head are cut off...
  • Hopefully fixes issues with diona eyes
  • Though shalt not eat robotic organs..including cybernetic implants..
  • ITS SURGERY_STEP/DETHRALL NOT SURGERY_STEP/INTERNAL/DETHRALL

FlattestGuitar updated:

  • Adds three new synthanol drinks
  • Drinking synthanol is now a bad idea if you're organic
  • A glass of holy water now looks like normal water

Fox McCloud updated:

  • Adds in drink fizzing sound
  • Drink/bartender recipes use this new fizzing sound in addition to a few other recipes
  • Adds in a fuse burning sound
  • Bath salts, black powder, saltpetre, and charcoal use this sound now
  • Adds in a matchstrike+burning sound
  • Lighting a match triggers this new sound
  • Adds in scissors cutting sound
  • Cutting someone's hair uses this new sound
  • Adds in printer sounds
  • printing off papers from various devices typically uses these sounds
  • Adds computer ambience sounds
  • black box recorder and R&D core servers both play this sound at random rare intervals
  • Reduces the tech level (and requirement) for nanopaste
  • Reduces the tech level (and requirement) for the plasma pistol
  • Removes Nymph and drone tech levels
  • Reduces tech levels on the flora board
  • Adds tech level requirements to mech sleepers, mech syringe guns, mech tasers, and mech machine guns
  • Increases tech cost of the decloner
  • Removes the pacman generators
  • Removes emitter
  • Removes flora machine (functionless anyway)
  • Removes the pre-spawned nanopaste
  • Removes space suits
  • Removes excavation gear
  • Replaces the soil with actual hydroponic trays (more aesthetic than anything)
  • Removes most external asteroid access from the station
  • Excavation storage is now generic science storage
  • removed the plasma sheet
  • Fixes augments not showing up in R&D unless specifically searched for
  • Fixes some augments being unavailable in mech fabs
  • Fixes augments having no construction time
  • Fixes xenos not gaining plasma when breathing in plasma
  • Fixes plasma reagent not generating plasma for a person
  • Screaming has different sounds based on being male or female
  • Implements Goon's screaming sounds.
  • Screaming tone is now based on age of character instead of being random
  • Ups the cooldown on screaming from 2 seconds to 5 seconds
  • Removes chance for Whilhelm scream
  • Borgs can now scream
  • Monkey's now have a unique screaming sound
  • IPCs now scream like cyborgs
  • Updates slot machines to have higher jackpots and more payouts with more interesting sounds
  • Adds X-Ray, Thermal, Anti-tun, and Reviver implants to the nuke ops uplink (augments come with one auto-implanter) rcsadd: Adds in augment auto-implanter, which inserts and implant without surgery
  • tweaks a large number of chems; behaviors are largely retained, but new flavor messages, probabilities, etc may be present; overall, you can expect chems to do the same thing
  • Tabun re-replaced with Sarin rcsadd: New reagent: cholesterol: if overdosed on, it can cause a heart attack--fatty foods, cheese, eggs, and some meats all produce cholesterol in your body.
  • Mixing Sarin, Meth, or Cyanide will poison in a very small area of the reaction if you're not on internal OR not wearing a gas mask
  • Chemist warddrobe now has two gas masks
  • Teslium will now impact synthetics AND organics
  • Fixes facehuggers hugging already infected people
  • Fixes facehuggers hugging people while dead
  • Fixes Embryo's developing twice as fast as they should
  • Fixes up some behaviors with xeno eggs
  • Xeno acid can now melt through floors and the asteroid
  • Xeno's now play the gib sound when actually gibbed
  • Implements Changeling headcrabs/headspiders
  • Fixes xenos not throwing their organs when gibbed
  • Fixes swallowed mobs not being ejected when a human is gibbed
  • Adds in spider eggs reagent, an infectious reagent that requires surgery to correct
  • Fixes EMPs causing eye implant users to be permanently blind
  • Increases bag of holding's storage capacity
  • Removing a heart no longer kills the patient instantly, but induces a heart attack
  • Demon hearts will not work
  • Should now actually be able to re-insert hearts
  • Reworks addictions to bettter differentiate them betweeen overdosing and make them more realistic.
  • changes which chems are addictive, currently, the follow reagents are now addidctive: meth, crank, krokodil, bath salts, space drugs, perfluoradecalin, omnizine, coffee, nicotine, fliptonium, ultra lube, surge, fake cheese, weird cheese, ephedrine, diphenhydramine, teporone, and morphine
  • sleepers help you recover from addiction faster
  • Can now make cable coils in autolathes
  • Fixes the slot machine announcements not displaying properly

Tastyfish updated:

  • The super fart mutation now gives you a spell-like ability instead of augmenting the emote.
  • Vampire abilities are now in their own Vampire tab, as well being action buttons at the top, like spells.
  • Cloning a vampire no longer makes them lose their abilities.
  • Vampires can no longer hypnotize chaplains.
  • Being a full vampire (500+ total blood) actually makes you immune to holy water reliably now.
  • Some old away missions are back: Academy, Black Market Packers, Space Hotel, Station Collision, and Wild West. Go out and round up some hostiles!
  • Shuttle consoles now pair up to the engineering, mining, research, or labor shuttle when built or used before pairing, as long as the shuttle is near the console, or the shuttle is moved to be nearby.

monster860 updated:

  • Mining station now has a podbay.
  • Ore scooping module for the spacepod.
  • Three mining lasers for spacepod: Basic, normal, and burst.
  • Shooting weapons south or west of spacepod will actually hit adjacent targets now, and won't shoot through walls anymore.

taukausanake updated:

  • Mice can now be picked up like diona

08 March 2016

Crazylemon64 updated:

  • Slime people are now more vulnerable to low temperatures.
  • Slime people are able to slowly regrow limbs at a high nutrition cost.
  • Slime people now slowly shift color based on reagents inside of them - disabled by default, toggle it with an IC verb
  • Slime people's cores are more vulnerable to damage
  • Species-related abilities now properly are removed - no more vox hair stylists, unfortunately.

Fethas updated:

  • the nest buckle now looks for the right organ path
  • Fixed some sprites.
  • No more putting no drops in rechargers,

Fox McCloud updated:

  • Implement's goon's gibbing sound
  • Implement's goon's gibbing sound for robots/silicons
  • Removes old gibbing sound

Spacemanspark updated:

  • Lazarus Injector's can now be emagged to activate their special features, alongside using EMPs on them.

Tastyfish updated:

  • Mimes now have a new ore, Tranquillite, used to bring peace and quiet to the station.
  • There are also permanent invisible walls and silent floors that can be made from tranquillite.
  • The Recitence mech is now buildable!
  • The Recitence mech is now playable!
  • Mid-round selection for various creatures and antagonists now consistently asks permission.

TheDZD updated:

  • Adds justice helmets with flashing lights and annoying sirens.
  • Adds crates containing said helmets.
  • Also includes a version of the helmet that can only be spawned by admins, and just has a single red light in the center instead of the stereotypical police blinkers.

monster860 updated:

  • Space pod transitions are now fixed.

07 March 2016

Crazylemon64 updated:

  • People with VAREDIT can now write matrix variables
  • People with VAREDIT can now modify path variables
  • Refactors the variable editor code somewhat.
  • The buildmode area tool now shows reticules of what you've selected.
  • Switching mobs while using the buildmode tool no longer screws up your UI.
  • Refactors buildmode so it's no longer a special-case system.
  • Adds a copy mode to build mode, which lets you duplicate objects.
  • Any mob in buildmode can work at the fastest possible rate.
  • Fixed a problem where the icons of a person would not correctly update when changing gender.
  • One's hairstyle only adjusts on gender change if it's incompatible with your new gender.
  • Fixed a bug where a person's icon would only be updated if their sprite had a new layer added or removed.
  • You no longer lose your name when monkeyized and reverted - you'll still look like a monkey while you're a monkey, though.
  • Your organs will now match your gender when you are cloned.
  • Skeletons (when a body rots) no longer retain a fleshy torso.
  • Putting people in an active cryotube now produces the message on insertion, rather than release.
  • An EMP'd cloning pod will now display its sprites correctly.

FalseIncarnate updated:

  • Water Balloons can be filled from more sources than just beakers and watertanks.

Fox McCloud updated:

  • Fixes the "yeah" glasses so the sound doesn't vary and a message is displayed, on use
  • Noir mode only activates when the glasses are equipped to your actual eyes
  • Noir Glasses mode can be toggled on or off (defaults to off)
  • Mimes can no longer use spells and continue speaking
  • Mime abilities are now spells with proper icons
  • Mime wall now last 30 seconds, up from 5
  • forecfields/invisible walls now block air currents
  • Adds the Sleeping Carp scroll to the uplink for 17 TC
  • Fixes Shadowlings being able to use guns
  • Fixes sleeping carp scroll users being able to use guns
  • Fixes the Experimentor throwing one item at a time
  • Experimentor menu now automatically refreshes after use
  • Lowers surgery times across the board
  • Removes scalpels causing 1 damage on successful surgery
  • Removes random chance to fracture ribs on a successful surgery
  • Mining drills now have an edge

KasparoVy updated:

  • Jackets who have the verb available but are not intended to be adjusted will not have the action button available.
  • You can now adjust breath masks while buckled into beds and chairs.
  • Known issues with adjusted jackets using the wrong sprites.
  • Blueshield coat in hand and item icons.
  • Hulks now rip apart adjustable and droppable jackets. The items stored in the jackets get dropped on the ground.

Tastyfish updated:

  • Infrared emitters can now be rotated while already in an assembly via the UI popup.
  • The infrared emitter can no longer be hidden inside of boxes and still work.
  • The beach now has a border and is splashier.
  • Gives Psychiatrist a paper bin, clipboard, and multicolored pen.
  • Gives the Librarian / Jouralist a multicolored pen.
  • Gives the NT Representative a clipboard.
  • The ethanol-based neurotoxin drink is now called Neuro-toxin to avoid being confused with the deadly toxin.

VampyrBytes updated:

  • Fixes emotes ending with s needing 2. Emotes now work with grammatical options eg ping or pings, squish or squishes
  • Updated emote help with missing emotes. Help will also show any species specific emotes for your current species

26 February 2016

FalseIncarnate updated:

  • Chocolate can now make you fat, as expected.

Fox McCloud updated:

  • stamina damage now regenerates slightly faster
  • Adds in whetstones for sharpening objects
  • Kitchen vendor starts off with 5 salt+pepper shakers
  • Can now point while lying or buckled
  • Fixes Capulettium Plus not silencing
  • Fixes slurring, stuttering, drugginess, and silences last half of what they should

KasparoVy updated:

  • Jackets that start open are recognized as actually being open already now. This fixes a bug with certain items that don't have an open state, or cases where it ended up giving an item the wrong icon (one that didn't exist)

Spacemanspark updated:

  • Fixes synthetics from giving off the proper message in the chat box when using the *yes and *no emotes.

Tastyfish updated:

  • Wheelchairs, janicarts, and ambulances can now go through doors according to the user's driver's access.

24 February 2016

Crazylemon64 updated:

  • The defib should be more reliable on people who have ghosted
  • The defib will now give a message if the ghost is still haunting about
  • Attacking someone with an accessory will now let you put things on them without having to strip them.
  • Borers will now properly detach upon death of a mob they are controlling
  • Borers can now see their chemical count while in control of a mob
  • Borers can now silently communicate with their host - this is not available to the host until the borer has either begun to communicate, or has taken control at least once - this is to avoid spoiling that the borer exists
  • Borers won't be able to talk out loud inside of a host, by default - they can remove this safeguard with a verb under their borer tab. Borer hivespeak is unaffected.
  • Borers infesting and hiding are now silent.
  • Made borer's chem lists more nicely formatted
  • No more superspeed attacking simplemobs
  • New players now show up properly under the "who" verb when used as an admin
  • Mining drones will now automatically collect sand lying around
  • RIPLEYs can now drill asteroid turfs for sand
  • You can now load exosuit fuel generators with items containing their material - this means you can fuel yourself off of ores, but this will be highly inefficient and cost you mining points later on, as you can't take fuel back out.
  • You can now load the fuel generators from an ore box.
  • The plasma generator now produces 3x as much power from the same amount of fuel - this lets it even remotely compete with the uranium generator.
  • You can now light cigarettes off of burning mobs.
  • Exosuit tracking beacons now fit in boxes - prior, they were far too large for even a backpack, as they shared the same size as all other mecha equipment
  • Miners can now collect ore by walking over it with an ore satchel on.

FalseIncarnate updated:

  • Adds prize tickets as a replacement for physical arcade prizes.
  • Adds a buildable prize counter to exchange tickets for prizes.
  • Adds a bike. Despite what Prof. Oak might claim, you can ride it indoors.
  • Adds colorful wallets, for that old school arcade pride.
  • Fixes accidental removal of plump helmet biscuit recipe.
  • Temporarily adds a prize counter to the bar (Cyberiad) or dorms (MetaStation), and adds a max upgrade one to the Ninja Holding Area (Cyberiad z2)
  • Fixes Metastation. Seriously fixed a lot, just read the PR description for the full list.

FlattestGuitar updated:

  • Adds IPC alcohol and a few derivative drinks
  • IPCs can now drink and be fed from glasses

Fox McCloud updated:

  • Laser eyes mutation no longer drains nutrition
  • splits the EMP kit into two things: the standard EMP kit (2 grenades and an implant), and the EMP flashlight by itself
  • nerfs heart attacks so they do less damage
  • Pickpocket gloves now put the item you strip into your hands as opposed to the floor
  • Picketpocket gloves can now silently strip accessories
  • Pickpocket gloves will no longer give a message for messing up a pickpocket

KasparoVy updated:

  • Adjusting masks while they are not on the face will no longer turn off internals.
  • Adjusting masks while they are not on the face will now cause the mask to hide/reveal the wearer's identity the next time it's worn as intended.
  • Adds the ability to open/close bomber jackets.
  • Adds a security bomber jacket. This jacket inherits the protection and storage capabilities as a standard Security vest with additional bomber jacket benefits.
  • Adds UI button in top left of screen for jacket adjustment.
  • Replaces the standard bomber jacket in the Pod Pilot bay with the Security version.
  • Centralizes jacket/coat adjustment handling.
  • All jackets start closed by default.
  • Geneticist duffelbag on-mob sprite (for all species).
  • Vox-fitted backpacks, satchels, ERT backpacks, duffelbags and defib unit.
  • Refactors back-item icon generation.
  • Typo in the description of Santa's sack.
  • Missing punctuation and gender macros in the description of the bag of holding.
  • The tweak to back-icon generation fixes a bug where the wrong sprite name was being used to generate back-item icons.

PPI updated:

  • Adds the ability to hide papers in vents. You can now leave a romantic love letter, exchange information in secret, or hide papers infused with the power of nar'sie from sight.

Regen1 updated:

  • Adds the Immolator laser gun, a modified laser gun with 8 shots that will ignite mobs, can be made in R&D

Spacemanspark updated:

  • Adds *yes and *no emotes to Synthetics. Glory to Synthetica.

Tastyfish updated:

  • The PDA system has been completely redone behind the scenes! It should be functionally similar, although there is now a Home and Back button at the bottom as appropriate.
  • All of the heads now have multicolored pens.
  • EngiVend now has 10 camera assemblies.
  • Borgs can now use vending machines.
  • There are now picture frames that can be made from the autolathe or wood planks for papers, photos, posters, and canvases!

pinatacolada updated:

  • Makes the Protect Station AI law board no longer consider people that damage the station crew, instead of human

ppi updated:

  • When revealed Revenants will not be able to move at the maximum move speed, nor be able to pass through any solid object, like walls, windows, grills, computers and mechs.

13 February 2016

Crazylemon64 updated:

  • Relaxes the check on what atoms you can follow to any movable atom
  • Mages are now more ragin
  • Admins can now adjust the total number of wizards at runtime by tweaking either max_mages, or players_per mage

DaveTheHeadcrab updated:

  • Adds new worn icons for duffelbags to better reflect their size, compliments of WJohn at /tg/

FalseIncarnate updated:

  • Adds burritos, made from cutlets, beans, rice, capsacin oil (hotsauce), cheese, and flat dough (because we lack proper tortillas) in the microwave.
  • Adds chimichangas. You know you want a deep-fried burrito.

Fox McCloud updated:

  • Updates some spell icons with better/higher quality icons
  • Updates unarmed attacks to allow for more customization
  • Updates martial arts so they factor in specie's attack messages and sounds
  • Re-balances Sleeping Carp fighting style
  • Re-balances Bo Staff
  • Rebalances Golem: they should now be spaceproof, fire+cold proof, rad proof, virus immune, clonable, parapen+syringe gun immune, deal increased melee damage. Their armor has been reduced to 55 melee across the board, their slip immunity removed, pain immunity removed, and they're slightly slower
  • Fixes Ei Nath generating two brains
  • Ensures the Necromatic Stone generates actual skeletons
  • Can now strip PDA/IDs from Golems
  • Fixes sleeping carp grab not being an instant aggressive grab
  • Fixes an exploit with declaring war on the station

KasparoVy updated:

  • Orange and purple bandanas for all station species.
  • The ability to colour bandanas with a crayon in a washing machine.
  • Refactors the bandana adjustment system.
  • Minor adjustments to Tajaran and Unathi bandana east/west sprites.
  • Adjusting a bandana will now take if off of your head/face and put it in an available hand. If both hands are available, it goes in the selected hand.
  • Adjusting a coloured bandana will no longer revert it to the original coloured icons anymore.
  • Adjusting a bandana from mask-style to hat-style means the bandana won't obscure your identity anymore.
  • Greys now use re-positioned smokeables. They no longer smoke out the eyes.

TheDZD updated:

  • Fixes spacepods being able to shoot through walls.
  • Lowers spacepod weapons fire delay.
  • Increases spacepod weapons energy costs.
  • Makes spacepods move at speeds not rivaling those of photon beams. They are now a hair bit faster than a person with a jetpack.
  • Reduces battery costs for spacepod movement.

10 February 2016

Crazylemon64 updated:

  • The cloner now checks for NO_SCAN on the brain when scanning - unclonable species are now truly unclonable. You are still able to revive them with a brain transplant and a defib, however.
  • A tier-4 DNA scanner linked to a cloning system will now be able to reproduce a body from a brain's DNA, in event of the original corpse being gibbed or similar.
  • Species with organic limbs and NO_BLOOD will no longer bleed (though still on hit - write that off as "bone powder")
  • Skeletons now lack internal organs, except for the runic mind which exists in their head - an analogue for the brain
  • Skeletons that drink milk will be regenerated at a moderate pace, have a small chance of mending bones, and will praise the great name of mr skeltal
  • Adds a reagent system for species reacting to specific reagents
  • Slime People can now select from all human hairstyles, and their "hair" will be tinted a shade of their body.
  • Increases the frequency of the cortical borer event.
  • People with borers cannot commit suicide - this applies to a controlling borer, too.
  • Borers can no longer overdose their hosts.
  • Borers can now inject Saline-Glucose, Spaceacillin, Hydrocodone, Mitocholide, Salbutamol, Capulettium+, and Charcoal. Styptic was removed, as it's pathetic at healing when directly injected. Salicyclic acid was removed too, as its functionality is duplicated by both hydrocodone and saline-glucose.
  • A mind trapped by a cortical borer can now understand things it could understand when normally in its body.
  • Changes chemistry's welding tank to a wall-mounted version, to increase the room available.
  • You can now gib butterflies and lizards with a knife
  • Ghosts can now follow mecha
  • You can now access an R&D console by emagging it - it did nothing before.
  • Walls will now properly smooth and show damage.
  • Fixes the dialog that occurs when the AI shuts off to actually do what it says it does

Fox McCloud updated:

  • Fixes not being able to attach IEDs to beartraps
  • Can no longer spamclick someone to death using headslamming on a toilet/urimal
  • Toilet/urinal headslamming now plays a sound
  • Toilet headslamming damage reduced slightly
  • Can now fill open reagent containers in a toilet to receive "toilet water".
  • No more message spam when someone fills a container using a sink
  • Can now wash your face using a sink, which washes away lipstick and wakes you up slightly
  • Washing things will now use progress bars
  • Ensures consuming a single syndicate donk pocket won't get you addicted to meth
  • Kinetic Accelerators and E-bows automatically reload

Glorken updated:

  • Added a Knight Arena for Holodeck.
  • Added red and blue claymore sprites.
  • Changed overrided to overrode when emagging Holodeck computer.

KasparoVy updated:

  • Vox versions of the Officer SWAT sechailer + HOS SWAT sechailer + Warden SWAT sechailer.
  • Resprited versions of most Human masks to fit Unathi, Tajara and Vulpkanin.
  • Warden now gets their own version of the SWAT sechailer in their locker.
  • HOS now gets the appropriate version of the SWAT sechailer in their locker.
  • Repositioned smokeables now available for Vox, Unathi, Tajara and Vulpkanin.
  • Properly shades Vox bandana down-state sprites.
  • Readds Tajaran bald hairstyle.
  • Alternate style of non-Human breath mask (incl. surgical/sterile mask) down-state positioning.
  • Corrects all non-Human species' breath mask (incl. surgical/sterile mask) down-state icons to use the right position style.
  • Minor adjustments to Tajaran breath mask up-state sprites.

PPI updated:

  • Adds a reconnect button to the File menu in the client.
  • Adds head patting

Regen updated:

  • Powersink can now drain a lot more power before going boom
  • Buffed the powersinks drain rate
  • Buffed explosion from an overloaded powersink, try to find it instead of overloading the grid.
  • Admin log warning before the powersink explodes

Spacemanspark updated:

  • Miners can now utilize the power of mob capsules to take along their lazarus injected mining creatures!
  • Store your Pokemo- er, sorry, I mean mining mobs that you've captured in the lazarus capsule belt.

Tastyfish updated:

  • Species that don't breathe can kill themselves now!
  • Suicide messages are now catered to your species.
  • Shortened the default pill & patch name when using the ChemMaster.
  • The chaplain now has a service radio headset, as Space Jesus intended.

TheDZD updated:

  • When Ahelping, "Question" is now "Mentorhelp" and "Player Complaint" is now "Adminhelp."
  • Mentorhelps and PM replies from mentors appear in a bold aqua blue color.
  • Adminhelps and PM replies from admins appear in a bold bright red color.
  • PM replies from players appear in a dull/dark purple color.
  • Adds admin attack log to players being converted to cult.
  • Adds shadowling thrall jobbans.
  • Jobbanned players who are converted to shadowling thrall, revolutionary, or cultist will have the control of their body offered up to eligible ghosts.

31 January 2016

Crazylemon64 updated:

  • Syndicate borgs can now interact with station machinery
  • People with slime people limbs can now *squish
  • Skrell's vulnerability to alcohol is checked on their liver, now - a liver transplant will let them take alcohol like a champ - lacking a liver will have the same effect as being a skrell, when drinking

FalseIncarnate updated:

  • Adds in the Magic Eight Ball toy, found in Claw Game prize orbs.
  • Adds in the Magic Conch Shell, an admin-only shell of power.

Fox McCloud updated:

  • Updates Summon Guns and Magic to include many of the new guns
  • Summon Guns/Magic can no longer be used during Ragin' Mages

Tastyfish updated:

  • The emergency shuttle status in the Status tab now has ETA/ETD/etc like before.
  • Code Gamma+ now has a 5 minute emergency shuttle call, like Red.

pinatacolada updated:

  • Adds NanoUI to the operating computer
  • Adds health announcing, critical and oxygen damage aural alerts to the computer, with a menu to selectively turn them on and off

29 January 2016

Crazylemon updated:

  • The DNA scanner has now undergone a seminar to recognize fake identities; It will now scan the actual person's identity, rather than their disguise (read: wearing a mask with or without someone else's ID).
  • Matter eater now allows you to eat humans as if you were fat.
  • Eating mobs with an aggressive grab now generates attack logs.

Crazylemon64 updated:

  • For a short while, there was a clerical error where all AI communications equipment was replaced with bananas. This has now been fixed.
  • Ghosts can now see the contents of smartfridges and look at the drone console
  • Humans now only produce one message when shaken while SSD
  • The supermatter no longer will irradiate everyone, everywhere, when it explodes.
  • Writing on paper will now add hidden admin fingerprints, so that you can't forge mean notes in someone else's name.
  • Brains are no longer able to escape their brain by being a sorcerer.
  • Astral projecting with other runes on the same tile will now no longer prevent you from re-entering
  • Voxxy that is become ex-voxxy no longer carry voxxy appearance! yaya!

FalseIncarnate updated:

  • Allows plants to be identified as enhanced*. Enhancing plants results from using reagents (like saltpetre) that affect the stats of a seed instead of using mutagens/machines. *May not meet standards for being classified as "organic produce". (This was already possible, just renames enhanced plants for easier differentiation)

Fox McCloud updated:

  • Fixes mutadone not working with some genetic mutations
  • Fixes banana honk and silencer being alcoholic
  • Fixes Kahlua being non-alcoholic
  • Fixes polonium not metabolizing
  • Fixes being able to receive free unlimited boxes from the Merchandise store
  • Adds in wooden bucklers
  • Re-adds roman shield to the costume vendor
  • Buffs Riot shield damage from 8 to 10
  • Adds in a Skeleton race
  • Tweaks the skeletons colors to be more realistic and to blend in less with the floor
  • Adds in lichdom spell for the wizard
  • Adds in lesser summon guns spell for wizard
  • adds in Mjolnir and the singularity hammer as weapons the wizard can purchase
  • Wizard can purchase the charge spell from the spell book
  • Wizard can purchase a healing staff from the spell book
  • Tweaks and lowers spell costs of utility spells for wizard
  • Re-organizes the spellbook to be better divided into categories and have a better window size
  • Knock now opens+unlocks lockers
  • Magic Missile has a slightly longer cooldown and no longer deals damage, but has a lower cooldown is upgraded

KasparoVy updated:

  • Navy blue Centcom Officer's beret for use by the Blueshield.
  • Adds the new navy blue beret to the Blueshield's locker.
  • Gives the Blueshield's berets (black and navy blue) the exact same strip delay and armour as the Security Officer's beret.
  • Adds TG energy katana back and belt sprite.
  • Bo staff back sprite.
  • Adjusts energy katana sprites to make the weapon stand out a bit more from the regular katana.
  • Cutting open the toes of footwear so species with feet-claws can wear them.
  • Toeless jackboots.
  • Cleans up glovesnipping and lighting a match with a shoe.
  • Lighting a match with a shoe produces a more appropriate message, handled at the same standard as glove-snippingboot-cutting.

Tastyfish updated:

  • Cargonia now has its own section in the manifest.

TheDZD updated:

  • Due to budget cuts and reports of operatives accidentally firing enough bullets to reach a state of what our scientists refer to as "enough dakka," Syndicate High Command has decided to restore the Syndicate Strike Team arsenal to using standard-issue L6 SAW ammunition.

24 January 2016

KasparoVy updated:

  • Fixes markings overlaying underwear.
  • Nude icon in underwear.dmi
  • Fixes Vox robes not using the correct on-mob sprites.
  • Fixes unreported bug where there was a slim chance during character preview icon generation that a character with Security Officer set to high would get rendered with either the wrong beret sprite or no beret sprite at all.
  • Fixes an issue where Sigholt's fluff beret wasn't using the correct sprites.

Tastyfish updated:

  • Passively power-consuming borg modules, such as the peacekeeper movement and shield module, won't spam the user infinitely if they're low on power anymore.

23 January 2016

Fox McCloud updated:

  • Removes Vampire HUD
  • moves the Vampire blood counter to a more easy to see location
  • Adds in a Changeling chemical counter display
  • Adds in a Changeling sting counter display
  • Vampire total blood and usable blood will now appear under status
  • Changes vampire blood display to be similar to ling chemical counter
  • Fixes unnecessary toxin damage being dealt on severe bloodloss
  • Fixes human mobs not receiving proper random names
  • Adds in knight armor
  • Grants the chaplain a set of crusader knight armor
  • Adds in cult-resistant ERT paranormal space suit
  • Allows the Chaplain to convert his null rod into a holy sword with crusader knight armor
  • Chaplain's closet is now a secure closet
  • Adds in Assault Gear crate to cargo
  • Adds in military assault belt
  • Adds in spaceworthy swat suits
  • tweaks bandolier to hold 2 additional shotgun shells
  • bartender starts off with +2 additional shells
  • Reduces the cost of the space suit crate and doubles its contents
  • Refactors knives so their behavior is more universal
  • Fixes Hulk not properly being removed when your health drops below a threshold
  • Fixes flickering vision in a mining mech

Tastyfish updated:

  • Poly has taken a seminar on the latest trends in engine operations.
  • Player-controller parrots can now hear their headsets.

Tigerbat2000 updated:

  • The nuclear disk escaping on the shuttle no longer counts as a syndicate minor victory.
  • Cultists can once again actually greentext the escape objective.

20 January 2016

DarkPyrolord updated:

  • Adds in hardsuit sprites for Vulpkanin

FalseIncarnate updated:

  • Allowed cheap lighters and individual matches to be put into cigarette packages at the cost of cigarette space.
  • Matches can now be lit and put out by striking the match on your shoes. Good for if you lose that matchbox, or want to just feel cool.

Fox McCloud updated:

  • Fixes brute damage on weapons not knocking people down.
  • Tweaks implant behavior to be more consistent and unified.
  • Lowers the pAI cooldown from 60 seconds to 5 seconds.
  • Raw telecrystal can now be used to charge uplink implants.
  • Fixes being unable to holster the pulse pistol
  • Fixes being able to holster shotguns

KasparoVy updated:

  • Improved shading on all Vulpkanin hardsuit tails.
  • Vulpkanin hardsuit helmet respriting (colour tweaks).
  • Vulpkanin hardsuit helmets with proper flashlight-on sprites.

Tastyfish updated:

  • The ID computer Access Report printout now separates the access list with commas so it's actually readable.
  • The ID computer Access Report printout isn't blank if you don't have an authorization card in anymore.
  • In the supply ordering & shuttle consoles, one can now cancel an order at either the Reason or Amount input dialogs.
  • Table flipping uses correct sprites.

TheDZD updated:

  • Adds world.Topic() handling so that users are notified in-game when pull requests are opened, closed, or merged on the Github repo.

18 January 2016

Crazylemon updated:

  • New classes of shapeshifters have been sighted around the NSS Cyberiad...
  • Wizards now can't teleport to other antag spawn points.
  • Removes an extruding pixel from the left-facing IPC glider monitor sprite.
  • Ragin' Mages now spawn every 7 minutes, instead of 5. Admins can further adjust this by modifying the 'delay_per_mage' variable.
  • Ragin' Mages are now made with 100% less in-use souls (Apprentices won't have their consciousness yoinked).
  • It takes half an hour for the REAL chaos of ragin' mages to start, for at least a semblance of normality.

Dave The Headcrab updated:

  • Adds the advanced energy revolver, toggles between taser and laser modes.
  • Removes the detective's revolver from the blueshield's locker.
  • Changes the taser the blueshield starts with into an advanced energy revolver.

Deanthelis updated:

  • Added the ability for the Magnetic Gripper to pick up and place light tiles.

Fethas updated:

  • Readds the hud icon showing up for master and servent
  • adds mindslave datum hud thingy based on TGs gang huds

Fox McCloud updated:

  • Fixes not being able to add/remove Weapon Permit from IDs.
  • Fixes the energy sword being invisible in-hand when turned on.
  • Fixes the telebaton being invisible in-hand when extended.
  • Fixes eye-stabbing not having an attack animation or hitsound.
  • Fixes some kitchen utensils playing the wrong hit-sound and playing twice in some cases.
  • Fixes the butcher cleaver sprite being backwards.
  • Fixes the telebaton sprite being missing from the side.
  • Fixes the meat cleaver being invisible in-hand.
  • Corrects some grammatical descriptive errors for the elite syndicate hardsuit.
  • completely overhauls implants to TG's standards.
  • Adds storage implant.
  • Adds microbomb and macrobomb implants.
  • Adds in support for removing implants directly into cases.
  • Removes Bay style explosive implants.
  • Removes compressed matter implants.
  • Tweaks the uplink to reflect removal of the old implants and inclusion of the new.
  • Fixes/cuts down on the lag caused by monkey cubes.

Jey updated:

  • Inflatable walls and door can now be deflated by altclicking them
  • Fixed lag from expanding multiple monkeycubes at once.

KasparoVy updated:

  • Adds blank icons with standardized timings for species tail wagging, used in icon generation.
  • Fixes tails overlapping arms/limbs + gloves, etc. when facing EAST or WEST.
  • Ensures tails will overlap stuff as normal only when facing NORTH so as to avoid unwanted interference with the base sprite.
  • Tails now appear in ID cards, overlays things correctly.
  • Tails now overlay and are overlaid by things correctly in preview icons.
  • Modifies the positioning of tail icon generation in the ID card preview icon generation file.
  • Modifies the positioning of tail icon generation in the player preferences preview icon generation file.
  • Breaks limb generation into its own layer, breaks tail generation into a second layer that can be overlaid by limbs.
  • If the user's species is flagged to have a tail that is overlapped, TAIL_LAYER will now overlay the NORTH direction sprite of a tail now, while TAIL_UNDERLIMBS_LAYER gets all remaining directions. Otherwise icons are generated in the traditional manner.
  • Adjusts the Unathi right arm east direction and animated tail sprites, recolouring a random pixel and fixing a floating tail respectively.
  • Adjusts position of tail layer such that tails' north direction sprites will overlay backpacks (more importantly, satchel straps).
  • Accommodates admin-overrides to the body_accessory species check by setting the default animation template to Vulpkanin.
  • Adjusts north-direction Unathi static tail sprite, now attaches to the body in the correct location.
  • Adds some TG underwear.
  • Adds an NV science goggles worn sprite.
  • Ports Bay/TG berets.
  • Adjusts beret sprite, recolours strange orange pixels.
  • Adjusts NV science goggles object icon. Removed strange border and centered it.
  • Ports Polaris' PRs 761 and 778, brings over Ragnie's awesome Ward-Takahashi prosthetics.

Kyep updated:

  • Changing level to gamma/delta/epsilon now displays a special gamma/delta/epsilon sprite on status monitors
  • Changing level to green/blue now clears the status monitors, so they no longer show higher alert levels after the level is changed

NTSAM updated:

  • Added a rainbow IPC screen.

PPI updated:

  • Modifies the effective time limit to activate the Nuclear Challenge as Nukeops from two minutes to seven minutes

Tastyfish updated:

  • The QM now actually has a QM stamp instead of a fake one, as well as an approved and denied stamp.
  • New area named 'Genetics Maintenance' solidifying/relabelling the confusing area between the morge and Mech Bay as being fully maintenance again, but working correctly and with proper doors.
  • Fixed a few maintenance door names to be in parity to the rest of the station.
  • Added the ability to print the records photo of a crew member from a security records console. Useful for Wanted notices!

Tigercat2000 updated:

  • You can no longer use the gibber for monkies.
  • Cleaned up gibber.dm styling.
  • The fire alarm now uses NanoUI, with color coded alert levels.
  • Upgraded NanoUI (again), fancy FontAwesome icons.
  • Didn't add any butts. Yet.

13 January 2016

Fox McCloud updated:

  • Fixes Rezadone not clearing mutated organs.
  • Clone damage immunity removed from Slime People, Shadowlings, Golems, and Vox
  • Explosions will no longer destroy things underneath turfs until the turf is exposed.
  • fixes a runtime related to revolver spinning.
  • fixes server loading taking an abnormally long time.

Kyep updated:

  • Blob, vine and virus outbreaks are now more clearly labeled as such, to avoid people confusing them with each other

Tastyfish updated:

  • NT Rep fountain pens and magistrate gold pens can now write in 5 different colors. The IAA gets a cheap plastic equivalent.

11 January 2016

CrAzYPiLoT updated:

  • Fixes the footsteps sounds to the fullest.

Crazylemon updated:

  • Bomb guardians now automatically notify their master when they've set something to boom, so there's less accidental friendly fire
  • Bomb guardians are only notified that their trap failed, if it ACTUALLY FAILED.
  • Bomb guardians now are more aware of what is primed to explode.
  • Bomb guardian summoners can now defuse their guardian's bombs without harm.
  • Brought RAGIN' MAGES back up to function.

Dave The Headcrab updated:

  • Added a new icon for the soy and cafe latte drinks. Icons courtesy of Full Of Skittles, resident overlord of art.

Fox McCloud updated:

  • Re-arranges the armory and changes its contents minorly.
  • Adds in rubbershot ammo boxes.
  • Fixes Mutadone incurring a massive cost on the server.
  • Positronic brains can no longer speak binary.
  • Positronic brains can be prevented from speaking (or allowed) by toggling their speaker on/off.
  • IPC's positronic brains start off toggled off.
  • Fixes the supermatter announcement causing massive amounts of server lag.
  • Adds in tradable telecrystals.

08 January 2016

Crazylemon updated:

  • Fully enables a system to allow species to have unique procs and verbs that come and go with the species.
  • IPCs lose their change monitor verb when changing species now. Gone are the days of recalling a past IPC life to perform self-barbery! Oh, woe is me!
  • Sleepers and Body Scanners will now reliably work when rotated
  • SSD humans should be asleep more reliably now.

Dave The Headcrab updated:

  • Nerfs the damage the Detective's revolver does from 15 brute to 5 brute.
  • Adds a 300 round capacity buckshot magizine that fits into the L6 Saw.
  • Adds a 25 round capacity 40mm HE magizine that fits into the L6 Saw.
  • Adds the 'Devastator' L6 SAW, starts off loaded with the buckshot magizine.
  • Gives the SST the 'Devastator' L6 Saw, and one of each mag type in their bag.

FalseIncarnate updated:

  • Plants will now begin to die over time if their age exceeds 5 times their TRAIT_MATURATION value.
  • Weed growth chance per process in trays has been slightly increased (Previously: 5% chance if no seed, 1% otherwise;Now: 6% / 3%).
  • Pest growth in trays has been slightly buffed. (Previously: 3% chance to increase by 0.1; Now: 5% chance to increase by 0.5)

Fethas updated:

  • Due to Archmage Steve leaving the nya-cromantic stone near the microwave, the true power of the stone has been unleashed. Subjects of the stone are not only ressurected ... but resurrected as catgirls ... We fired steve.

Fox McCloud updated:

  • fixes a bug relating to some brute/burn damage being dealt to human mobs.
  • Adds in overloading APCs, causing them to arc electricity to mobs in range.
  • Makes Engineering related APCs overload proof.
  • Implements the timestop spell.
  • Implements new sepia slime reaction which halts time in an AoE.
  • sentience potions no longer can make slimes sentient.
  • Removes Hulk instant stun.
  • Hulk damage increased.
  • Hulk wears off at a lower health threshold.
  • Fixes strange reagent not working on simple animals.
  • Reduces the amount shock damage and bounces for the Tesla engine.
  • Fixes Syndicate Cyborg's LMG being invisible.
  • Fixes the uplink kit having implanters that were both nameless and looked as if they had been used.

KasparoVy updated:

  • Added the security gasmask, sexy mime mask, bandanas, balaclava, welding gas mask and wrestling masks for Vox. Added adjusted-state sprites for the Vox breath, medical, and surgical masks.
  • Removed a duplicate of the human balaclava sprite.
  • Modifies the Vox plague-doctor, fake moustache, sterile and medical mask sprites to fit the Vox anatomy and animates the Vox SWAT mask. Corrects the names of some Vox mask adjusted-state sprites.

Tastyfish updated:

  • Fixed the pronouns in a few verbs and the door to 'Interrogation Observervtion'.

Tigercat2000 updated:

  • Added 96x96 (3x) res option to icons menu

06 January 2016

Certhic updated:

  • Corrected some air alarms so that atmos computer can access them
  • Bodyscanner now sees mechanical parts in internal organs

Crazylemon64 updated:

  • Sleeping simple animals should tick down sleeping as normal - deaf simple mobs are no longer a thing

Tastyfish updated:

  • Instruments now use NanoUI.
  • Corrected the blueshield mission briefing.

03 January 2016

TheDZD updated:

  • Ports over changelog system from /tg/station.
GoonStation 13 Development Team
Coders: Stuntwaffle, Showtime, Pantaloons, Nannek, Keelin, Exadv1, hobnob, Justicefries, 0staf, sniperchance, AngriestIBM, BrianOBlivion
Spriters: Supernorn, Haruhi, Stuntwaffle, Pantaloons, Rho, SynthOrange, I Said No

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

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