code:
26 February 2014

Incoming5643 updated:

Color blending Kitty Ears have returned.

25 February 2014

Incoming5643 updated:

Colored burgers! Include a crayon in your microwave when cooking a burger and it'll come out just like a Pretty Pattie.

Fixed AI's being able to interact with syndicate bombs.

24 February 2014

Ergovisavi updated:

Added Advanced Mesons and Night Vision Goggles to the protolathe.

Giacom updated:

Silicons no longer stop statues from moving when in sight.

Increased the health of statues.

Increased the range of statues's blinding spell.

HornyGranny updated:

Reduced the range of Violin notes.

Low quality violin midi-notes replaced with better .ogg-notes.

Incoming5643 updated:

Improved the Syndicate Implant bundle to contain freedom, uplink, EMP, adrenalin and explosive implanters.

Added Mineral Storeroom to R&D; containing the Ore Redemption Machine; no more assistants stealing your ore in the open hallway.

Miauw updated:

No more removing cursed horseheads.

Razharas updated:

Fixed infinite telecrystal exploit.

19 February 2014

Aranclanos updated:

Removed the chance of your hat falling off when slipping.

Perakp updated:

Added Iatot's cyborg module selection transformation animations.

17 February 2014

Ergovisavi updated:

Mining has been significantly overhauled. Hostile alien life has infested the western asteroid! Miners are given an equipment voucher to obtain equipment to protect themselves. There is a spare voucher in the HoP's office, should someone want to switch to mining mid-shift.

The Ore Redemption Machine has been added just outside of the Science wing. Ore goes in, Sheets go out, and points are tallied on the machine. Insert your ID to claim points, then spend them on goods at Mining Equipment Lockers. You require specific accesses to tell the Ore Redemption Machine to unload its sheets.

Should you not care for being eaten alive by horrible alien life, it is suggested you stick to the eastern asteroid, where there is no hostile alien life... though the yield on ore is not as good.

Most ore is no longer visible to the naked eye. You must ping it with a Mining Scanner (Available in all mining lockers) to locate nearby ore. Make sure to equip your mesons first, or it won't be visible.

Mesons no longer remove the darkness overlay, you must properly light your environment. Hull breaches to space can still be clearly seen, and it will still protect you from the singulo.

Mineral spawn rates have been significantly tweaked to cut down on unnecessary inflation of mineral economy.

The asteroid no longer has ambient power on the entire asteroid. AI's who go onto asteroid turf will slowly die of power loss. Mining outposts are unaffected.

Fixed an issue where projectiles shot by simple mobs or thrown would hit multiple times.

Fleure updated:

Reduced chicken crates to contain 1-3 chicks, down from 3-6

Increased fertile chicken egg chance from 10% to 25%

Yota updated:

Photograph now rendered crisp and clean, so that we may enjoy them in their 0.009 megapixel goodness.

Cameras should now capture more of what they should, and less of what they shouldn't.

09 February 2014

ADamDirtyApe updated:

The lawyer now spawns with a Sec Headset.

Demas updated:

Banana peel size is based on banana size.

Bigger peels slip for longer than smaller ones. Remember that produce size is based on potency.

The clown now spawns with a decent sized banana.

The banana mortar now shoots 65 potency peels.

Giacom updated:

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

Incoming5643 updated:

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

Neerti updated:

Sec Belts can now hold Stun Batons.

Stun Batons now only take 10 seconds to fully recharge.

Razharas updated:

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

adrix89 updated:

Spray Bottles can no longer  wet up to three tiles with water.

Spray Bottles have a third higher release volume that wets a single tile.

Water slip times are reduced to the same stun times as soap.

08 February 2014

MrPerson updated:

Added a NanoUI for the SMES

Razharas updated:

Adds more constructible and deconstructable machines!

Added constructible miniature chemical dispensers, upgradable

Sleepers are now constructible and upgradable, open and close like DNA scanners, and don't require a console

Cryogenic tubes are now constructible and upgradable, open and close like DNA scanners, and you can set the cryogenic tube's pipe's direction by opening its panel and wrenching it to connect it to piping

Telescience pads are now constructible and upgradable

Telescience consoles are now constructible

Telescience tweaked (you can save data on GPS units now)

Teleporters are now constructible and upgradable, the console has a new interface and you can lock onto places saved to GPS units in telescience

Teleporters start unconnected. You need to manually reconnect the console, station and hub by opening the panel of the station and applying wire cutters to it.

Biogenerators are now constructible and upgradable

Atmospherics heaters and freezers are now constructible and upgradable and can be rotated with a wrench when their panel is open to connect them to pipes. Screw the board to switch between heater and freezer.

Mech chargers are now constructible and upgradable

Microwaves are now constructible and upgradable

All kitchen machinery can now be wrenched free

SMES are now constructible

Dragging a human's sprite to a cryogenic tube or sleeper will put them inside and activate it if it's cryo

Constructible newscasters, their frames are made with autolathes

Constructible pandemics

Constructible power turbines and their computers

Constructible power compressors

Constructible vending machines. Screw the board to switch vendor type.

Constructible hydroponics trays

Sprites for all this

This update will have unforeseen bugs, please report those you find at https://github.com/tgstation/-tg-station/issues/new if you want them fixed.

As usual, machines are deconstructed by screwing open their panels and crowbarring them. While constructing machines, examining them will tell you what parts you're missing.

05 February 2014

Yota updated:

Handling a couple flashlights will no longer transform you into the sun.  Each light source will have deminishing returns.

Inserting lights into containers should no longer dim other lights.

03 February 2014

Demas updated:

Changes windoor and newscaster attack messages to be consistent with windows and grilles. This removes the distracting boldness from windoor attack messages, which is reserved for userdanger, and names the attacker.

Thrown items now play a sound effect on impact. The volume of the sound is based on the item's throwforce and/or weight class.

The fireaxe now has 15 throwforce, when previously it had only 1. But why would you throw it away, anyway?

Projectiles now play a sound upon impact. The volume of the sound depends on the damage done by the projectile. Damageless projectiles such as electrodes have static volumes. Practise laser and laser tag beams have no impact sound.

Added sear.ogg for the impacts of damaging beams such as lasers. It may be replaced if player feedback proves negative.

02 February 2014

Demas updated:

Attack sounds for all melee weapons! No more silent attacks.

The volume of an object's attack sound is based on the weapon's force and/or weight class.

Welders, lighters, matches, cigarettes, energy swords and energy axes have different attack sounds based on whether they're on or off.

Weapons that do no damage play a tap sound. The exceptions are the bike horn, which still honks, and the banhammer, which plays adminhelp.ogg. Surely nothing can go wrong with that last one.

When you tap someone with an object, the message now uses "tapped" or "patted" instead of attacked. The horn still uses HONKED, and the banhammer still uses BANNED.

You won't get the "armour has blocked an attack" message for harmless attacks anymore.

Adds 5 force to the lighter when it's lit. Same as when you accidentally burn yourself lighting it.

Removes boldness from item attack messages on non-human mobs. The attack is bolded for a player controlling a non-human mob. Now your eyes won't jump to the chat when it's Pun Pun who's being brutalised.

Blood will no longer come out of non-human mobs if the attack is harmless.

Adds a period at the end of the catatonic human examine message. That's been bugging me for years.

The activation and deactivation sounds of toy swords, energy swords and energy shields are slightly quieter. Energy swords and shields are now slightly louder than toys.

You can no longer light things with burnt matches.

Match, cigarette and lighter attack verbs, forces and damage types change based on whether the object is lit or not.

Fixes a bug with the energy blade that kept it at weight class 5 after it was deactivated. Who cares, it disappears upon deactivation.

Changes the welder out of fuel message slightly to be less fragmented.

Removes dead air from a lot of weapon sound effects to make them more responsive. In other words, the fire extinguisher attack sound will play a lot sooner after you attack than before.

Equalised the peak volumes of most weapon sounds to be -0.1dB in an attempt to make volumes based on force more consistent across different sounds.

01 February 2014

Ergovisavi updated:

Walking Mushrooms will now attack and eat each other! They're all a little unique from each other, no two shrooms are exactly alike, and a better quality harvest means stronger Walking Shrooms. Pit them against each other for your entertainment.

Each mushroom will have a different colored cap to identify them. When mushrooms eat each other, they get stronger. The resulting mushroom will drop more slices when cut down to harvest, and will have better quality slices.

Don't hurt them yourself, though, or you'll bruise them, and mushrooms won't get stronger from eating a bruised mushroom. If your mushroom faints, feed it a mushroom such as a plump helmet to get it back on its feet. It will slowly regenerate to full health eventually.

30 January 2014

Balrog updated:

Syndicate Playing Cards can now be found on the Syndicate Mothership and purchased from uplinks for 1 telecrystal.

Syndicate Playing Cards are lethal weapons both in melee and when thrown, but make the user's true allegiance to the Syndicate obvious.

Sprites are courtesy of Nienhaus.

Demas updated:

Adds thud sounds to falling over

Known bug: Thuds play when cloning initialises or someone is put into cryo. This will be fixed.

Ergovisavi updated:

Gibtonite, the explosive ore, can now be found on the asteroid. It's very hard to tell between it and diamonds, at first glance.

Gibtonite deposits will blow up after a countdown when you attempt to mine it, but you can stop it with an analyzer at any time. It makes for a good mining explosive.

The closer you were to the explosion when you analyze the Gibtonite deposit, the better the Gibtonite you can get from it.

Once extracted, it must be struck with a pickaxe or drill to activate it, where it will go through its countdown again to explode!

Explosives will no longer destroy the ore inside of asteroid walls or lying on the floor.

Miauw updated:

Adds changeling arm blades that cost 20 chems and do 25 brute damage.

Arm blades can pry open unpowered doors, replace surgical saws in brain removal, slice tables and smash computers.

MrPerson updated:

Mobs now lie down via turning icons rather than preturned sprites.

You can lie down facing up or down and the turn can be 90 degrees clockwise or counterclockwise.

Resting will always make you lie to the right so you look good on beds.

Please report any bugs you find with this system.

Petethegoat updated:

Increased the walk speed. Legcuffed speed is unaffected, and is still suffering.

Sped up alien drones, they are now the same speed as sentinels.

28 January 2014

Demas updated:

Adds thud sounds to falling over

Known bug: Thuds play when cloning initialises or someone is put into cryo. This will be fixed.

26 January 2014

Balrog updated:

Syndicate Playing Cards can now be found on the Syndicate Mothership and purchased from uplinks for 1 telecrystal.

Syndicate Playing Cards are lethal weapons both in melee and when thrown, but make the user's true allegiance to the Syndicate obvious.

Sprites are courtesy of Nienhaus.

25 January 2014

Miauw updated:

Adds changeling arm blades that cost 20 chems and do 25 brute damage.

Arm blades can pry open unpowered doors, replace surgical saws in brain removal, slice tables and smash computers.

24 January 2014

Ergovisavi updated:

Gibtonite, the explosive ore, can now be found on the asteroid. It's very hard to tell between it and diamonds, at first glance.

Gibtonite deposits will blow up after a countdown when you attempt to mine it, but you can stop it with an analyzer at any time. It makes for a good mining explosive.

The closer you were to the explosion when you analyze the Gibtonite deposit, the better the Gibtonite you can get from it.

Once extracted, it must be struck with a pickaxe or drill to activate it, where it will go through its countdown again to explode!

Explosives will no longer destroy the ore inside of asteroid walls or lying on the floor.

21 January 2014

MrPerson updated:

Mobs now lie down via turning icons rather than preturned sprites.

You can lie down facing up or down and the turn can be 90 degrees clockwise or counterclockwise.

Resting will always make you lie to the right so you look good on beds.

Please report any bugs you find with this system.

19 January 2014

KazeEspada updated:

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

Rolan7 updated:

You can now sell mutant seeds, from hydroponics, to Centcom via the supply shuttle.

Fixes powersinks causing APCs to stop automatically recharging.

17 January 2014

ManeaterMildred updated:

Changed the way the Gygax worked. It now has less defense and shot deflection, but is faster and have less battery drain per step.

Nerfed the Carbine's brute damage and renamed it to FNX-99 "Hades" Carbine.

Nerfed the Gygax defense from 300 to 250.

				  Nerfed the Gygax projectile deflection chance from 15 to 5.

				  Buffed the Gygax speed from 3 to 2, making it faster.

				  Reduced the battery use when moving from 5 to 3.

				  The Mech Ion Rifle now has a faster cooldown, from 40 to 20.

				  Nerfed the carbine's Brute Damage from 20 to 5.

				  Please post feedback to these changes on the forums.

15 January 2014

Dumpdavidson updated:

EMPs affect the equipment of a human again.

EMP flashlight now recharges over time and its description no longer reveals the illegal nature of the device.

EMP implant now has two uses.
 EMP kit now contains two grenades.

14 January 2014

Fleure updated:

Added spider butchery.

Added spider meat, legs, and edible eggs.

Added new spider related meals.

Giacom updated:

Because of an emagged cyborg's explosion, the MMI will die with it.

The self-respiration symptom will now properly keep you from dying of oxygen loss.

The Stimulant symptom's activation chance was increased so you had a constant flow of hyperzine.

Incoming updated:

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

ManeaterMildred updated:

Updated research designs.

The Protolathe can now build a Ion Rifle.

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

SirBayer updated:

Armor now reduces damage by the protection percentage, instead of randomly deciding to half or full block damage by those percentages.

Shotguns, with buckshot shells, will fire a spread of pellets at your target, like a real shotgun blast.

12 January 2014

VistaPOWA updated:

Added Syndicate Cyborgs.

They can be ordered for 25 telecrystals by Nuclear Operatives. A ghost / observer with "Be Operative" ticked in their game options will be chosen to control it.

Their loadout is: Crowbar, Flash, Emag, Esword, Ebow, Laser Rifle. Each weapon costs 100 charge to fire, except the Esword, which has a 500 charge hitcost. Each borg is equipped with a 25k cell by default.

Syndicate borgs can hear the binary channel, but they won't show up on the Robotics Control computer or be visible to the AI. Their lawset is the standard emag one.

Added two cyborg recharging stations to the Syndicate Shuttle.

11 January 2014

Cheridan updated:

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

Errorage updated:

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

Giacom updated:

The game will now have all background operations disabled, this will result in smoother gameplay but may result in some spike lags, before being set back to normal. The gradually increasing lag should now be gone.

You can now emag the crusher, in disposals, to remove the safety. You can use a screwdriver to reset it to the default factory settings.

The toxin compensation symptom will stop giving you toxin damage while at full health.

JJRCop updated:

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

10 January 2014

ChuckTheSheep updated:

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

Giacom updated:

You can whisper while in critical, but you will immediately die afterwards DRAMATICALLY. The closer you are to death, the less you can say.

The wizard won't spawn so much smoke after they blink.

The detective's forensic scanner was upgraded so that it can now scan from afar.

Made the ghost's follow button less buggy. Please make an issue report if it still bugs out.

Rumia29, Nienhaus updated:

A new alt RD uniform spawns in his locker.

07 January 2014

Fleure updated:

Janitor now spawns with a service headset.

Backpack watertank slowdown decreased.

04 January 2014

Razharas updated:

Constructable machines now depend on R&D; parts!

DNA scanner: Laser quality lessens irradiation. Manipulator quality drastically improves precision (9x for best part) and scanner quality allows you to scan suicides/ling husks, with the best part enabling the cloner's autoprocess button, making it scan people in the scanner automatically.

Clone pod: Manipulator quality improves the speed of cloning. Scanning module quality affects with how much health people will be ejected, will they get negative mutation/no mutations/clean of all mutations/random good mutation, at best quality will enable clone console's autoprocess button and will try to clone all the dead people in records automatically, together with best DNA scanner parts cloning console will be able to work in full automatic regime autoscanning people and autocloning them.

Borg recharger: Capacitors' quality and powercell max charge affect the speed at which borgs recharge. Manipulator quality allows borg to be slowly repaired while inside the recharges, best manipulator allows even fire damage to be slowly repaired.

Portable power generators: Capacitors' quality produce more power. Better lasers consume less fuel and reduce heat production PACMAN with best parts can keep whole station powered with about sheet of plamsa per minute (approximately, wasn't potent enough to test).

Autolathe: Better manipulator reduces the production time and lowers the cost of things(they will also have less m_amt and g_amt to prevent production of infinity metal), stacks' cant be reduced in cost, because thatll make production of infinity metal/glass easy

Protolathe: Manipulators quality affects the cost of things(they will also have less m_amt and g_amt to prevent production of infinity metal), best manipulators reduces the cost 5 times (!)

Circuit imprinter: Manipulator quality affects the cost, best manipulator reduce cost(acid insluded) 4 times, i.e. 20 boards per 100 units of acid

Destructive analyzer: Better parts allow items with less reliability in. Redone how reliability is handled, you now see item reliability in the deconstruction menu and deconstructing items that has same or one point less research type level will rise the reliability of all known designs that has one or more research type requirements as the deconstructed item. Designs of the same type raise in reliability more. Critically broken things rise reliability of the design drastically. Whole reliability system is not used a lot but now at least on the R&D; part it finally matters.

02 January 2014

Demas updated:

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

Fleure updated:

Fixed bruisepacks and ointments not working.

Fixed injecting/stabbing mouth or eyes when only thick suit worn.

01 January 2014

Errorage updated:

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

31 December 2013

Fleure updated:

Paper no longer appears with words on it when blank input written or photocopied

Vending machine speaker toggle button now works

Building arcade machines works again

27 December 2013

Giacom updated:

Light explosions will no longer gib dead bodies anymore. C4 will function the same and gib anything attached.

Syringe gun projectiles will now display a message when shots are deflected by space suits, biosuits and etc...

You can now move out of sleepers by moving, again.

Miauw updated:

Monkeys now have a resist button on their HUD.

21 December 2013

Bobylein updated:

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

Giacom updated:

The Labor Camp has been changed based on feedback. Ore boxes added, internals added, safety pickaxes/shovels (might revert if unliked).

Labor Camp prisoners, who have earned enough points for freedom, will now have to be alone in the shuttle to move it and to open the middle door; this is in order to prevent free'd prisoners from releasing their comrades.

Monkeys no longer walk away when being pulled or grabbed.

Anti-breach shield generators have a greater range, and will cover more exposed space tiles.

Jordie updated:

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

Nienhaus updated:

Added more poster.

Perakp updated:

You can no longer slip while laying down.

RobRichards, Validsalad updated:

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

18 December 2013

Adrinus updated:

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

Giacom updated:

THE REALISM: Injectors such as syringes, parapens and hypos will not penetrate coveralls with thick material, this includes space suits, biosuits, bombsuits, and their head slot equivalent. Injectors now also consider where you aim, if you aim for the head it will try to use it through the head slot, otherwise it will aim for the body. To clarify, if you are wearing a space helmet and a doctor tries to inject you while aiming at your head, it will protect you until they aim for the unprotected body; same story for wearing a space suit and not a helmet.

The syndicate shuttle has been heavily upgraded with a brand new technology which allows the blast doors to the entrance of the shuttle to AUTOMATICALLY close. Whoa. This brand new technology will help keep out those snoopy crew members.

Lowered the cooldown of creating virus cultures to 5 seconds. You now only need to mix one unit of synaptizine, in a blood full of an advance virus, to get it to remove a random symptom.

Incoming updated:

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

JJRcop updated:

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

Jordie0608 updated:

Replaced the digital valves in atmospherics with pumps.

14 December 2013

Incoming updated:

Magic Mania! Powerful new magical tools and skills for wizard and crew alike!

Beware the new Summon Magic spell, which will grant the crew access to magical tools and spells and cause some to misuse it!

One Time Spellbooks that can be spawned during summon magic that can teach a low level magic skill to anyone! Beware the effects of reading pre-owned books, the magical rights management is potent!

Magical Wands that can be spawned during Summon Magic! They come in a variety of effects that mimic both classical wizard spells and all new ones. They come precharged but lack the means to refill them once their magical energy is depleted... Fire efficently!

Be aware of the new Charge spell, which can take normally useless spent wands and give them new life! This mysterious effect has been found to wear down the overall magical potency of wands over time however. Beyond wands the clever magical user can find ways to use this spell on other things that may benefit from a magical charge...

The Staff of Resurrection, which holds intense healing magics able to defeat death itself! Look out for this invaluable magical tool during castings of Summon Magic.

Be on the lookout for a new apprentice! This noble mage is a different beast from most wizards, trained in the arts of defending and healing. Too bad he still works for the wizard!

09 December 2013

Giacom updated:

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

08 December 2013

Rolan7 updated:

Leather gloves can be used to removes lights.

Plant, ore, and trash bags have a new option to pick up all items of single type

Creating astroturf now works like sandstone, converting all the grass at once.

Uranium and radium can be used instead of mutagen.  10 can mutate species, 5 or 2 mutate traits.  Highly toxic.

Plants require a little light to live.  Mushroom require even less (2 units vs 4) and take less damage.

05 December 2013

Razharas updated:

Reworked how ling stings are done, now when you click a sting in the changeling tab it becomes current active sting, the icon of that sting appears under the chem counter, alt+clicking anyone will sting them with current sting, clicking the icon of the sting will unset it.

Monkeys have ling chem counter and active sting icons in their UI.

Going monkey -> human will try to equip the human with everything on the ground below it.

02 December 2013

Giacom updated:

A less annoying virology system! From now on, you can only get low level virus symptoms from virus food, medium level virus symptoms from unstable mutagen and high level virus symptoms from liquid plasma. You can find a list of symptoms, and which chemicals are required to get them, here: http://wiki.ss13.eu/index.php/Infections#Symptoms_Table

The virologist starts with a bottle of plasma in his smart fridge.

Made it so you cannot accidentally click in the gaps between chem masters.

01 December 2013

cookingboy3 updated:

Added three new buttons to the sandbox panel.

Removed canister menu, replaced it with buttons.

Players can no longer spawn "dangerous" canisters in sandbox, such as Plasma, N20, CO2, and Nitrogen.

30 November 2013

Yota updated:

The identification console will now require that ID and job names follow the same restrictions as player names.

NTSL scripts and parrots should now handle apostrophes and such properly.  It&#39;s about time.

NTSL scripts now have a better sense of time.

28 November 2013

Malkevin updated:

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

27 November 2013

RobRichards updated:

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

17 November 2013

Laharl Montgommery updated:

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

29 September 2013

RobRichards updated:

Nanotrasen Cyborg Upgrades:

Standard issue Engineering cyborgs now come equipped with replacement floor tiles which they can replenish at recharge stations.

28 September 2013

Ergovisavi updated:

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

26 September 2013

Cheridan updated:

Nanotrasen Anomaly Primer:

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

Step 1. Upon confirmation of an anomaly sighting, report its location. Early detection is key.

		Step 2. Using an atmospheric analyzer at short range, determine the frequency that the anomaly's core is fluctuating at.

		Step 3. Send a signal through the frequency using a radio signaller. Note that non-specialized signaller devices may possibly lack the frequency range needed.

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

		Did you find this report helpful? <select><option value="yes">Yes</option><option value="no">No</option></select>

21 September 2013

Malkevin updated:

Due to complaints about Security not announcing themselves before making arrests NT has now issued it's Sec team with loud hailer integrated gas masks, found in their standard equipment lockers. Users can adjust the mask's level of aggression with a screwdriver.

The sprites could be shaded better. Think you can do better? Post your submissions here.

19 September 2013

Malkevin updated:

Juggernaut's ablative armor has been adjusted. They have a greater chance to reflect lasers however on reflection they take half damage instead of no damage, basically this adjustment means you should be able to kill a Juggernaut with two laser guns instead of four! Also their reflection spread has been greatly widened, enjoy the lightshow

Cargo can now order exile implants.

Checking a collector's last power output via analyzers has been moved to multitools, because that actually made sense (betcha didn't know this existed, I know I didn't)

Analyzers can now be used to check the gas level of the tank in a loaded radiation collector (yay no more crowbars), you can also use them on pipes to check gas levels (yay no more pipe meters)

17 September 2013

SuperSayu updated:

You can no longer strip people through windows and windoors

You can open doors by hand even if there is a firedoor in the way, making firedoor+airlock no longer an unbeatable combination

Ghosts can now click on anything to examine it, or double click to jump to a turf.  Double clicking a mob, bot, or (heaven forbid) singularity/Nar-Sie will let you follow it.  Double clicking your own corpse re-enters it.

AI can double click a mob to follow it, as well as double clicking turfs to jump.

Ventcrawling mobs can alt-click a vent to start ventcrawling.

Telekinesis is now part of the click system.  You can click on buttons, items, etc, without having a telekinetic throw in hand; the throw will appear when you click on something you can move (with your mind).

13 September 2013

JJRcop updated:

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

3 September 2013

Cael_Aislinn updated:

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

2 September 2013

Cael_Aislinn updated:

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

1 September 2013

Cael_Aislinn updated:

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

12 September 2013

AndroidSFV updated:

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

31 August 2013

Cael_Aislinn updated:

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

30 August 2013

Cael_Aislinn updated:

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

21 August 2013

Dumpdavidson updated:

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

18 August 2013

Delicious updated:

Made time and date consistent across medical and security records, mecha logs and detective scanner reports

Added date to PDA

13 August 2013

Giacom updated:

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

12 August 2013

Giacom updated:

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

10 August 2013

Malkevin updated:

Cargo Overhaul: Phase 1

Ported Bay's cargo computer categoy system

Crates have been tweaked significantly. Crates have been reduced to single item types where possible, namely with expensive crates such as weapons and armor. A total of 28 new crates have been added, including chemical and tracking implants, and raw materials can also be bought from cargo for a significant number of points (subject to change)

This was a pretty large edit of repetitive data, so no doubt I've made a mistake or two. Please report any bugs to the usual place

6 August 2013

Giacom updated:

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

5 August 2013

Kaze Espada updated:

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

4 August 2013

Giacom updated:

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

31 July 2013

Ricotez updated:

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

21 July 2013

Malkevin updated:

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

21 July 2013

Cheridan updated:

Instead of a level-up system where it is possible to acquire all the skills, each skill now costs 1 point, and you can pick up to 5.Husking people, instead of giving you more XP to buy skills, now gives you a skill reset, allowing you to pick new ones.

DNA Extract Sting is now free, and is your main mode of acquiring DNA. You can hold up to 5 DNAs, and as you acquire more, the oldest one is removed. If you're currently using the oldest DNA strand, you will be required to transform before gaining more.

New abilities! An UI indicator for chemical storage! Fun!

16 July 2013

Malkevin updated:

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

15 July 2013

Giacom updated:

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

7 July 2013

Giacom updated:

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

27 June 2013

Ikarrus updated:

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

16 June 2013

Khub updated:

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

15 June 2013

Carnie updated:

DNA-scanner pods (DNA-modifier + cloning), now open and close in a similar fashion to closets. This means you click on them to open/close them. This change was to fix a number of issues, like items being lost in the scanner-pods.

As a side-effect, borgs can now clone humans. No harm can become a dead human, so they are not necessarily lawbound to clone them, and such tasks are probably best left to qualified genetics staff.

Petethegoat updated:

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

9 June 2013

Ikarrus updated:

Server operators may now allow latejoiners to become antagonists. Check game_options.txt for more information.

Server operators may now set how traitors and changelings scale to population. Check game_options.txt for more information.

6 June 2013

Giacom updated:

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

4 June 2013

Dumpdavidson updated:

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

2 June 2013

Ikarrus updated:

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

25 May 2013

Ikarrus updated:

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

14 May 2013

Ikarrus updated:

Nanotrasen seeks to further cut operating costs on experimental cyborg units.

-Cyborg chassis will now be made from a cheaper but less durable design.

-RCDs found on engineering models have been replaced with a smaller model to make room for a metal rods module.

-Cyborg arms will no longer be long enough to allow for self-repairs.

NOTE: A cyborg's individual modules have been found to become non-operational should the unit sustain too much structural damage.

11 May 2013

Malkevin updated:

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

7 May 2013

Ikarrus updated:

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

5 May 2013

Rolan7 updated:

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

2 May 2013

Malkevin updated:

You can now weld four floor tiles together to make a metal sheet

The All-In-One Grinder can now grind Metal, Plasteel, Glass, Reinforced Glass, and Wood sheets

Made grey backpacks slightly less ugly

30 April 2013

Ikarrus updated:

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

24 April 2013

Carnie updated:

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

26 April 2013

Aranclanos updated:

Exosuit fabricators will now need to be manually updated

Ikarrus updated:

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

23 April 2013

Malkevin updated:

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

22 April 2013

Malkevin updated:

Overhauled the thermal insulation system

All clothing that protected from one side of the thermal spectrum now protects from the other.

Armor (although most don't have full coverage) protects between 160 to 600 kelvin

Firesuits protect between 60 to 30,000 kelvin (Note: Hotspot damage still exists)

CE's hardsuit got its firesuit level protection back

Bomb suits function as ghetto riot gear

22 April 2013

Cheridan updated:

Stungloves removed 5eva.

Don't rage yet. Makeshift stunprods(similar in function to stungloves) and spears are now craftable. Make them by using a rod on cable restraits, then adding something.

Stun batons/prods now work off power cells, which can be removed and replaced! Use a screwdriver to remove the battery.

17 April 2013

Giacom updated:

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

10 April 2013

Cheridan updated:

You can now condense capsaicin into pepper spray with chemistry.

Pepper spray made slightly more effective.

Teargas grenades can be obtained in Weapons and Riot crates.

Riot crate comes with 2 sets of gear instead of 3, made cheaper. Beanbag crate removed entirely. Just make more at the autolathe instead. Bureaucracy crate cheaper, now has film roll.

NT bluespace engineers have ironed-out that little issue with the teleporter occasionally malfunctioning and dropping users into deep space. Please note, however, that bluespace teleporters are still sensitive experimental technology, and should be Test Fired before use to ensure proper function.

9 April 2013

Ikarrus updated:

Liquid Plasma have been found to have strange and unexpected results on virion cultures. The executive chief science officer urges virologists to explore the possibilities this new discovery could bring.

After years or research, our scientists have engineered this cutting-edge technology born from the science of shaving. The Electric Space-Razor 5000! It uses moisturizers to refuel your face while you shave with not three, not four, but FIVE lazer-precise inner blades for maximum comfort.

4 April 2013

Cheridan updated:

When an AI shunts into an APC, the pinpointer will begin tracking it. When the AI returns to its core, the pinpointer will go back to locating the nuke disc.

New sechud icons for sec officers/HoS, medical doctors, and loyalty implants.

28 March 2013

Carnie updated:

Empty character slots in your preferences screen will now randomize. So they won't initialise as bald, diaper-clad, white-guys.

Reworked the savefile versioning/updating code. Your preferences data is less likely to be lost.

14 March 2013

Major_sephiroth updated:

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

13 March 2013

Elo001 updated:

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

8 March 2013

Kor updated:

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

6 March 2013

Petethegoat updated:

Petethegoat says, "Added a new feature involvi-GLORF"

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

24 February 2013

Ikarrus updated:

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

Faerdan updated:

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

22 February 2013

Petethegoat updated:

Added cavity implant surgery.

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

18 February 2013

Ikarrus updated:

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

Incoming updated:

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

Kor updated:

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

14 February 2013

Petethegoat updated:

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

13 February 2013

Giacom updated:

There are now hackable wires for the PA computer. To open the interface, click on it while the wires are exposed/panel is open. All but one wire will do something interesting, see if you can figure it out. You can also attach signallers to the wires so have fun remotely releasing the singularity.

New staff of animation icon by Teh Wolf!

You can now hack plastic explosives (C4)!

You can now use NTSL to send signals! With the function signal(frequency, code) you can create some clever ways to trigger a bomb. NTSL also has two new additions; return in the global scope will now stop the remaining code from executing and NTSL now has "elseif"s, huzzah!

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

You've been asking for it for years, it's finally here. Wizards can spend points to buy apprentices.

A new wizard artefact, the scrying orb.

The spellbook now has descriptions of spells/items visible BEFORE you purchase them.

Petethegoat updated:

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

11 February 2013

SuperSayu updated:

Signallers, prox sensors, mouse traps and infrared beams can now be attacheed to grenades to create a variety of mines.

A slime core can be placed in a large grenade in place of a beaker. When the grenade goes off, the chemicals from the second container will be transfered to the slime core, triggering the usual reaction.

10 Feburary 2012

Ikarrus updated:

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

07 February 2012

Giacom updated:

The return of the Nanotrasen Scripting Language! (NTSL) If you haven't heard of NTSL, it is a scripting language within a game for telecomms. Yes, you can create scripts to interact with the radio! For more information, head here: http://wiki.nanotrasen.com/index.php?title=NT_Script But before you do, if you are not an antag, do not create bad scripts which hinders communication.

Cameras, mulebots, APCs, radios and cyborgs can have signallers attached to their wires, like airlocks!

Cameras have non-randomized wires and the power wire when pulsed will now toggle the camera on and off.

Cyborgs have a new wire, the lockdown wire! It will disable/enable the lockdown of a Cyborg when pulsed.

The traffic control computer (or more commonly known as the computer which lets you add NTSL scripts) will now have a user log, which will log all user activity. Other users can then view that log and see who has been uploading naughty scripts!

NTSL has two new functions! time() and timestamp(format) will help you increase the range of types of scripts you can make, especially time(); since you can then make the scripts know the different between each execution by storing the results in memory.

Two new advance disease symptoms! Their names are "Longevity" and "Anti-Bodies Metabolism". Have fun experimenting with them!

31 January 2013

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

Four new slime types with their own reactions and two new reactions for old slimes.

Put a suit of reactive teleport armour back in the RD's office.

Chemistry now has two dispensers (with half charge each) so both chemists can actually work at the same time.

27 January 2013

Ikarrus updated:

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

Cheridan updated:

The plant bags in Hydroponics lockers have been replaced with upgraded models with seed-extraction tech. Activate with via right-click menu or Objects verb tab.

Obtaining grass tiles works a bit different now: grass is harvested as a normal plant item, clicking on it in-hand produces the tile.

26 January 2013

Pete updated:

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

25 January 2013

Errorage updated:

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

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

20 January 2013

Cheridan updated:

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

16 January 2013

Department Security can now be runned:

Department Security decentralizes security by assigning each officer to a different department. They will be given the radio channel and access to their assigned department along with a security post. The brig has been remapped to be smaller to accomodate this change.

To run DeptSec: Before compiling, server operators must
 tick jobs.dm (in WorkInProgress/Sigyn/Department Sec) and use map 2.1.1 instead of 2.1.0.

/tg/station 13 Presents

Directed by S0ldi3rKr4s0

& produced by Petethegoat

Curse of the Horseman.

12 January 2013

Cael Aislinn updated:

Spiders which will breed and spread through vents. Different classes of vents. AI controlled only at the moment.

Farm animals! Cows, goats and chickens are now available. You can order them at Cargo Bay.

Giacom updated:

Staff of animation mimics will no longer care whether you are holding the staff or not, they will never attack their creator.

Brainrot will only need alkysine to be cured.

New spider infestation event based on Cael's spiders. The announcement will be the same as alien infestations.

11 January 2013

Giacom updated:

Plasma (Air) will give the breather the plasma reagent, for a toxic effect, instead of just straight damage.

The agent card will now work inside PDAs/Wallets; meaning the AI won't be able to track you.

09 January 2013

Malkevin updated:

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

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

08 January 2013

Cael Aislinn & WJohnston updated:

Many new icons for aliens (death, sleeping, unconscious, neurotox, thrown/impregnated facehugger etc)

Alien larva can now be removed by dangerous and unnecessary surgery (and actually chestburst if they aren't).

Alien larva now have sprites to represent their growth: bloody at 0%, pale at 25% and 75% the normal deep red.

New icon overlays for representing alien embryo progression.

07 January 2013

Kor updated:

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

02 January 2013

Kor updated:

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

Giacom updated:

You can now use wallets as IDs and equip them in your ID slot.

Firesuits are once again effective at protecting you from heat. The flames themselves will still hurt you, even with a firesuit. The damage protection is much better with a firesuit though.

Engineering starts with a PACMAN generator for jump starting the singularity if the power runs out of the SMES. 30 plasma spawns in Secure Storage inside the crate, to use as fuel for the generator.

31 December 2012

Giacom updated:

Simple animals (Corgis, Cats, Constructs, Mice, Etc...) can now pull people.

You can quickly stop pulling on someone by pulling them, while they're already being pulled by you. For example, CTRL+Click on something you are pulling to quickly stop pulling it.

30 December 2012

Giacom updated:

Emitters now require to be wired in order to work. When there is not enough power it will stop shooting until there is enough power, meaning you do not have to turn it back on, just get the power flowing.

You can order shield generators from cargo. Teleporter access is required to open the crate.

Ikarrus updated:

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

26 December 2012

Ikarrus updated:

An agent card is now required to use doors and controls on the Syndicate Shuttle (Nuke).

Scanning gas tanks is now a PDA-cart function. Only Atmos and Science PDA carts have this function. Have fun mislabelling gas tanks!

23 December 2012

Giacom updated:

The syndicate Military PDA will not show up on possible PDAs to message anymore, even when the receive/signal is turned on. You can still send messages and people can still reply to you.

You can now sell processed plasma for supply points. The conversion rate is 2 plasma sheets for 1 point. You must put the plasma in a crate for it to count.

The mecha toy prize promotion has officially ended. You can no longer redeem all 11 action mecha figures for a real mech. New toy redeeming promotions in the future will be considered.

21 December 2012

Ikarrus updated:

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

19 December 2012

Nodrak updated:

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

16 December 2012

Giacom updated:

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

Petethegoat updated:

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

15 December 2012

Ikarrus updated:

Swapped the locations of the Library and Chapel. Thanks to killerz104 for the remap.

Partial remap of atmos. Monitoring and Refill stations are now the same room.

Toxins Mixing should be working properly again.

12 December 2012

Ikarrus updated:

Robotics is now a full Science department.

Completely remapped Research Division, Robotics, Medbay, and the Library.

Partially remapped Cargo Bay, Mining Dock, Engineering, and Atmospherics.

Changed the access of the HoS and HoP. For a list, refer to their respective wiki pages.

Errorage updated:

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

Petethegoat updated:

The Detective's revolver no longer cares about how cool you look. It now spawns in his locker.

Added new inhands for most energy weapons, by Flashkirby!

Giacom updated:

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

07 December 2012

Giacom updated:

The detective's scanner was upgraded, it can now scan for reagents in items and living beings. Potential uses include, scanning dead bodies for leftover poison or scanning items to see if they have been spiked.

You can now attach photos to newscaster news feeds and wanted posters.

You can now emag buttons to remove access from them.

The CentComm. Report has been changed so it no longer names potential antagonists. It will just announce the potential round type instead.

05 December 2012

Cheridan updated:

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

Ikarrus updated:

The Chief Medical Officer, Research Director, Chief Engineer, and Lawyers now have basic Brig access (corridor only)

Merged Mining and Cargo radio channels into the Supply Radio. To use the supply channel, use :u

Mining Dock remapped to be more compact and closer to cargo.

Giacom updated:

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

02 December 2012

Giacom updated:

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

30 November 2012

Petethegoat updated:

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

Ikarrus updated:

Swapped the locations of the Vault and Tech Storage.

Cargo Techs, Miners, and Roboticists no longer start with gloves. They are still available from their lockers.

28 November 2012

Kor updated:

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

25 November 2012

Giacom updated:

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

Petethegoat updated:

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

Ikarrus updated:

Added Gateway access. Only the RD, HoP, and Captain start with this.

New access levels in the brig:
-Brig access now opens the front doors of the brig, as well as other lower-risk security areas.
-Security access allows you into the break room and equipment lockers.
-Holding Cells allows you to use brig timers and lets you in the Prison Wing.
-The Detective no longer has Security Equipment access.

Significantly increased max cloneloss penalty for fresh clones to 40%.

23 November 2012

Giacom updated:

Simplified detective stuff. The high-res scanner is gone and instead the detective's normal scanner will instantly report all fingerprints, dna and cloth fibers in full. This was needed because the system took too long to work with and disencouraged detectives. Not only that, it made detectives less of a threat for antagonists and made possible scenerios, such as framing someone by changing fingerprints with someone else, impratical. To replace the computer, the detective will have a full medical computer with access to it. Not only that, but his useless filing cabinet will be replaced with an empty one for serious investigators. Along with this, are fingerprint cards and built-in PDA scanning, as all of security had access to it which was really the detective's thing. The new scanner will also log every finding and you can print them out as a report by clicking the scanner while it is in your active hand.

You can toggle the pressure of your sprayer by clicking on it while it is in your active hand. With pressure, the sprayer will spray 10 units on the floor, otherwise it sprays 5. You'll need to turn pressure on to spray water on the floor and make it slippery.

AIs in intellicards can no longer move their camera. This will limit them in ability but without making creating and carding an AI to have as a personel door opener impossible.

Telecommunication Busses can now be set to change the frequency of a signal. (Allowing you to say.. set the command channel to broadcast to the common channel).

Telecommunication was changed to be more effecient. Because of this, Relays don't need a broadcaster or a receiver and you can setup a relay on it's own. You can still disable sending and or receiving from the relay's interface.

Zelacks updated:

Plant Analysers now work on seed bags.

21 November 2012

Petethegoat updated:

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

Carn updated:

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

Phol updated:

Added female sprites for most mutant races.

Cheridan updated:

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

20 November 2012

Kor updated:

Added Exile Implants to the Gateway room. Someone implanted with an Exile Implant will be able to enter the away mission, but unable to return from it. Not only can they be used for getting rid of dangerous criminals, but revs/stationheads count as dead while on the away mission, and traitor/changeling/wizard assassination targets count as dead if they're on the away mission at round end, allowing for those objectives to be completed peacefully.

Added medical hardsuits, sprited by Majorsephiroth. Two of them spawn in EVA. Their most unique/medical oriented feature is being able to hold a medkit in the suit storage slot, allowing you to easily access medicine while keeping your hands free.

19 November 2012

Giacom updated:

Malf AIs can only shunt to APCs from their core. Meaning their core needs to be alive before they can shunt to another APC. Malf AIs can start a takeover inside an APC now.

When taking damage, the next sequence of the overlay will show for a bit before reverting to the overlay you should have. This allows you to know you are taking damage without having to check the text screen.

18 November 2012

Petethegoat updated:

Ported over BS12 style cameras. They now take a photo of a 3x3 area!

Catatonic people (those that have ghosted while alive) now count as dead for assasinate objectives.

17 November 2012

Donkie updated:

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

Giacom updated:

Medical Cyborgs no longer lose the reagents in their hypospray when switching modes.

Spaceacillin will now help stop the spread of diseases.

You can once again make floors slippery by spraying water. This was done by increasing the amount the sprayer uses, which is from 5 to 10. You can also empty your sprayer's contents onto the floor with a verb in the Object tab.

16 November 2012

Kor updated:

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

15 November 2012

Giacom updated:

You can now name your advance diseases! You can't name already known diseases though.

Chemical implants can now hold 50 units instead of 10 units.

13 November 2012

Giacom updated:

More work to advance diseases. Please report any bugs to the bug tracker, I have tried everything that I can on my own but I'll need lots of people playing to fix the more minor bugs. You can find a guide to making your own diseases here: LINK!

Reduced the cost to use Hive Absorb from 40 to 20. This is to help encourage people to use this power more and to use team work.

New symptom added! See if you can find it.

You can now remove symptoms from a disease using synaptizine.

Kor: You can once again debrain changelings. They won't make anyone half-lings though, and you won't be able to tell if the body of a debrained changeling is a changeling by putting a player brain in there.

Nodrak updated:

Wizards can no longer cast spells when muzzled. It iss now actually possible to capture a live wizard without constantly injecting them with chloral.

You can no longer take bags of holding or mechs to the clown planet.

11 November 2012

Carn updated:

Admin-ranks changes

		Lots of changes. This is just a brief summary of the most recent changes; still working on proper documentation.

		All admins have access to view-vars, player-panel(for individual mobs), game panel and secrets panel. Most of the things on those pages have their own rights requirements. For instance, you can only use event orientated secrets in the secret panel if you have FUN rights. Debug secrets if you have DEBUG rights. etc.

		Spawn xeno and toggle gravity procs were moved into the secrets panel (fun).

		This may help with understanding which flags do what. Unfortuanately it's still somewhat vague.

		If you have any problems, feel free to PM me at irc.rizon.net #coderbus. I go by the username carn or carnie.

11 November 2012

Kor updated:

New cyborg upgrade available for production that requires illegal and combat tech

Summon Guns has a new gun type created by Ausops. It also lets the user know when its been cast now to prevent people trying to buy it multiple times

Grilles are no longer immortal in regards to solid projectiles, you can now shoot out windows.

09 November 2012

Giacom updated:

Cyborgs can now ping and beep! (Say "*beep" and "*ping") Thanks to Rahlzel for the proposal.

HULKS WILL NOW TALK IN ALL CAPS AND WILL RANDOMLY SAY HULK THINGS. Thanks to Brotemis for the proposal.

Sorry for the inconveniences with advance diseases. They are working much better now!

An improved APC sprite by TankNut!

05 November 2012

Giacom updated:

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

05 November 2012

Errorage updated:

Being in an area with extremely low pressure will now deal some damage, if you're not protected.

Space suits and the captain's armor now protect against pressure damage

Slightly lowered all environment damage intakes (temperature, oxygen deprevation) to make up for low pressure damage.

Pressure protection finally works properly. Items that protect from pressure (firesuits, space suits, fire helmets, ...) will now properly protect. The pressure damage indicator will update properly based on the pressure effects on you. Black (low) and red (high) mean you are taking damage.

Slightly slowed down the speed at which your body temperature changes if you are in a very hot or very cold area. The speed at which you recover from an abnormal body temperature remains the same.

03 November 2012

TankNut updated:

New APC sprite.

New Wraith sprite and jaunting animation.

03 November 2012

WJohnston updated:

New Ablative Armor sprite.

03 November 2012

Giacom updated:

Airborne diseases will not spread through walls now.

Reduced queen healing rate to 5. The maximum health will be enough.

Aliens can now clear hatched eggs by clicking on them.

02 November 2012

Errorage updated:

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

01 November 2012

Giacom updated:

Aliens now take x2 as much damage from fire based weaponary, instead of x1.5.

Doors are now weaker than walls; so normal weapons can destroy them much more easily.

31 October 2012

Giacom updated:

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

28 October 2012

Errorage updated:

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

27 October 2012

Petethegoat updated:

Mousetraps are now assemblies.

Added a new crate for cargo to order.

27 October 2012

Petethegoat updated:

Player Weekend begins!

Added a camera and hand labeler to art storage.

Added a medical records cabinet to the Detective's office.

Added a safe to the vault. Who'll be the first to crack it?

Nodrak updated:

The CE has a new pet!

25 October 2012

Flashkirby99 updated:

Added 18 new hairstyles!

24 October 2012

Giacom updated:

Throwing eggs will result in the reagents of the egg reacting to the target. (Which can be a turf, object or mob) This creates possibilities like chloral eggs, lube eggs, and many more.

Aliens can now acid walls and floors! Not R-Walls though.

Facehugger throw range reduced to 5, so aim at humans that are 2 tiles apart from the edge of your screen.

Making eggs is a little more expensive but secreting resin is cheaper. (Both cost 75 now)

Aliens no longer have a random duration of stunning humans, it's a constant value now of the lower based value.

Acid is less random and will be more reliable. Don't bother aciding stuff more than once, as it will waste plasma.

You can now target non-dense items (such as facehuggers) with a gun.

You can now shoot canisters, computers and windoors to break them.

18 October 2012

Giacom updated:

As an AI, you can type in the "track with camera" command and get a list of names to show up there. This also works with "list camera" verb. Remember to use space to auto-fill.

Welding goggles have been added. They are like welding helmets but they are for the glasses equipment slot. Science and the assembly line are given a pair.

Thanks to WJohnston for the welding goggle icons.

Small change to the Assembly Line. Instead of six normal flashes, the Assembly Line will instead have two normal flashes and eight synthetic flashes. Synthetic flashes only work once but are designed to be used in construction of Cyborgs.

Nar-Sie put on a few pounds. Thanks HornyGranny.

16 October 2012

Giacom updated:

New changeling powers!

Hive Channel/Hive Absorb. Allows you to share your DNA with other changelings, very expensive chemical wise to absorb (download), not so much to channel (upload)! You cannot achieve your objective by sharing DNA.

Mimic Voice! You can form your voice of a name you enter. You won't look like them but when you talk, people will hear the name of who you selected. While you're mimicing, you can't regenerate chemicals.

Extract DNA! A power that allows you to silently sting someone and take their DNA! Meaning you do not have to absorb someone to become them. Extracting their DNA doesn't count towards completing your objectives.

You can now get flares from red emergency toolboxes. Has a 50% chance of a flash-light or a flare spawning.

Flare icon by Ausops!

Thanks to RavingManiac (Smoke Carter), Roros now lay eggs which can grow into baby roros or be used for cooking recipes. Scientists will need to expose the egg to plasma for it to hatch; while it is orange (grown).

A new icon for the map spawned x-ray cameras. Icon by Krutchen.

13 October 2012

Giacom updated:

Facehuggers have a new animation, thanks to Sly.

Firelocks, glass-less airlocks and walls will stop heat.

Fires are now more deadly, especially the flames.

Fires will now break windows.

10 October 2012

Giacom updated:

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

8 October 2012

Giacom updated:

Thanks to Skasi. Atmospherics has been changed to be made simpler and spawn with the new atmos features, such as the heaters.

Radio headsets can only be heard by people wearing them on their ear slot. This will let us do more fun stuff with headsets, such as a traitor encryption key which can listen to all the channels, but not talk in them.

Kor updated:

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

5 October 2012

Giacom updated:

Aliens can now be harmed by fire. They now also take double fire damage, meaning flame based weaponry is very effective.

Buffed alien facehuggers and eggs. Facehuggers don't go idle anymore, and they attach to anyone who walks past them. Eggs do the same; fully grown eggs will open to potential hosts. If you are still in the range of them, the facehugger inside will leap out and hug you. Removed "activate facehuggers", since it's useless now. Emote "roar" if you want to roar now.

There can be only one living queen at a time, if the queen dies then a drone can take her place as a princess.

Buffed queen regeneration a bit, so it's not the same as her underlings. It's also more important because there can only be one queen at a time.

Aliens don't slip in space anymore.

Hulks don't paralyze aliens anymore, they instead slow them down to a slow crawl. It is very effective for punching aliens out of weeds, so it can't regenerate it's health.

New egg opening and opened egg icons by WJohnston.

Aranclanos updated:

A buncha crud nobody cares about lol Added a light to the airlock wiring interface to show the status of the timing.

You can't fill sprays without being next to the dispenser.

Simple animals no longer freeze to death in places with normal temperature.

Mechs no longer freeze on the spot when they are using the Energy Relay on powerless areas.

Improvements to showers, they now clean gear on beltslot, back, ears and eyes. Showers only clean visible gear.

Replica pods works again! But you can't make potato people without a key or clone people who ghosted alive (Catatonic).

Engiborgs can deconstruct airlocks with their RCDs once again.

You can construct airlocks while standing on another airlock with RCDs.

3 October 2012

Agouri updated:

1 October 2012

Cheridan updated:

Wizards have a new artifact added to their spellbooks.

30 September 2012

Numbers updated:

Readded Volume Pumps - now they work as intended and are constructable

Readded Passive Gates - now they work as intended and are constructable

Readded Heat Exchangers - now they work as intended and are constructable

Added Heater - to warm up gasses to 300C

Pipe dispensers can produce the readded pieces.

New graphics for all of the above - courtesy by Ausops.

30 September 2012

Giacom updated:

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

26 September 2012

Carnwennan updated:

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

Aranclanos updated:

Mechs are once again spaceproof!

The YouTool machine is now all access

Cutting tower caps in hand no longer deletes the wood, and planks now auto stack

25 September 2012

Donkie updated:

Reworked the Piano, now really optimized and new interface!

24 September 2012

Petethegoat updated:

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

23 September 2012

Petethegoat updated:

Fixed an exploit which would allow the janitor to magically mop floors.

Added lipstick~ It's not available on station, as Nanotrasen has deemed it contraband.

If you encounter any issues with computers, notify an admin, or ask for assistance on #coderbus, on irc.rizon.net.

Donkie updated:

Updated the Package Tagger with new interface!

You can now dispense, remove and retag sort junctions properly!

17 September 2012

Cheridan updated:

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

17 September 2012

Carn updated:

F5 is now a hotkey for adminghosting. F8 toggles ghost-like invisibility for admins.

Catatonia makes you fall down. Admins appear braindead when admin-ghosting.

"Set-observe"/"Set-play" renamed and merged into "Aghost".

"Lay down/Get up" renamed to "Rest"

Closets can't be sold on the supply shuttle anymore

Fixed all dat light

13 September 2012

Carn updated:

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

10 September 2012

Giacom updated:

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

Important note for server hosts!

Important note for server hosts!:

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

8 September 2012

Carn updated:

Added an additional check to stop changelings sharing powers/becomming un-absorbable/etc by absorbing eachother and then rejuvinating from death.

Cloaked Aliens are now slightly easier to see, so they should avoid strongly lit areas when possible. They can still lay down to become even stealthier though. Let me know what you think, it's only a minor sprite change.

6 September 2012

Cheridan updated:

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

6 September 2012

Giacom updated:

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

3 September 2012

Giacom updated:

Cameras has changed quite a bit. They are no longer created from grenade canisters, instead you make them from an autolathe. The construction and deconstruction for them has also changed, so look it up or experiment it with yourself to see how to setup the cameras now. Cameras also get wires, like airlocks and APCs. There's two duds, a focus wire, a power wire, an alarm wire and a light wire. Protip: You can see which one is the alarm wire by pulsing it.

Added a red phone and placed it in the Cyborg Station. Sprite by Pewtershmitz! You'll also find an AI restorer there, replacing the computer frame.

Cameras aren't all X-ray anymore. The AI won't be able to see what room you are in if there's no normal camera inside that room or if there's no X-ray camera nearby..

Cameras get upgrades! Currently there's X-ray, EMP-Proof and Motion. You'll find the EMP-Proof and Motion cameras in the normal places (Singularity Pen & EVA), the new X-ray cameras can be found in the Dormitory and Bathrooms, plus some extra ones to invade your privacy. See if you can smash them all.

Alien Larva can bite simple animals (see: Ian, Runtime, Mice) to kill them and gain a small amount of growing points.

Space travel was tweaked to be more random when changing Z levels. This will stop people and items from being stuck in an infinite loop, as they will eventually hit something to make them stop.

31 August 2012

Agouri updated:

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

30 August 2012

Giacom updated:

You can now create an EMP Pulse. Like an explosion, it is the mixing of two reagents that trigger this to happen. I will tell you the first required reagent. Uranium. Have fun!

I have made most chemicals need 3-5 or more chemicals in order to react to a turf. For instance, you need at least 5 units of thermite splashed on a wall for it to burn down."

The EMP kit, that you can buy through the uplink, has two more grenades in them now. Making the box full of EMP grenades!

Changed the EMP grenade's range to be much bigger.

29 August 2012

Nodrak updated:

Mice now work with the admin player panel. Admins can now turn players into mice with the 'Animalize' button in the player panel!

Space bear AI no longer runs when a player is controlling it. Admins can now turn players into space bears with the 'Animalize' button in the player panel!

The holodeck beach program once again has a beach.

The nuke op shuttle floor was pressure-washed a few days ago. We have since re-painted it with nanotrasen blood. Sorry for any confusion.

28 August 2012

Giacom updated:

You can now toggle the bolt light of airlocks. An extra wire,  that controls the airlock's bolt light, has been added.

Aliens can now tell who is and who isn't infected. They get a special facehugger icon that appears over mobs that have been impregnated.

Cameras have temporary X-Ray for the time being.

August 26, 2012

Nodrak updated:

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

August 25, 2012

Carnwennan updated:

New lighting. It should look and feel the same as the old lighting whilst being less taxing on the server. Space has a minimum brightness (IC starlight) and areas that do not use dynamic lighting default to a lighting level of 4, so they aren't dark, but they aren't superbright. Replacing turfs should preserve dynamic lighting. Singulo/bombs should cause a lot less lighting-related lag. There are some minor known issues, see the commit log for details.

Admins can now access most controller datums with the "Debug Controller" verb. Time to break all the things!

Supply shuttle now uses a controller datum. This means admins can see/edit supply orders etc.

Changeling fakedeath can be initiated after death again. Next time you want something reverted, just ask rather than being obnoxious.

Giacom updated:

AIs can now look around like a ghost with the exception that they cannot see what cameras cannot see. Meaning if you're in maintenance, and there's no cameras near you, the AI will not know what you are doing. This also means there's no X-Ray vision cameras anymore.

AIs can add links to Telecommunication Machines. Added some cameras for areas that should have it but instead relied on cameras nearby for vision.

Choking has been changed. You have to stand still while lethally choking someone. It takes time to get into that lethal choke. When you are lethaling choking someone, they are still concious until the lack of oxygen knocks them out.

trubble_bass updated:

Nerfed the Neurotoxin drink, it is now less effective than a stunbaton. But more effective than a Beepsky Smash.

Updated descriptions on various cocktails to be more accurate or more relevant to the drink itself.

August 24, 2012

Sieve updated:

Floorbots now actually pull up tiles when emagged

All helper bots (excluding MULEs) have an access panel and maint panel, access being for behavior and maint for internal work

To open the maint panel, the access panel needs to be unlocked, then you use a screwdriver. There you can emag/repair it to your heart's content. (Emagging the access panel will also unlock it permanently)

Helper bots are now repaired by using a welder when their maint panel is open

August 23, 2012

Nodrak updated:

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

August 16, 2012

Errorage updated:

Changes were made to how heating and cooling of humans works.

You must wear both a space suit and space helmet to be protected from space! Likewise you must wear a firesuit and a fire helmet to be protected from fire! Fire helmets are red and white hardhats, found in all fire closets.

Fire suits now only protect from heat and space suits only protect from cold, so make your choice count.

August 14, 2012

Sieve updated:

DNA modifiers can be used if there is no occupant, primarily to handle the buffer.

Ion Rifles are only effected by max severity EMPs, so AOE from its own shot won't effect it

Pepper Spray fits on Sec belts again

August 11, 2012

Sieve updated:

Turrets now properly fire at simple_animals.

Borgs, AIs, and brains/MMIs can be sacrificed by cultists.

Grenades now automatically set throw on again.

August 6, 2012

Dingus updated:

Library has been redesigned. It's a whole lot more classy now.

Significant changes to Medbay. CMO's office is more centralized, genetics has a new exit into cryogenics, and a new break room has been installed

August 4, 2012

Icarus updated:

Changes to Med-Sci south and surrounding maintenance areas. Virology is more isolated and Science gets a new Misc. Research Lab.

Atmos techs get construction access now to do their little projects in.

Transformation Stings now work on living humans.

August 2, 2012

Errorage updated:

Gas masks now protect you from reagent smoke clouds

Changed the 'black overlay' you get when paralyzed, blind or in critical condition to include a small circle around you.

Dramatically lowered the amount of damage you get per breath while in critical condition. Critical condition now lasts for about 5 minutes if nothing is causing you any additional harm. This in combination with the new black image overlay is an attempt at making doctors more willing to help.

Icarus updated:

Borgs now have flashlights to allow them to see in lightless areas

Changes to Medbay: The sleeper and storage rooms have been swapped around. Hopefully this leads to more healing and less looting.

August 1, 2012

Sieve updated:

Borgs can now have an encryption key installed into their internal radios. Simply ID, open the panel, and use the key to insert it (Screwdriver to remove)

Due to that as well, borgs have a 'Toggle Broadcast Mode' button for their radios, which changes the broadcast type between station-bounced (Non-reliant on TComms), and subspace (Required for department channels)

Also changed the binary chat for consistency, now for the prefix is ':b' for everyone, not just one for humans and one for borgs/AIs/pAIs

Based on feedback, Nuke Op pinpointers now automagically change between shuttle and disk mode when the nuke is armed or disarmed.

01-August-2012

Carn updated:

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

Giacom updated:

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

31 July 2012

Giacom updated:

Removed passive throwing. You need at least an aggressive hold of the mob before you can throw them.

New map changes by Ikarrus. AI Upload Foyer is now Secure Tech Access, and the outer door only requires Bridge access. Attached to it are two new rooms: The messaging server room and the communications relay. The comms relay room runs off its own SMES unit like the AI, so it won't be affected by powersinks

29 July 2012

Giacom updated:

All radios now only work in their Z level. This means that the CommSat has a few more additions to work with this change. There is now a new Telecomms Machine called the Relay which allows information to travel across Z levels. It it then linked to a new machine called the Hub, which will receive information from the Relays and send it to the buses. Because every Z level needs these relays, which are linked up with Receivers/Broadcasters, every Z level will get one. There is one in the station, in the RD's office, one in Telecomms as always, one in the Ruskie station which is turned off and hidden from the HUB's linked list. The last one is in Mining but the location for it has not been decided yet.

PDAs now need to be in a Z level with a functioning Relay/Comms Network in order to send messages. It will also send uncompressed (scrambled) messages like you would with the ordinary voice messages.

Added some of WJohnston's sprites. Added a new mining borg sprite, Added a new high tech security airlock, Added the new telecomm sprites for Relays. Hubs were given old Bus sprites.

29 July 2012

Errorage updated:

You can now use crayons to color eggs

Mice have invaded the station!

26 July 2012

Giacom updated:

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

July 25, 2012: The day of updates!

Nodrak updated:

Attacking mobs with items will now give new messages. Instead of "Monkeyman was attacked in the head with a wrench by Nodrak." it will read "Monkeyman was bashed in the head with a wrench by Nodrak." Diffrent items have diffrent verbs and some have multiple verbs.

Cultists can now read what words a rune was made with by examining the rune. Due to an error in the code, this was not possible before.

Clowns no longer have practice lasers or staves of change blow up in their face due to clumsyness.

Engineering cyborgs can now actually repair a cut AI wire in APCs.

I've removed a ton of pointless checks and redundant loops from metroid's which have been causing lag due to how often they get called. If metroids are behaving strangly ping me in #coderbus

Sieve updated:

Made a 'default' save slot (D), and whenever you connect it automatically selects the default slot to load from, but manually selecting a different slot will allow you to play on that one before it returns to default.

Added the ability to name your save slots with the '*'. Names can be up to 16 characters and contain letters, numbers, and basic symbols

The preview icon on the preference screen now takes into account any job you have set on high, and dresses up the icon accordingly. If assistant is set to 'yes', or AI/Cyborg are on high it will put the icon in a grey suit (So you can still customize).

Nuke Ops get a new pinpointer, changing modes with the verb will switch between pointing to the disk, and pointing to the shuttle. Also provides a notification when you leave the station z-level

Reworked how MMI Life() was done, now they will never lose consciousness, and many less things affect them now(Like deafening/blindness from explosions). However, they are vulnerable to EMPs, but all damage is temporary.

Clowns will no longer be killed trying to use holo eswords

Major tweaking to try and optimize many operations on the game's backend. Hopefully, this will reduce a large amount of lag by steamlining CPU-intensive operations, but at the same time there was so much changed that there is no real way for a small group to test everything. If anyone spots a bug involving being unable to 'find' mobs, characters, whatever, then put it on the issue tracker or at the very least let #coderbus know. We can't fix shit unless we know about it.

Icarus updated:

Players not buckled in when the emergency shuttle/pod starts moving get will get knocked down.

Added a YouTool vending machine to primary tool storage.

24 July 2012

Errorage updated:

Both the chef and bartender have access to the bar area so both can serve if the other is incompetent or does not exist. Bartender's shotgun and shaker were moved to his back room and the booze-o-mat is now ID restricted to the bartender.

Added powercells into vending machines in engineering

Gave two beartraps to the janitor for pest control purposes................

22 July 2012

Errorage updated:

Mech toys can now be redeemed at the quartermaster's for a great reward! If you collect the full set of 11 toys you should put them in a crate and send them to centcom via the supply shuttle.

Supply shuttle arrival time reduced to 2 minutes

Hopefully fixed the toy haul problem which made it possible to get a million toys from arcade machines.

Giacom updated:

You can now make newlines with your PDA notes.

You can now research and build the Light Replacer.

You can now store donuts in the donut box. The next donut you pull out will be the last one you put in.

APCs will auto-turn on if there is enough power in the grid, even if the powercell is below 30%. The APC needs to be charged for a long enough time before it starts turning equipment on, to avoid spazzing out. If you have any problems with it, such as equipment turning off and on repeatedly then please make an issue report with a screenshot of the APC.

18 July 2012

Giacom updated:

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

The Janitor's equipment locator, on their PDA, will now tell you the direction of the equipment.

17 July 2012

Icarus updated:

Added department satchels

Added Captain's Backpack and Satchel

Added three new hairstyles by Sly: Gelled, Flat Top, and Pigtails. Hair list has also been sorted by grouping similar styles.

Giacom updated:

Added a new wire for Cyborgs. See if you can figure out what it does.

You can now fill any container with a sink. You can change the amount to fill, from sinks, by setting your container's transfer amount.

14 July 2012

Carn updated:

All living mobs can now ghost whenever they want. Essentially making the suicide verb obsolete. If you ghost whilst still alive however, you may not re-enter your body for the rest of the round.

Humans can no longer suicide whilst restrained (this is purely to prevent meta whilst I finish up the new FUN suicides)

Fixed dem evidence bags. Fixed metroids getting at it like rabbits. Fixed stuff like welding masks not hiding your face. Bunch of other things

Willox and Messycakes updated:

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

Saturday July 14th 2012

Giacom updated:

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

Friday July 13th 2012

Carn updated:

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

Giacom updated:

Save Slots! You can now have separate save slots for different character setups, with a customizable maximum of 3 slots per account. If you are wondering, you will not lose your old saved setup.

The character setup screen was updated to look nicer and to fit on the screen.

Icarus updated:

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

Thursday July 12th 2012

Giacom updated:

pAI gets a better PDA that can actually receive messages from people. They can also instantly reply like everybody else now and they can toggle their receiver/signaller/ringer.

You can show the AI the notes on your PDA by holding it up to a camera. When you show up a paper/pda to the camera the AI can now click on your name to go to you, if you're near a camera. People who are Unknown will not have a link; which would've allowed the AI to track them.

Made the" common server" and the "preset right receiver" listen for frequencies 144.1 to 148.9. This will allow people to use different frequencies to talk to eachother without bothering the common channel. It will also allow Revs and Cultists to work with each other; everything is still logged though so it still has risks.

Increased the maximum frequency limit for handheld radios and intercoms. It will give you the option to just use station bounced radios on a higher frequency so that anyone with a headset can't simply tune in.

Created an All-In-One Grinder that is suppose to replace the blender, juicer and reagent grinder all together. Meaning any department that has a juicer, blender and grinder will instead get this. It will help people be more independent from Chemistry by recycling foods and plants.

Wednesday July 11th 2012

Nodrak, Cheridan and Icarus updated:

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

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

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

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

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

Giacom updated:

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

Carn updated:

Clicks on inventory slots with items in now act like a click on the thing in that slot. So clicking smaller things (like pens) is easier and you can remove clothing that borks/goes invisible. Please continure to report those kinds of bug though please. Thanks x

Can no longer interact with your inventory with a mech.

Errorage updated:

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

Saturday July 7th, 2012

Icarus updated:

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

Friday July 6th, 2012

Giacom updated:

Bottles can now be broken over people's heads! To do this, you must have the harm intent on and you must be targeting the person's head. This change affects alcoholic bottles only. It does not change pill bottles or chemistry bottles. Helmets help protect you from damage and the regents of the bottles will splash over the victim.

AI's now have access to a PDA. Note: It is not PDA-bomb-able

Health analyzers and medical PDAs now give a time of death when used on corpses.

Thursday July 5th, 2012

Carn updated:

Alien larva now chestburst even after their host has died.

Aliens can now slap facehuggers onto faces so they can infect mobs which lay down (or those stuck to nests).

Aliens can now slash security cameras to deactivate them.

Wednesday July 4th, 2012

39kk9t & Carn updated:

Added alien nests. They're basically beds made of thick sticky resin which aliums can 'stick' (buckle) people to for sexytimes

Weed nodes are no longer dense.

Queens can secrete resin for walls/nests/membranes

Various bugfixes

Saturday June 30th, 2012

Icarus updated:

Added Petethegoat's basic mirrors to the map. They allow you to change hairstyles.

Remapped Bar, Theatre, and Hydroponics. Bar and Kitchen are now more integrated with each other.

Thursday, June 28th

Nodrak updated:

I'm currently working on cleaning up and moving around a large portion of the mob code. These changes do not directly affect players; HOWEVER, bugs, oversights or simple mistakes may cause problems for players. While I have tested as much as I can, there may be some lingering bugs I have missed.
 This part of the mob code cleanup mainly focuses on damage variables and procs. So if you suspect something related to taking, dealing or examining damage is not working as intended please fill out an issue report here and be as detailed as possible. This includes what you were doing, steps to reproduce the problem, who you were doing it to, what you were using ect... Thank you.

Carn updated:

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

Removed the invisibility verb from the alien hunter caste.

Wednesday, June 27th

Errorage updated:

Fixed the bug which prevented you from editing book's titles and authors with a pen. Also fixed the bug which prevented you from ordering a book by it's SS13ID.

Added the F12 hotkey which hides most of the UI. Currently only works for humans.

Donkie updated:

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

Tuesday, June 26th

Errorage updated:

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

Saturday, June 23rd

Donkie updated:

Reworked job randomizing system. Should be more fair.

List of players are now randomized before given antag, this means that declaring as fast as possible doesn't mean shit anymore!

Carn updated:

Putting a blindfold on a human with lightly damaged eyes will speed up the healing process. Similar with earmuffs.

More overlay bug fixes. Most of it to do with little robots and construction stuff. Bugs go here if you have 2 minutes http://nanotrasen.com/phpBB3/viewtopic.php?f=15&t=9077

Weakening is instant! That means if you stunbaton somebody they're gonna fall-down immediately.

Icarus updated:

Medical storage now requires Surgery access (Medical Doctors only)

Wednesday, June 20th

Nodrak updated:

AIs, Borgs are no longer able to be cultists or revolutionaries as their objectives completely contradict their laws. They can still be subverted of course.

pAI's no longer keep cult or rev icons.

Cheridan updated:

-Both Ambrosia forms have had their reagent contents modified to prevent going over the 50-unit cap at high potencies. Ambrosia Deus now contains space drugs instead of poison.

-Drinking milk removes capsaicin from your body. REALISM!

-Frost oil hurts less upon consumption.

-Liquid plasma can be converted into solid plasma sheets, by mixing 20 plasma, 5 iron, and 5 frost oil.

-Added effects for holy water injection on hydroponics plants.

Monday, June 18th

Giacom updated:

Fix for special characters on paper and from announcements

Sieve updated:

Various small bugfixes, check the commit log for full details

Fixed falsewalls not working

Made Lasertag ED-209's and turrets much more useful, including making their emag function more fitting

Added Mesons to the EngiVend to make up for how many lockers were removed

New Item: Sheet Snatcher. Right now only borgs have them, but they can hold up to 500 sheets of minerals (Of any combination), and auto-stacks them to boot. Used just like the mining satchels, meaning minerborgs can actually deliver metal

Mech drills can mine sand, and the diamond gets a much larger volume

If a borg has the satchel in its modules (Doesn't have to be the active one), it will auto-magically pick up any ores it walks over.

Bumping an asteroid wall with a pickaxe/drill in your hand makes you auto-magically start drilling the wall, making mining much less tedious (humans and borgs)(Also, gustavg's idea)

Icarus updated:

New afro hairstyles. Big Afro by Intigracy.

Friday, June 15th

Carnwennan updated:

First update for update_icons stuffs:
Fixed husking and fatties
Fixed floor tiles still appearing in hand when laying them
Fixed runtimes with fatties.

Fixes for pre-existing bugs:
Fixed being unable to put belts & backpacks on other people
nodamage (godmode) now prevents all organ damage. It does not stop healing however.
Nerd stuff...

Errorage updated:

Greatly reduced the amount of damage high pressure does.

Fire suits, firefighting helmets (red harhats) and the chief engineer's white hardhat now protect against high pressure.

Icarus updated:

Ported over ponytail sprites from Baystation

Thursday, June 14th

Carn updated:

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

Wednesday, June 13th

Carn updated:

Massive Mob-Icon Overhaul:
A large amount of the mob code has been replaced. The systems replaced were causing immense performance issues so the following are very necessary optimisations.
However, there is a downside: SS13 code is the equivilant of monkeys on typewriters. Despite weeks of constant coding/testing there -will- be things I've missed. The kinds of bugs I'm expecting are overlays not updating and/or in rare cases things not appearing in your hud. Most of these issues can be worked around simply by dropping the item and picking it back up. If all else fails ask an admin to regenerate your icons through view-vars.
Please report any bugs to me on #coderbus IRC or make an issue on the tracker as a matter of urgency. I will fix them ASAP.
Also a massive thankyou to Nodrak, Erro, Pete and Willox. :)

Massive rewrite of the overlays system (particularly for humans). Stuff is cached and only updates when necessary. In effect this means faster updates, less overheads/lag, and less reliance on the game-ticker.

Numerous bugfixes and tweaks for damage-procs and damage-overlays for humans. They should now be almost seamless, use very little overhead and update instantly.

TK grab can now be cancelled using the throw hotkey. (so now it toggles on/off like it used to).

Added verbs to the view-var drop-down list: "Regenerate Icons" will fix a mob's hud/overlays. "Set Mutantrace" will change a mob's mutantrace.

Damage icons were split up. They kinda look a bit crap so spriters feel free to replace them. Templates are provided in dam_human.dmi

More to come...

Cheridan updated:

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

Monday, June 11th

Donkie updated:

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

Xerux updated:

Added lightfixture creating.

Errorage updated:

You can now use the resist verb or UI button when welded or locked in a closet. Takes 2 minutes to get out tho (Same as getting out of handcuffs or unbuckling yourself)

Making single-pane windows will now make the window in the direction you're facing. If a window already exists in that direction it will make it 90 degrees to your left and so on.

Sunday, June 10th

Agouri updated:

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

Saturday, June 9th

Errorage updated:

You can now make restraints from cable. It takes 15 lengths of cable to make a pair of restraints, they are applied the same way as handcuffs and have the same effects. It however only takes 30s to remove them by using the resist verb or button. You can also remove them from someone by using wirecutters on the handcuffed person.

Added four new cable colors: pink, orange, cyan and white. Engineer belts spawn with yellow, red or orange cables while toolboxes and tool closets spawn with all 8 colors.

Thursday, June 7st

Icarus updated:

Added a second ZIS suit to engineering.

Remapped CE office and surrounding areas.

Wednesday, June 6th

Sieve updated:

Radiation now works properly, watch out for that Singularity!

Disposals are no longer the loudest machines in existence.

Building portable turrets with lasertag guns now makes them fire lasertag bolts based on team, and they will automatically target and prioritize people wearing opposing team gear.

The same can be done for ED-209s, simply using a lasertag vest and gun (same color) where you would use a security vest and taser in construction.

Added mineral walls and powered mineral door construction. More information can be found in the commit thread, but basically they are built the same way others are, apply mineral to girder for a mineral wall, mineral to airlock assembly for a powered mineral door.

Commit Thread

Throw hotkey (end) now works with TK.

Swap hands hotkey (page up) now cycles through borg modules.

Nodrak updated:

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

Icarus updated:

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

Neek updated:

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

Willox updated:

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

Sunday, June 3rd

Donkie updated:

You can now Drag-Drop disposal pipes and machinery into the dispenser, in order to remove them.

You must now use wrench before welding a pipe to the ground

You can no longer remove a trunk untill the machinery ontop is unwelded and unwrenched

You are now forced to eject the disposal bin before unwelding it.

Friday, June 1st

SkyMarshal updated:

Readded fingerprints and detective work, after lots of debugging and optimization.

Any PDA with access to the Security Records can now, by the normal forensic scanner function, store data the same way as the detective's scanner.  Scanning the PDA in the detective's computer will copy all scanned data into the database.

If something goes wrong, please contact SkyMarshal on the #bs12 channel on irc.sorcery.net

Friday, June 1st

Nodrak updated:

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

Tuesday, May 29th

Nodrak updated:

Glass Doors are now breakable.

Added more treasures to the secret mining room.

Changed mineral lockers from secret mining rooms: Instead of giving you two stacks of everything, you get stacks of ore based on rarity

Icarus updated:

Moved Engineering and Bridge deliveries.

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

Cheridan updated:

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

Monday, May 28th

Donkie updated:

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

Saturday, May 26th

Icarus updated:

Ported over Flashkirby99's RIG suit sprites from Bay12

Department PDA Carts moved out of lockers and into head offices.

Wednesday, May 23rd

Cheridan updated:

-Reverted default UI sprites to Erro's old-style UI. Config options for UI color styles coming soon. -Driest Martinis will no longer be invisible. -Braincakes are now sliceable.

-Medical borg overhaul. Instead of a dozen random pills and syringes, they get a hypospray that can switch between auto-replenishing tricordrazine, inprovaline, and spaceacillin.

Errorage updated:

Some of the more pressing issues with the new user interface were addressed. These include the health indicator being too far up, the open inventory taking a lot of space, hotkey buttons not being removable and suit storage not being accessible enough.

A toggle-hotkey-buttons verb was added to the OOC tab, which hides the pull, drop and throw buttons for people who prefer to use hotkeys and never use the buttons.

Added a character setup option which allows you to pick between the Midnight, Orange and Old iconsets for the user interface.

Tuesday, May 22nd

Icarus updated:

RIG helmets can now be used as flashlights, just like hardhats. Credit to Sly for the sprites.

HoP's office has been remapped and made into his private office. Conference Room can now be accessed from the main hall.

Sunday, May 20th

Errorage updated:

The new user interface is here. If anything is broken or something should be done differently please post feedback on the forum. Spriters are encouraged to make new sprites for the UI.

When you receive a PDA message, the content is displayed to you if the PDA is located somewhere on your person (so not in your backpack). You will also get a reply button there. This will hopefully make PDA communication easier.

New hotkeys! delete is the now the 'stop dragging' hotkey, insert is the 'cycle intents' hotkey.

Saturday, May 19th

Doohl updated:

You can now swap hands by clicking with your middle mouse button (you have to click on a visible object though, that's the catch).

Tweaked the DNA modifier consoles a little bit so that it's much easier to see individual blocks instead of one jumbled mess of hexadecimal.

You can now properly emag AI turret controls and commsat turret controls.

Invisty updated:

Brand new ending animations!

Friday, May 18th

Errorage updated:

Removed hat storage, which was useless.

Implanting someone now takes 5 seconds, both people need to remain still. Implanting yourself remains instant.

Wallets once again spawn in the cabinets in the dormitory

Wallets now fit in pockets

Thursday, May 17th

Icarus updated:

Individual dorms now have a button inside that bolts/unbolts the door

New sprites for Cargo, HoP, and Captain's lockers

More department-specific door sprites. Most noticable changes in medsci and supply departments.

Tuesday, May 15th

Icarus updated:

Added WJohnston's scrubs to Medical Doctor lockers. Comes in blue, green, and purple.

Added two new syndicate bundles

Reduced cost of thermals to 3 telecrystals (formerly 4)

Singularity Beacons are now spawned from a smaller, portable device.

CMO and QM jumpsuits made more unique.

Monday, May 14th

Icarus updated:

Reinforced table parts are now made by using four metal rods on regular table parts. No plasteel involved.

Beakers, small and large can now be made/recycled in autolathes.

Nodrak updated:

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

Friday, May 11th

Icarus updated:

New design for security. This should be the last time it sees major changes for a while.

Added a new construction area. What could it be for?

Petethegoat updated:

Readded the RD's genetics access.

RD is still without chemistry access, but I'm going to review this decision in a week and see if R&D is useless due to lack of acid.

Added Flashkirby99's SMES sprites!

Invisty updated:

Sexy new warpspace (or whatever) tiles.

Important changes below!

Thursday, May 10th

Sieve updated:

Reverted dismemberment, the recent gun changes, and Tarajans. Before you shit up the forums, read this:

Dismemberment was ported from Bay12, but only halfway, and there were several problems with it. I know many people really liked it, but as it stood it did not fit the playstyle here at all. This had to be removed, there is work on a more fitting system, but this had to be taken out first regardless, and the longer people beat around the bush the worse the situation got.

The gun change was made for no real reason and was pretty problematic, so reverting that should mean there are a lot less 'accidental suicides.'

Tarjans were reverted by request as well, and since keeping them working after removing dismemberment would be a stupid amount of work.

Sunday, May 6th

Cheridan updated:

-New booze sprites for the drinks that were removed! Re-enabled the recipes for the removed drinks. Get cracking, bartenders. -You now need 10 sheets of metal instead of 2 to make a gas canister, people can't FILL ENTIRE ROOMS WITH THEM.

-Emergency Toolboxes now contain smaller, lighter fire extinguishers that actually fit inside them!

Saturday, May 5th

Petethegoat updated:

RD get the fuck out of chemistry and genetics

CHEMISTS, DON'T BE DICKS TO RESEARCH, GIVE THEM ACID YOU TIGHT FUCKS

Icarus updated:

Updates to Sec, including a stationary scrubber for the prison area.

Swapped around cryogenics and the patient rooms in medbay.

Friday, May 4th

Cheridan updated:

-Added fat jumpsuit sprites for orange, pink, yellow, owl, security, and warden jumpsuits.

-Somatoray is hopefully more useful and less buggy when used on trays. -Botanists now have morgue access, because of their ability to clone via replica pods. Try not to get this removed like all your other access, okay hippies?

Thursday, May 3rd

Ikarrus updated:

Updated genetics, medbay and security.

Petethegoat updated:

MINIMOOOOOOOOOOOOOOOOG

Tuesday, May 1st

PolymorphBlue updated:

Adds BS12 dismemberment!

Adds greater changeling for 30 points

Monday, April 20th

Erro updated:

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

Wednesday, April 27th

Cheridan updated:

-New sprites for lemons, oranges, and walking mushroom critters. -Added Invisty's new blob sprites.

-Added a new chemical: lipozine, a weight loss drug. Made with sodium chloride, ethanol, and radium.

Wednesday, April 25th

Ikarrus & Flazeo updated:

New layout for Security, including a prison area instead of permacells.

New layout for the library, bar, and botany.

Medbay and R&D now have three-tile halls.

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

Tuesday, April 24th

PolymorphBlue updated:

Fakedeath changelings can no longer have their brains cut out.

Rev checkwin changed to fire every five ticks (from twenty) and actually use the right objective type so revs being off station counts as success.

Sieve updated:

Powercells now have unique icons for cell types

Implemented mech construction sprite by WJohnston for the Ripley, Firefighter, Gygax, and Durand

Durand construction is reversible

Power Cells can now be made in Mechfabs, provided the proper research level has been achieved

Added a new item, the Synthetic Flash. Works just like a normal flash, except they can only withstand one use, but can be produced in the Mechfab(To replace the need for normal flashes)

Added a new type of gloves, ones that are cheap copies of the coveted Insulated Gloves, but be warned, quality control wasn't too thorough

Added a new Cyborg Upgrade, a jetpack for use by Miner Cyborgs. Can be refilled on any air canister

Miner Cyborgs now have a Diamond Drill equivalent along with an upgraded Ore Satchel

Mechfabs no longer brick if there are parts in the quene on sync

MMIs can be built in the Mechfabs again

Crabs are no longer immortal, and are now especially vulnerable to wirecutters

Bibles printed in the library now retain the religion's deity

Added Construction Sprites for the Ripley, Firefighter, Gygax, and Durand by WJohnston

Added Particle Accelerator sprites by Invisity

Added Power Cell, Synthetic Flash, Robot Upgrades, and made some modifications to the PA sprites

Petethegoat updated:

Added Invisty's field generator sprites.

April 1-22, 2012

Cheridan updated:

CATCHING UP ON MY CHANGELOG. Some of this has been in for a while: -Added carved pumpkins and corncob pipes. -Added mutations for ambrosia and lemon trees. -Added more wood items for tower cap wood construction. -Added soil to plant seeds in. Make it by crushing up sandstone. Soil does not have indicators like trays do! Watch your plants carefully!

-The biogenerator is now more robust. It can dispense fertilizer in batches, and make simple leather items. -RnD can create a new tool for botanists: The floral somatoray. Has two modes. Use it on your plants to induce mutations or boost yield.

-Added plump helmet biscuits, mushroom soup, pumpkin pie and slices, chawanmushi, and beet soup recipes for the chef to make.

-Added transparency to biohelmets. -Normalized grass harvests. -Changed the name of "Generic Weeds". -Blenders can now be filled directly from plant bags. -Added low chance for a species mutation whenever a plant's stats mutate. -You now get more descriptive messages when applying mutagen to plant trays. -Removed sugarcane seeds from the vending machine. Added the sugarcane seeds to the seeds crate.

Sunday, April 22nd

Petethegoat updated:

New gasmask sprites. Removed emergency gasmasks, so there's only one type now.

New shotgun sprites by Khodoque!

The barman's double-barrel actually works like a double-barrel instead of a pump-action! Rejoice!

Sneaky barmen may be able to illegally modify their shotgun, if they so choose.

Trimmed the changelog, vastly.

Saturday, April 21st

Errorage updated:

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

Thursday, April 19th

Carn updated:

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

Tuesday, April 17th

Kor updated:

Engineering jobs now have their PDA spawn in their pocket, and their toolbelt on their belt

The nuke going off on station will now gib everyone on the Z level.

Two more core displays are available for the AI

The Artificer can now build cult floors and walls

Friday, April 13th

Sieve updated:

Updated the robotics layout.

Petethegoat updated:

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

Thursday, April 12th

Agouri updated:

Fixed the ability to move while lying down/resting.

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

Wednesday, April 11th

PolymorphBlue updated:

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

April 10, the year of our lord 2012

Agouri updated:

CONTRABAND-CON UPDATE: Added posters. I'm sorry to add it seperately with the rest of contraband, but there was a lack of sprites for everything else. Hopefully, people will gain interest and get me some damn sprites this way :3
		As I said, this is an ongoing project of mine. So starting of, we've got...

POSTERS! Posters come in rolled packages that can adhere to any wall or r_wall, if it's uncluttered enough.

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

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

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

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

Nodrak updated:

Merged 'Game' and 'Lobby' tabs during pre-game into one tab

Added the little red x to the late-join job list

Late-joiners are warned if the shuttle is past the point of recall, and if the shuttle has already left the station

Late-joiners now see how long the round has been going on.

Mining shuttle computer no longer spits out both 'Shuttle has been sent' and 'The shuttle is already moving' every time.

Monday, April 9th

Petethegoat updated:

TORE OUT DETECTIVE WORK! THIS IS A TEMPORARY PATCH TO SEE IF THIS FIXES THE CRASHING.

DETECTIVE SCANNERS AND EVIDENCE BAGS (AND FINGERPRINTS) ARE GONE.

Sunday, April 8th

PolymorphBlue updated:

Secret little rooms now spawn on the mining asteroid, containing various artifacts.

Added the beginnings of a borg upgrade system.  Currently, can be used to reset a borg's module.

2 April 2012

PolymorphBlue updated:

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

April Fools Day! Get hype!

Doohl updated:

Security officers can modify people's criminal status by simply examining them with a security hud on and clicking a link that will show up as part of the character's description.

Less jobs have maintenance access. The only jobs that will have it now are engineers, atmos techs, cargo techs, heads, and the detective.

Changed Runtime's sprite to look more catlike.

View Variables can now better list associative lists.

Miscellaneous bugfixes for the NT Script IDE.

PolymorphBlue updated:

Minor bugfixes to borg deathsquad, adds borg deathsquad to potential tensioner (set so high it's never going to happen)

Adds consiterable support for ERP!  (If enabled.)

Increases cost for changeling unstun to 45

30 March 2012

Donkie updated:

You can now stick papers back in to paperbins, text will persist.

Added a [field] bbcode tag to the pen writing. Lets your start writing from that point.

Changed fonts a bit for papers to make [sign] stand out more.

Doohl updated:

Gave pill bottles the ability to scoop up pills like ore satchels scoop ore. (There you go, /vg/ Anon.)

Security Officers and Wardens now start with maintenance acceess.

29 March 2012

PolymorphBlue updated:

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

28 March 2012

Carn updated:

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

Donkie updated:

Updated air alarm's GUI.

27 March 2012

Nodrak updated:

Security borgs now have modified tasers.

Security borgs have gone back to having the same movement speed as all other borgs.

23 March 2012

Doohl updated:

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

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

Donkieyo updated:

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

22 March 2012

Ricotez updated:

Medical Lockers, Security Lockers, Research Lockers, Warden Locker, CMO Locker, and RD locker all have new sprites.

Encryption keys now each have their own invidual sprites.

PolymorphBlue updated:

Added a prototype holodeck to fitness!

Assorted tensioner fixes

20 March 2012

Kor updated:

Lasertag vests and guns have been added to fitness.

Art storage has replaced the emergency storage near arrivals. Emergency storage has replaced chem storage (has anyone ever used that?)

Wraiths can now see in the dark

19 March 2012

PolymorphBlue updated:

Added LSD sting to modular changeling by popular demand.

Silence sting no longer provides a message to the victim.

Tensioner will no longer assign dead people as assassination targets.

18 March 2012

Quarxink updated:

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

14 March 2012

PolymorphBlue updated:

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

Petethegoat updated:

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

Nodrak updated:

You can now choose whether to spawn with a backpack, satchel, or nothing. Excess items will spawn in your hands if necessary.

You can now choose what kind of underwear you'd like to wear, per a request.

14 March 2012

Carn updated:

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

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

13 March 2012

Nodrak & Carn updated:

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

Doohl updated:

Ablative Armor now has a high chance of reflecting energy-based projectiles.

Riot shields were buffed; they now block more attacks and they will prevent their wielder from being pushed (most of the time).

12 March 2012

PolymorphBlue updated:

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

11 March 2012

PolymorphBlue updated:

The AI can now open doors with shift+click, bolt them with ctrl+click, and shock them with alt+click

Tratior borgs who hack themselves cannot be blown by the robotics console, and can override lockdowns.

Adds a new wire to doors that controls the time delay before they close.  If pulsed, they close like a sliding glass door.  If cut, they do not close by themselves.

Borgs who have died, ghosts, and are then blown up will now have their ghosts properly transfered to their dropped MMIs.

Carnwennan updated:

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

08 March 2012

Nodrak and Carnwennan updated:

Nodrak: Fixed crayon boxes and stuff getting stuck in pockets.

Nodrak: 'Steal item' objectives will report correctly when wrapped up in paper now.

Carn: fixed the vent in the freezer...poor chef kept suffocating.

02 March 2012

Carn updated:

Fixed a number of issues with mob examining. Including: not being able to see burns unless they were bruised; vast amounts of grammar; and icons. Updated  them to use stylesheet classes.

Borgs can no-longer drop their module items on conveyor belts.

Names input into the setup screen are now lower-cased and then have their first letters capitalised. This is to fix problems with BYOND's text-parsing system.

Runtime fix for lighting.

Over the next few commits I will be updating a tonne of item names to fix text-parsing. Please inform me if I've typoed anything.

03 March 2012

Petethegoat updated:

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

01 March 2012

SkyMarshal updated:

Tweak/Bugfix for Hallucinations.  Much more robust.

01 March 2012

SkyMarshal updated:

Ported BS12 Detective Work System

1 March 2012

Petethegoat updated:

Head revolutionaries no longer spawn with traitor uplinks.

29 February 2012

SkyMarshal updated:

BS12 Hallucination and Dreaming port

29 February 2012

muskets updated:

Integrated BS12's improved uplink code

26 February 2012

Doohl updated:

The insane crashing has finally been fixed!

25 February 2012

Doohl updated:

Telecommunications has been refined, with many new features and modules implemented.

NTSL (Nanotrasen Scripting Language) is ONLINE! This is a brand new, fully operational scripting language embedded within SS13 itself. The intended purpose is to eventually expand this scripting language to Robotics and possibly other jobs, but for now you may play with the TCS (Traffic Control Systems) implementation of NTSL in the Telecommunications Satellite. Recommended you read the NT Script wiki page for information on how to use the language itself. Other than that, there's not a lot of documentation.

Radio systems have been further optimized, bugfixed, etc. Should be more stable.

Intercoms now require power to work.

24 February 2012

PolymorphBlue updated:

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

Binary translators made into a encrpytion key, and fixed.  They now broadcast to AIs properly.

23 February 2012

PolymorphBlue updated:

MMIs/pAIs no longer lip read, and thus can now hear in the dark.

Borg rechargers are no longer Faraday cages, and thus can now receive radio while they're recharging.

LastyScratch updated:

Glass airlocks now make a different sound than regular airlocks.

in 1997 nanotrasen's first AI malfunctioned

Toggle ambience probably works now!

Runtime is <s>dead</s>.

The Research Director's consoles were moved into the completely empty cage in the back of his office.

22 February 2012

PolymorphBlue updated:

Changed alt+click to ctrl+click for pulling.

Petethegoat updated:

New stationary scrubber sprites~

Removed the mint. Coins can still be found and used in vending machines. PACMANs now run off sheets.

coolity updated:

New sprites for HoS and Captain lockers.

New sprites for the orebox.

21 February 2012

Petethegoat updated:

The jetpacks now display correctly when worn.

Buckling to chairs no longer causes you to drop your weapon

Nodrak updated:

Ghosts now have a "Jump to Mob" verb.

Sieve updated:

Mining lanterns work properly once again!.

Skaer updated:

The armoury now includes a box of spare Sec cartridges.

19 February 2012

Petethegoat updated:

The jetpacks in EVA have been replaced with CO2 ones, painted a classy black.

Additionally, jetpacks will now run on gases other than oxygen, as you would expect.

Chair overhaul! You shouldn't notice anything different, but if you encounter bugs with chairs or beds, please report those asap.

New electric chair sprites, by myself.

Electric chairs will only electrocute people buckled into them.

Karma should be fixed.

KorPhaeron updated:

A new construct type: Artificer. It is capable of constructing defenses, repairing fellow constructs, and summoning raw materials to construct further constructs

Simple animals (constructs, Ian, etc) can now see their health in the Status tab

Detective's revolver is non-lethal again. Was fun while it lasted

18 February 2012

Petethegoat updated:

Foam has a reduced range to prevent spamming

Sieve updated:

Stopped the unholy Radium/Uranium/Carbon smoke that crashed the server. And for anyone that did this, you are a horrible person

Cleanbots clean dirt

Cleanbots automatically patrol on construction

Removed silicate because it is not useful enough for how much lag it caused

16 February 2012

Smoke Carter updated:

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

15 February 2012

Kor updated:

Terrorists Win! Desert Eagles and Riot Shields now spawn on the syndicate shuttle, replacing the c20r

The Detectives gun still uses .38, but they're now fully lethal bullets. Go ahead, make his day.

The Veil Render has been nerfed, the Nar-Sie it spawns will not pull anchored objects. This is a temporary measure, more nerfs/reworking to come

14 February 2012

Carn updated:

Spacevines added to the random events.

The bug where doors kept opening when a borg tried to close them at close range is now fixed.

13 February 2012

Khodoque updated:

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

Erro updated:

Clicking the internals button on your user interface (The one that shows if you have internals on or not) will now toggle internals even if they are in your pockets. (humans only) - It now works if your internals are on your back, suit storage, belt, hands and pockets.

The public autolathe has been removed. If you want some some stuff from a lathe, go to cargo.

Kor updated:

A new item, the null rod, protects the one bearing it from cult magic. One starts in the chaplains office, and this replaces the job based immunity he had. The null rod also is capable of dispelling runes upon hitting them (the bible can no longer do this)

Shooting fuel tanks with lasers or bullets now causes them to explode

A construct shell is now waiting to be found in space.

Chaplains can no longer self heal with the bible

Simple animals, including constructs, can now attack mechs and critters

12 February 2012

Erro updated:

You can no longer attach photos to ID cards. This never worked properly and if anything, it was misleading.

Backpacks can now hold 7 normal sized items (box size) as opposed to 6 normal sized items + 1 small item

Added several fire alarms to areas around the station including the brig, engineering and others

The atmospherics department now has a few hazard vests available for atmos techs to wear if they don't like the fire suit

Roboticist now have engineering + science headsets, virologists now have medsci headsets with medical + science channels

Added some headsets to the jobs that didn't have any extras: roboticist, qm, scientist, virologist and geneticist.

Station engineers now have construction site access (vacent office by arrivals)

Replaced a few airlocks with glass airlocks (detective, autolathe, assistant storage, robotics, checkpoint)

Removed the wall that was blocking the entrance to the theater

Made a small redesign for the HoP's office so that people running towards it from the escape hallway don't run right into the queue, annoying everyong

The engineering, command and security airlocks now glow green when closing instead of red to match all the other airlocks

The disposal units now auto trigger every 30 game ticks, if there is something (or someone) in them. So no more hiding in disposal units!

You can no longer control the disposal unit from within it. You will have to wait for it to trigger itself.

You can no longer strip items off of Ian while dead / a ghost

Pete updated:

Updated fitness, athletic shorts are now available!

11 February 2012

Erro updated:

You can now take individual crayons out of the crayon box the same way as from boxes

Clicking a grille with a glass or reinforced glass pane in your hand will glaze the grille from the direction you're looking from (don't forget to fasten the window tho)

When you click somewhere with the intent to interact, you will automaticaly face the item you're trying to interact with. This won't slow you down when running and firing guns behind you.

Kor updated:

A new passive mob ability: Relentless. Relentless mobs cannot be shoved (though may still swap places with help intent)

Alien Queens, Juggernaut constructs, and Medical Borgs are all Relentless. Maybe the medborg can actually drag people to medbay on time now

Two constructs, the Juggernaut and the Wraith are now available for wizards and cultists to use soul stones with

A new highly destructive artefact, Veil Render, is now available for wizards

A new one time use global spell, Summon Guns, is now available for wizards.

DEEPSTRIKING! There is now a partially constructed teleporter on the nuke shuttle, and for a large sum of telecrystals they may purchase the circuitboard needed to complete it.

The Chaplain is immune to cult stun, blind, deafen, and blood boil

10 February 2012

Quarxink updated:

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

9 February 2012

Erro updated:

Engineering and security lockers now spawn with their respective backpacks in them so job-changers can look as they should. HoS locker now also contains an armored vest, for the convenience of the HoS who wants to play with one.

Slightly changed the spawn order of items in the CE and HoS lockers to make starting up a hint less tedious.

8 February 2012

ConstantA updated:

Added Exosuit Jetpack

Added Exosuit Nuclear Reactor (runs of normal, everyday uranium, maybe I'll switch it to run on enriched) - requires research (level 3 in Materials, Power Manipulation and Engineering)

Added Ripley construction steps sprites (courtesy of WJohnston - man, you're awesome)

Exosuit Sleeper can now inject occupant with reagents taken from Syringe Gun

Exosuit Cable Layer will now auto-dismantle floors

Exosuit Heavy Lazer cooldown increased, Scattershot now fires medium calibre ammo (less damage)

Exosuit wreckage can be pulled

EMP now drains half of current exosuit cell charge, not half of maximum charge.

Fixed several possible exosuit equipment runtimes

Introduced new markup to changelog. Javascript is extremely slow (in byond embedded browser) for some reason.

4 February 2012, World Cancer Day

Erro updated:

Examining humans now works a bit differently. Some external suits and helmets can hide certain pieces of clothing so you don't see them when examining. Glasses are also now displayed when examining.

The job selection screen has been changed a little to hopefully make making changes there easier.

31 January 2012

Carn updated:

Grammar & various bug-fixes

Thank-you to everyone who reported spelling/grammar mistakes. I'm still working on it, so if you spot anymore please leave a comment here. There's still lots to fix.

Mining station areas should no longer lose air.

30 January 2012(

Sieve updated:

This stuff is actually already implemented, it just didn't make it to the changelog

Firefighter Mech - A reinforced Ripley that is more resistant to better cope with fires, simply look in the Ripley Contruction manual for instructions.

Mech contruction now has sounds for each step, not just 1/4 of them.

Mech Fabricators are fixed, Manual Sync now works and certain reseach will reduce the time needed to build components.

Added special flaps to the mining station that disallow air-flow, removing the need to shuffle Ore Boxes through the Airlocks.

Each outpost has it's own system for the conveyors so they won't interfere with each other.

Powercell chargers have been buffed so now higher capacity cells are actually useable.

A diamond mech drill has been added. While it isn't any stronger than the standard drill, it is much faster.

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

Agouri updated:

UPDATE ON THE UPDATE: Newspapers are now fully working, sorry for that. Some minor icon bugs fixed. Now I'm free to work on the contest prizes :3

Newscasters are now LIVE! Bug reports, suggestions for extra uses, tears etc go here.

What ARE newscasters? Fans of the Transmetropolitan series might find them familiar. Basically, they're terminals connected to a station-wide news network. Users are able to submit channels of their own (one per identified user, with channels allowing feed stories by other people or, if you want the channel to be your very own SpaceJournal, being submit-locked to you), while others are able to read the channels, either through the terminals or a printed newspaper which contains every news-story circulating at the time of printing.

About censorship: You can censor channels and feed stories through Security casters, found in the HoS'es office and the Bridge. Alternatively, if you want a channel to stop operating completely, you can mark it with a D-Notice which will freeze it and make all its messages unreadable for the duration it is in effect. If you've got the access, of course.

Basically I think of the newscaster as nothing more as an additional Roleplaying tool. Grab a newspaper along with your donuts and coffee from the machines, read station rumors when you're manning your desk, be a station adventurer or journalist with your very own network journal!

I would ask for a bit of respect when using the machine, though. I removed all and any channel and story restrictions regarding content, so you might end up seeing channels that violate the rules, Report those to the admins.

Finally, due to the removal of the enforced "Channel" string, it's recommended to name your channels properly ("Station Paranormal Activity Channel" instead of "Station Paranormal Activity", for example")

28 January 2012

BubbleWrap updated:

Arresting buff!

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

27 January 2012

LastyScratch updated:

Toggle-Ambience now works properly and has been moved from the OOC tab to the Special Verbs tab to be with all the other toggles.

RavingManiac updated:

The bar now has a "stage" area for performances.

Blaank updated:

Added a vending machine to atmopherics reception desk that dispenses large
oxygen tanks, plasma tanks, emergency oxegen tanks, extended capacity emergency
oxygen tanks, and breath masks.

Petethegoat updated (for a bunch of other people):

Lattice is now removed when you create plating or floor (credit Donkieyo).

Monkeys now take damage while in crit (credit Nodrak).

The warden now has his own jacket. (credit Shiftyeyesshady).

Spectacular new dice that will display the proper side when rolled!! (credit TedJustice)

Spectacular new dice that will display the proper side when rolled!! (credit TedJustice)

Borg RCDs can no longer take down R-walls. (headcoder orders)

19 January 2012

Petethegoat updated:

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

17 January 2012

Doohl updated:

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

15 January 2012

Doohl updated:

The radio overhaul 'Telecommunications' is now LIVE. Please submit any opinions/feedback in the forums and check the wiki article on Telecommunications for some more info for the curious.

The AI satellite has been replaced with a communications satellite. You can get there via teleporter or space, just like the AI satellite. I highly recommend not bum-rushing the new satellite, as you may be killed if you don't have access. It's a very secure place.

Once a human's toxicity level reaches a certain point, they begin throwing up. This is a natural, but overall ineffective method of purging toxins from the body.

You can now travel Z-levels in Nuclear Emergency mode (the nuke disk is still bound to the station). This means the nuclear agents can and probably will fly off into space to blow up the comm satellite and shut down communications.

9 January 2012

ConstantA updated:

Reworked exosuit internal atmospherics (the situation when exosuit is set to take air from internal tank, otherwise cabin air = location air):

If current cabin presure is lower than &quot;tank output pressure&quot;, the air will be taken from internal tank (if possible), to equalize cabin pressure to &quot;tank output pressure&quot;

If current cabin presure is higher than &quot;tank output pressure&quot;, the air will be siphoned from cabin to location until cabin pressure is equal to &quot;tank output pressure&quot;

Tank air is not altered in any way even if it's overheated or overpressured - connect exosuit to atmos connector port to vent it

&quot;Tank output pressure&quot; can be set through Maintenance window - Initiate maintenance protocol to get the option

Fixed bug that prevented exosuit tank air updates if exosuit was connected to connector port

Combat exosuits melee won't gib dead mobs anymore

QM exosuit circuit crates cost lowered to 30 points

Exosuit plasma converter effectiveness +50%

8 January 2012

Agouri updated:

I'm back home and resumed work on Newscasters and Contraband.

But I got bored and made cargo softcaps instead. Flippable! Enjoy, now all we need is deliverable pizzas.

Oh, also enjoy some new bodybag functionality and sounds I had ready a while ago, with sprites from Farart. Use a pen to create a visible tag on the bodybag. Wirecutters to cut it off. Also it's no longer weldable because it makes no goddamn sense.

7 January 2012

Donkieyo updated:

You must now repair damaged plating with a welder before placing a floor tile.

You can now relabel canisters if they're under 1kPa.

Polymorph updated:

Dragging your PDA onto your person from your inventory will bring up the PDA screen.

You can now send emergancy messages to Centcomm (Or, with some.. tampering, the Syndicate.) via a comms console.  (This occurs in much the fashion as a prayer.)

3 January 2012

Erro updated:

Shift-clicking will now examine whatever you clicked on!

Polymorph updated:

Alt-clicking will now pull whatever you clicked on!

1 January 2012 (12 more months until doomsday)

Doohl updated:

XENOS ARE NOW IMMUNE TO STUNNING! To compensate, stunning via tasers/batons now slows them down significantly.

Polymorph updated:

Doors no longer close if they have a mob in the tile.  (Generally!)  Door safties can now be overriden to close a door with a mob in the tile and injure them severely.

29 December 2011

ConstantA updated:

Added some new Odysseus parts and tweaked old ones.

Added Exosuit Syringe Gun Module

New Odysseus sprites - courtesy of Veyveyr

Polymorph updated:

Air Alarms can now be hacked.

Too much of a good thing is just as bad as too little.  Pressures over 3000 kPa will do brute damage.

28 December 2011

RavingManiac updated:

Wrapped objects can now be labelled with a pen

Wrapped small packages can be picked up, and are now opened by being used on themselves

Mail office remapped such that packages flushed down disposals end up on a special table

Package wrappers placed in most of the station departments

In short, you can now mail things to other departments by wrapping the object, labelling it with the desired destination using a pen, and flushing it down disposals. At the mail room, the cargo tech will then tag and send the package to the department.

27 December 2011

Errorage updated:

Engineering's been remapped

RavingManiac updated:

Refrigerators and freezer crates will now preserve meat

<a href='#' id='achristmas' onclick="changeText('spanchristmas','Comment by Errorage: &#34;You guys REALLY coded on Christmas?!&#34;','achristmas')">25 December 2011

ConstantA updated:

Circuit boards for Odysseus mech can be ordered by QM

Designs for them were added to R&amp;D

Kor updated:

Soul Stones Added: Like intellicards for dead or dying humans! Full details are too long for the changelog

A belt full of six soul stones is available as an artefact for the wizard

Cultists can buy soulstones with their supply talisman

The chaplain has a single soulstone on his desk

The reactive teleport armour's test run is over. It no longer spawns in the RD's office.

24 December 2011

Rockdtben updated:

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

23 December 2011

ConstantA updated:

Mech Fabricators now require robotics ID to operate. Emag removes this restriction.

Added Odysseus Medical Exosuit. Has integrated Medical Hud and ability to mount medical modules.

Added Sleeper Medical module for exosuits. Similar to common sleepers, but no ability to inject reagents.

Added Cable Layer module for exosuits. Load with cable (attack cable with it), activate, walk over dismantled floor.

Added another exosuit internal damage type - short circuit. Short-circuited exosuits will drain powercell charge and power relay won't work.

You should be able to send messages to exosuit operators using Exosuit Control Console

Gygax armour and module capacity nerfed.

Exosuit weapon recharge time raised.

Bugfix: EMP actually drains exosuit cell and damages it

RavingManiac updated:

Meat will now spoil within three minutes at temperatures between 0C and 100C.

Rotten meat has the same nutritional value as normal meat, and can be used in
the same recipes. However, it is toxic, and ingesting a badly-prepared big bite
burger can kill you.

Because refrigeration serves a purpose now, the kitchen cold room freezing unit
is turned off by default. Chefs should remember to turn the freezer on at the
start of their shift.

21 December 2011

RavingManiac updated:

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

19 December 2011

Kor updated:

General/Misc Changes

Escape pods no longer go to the horrific gibbing chambers. Rather, they will be picked up by a salvage ship in deep space. (This basically changes nothing mechanics wise, just fluff)

An ion rifle now spawns on the nuclear operative shuttle. Maybe this will help with them getting destroyed by sec borgs every round?

Wizard Changes

The wizard can now purchase magic artefacts in addition to spells in a subsection of the spellbook.

The first (and currently only) new artefact is the Staff of Change, which functions as a self recharging energy weapon with some special effects.

The wizard has a new alternative set of robes on his shuttle.

Cult Changes

Cultists now each start with three words (join, blood, self). No more will you suffer at the hands of cultists who refuse to share words.

The starting supply talisman can now be used five times and can now be used to spawn armor and a blade.

Replaced the sprites on the cultist robes/hood.

18 December 2011

Carnwennan updated:

Thanks to the wonders of modern technology and the Nanotrasen steel press Ian's head has been shaped to fit even more silly hats. The taxpayers will be pleased.

Doohl updated:

Vending machines got yet another overhaul! Good lord, when will they stop assfucking those damned vendors??

17 December 2011

Erro updated:

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

14 December 2011

Erro updated:

Meteor mode is hopefully deadly again!

Kor updated:

Research director has a new toy: Reactive Teleport Armour. Click it in your hand to activate it and try it out!

11 December 2011

NEO updated:

AIs actually consume power from APCs now

Bigass malf overhaul. tl;dr no more AI sat, instead you have to play whackamole with APCs.

10 December 2011

Doohl updated:

Title music now plays in the pregame lobby. You can toggle this with a verb in "Special Verbs" if you really want to.

User Interface preferences now properly get transferred when you get cloned.

Erro updated:

Escape pods have been added to test the concept.

Escaping alone in a pod does not count towards the escape alone objective, it counts towards the escape alive objective tho. Escape alone only requires you to escape alone on the emergency shuttle, it doesn't require you to ensure all pods are empty. Cult members that escape on the pods do not ocunt towards the cult escaping acolyte number objective. Escaping on a pod is a valid way to survive meteor.

Polymorph updated:

 Fire is now actually dangerous.  Do not touch fire.

8 December 2011

Errorage updated:

Fixed the comms console locking up when you tried to change the alert level.

Added a keycard authentication device, which is used for high-security events. The idea behind it is the same as the two-key thing from submarine movies. You select the event you wish to trigger on one of the devices and then swipe your ID, if someone swipes their ID on one of the other devices within 2 seconds, the event is enacted. These devices are in each of the head's offices and all heads have the access level to confirm an event, it can also be added to cards at the HoP's ID computer. The only event that can currently be enacted is Red alert.

Kor updated:

The chef now has a fancy dinner mint in his kitchen. It is only wafer thin!

3 December 2011

Pete & Erro Christmas update:

Reinforced metal renamed to steel and steel floor tile renamed to metal floor tile to avoid confusion before it even happens.

It is no longer possible to make steel from metal or vice versa or from the autolathe. You can however make metal from the autolathe and still insert steel to increase the metal resource.

To make steel you can now use the mining smelting unit and smelt iron and plasma ore.

The RCD can no longer take down reinforced walls.

Errorage updated:

Grass plants in hydro now make grass floor tiles instead of the awkward patches.

Petethegoat updated:

Fixed all known vending machine issues.

Fixed a minor visual bug with emagged lockers.

Clarified some of the APC construction/deconstruction messages.

Numbers updated:

Potency variations tipped in favour of bigger changes over smaller periods of time.

PolymorphBlue updated:

Traitors in the escape shuttle's prison cell will now fail their objective.

Lockers are no longer soundproof! (or flashproof, for that matter)

Headrevs can no longer be borged, revs are dereved when borged.

30 November 2011

Vinyl Scratch updated:

New ambient sounds for the station and AI Sat.

He's baaaaaack...

27 November 2011

Kor updated:

Changeling husks are now borgable again (though not clonable) and genome requirements were lowered

De-revved revolutionaries had their message clarified a bit. You remember the person who flashed you, and so can out ONE revhead

Light tubes/bulbs can now be created in the autolathe. Recycle those broken lights!

22 November 2011

Doohl updated:

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

19 November 2011

Doohl updated:

Toggling admin midis will now DISABLE THE CURRENT MIDI OH MY GOSH!

Tobba updated:

We're looking for feedback on the updated chem dispenser! It no longer dispenses beakers of the reagent, and instead places a variable amount of the reagent into the beaker of your choosing.

Petethegoat updated:

Diagonal movement is gone on account of them proving to be a bad idea in practice. A grand experiment nonetheless.

Kor updated:

The PALADIN lawset in the AI upload has been replaced with the corporate lawset

16 November 2011

Tobba updated:

Report any issues with the updated vending machines!

16 November 2011

Petethegoat updated:

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

7 November 2011

Kor updated:

Repair bots (mechs) are now adminspawn only

Extra loyalty implants are now orderable via cargo bay (60 points for 4 implants)

Changeling regen stasis now takes two full minutes to use, but can be used while dead. Burning and gibbing are the only way to keep them dead now.

29 October 2011

ConstantA updated:

Added step and turn sounds for mechs

Added another mecha equipment - plasma converter. Works similar to portable generator. Uses solid plasma as fuel. Can be refueled either by clicking on it with plasma in hand, or directly from mecha - selecting it and clicking on plasma.

Added mecha laser cannon.

Added damage absorption for mechs. Different mechs have different absorption for different types of damage.

Metal foam now blocks air movement.

Petethegoat updated:

Fixed sticking C4 to containers.

Rearranged the armoury, and changed the medical treatment room in Sec to an interrogation room.

Mr Fixit has been powered off and returned to the armoury. Deploying him every round is still recommended!

29 October 2011

Petethegoat updated:

Stunglove overhaul: part one. Stun gloves are now made by wiring a pair of gloves, and then attaching a battery- this shows up on the object sprite, but not on your character. Stungloves use 2500 charge per stun! This means that some low capacity batteries will make useless stungloves. To get your old inconspicous gloves back, simply cut away the wire and battery. Note that insulated gloves lose their insulation when you wire them up! Yet to come: stungloves taking extra damage from shocked doors.

Removed sleepypens! Paralysis pens have been changed to look like normal pens instead of penlights, and have been slightly nerfed. They will paralyse for about fifteen seconds, and cause minor brain damage and dizziness.

Uplink Implants now have five telecrystals instead of four.

Doohl updated:

More hairs added and a very long beard.

Finally fixed the request console announcements going AMP AMP AMP all the time when you use punctuation.

27 October 2011

Mport updated:

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

21 October 2011, Tuesday:

Errorage updated:

Old keyboard hotkey layout option available again! home, end, page down and page up now once again do what they did before by default. To use diagonal movement you will need to use your numpad with NUM LOCK enabled.

		The new list of hotkeys is as follows: (Valid as of 21.10.2011)

Numpad with Num Lock enabled = movement in wanted direction.

Numpad with Num Lock disabled = as it was before. movement north-south-east-west and throw, drop, swap hands, use item on itself.

Page up (also numpad 9 with num lock disabled) = swap hands

Page down (also numpad 3 with num lock disabled) = use item in hand on itself

home (also numpad 7 with num lock disabled) = drop

end (also numpad 1 with num lock disabled) = throw

CTRL + A = throw

CTRL + S = swap hands

CTRL + D = drop

CTRL + W = use item in hand on itself

Numpad divide (/) = throw

Numpad multiply (*) = swap hands

Numpad subtract (-) = drop

Numpad add (+) = use item in hand on itself

		In short, use Num Lock to swap between the two layouts.

18 October 2011, Tuesday:

Errorage updated:

You can now move diagonally! To do so, use the numpad. The keybaord has been remapped to make this possible:

CTRL + A = throw

CTRL + S = swap hands

CTRL + D = drop

CTRL + W = use item in hand on itself

Numpad divide (/) = throw

Numpad multiply (*) = swap hands

Numpad subtract (-) = drop

Numpad add (+) = use item in hand on itself

15 October 2011, White Cane Safety Day:

Agouri updated:

There has been a tidal wave of bugfixes over the last 5 or so days. If you had previously tried something on the station, saw that it was bugged and never tried it again, chances are it got fixed. I don't want you to neglect using stuff because you think it was bugged, which it was at one point, but no longer is. Thanks, happy new semester to everyone~

Errorage updated:

When you're unconscious, paralyzed, sleeping, etc. you will still see the same blackness as always, but it will rarely flicker a bit to allow you to see a little of your surroundings.

Doohl updated:

New hairstyles! YOU never asked for this!

11 October 2011:

ConstantA updated:

Added radios to exosuits. Setting can be found in 'Electronics' menu.

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

8 October 2011:

Doohl updated:

You can put things on trays and mass-transport them now. To put stuff on trays, simply pick up a tray with items underneath/on top of it and they'll be automatically carried on top of the tray. Be careful not to make a mess~!

Mport updated:

Telekenesis now only allows you to pick up objects.

Stun gloves ignore intent.

Moved the loyalty implants to the HoS' locker.

Job system redone, remember to setup your prefs.

2 October 2011:

Petethegoat updated:

Pandemic recharge speed is affected by the number of different types of antibodies in the blood sample. For maximum efficiency, use blood samples with only a single type of antibody. (Blood samples with two types of antibodies will still let the Pandemic recharge slightly faster than it used to.)

Errorage updated:

Opening a storage item on your belt will now display the proper number of slots even if the number is different from 7.

Less ponies, gryphons, and Tohou.

1 October 2011:

Knognob Lungsparkle updated:

Xenomorphic aliens can now shape resin membranes (organic windows basically).

The AI can no longer see runes. Instead, they will see blood splatters.

28 September 2011:

Rolan7 updated:

New method for job assignment. Remember to review your preferences. Send all your hate and bug reports to me.

Doohl updated:

Putting someone inside a cloning machine's DNA scanner will notify the person that they are about to be cloned. This completely removes the necessity to announce over OOC for someone to get back in their body.

22 September 2011, OneWebDay:

Errorage updated:

Added an additional 9 colors, into which you can color bedsheets, jumpsuits, gloves and shoes at the washing machine.

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

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

Errorage updated:

You can no longer clone people who suicided. I REPEAT! You can no longer clone people who have suicided! So use suiciding more carefully and only if you ACTUALLY want to get out of a round. You can normally clone people who succumbed tho, so don't worry about that.

Washing your hands in the sink will now only wash your hands and gloves. You can wash items if you have them in your hands. Both of these actions are no longer instant tho.

18 September 2011, World Water Monitoring Day:

Errorage updated:

Added the most fun activity in your every-day life. Laundry. Check the dormitory. (Sprites by Hempuli)

You can now change the color of jumpsuits, shoes, gloves and bedsheets using the washing machine.

Some religions (currently Islam, Scientology and Atheism) set your chapel's symbols to the symbols of that religion.

A new old-style cabinet's been added to the detective's office. (Sprite by Hempuli)

Runtime the cat ran away!! And it gets even worse! Mr. Deempisi met a premature end during an excursion to the kitchen's freezer!  -- I was ORDERED to do this... don't kill me! :(

Kudzu can now be spawned (Currently admin-only. Will test a bit, balance it properly and add it as a random event) (Original code and sprites donated by I Said No)

Kor updated:

Added purple goggles to chemistry (you're welcome Lasty)

Added a third MMI to robotics and monkey cubes to xenobio (dont fucking spam them in the halls)

Mport updated:

Turns out tasers and a few other weapons were slightly bugged when it came to checking the internal powercell. Tasers and such gained an extra shot.

Ion Rifle shots lowered to 5 per charge.

17 September 2011, Operation Market Garden remembrance day:

Errorage updated:

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

14 September 2011:

Lasty updated:

Runtime now actually spawns in medbay because nobody cared whether it is a tiny smugfaced espeon that explodes violently on death or a spacecat that presumably doesn't.

You can no longer put someone into a sleeper and erase them from existence by climbing into the same sleeper.

Players who haven't entered the game will no longer be able to hear administrators in deadchat.

Pete updated:

Added new sprites for the light tube and glasses boxes.

Fixed the bug where syndicate bundles would have an emergency O2 tank and breath mask.

Mport, SECOND REMOVER OF SUNS updated:

Singularity absorbtion explosion range lowered and is now dependent on singularity size.

Bag of Holding no longer instakills singularity, and the chance for bombs to destroy a singularity has been changed from 10% to 25%.

Removed THE SUN.

Damage and stun duration from shocked doors has been lowered to account for a larger amount of energy in the powernet.

13 September 2011:

Errorage updated:

Healing, attacking or 'gently tapping' Ian will now properly display the name of the attacker to all people.

Vinyl Scratch updated:

Runtime!

Mine ambience now fades out at the end so that not only is it less jarring when it ends, but it also loops properly.

Malfunctioning AI's runtime message now has a voice clip to go with it (courtesy of Rosen Ritter)

Every headset will now display the commands for their respective channels upon examine.

Miss Phaeron updated:

E-Swords now have a chance to deflect projectiles when active

Taser/Laser shots now drain 40 battery per use from a borg, as opposed to 20

EMPs do 60 damage to borgs now, up from 25. They also stun them momentarily and drain 1k charge

As part of a joint effort between Mport, Falazameer, and myself an Ion Rifle has been added to the armoury

The Mutate spell now gives Laser Vision and Hulk

11 September 2011:

Errorage updated:

Ian can now be toolboxed.

Ian can now be healed with bruisepacks, unless he's already dead.

You can now walk over Ian when he's killed.

Ian will chase food, if you leave it on the floor. If he notices it and you pick it up, he'll chase you around, if you stay close enough.

10 September 2011:

Errorage updated:

A new pet on the bridge.

The pet can now be buckled and will no longer escape from closed containers, such as closets or the cloning pods.

Vending machines and request consoles are the first to use the new in-built browser in the upper-right of the user interface. If feedback is positive on these, more machines will be added to this. Hoping that this will eventually reduce the number of popup micromanagement.

Lasty updated:

The collectible hats have been removed from the theatre, doomed to rot forever in the hat crates they spawned from. No longer shall you see racks full of "collectible hard hat"!

TLE updated:

You can now toggle the message for becoming a pAI on and off in your prefs.

Mport updated:

Synaptizine now once again helps you recover from being stunned, however it is now also slightly toxic and may cause a small amount of toxins damage for every tick that it is in your system.

Assembly updating!

Original blob is back, though it still has lava sprites.

The bug where you would spawn on the wizard shuttle for a second at the start of the round should no longer occur.

8 September 2011:

Lasty updated:

Suicide has been changed to biting your tongue off instead of holding your breath, and examining someone who has comitted suicide will give you a message stating that their tongue is missing.

Chemsprayers are now large items instead of small, meaning they can no longer fit in your pocket.

6 September 2011

Greek Rioter updated:

Removed dumb/badly sprited drinks for barman. This is for you, people that love to play barman. Your job is now non-retarded again. EDIT: FIXED DRINK MIXING

More info here: rev2136

Lasty updated:

Fixed the karma exploit! Uhangi can rest in peace knowing his -87 karma ways were not his own.

Added new ambient sound for space and the mines.

Examining an oxygen tank will now tell you if it is about to run out of air. If it is, you will recieve a beep and a message, and if not, then you'll just get the default "this is an oxygentank!" message.

Rageroro updated:

Sleeper update! Sleepers can now only inject soporific, dermaline, bicaridine, and dexaline into people with 1% or more health. They can also inject inaprovaline into people with -100% or more health. Nothing can be injected into people who are dead.

Superxpdude updated:

Virology is now part of medbay, and as such the RD no longer has Virology access and the CMO and Virologist no longer have Research access.

Uhangi updated:

Electropacks, screwdrivers, headsets, radio signalers, and station bounced radios can now be constructed from the autolathe.

Added a courtroom to Centcom.

Fixed electropack bug regarding using screwdrivers on electropacks.

Microwave updated:

Nuka Cola re-added.

Urist McDorf updated:

Added XCom aliens, by Xerif (Donated by the Foundation project )

Cheridan updated:

New sprites for beds and air, plasma and nitrogen tanks (The ones found in maintenance shafts).

5 September 2011.

Rageroro updated:

Updates made to the HoP's ID computer. New interface and removing a card will now put it directly in your hand, if it's empty. Using your card on the computer will place it in the appropriate spot. If it has access to edit cards it will put it as the authentication card, otherwise as the card to be modified. If you have two cards with ID computer access first insert the authentication card, then the one you wish to midify, or do it manually like before.

<a id='easteregg1_link' onclick="changeText('easteregg1_tag','Has Hell frozen over yet?','easteregg1_link')">Placed extra fire suits in maintenance (Near eva and mining) and an extra fire closet to atmos.

4 September 2011.

Urist McDorf updated:

People who have been infected by facehuggers can no longer suicide.

Stammering has been reworked.

The chaplain can now no longer discern what ghosts are saying, instead receiving flavour text indicating that ghosts are speaking to him.

Walking Mushroom yield decreased from 4 to 1.

Glowshrooms now only spread on asteroid tiles.

Fixed rev round end message reporting everyone as dead.

Gave the changeling an unfat sting.

Erro updated:

R'n'D and Gas Storage locations have been swapped in order for R&D to be given a hallway-facing table, just like Chemistry.

Buckling someone to a chair now causes them to face in the same direction as the chair.

Conveyor will now move only 10 items per game cycle. This is to prevent miners from overloading the belts with 2000 pieces of ore and slowing down time by turning it on. Does not apply to mobs on belt.

Doohl updated:

New escape shuttle!

Metroids get hungry slower, but gain more nutrients from eating.

Kor updated:

Added Necronomicon bible (credit Joseph Curwen)

Removed Doc Scratch clothing from chaplain? locker and added as a random spawn in the theatre.

Shaft Miners now start with regular oxygen tanks.

Mutate now gives the wizard hulk and OPTIC BLAST instead of hulk and TK.

Spiderman suit is no longer armoured or space worthy.

Crayons

Superxpdude updated:

New, more appropriate arrivals message.

Shuttle escape doors fixed.

New RIG sprite.

Lasty updated:

Switched xenomorph weeds to run in the background, hopefully causing them to destroy the server slightly less.

Microwave updated:

Added sink to hydroponics

Cleaned up autolathe menu

Glasses and cups can now be filled with water from sinks.

31 August 2011.

Lasty  updated:

The costumes that spawn in the theatre are now randomized.

The kitchen now has a Smartfridge which can be directly loaded from the Botanist? plantbags. No more crates! (credit to Rolan7).

Snappops can now be acquired from the arcade machines. Amaze your friends! (credit to Petethegoat)

Bangindonk.ogg added to random end sounds list.

Urist McDorf updated:

Players can no longer be randomly assigned to Librarian, Atmospherics Technician, Chaplain, and Lawyer unless all other non-assisstant job slots are full or they have those jobs in their preferences.

Changeling mode now has multiple changelings.

Superpxdude updated:

The mail system actually works properly now! Probably!

Most hats had their ?eadspace?tag removed, meaning they will no longer substitute for a space helmet in protecting you from the dangers of space.

28 August 2011.

Doohl updated:

Chaplains can now select different bible icons when they start. The selection is applied globally and the library's bible printer will print the same bibles.

Joy to the world! The Library's bible-printing function now has a one-minute cooldown. One minute may seem a little extreme, but it is necessary to prevent people from spamming the fuck out of everything with 100,000,000,000,000 carbon-copy bibles.

Tweaked Metroids a bit; they are slightly more aggressive and become hungrier faster. To compensate, they now move slightly slower.

26 August 2011.

Mport updated:

Rev:

Station Heads or Head Revs who leave z1 will count as dead so long as they are off of the z level.

Once a player has been unconverted they may not be reconverted.

Cult:

Heads other than the Captain and HoS are now able to start as or be converted to a cultist.

New Item: Loyalty Implant, which will prevent revving/culting. 4 spawn in the armory.

If a rev (not cultist) is injected with one he will unconvert, if a revhead is injected it will display a resist message.

Loyalty Implants show up on the SecHud

New Machine: Loyalty Implanter - Is on the prison station, shove a guy inside it to implant a loyalty implant. It can implant 5 times before it needs a 10 minute cooldown.

20 August 2011.

Doohl updated:

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

16 August 2011.

Superxpdude updated:

Traitor item bundles: Contains a random selection of traitor gear

Uhangi updated:

.38 Special Ammo can now be made from unhacked autolathes

15 August 2011.

Superxpdude updated:

NEW MINING STATION, POST YOUR OPINIONS AND BUGS HERE

Added some new awesome mining-related sprites by Petethegoat. All credit for the sprites goes to him.

9 August 2011.

Mport updated:

Cyborgs once again have open cover/cell icons.

To override a cyborg's laws you must emag it when the cover is open.

Emags can unlock a cyborgs cover.

Xbow radiation damage has been lowered from 100 to 20 a hit

5 August 2011.

Mport updated:

The various assemblies should be working now.

Old style bombs and suicide vests temporarily removed.

3 August 2011.

Superxpdude updated:

Virology Airlock changed to no longer cycle air. Should work faster and prevent virologists from suffocating.

Server Room APC is now connected to the power grid.

Stun Batons now start OFF. Make sure to turn them on before hitting people with them.

2 August 2011. The day the earth stood still.

Agouri updated:

SSUs now correctly cycle and dump the unlucky occupant when designated to supercycle, when the criteria to do so are met.

Fixed bugshit

You can now make normal martinis again, removed a silly recipe conflict (Thanks, muskets.). Good barmen are urged to blend the good ol' recipes since the new ones have sprites that SUCK ASS JESUS CHRIST

Doohl updated:

Speech bubbles: you can toggle them on in the character setup window. Basically, whenever someone around you talks, you see a speech bubble appear above them.

You can no longer create wizarditis and xenomicrobes with metroid cores.

Tweak: Using an exclamation mark as an AI, pAI, or cyborg will not longer get rid of the last exclamation mark.

30 July 2011.

Superxpdude Updated:

Engineer and CE space helmets now have built-in lights.

Rockdtben updated:

Bugfix: Fixed a bug where you could dupe diamonds

Doohl updated:

New virus: Retrovirus. It basically screws over your DNA.

You can now do CTRL+MOVEMENT to face any direction you want. See those chairs in Medbay and the Escape Wing? You can do CTRL+EAST to actually RP that you're sitting on them. Is this cool or what?!

29 July 2011. - Day of Forum revival!

Doohl updated:

Bugfix: Metroids should never "shut down" and just die in a corner when they begin starving. And so, hungry Metroids are a force to be feared.

The Cargo computers now have the ability to cancel pending orders to refund credits. This was put in place so that idiots couldn't waste all the cargo points and run off. However, if the shuttle is en route to the station you won't be able to cancel orders.

Bugfix: the manifest has been fixed! Additionally, the manfiest is now updated realtime; job changes and new arrivals will be automatically updated into the manifest. Joy!

Metroids, when wrestled off of someone's head or beaten off, now get stunned for a few seconds.

Agouri updated:

I was always bothered by how unprofessional it was of Nanotransen (in before >Nanotransen >professionalism) to just lay expensive spacesuits in racks and just let them be. Well, no more. Introducing...

Suit Storage Units. Rumored to actually be repurposed space radiators, these wondrous machines will store any kind of spacesuit in a clean and sterile environment.

The user can interact with the unit in various ways. You can start a UV cauterisation cycle to disinfect its contents, effectively sterilising and cleaning eveyrthing from the suits/helmets stored inside.

A sneaky yordle can also hide in it, if he so desires, or hack it, or lock it or do a plethora of shady stuff with it. Beware, though, there's plenty of dangerous things you can do with it, both to you and your target.

The Unit's control panel can be accessed by screwdriving it. That's all I'm willing to say, I'd like to let the players find out what each hack option does and doesn't. Will add more stuff later.

Added Command Space suit, Chief Engineer space suit and Chief Medical Officer spacesuit (In a new space that you'll probably notice by yourself) to make it easier for you to look like a special snowflake.

EVA and CMO office modified to accomodate the new suits and SSUs. Look, I'm not a competent mapper, okay? Fuck you too. A mapper is strongly recommended to rearrange my half assed shit.

Soda cans, cigarette packets, cigarettes and cigars as well as bullet casings are now considered trash and can be picked up by the trashbag. Now you can annoy the janitor even more!

Sprite credit goes to Alex Jones, his portfolio can be found here: http://bspbox.com. Thanks a lot, bro.

With the recent forum fuss and all that, I've got a thread to specifically contain  rants and bug reports about this update. Click me

Uhangi updated:

EVA redesigned

An electropack is now available once again on the prison station

Errorage updated:

Hopefully fixed the derelict 'hotspots'. Derelict medbay has also been fixed.

4 July - 28 July 2011.

Trubble Bass updated (committed by Superxpdude):

Hat crates. Hat Station 13.

Matty:

Engineers and miners now start off with the new industrial backpack.

Agouri:

Sleepers are now OP and heal every kind of damage.

Made cloning 30% faster, due to popular demand.

Superxpdude updated:

Added in the Submachine Gun to R&D.

Syndicate agents now have Mini-Uzis.

Added an exosuit recharged to the mining station.

New labcoats for scientists, virologists, chemists, and genetecists.

Moved the vault and added a bridge meeting room next to the HoP's office.

Deathsquad armor now functions like a space suit.

Added in security jackboots.

Uhangi updated:

Traitors can now purchase syndicate balloons, which serve no purpose other than to blow your cover. For a limited time only, you can get them at a bargain price - just 10 telecrystals!

Removed security shotguns from the armory. No fun allowed.

Changed some bullet damage stuff.

Microwave updated:

Monkey boxes:

Contains a score of monkey cubes, which you apply water to create monkies. Nanotrasen provides only the finest technology!

You can order monkey crates from the cargo bay. They contain monkey boxes.

Changed the amount of labels labelers have to 30. 10 was too low and 30 should not be too griefy.

Maximum label text length increased from 10 to 64.

You can no longer label people because they can just peel the labels off. Sorry, clowns!

Jelly dooonnuuuutsss! Happy birthday, officers!

Made xenomeat not give any nutrition.

Added some new reagents.

Made it possible to feed monkies and xenos things, as well as making it possible for them to eat themselves (please don't read that too literally).

Added in synthiflesh.

Plasma is now not used in reactions, instead, is treated as a catalyst that is not used up. This only applies to certain reactions.

Made it possible to grind more things in the chemistry grinder.

Errorage updated:

Increased environmental damage by a factor of 1.5.

Made firesuits a lot more resistant to heat. Previously, they stopped protecting at around 4,500 degrees. They now go up to around 10,000 (which is also the temperature which the floor starts melting)

Edited the quartermaster's office a bit.

Cargo technicians now have access to a cargo ordering console.

Added different-colored hardhats. The CE gets a white hardhat.

Rastaf.Zero updated:

Botanists get a new toy: Biogenerator. Insert biological items, recieve biological items.

Added roller beds, otherwise known as stretchers, to medbay. You can buckle people onto them and pull them.

Added egg-smashing and tomato-smashing decals.

Muskets updated:

The prepackaged songs (Space Asshole, Cuban Pete, Darkest Honk, etc) have been removed. This doesn't mean admins can't play midis, this just gets rid of a lot of unnecessary download time.

Firecage updated:

A whole bunch of new drinks and food. Seriously, there's alot!

New weapons such as the shock revolver and large energy crossbow.

Hydroponics can now grow a bunch more stuff. A lot of these new crops have some very interesting mutations.

Added a command for AIs to change their icon.

New costumes to the costume room.

Urist McDorf updated:

Adding shading to pills.

Detective's office noir look has been removed. The icon operations required to render everything in monochrome was too heavy on the players.

Added in an uplink implant.

Doohl updated:

A new alien race: Metroids! They are a mostly non-sentient race of jellyfish-like organisms that float in the air and feed on the life energy of other organisms. While most Metroids have never shown signs of self-awareness, they do exhibit signs of basic logic and reasoning skills as well as very sophisticated perception. Nanotrasen has shipped two baby Metroids for the xenobiology department. They should be handled with the utmost care - they are some of the deadliest beings in the known universe!

R&D gets a new toy: the freeze gun. Despite popular belief, this will not literally freeze things!

Every single chemical reagent has been assigned a color.

You can now see beakers fill up with chemicals. You can also observe how the colors mix inside the beakers. Spray bottles also will also show the color of whatever you're spraying.

Added a timestamp to combat logs.

Non-insulated gloves now need to be wrapped in wire in order to be electrified.

You can now shoot at people on the ground by simply clicking on the tile they're on.

Changeling husks are now uncloneable. To clarify: when a changeling sucks out a victim's DNA, the victim is said to become a "husk".

4 July 2011.

Agouri updated:

		Medical stuff overhaul in preparation of Erro's big Medic update:

Sleepers are now able to heal every kind of damage. Drag your ass to medbay and ask a doctor to get you in one.

A lil' bit faster cloning (about 30% faster) due to popular demand.

Sleepers are now all located in the inner part of medbay, except for the examination room one.

Added Dermaline, burn-healing drug that outpowers kelotane (and kelotane is getting a major nerf, so be sure to know how to get this). Recipe is on the wiki if you need to make it.

Drugs no longer heal or metabolise when injected in dead bodies, fuck. Thank god you guys missed this major bug or we'd have cloning-by-injecting-healing-drugs.

Reminder to coders: Goddamn, update the changelog.

Matty updated:

New engineering backpacks. Enjoy!

18 June 2011.

Agouri updated:

Bugfixes: The reagent grinding now works, allowing the miners to FINALLY bring plasma to the chemistry.

Bugfixes: Pill bottles and clipboards can now be removed from the pockets once placed there.

7 June 2011.

TLE updated:

Wiped/suicided pAIs should be eligible for being candidates again (5 minute cooldown between prompts.)

pAIs are now affected by EMP bursts. pAIs hit with a burst will be silenced (no speech or PDA messaging) for two minutes and may have their directives or master modified. A sufficiently powerful EMP burst will have a 20% chance of killing a pAI.

Neo updated:

Nar-sie is now a more vengeful eldritch being. When summoned into our world, he first rewards his loyal cultists by chasing down and eating them first, then turns his attention to any remaining humans.

Darem updated:

Gun Code Overhaul Phase 1.

Taser guns shoot ONE WHOLE SHOT more then they do now.

Energy Crossbow has a slightly higher shot capacity (still automatically recharges).

Revolvers can either be loaded one shell at a time or all at once with an ammo box.

Shotguns no longer need to be pumped before firing (will change back in phase 2).

K0000 updated:

Arcane tome now has a "notes" option. Set English translations for runewords which come up when scribing runes. Attack an arcane tome with another arcane tome to copy your notes to the target tome.

Stun rune buffed considerably. Its a 1-use item so it deserved longer stun time.

Tome text: Added missing word description for stun rune.

1 June 2011, Canadian Day Against Homophobia

Noise updated:

Changed holopad speaking to :h on request.

Ninja fixes, changes, etc. Refer to the code changelog for more info.

Neo updated:

Department radio chat now shows with the department name instead of the frequency.

Veyveyr updated:

Spent casing sprites + SMG sprite.

Sprites for 1x4 and 1x2 pod doors.

Errorage updated:

Fixed twohanded weapon throwing, which left the 'off-hand' object in your other hand.

Doors now hide items under them when closed, mobs are still always above.

Singularity engine emitter is now much quieter.

Mining station redesigned.

Atmospherics' misc gasses tank now starts with N2O.

Hitting the resist button while handcuffed and buckled to something will make you attempt to free yourself. The process is the same as trying to remove handcuffs. When the 2 minutes pass you will be unbuckled but still handcuffed.

ConstantA updated:

Added exosuit energy relay equipment. Uses area power (any power channel
available) instead of powercell for movement and actions, recharges powercell.

Exosuits can be renamed. Command is in Permissions & Logging menu.

Lowered construction time for Ripley parts.

Exosuit wreckage can be salvaged for exosuit parts (torso, limbs etc).

Speed-up for mecha.

New malf-AI sprite. (Sprite donated by the D2K5 server)

Cheridan updated:

Updated mine floor and wall edge sprites.

Urist McDorf updated:

AIs no longer bleed when they reach 0HP (Critical health).

Added 2 more security HUDs to security.

Security HUDs now show if a person has a tracking implant.

Microwave updated:

Barman renamed to Bartender.

The amount of drink you get when mixing things in the bar has been rebalanced.

Fixed arrivals maintenance shaft not having air at round start.

Deuryn updated:

Meteors now do a bit more damage and they're not stopped by grills.

TLE updated:

Added personal AIs (pAI).

19 May 2011

Errorage updated:

Asteroid floors can be built on by adding tiles

Mining satchels now fit in rig suit storage, on belts and in pockets.

Cables now come in four colors: Red, yellow, green and blue.

NEO updated:

Armour overhaul, phase 3. See rev notes for details.

AI cores should now block movement.

MMIs are now properly buildable with the mecha fabricator.

Urist updated:

Added sandstone and mineral doors. Mineral boors cannot be opened by the AI or NPCs.

Removed Imperium robes from map.

Added the ability to draw letters and graffiti with crayons.

Removed fire axes except for bridge and atmospherics.

Veyveyr updated:

New serviceborg sprite option.

Map changes to robotics; removed borg fabricators and added second exosuit fabricator.

Cyborg parts are now built from exosuit fabricators and benefit from research.

New exosuit fabricator and borg frame sprites.

14 May 2011, late friday 13 update.

K0000 updated:

Cult updates:

New rune! Stun rune. When used as rune, briefly stuns everyone around (including cultists). When imbued into a talisman, hit someone to stun and briefly mute them. Spawnable with the starter talisman.

Imbue rune doesnt disappear after succesful invocation, only the source rune.

Chaplain's bible now has 20% chance to convert a cultist (was 10%), and gives a message on success.

Also, wrapping paper is back! Find it in the mailroom.

NEO updated:

Beginning of armor overhaul. Armor now has slightly better defence against melee, and weaker against shots. More coming soon...someday

Cyborgs finally drop their MMI when gibbed like they were supposed to back when I added MMIs. Round- start cyborgs use whatever name you have selected for your character for the brain that gets spawned for them.

Darem updated:

Chemistry update

In containers where there isn't a perfect ratio of reagents, reactions won't consume ALL of the related reagents (so if you mix 10 anti-toxin with 20 inaprovaline, you get 10 tricordrazine and 10 inaprovaline rather then just 10 tricodrazine)

Catalysts: some reactions might need presence of an element, while not directly consuming it.

Reactions changed to use catalysts: all recipes that require Universal Enzyme now require 5 units of the enzyme but the enzyme isn't consumed (So Tofu, Cheese, Moonshine, Wine, Vodka, and Kahlua recipes).

Errorage updated:

Smooth tables: Tables now automatically determine which direction and sprite they'll use. They will connect to any adjacent table unless there is a window between them (regular, reinforced, tinted, whichever)

7 May 2011, Mother's day?

Agouri updated:

Fireaxes now work. Derp.

Erro updated:

New sprites for thermited walls and girders. Rework of thermited walls. Thermited walls leave a remnant damaged wall, crowbar it to scrap it.

More colors for the lightfloors CANCELLED/POSTPONED

Noise updated:

Codephrases for traitors. More details here

New mech sprite

6 May 2011, AMURRICA FUCK YEAH day

DANGERCON UPDATE:Agouri and Erro updated(I'm in the DangerCon team now, nyoro~n :3):

Backpacks removed from all players. It was unrealistic. You can now had to the living quarters to get one from the personal closets there.

Any firearms now send you to critical in 1-2 shots. Doctors need to get the wounded man to surgery to provide good treatment. Guide for bullet removal is up on the wiki.

Brute packs and kelotane removed altogether to encourage use of surgery for heavy injury.

Just kidding

Fireaxe cabinets and Extinguisher wall-mounted closets now added around the station, thank Nanotransen for that.

Because of Nanotransen being Nanotransen, the fire cabinets are electrically operated. AIs can lock them and you can hack them if you want the precious axe inside and it's locked. The axe itself uses an experimental two-handed system, so while it's FUCKING ROBUST you need to wield it to fully unlock its capabilities. Pick up axe and click it in your hand to wield it, click it again or drop to unwield and carry it.You can also use it as a crowbar for cranking doors and firedoors open when wielded, utilising the lever on the back of the blade. And I didn't lie to you. It's fucking robust.

Fireaxe, when wielded, fully takes up your other hand as well. You can't switch hands and the fireaxe itself is unwieldy and won't fit anywhere.

A fireaxe cabinet can also be smashed if you've got a strong enough object in your hand.

EXTINGUISHER CLOSETS, made by dear Erro, can be found in abundance around the station. Click once to open them, again to retrieve the extinguisher, attack with extinguisher to place it back. Limited uses, but we've got plans for our little friend.

Sprite kudos go to: Cheridan for most of them, Khodoque for the fantastic fireaxe head. I merged those two. Also thanks to matty and Arcalane for giving it a shot.

Has the piano got TOO annoying? Try the fire axe...

Oh, and tou can now construct Light floors! To do it: Use wires on glass, then metal on the produced assembly, then place it on an uncovered floor like you would when replacing broken floor tiles. To deconstruct: Crowbar on light floor, use crowbar on produced assembly to remove metal, wirecutters to seperate the wires from the glass. Sprites by delicious Hempuli.

Got something to bitch about? Got a bug to report? Want to create drama? Did the clown destroy your piano while you were playing an amazing space remix of the moonlight sonata? Give it here

Rastaf.Zero updated:

New uniforms added for captain and chaplain, in their respective lockers. Credits to Farart.

Urist McDorf updated:

Mime and Clown now spawn with Crayons. You can eat those crayons. And use them for other nefarious purposes.

Health Scanners (A new type of Goggles) now spawn in medbay. Use them, doctors!

New Arcade toy.

Glowshrooms! What other lifeform will threaten the welfare of the station now?!

Bananas growable in hydroponics. Also soap is now on-board.

Added new "Lights out!" random event.

ConstantA updated:

Mech pilots are now immune to zapping, thank you very much.

17 April 2011, World Hemophilia Day

Microwave updated:

Rabbit ears have a small tail, night vision goggle sprites updated.

Space tea has a nice, calming effect.

Space drugs? Liberty cap... something like that. Microwave, make your changelog entries more understandable!

Brobot merged with Service Borg with a Rapid Service Fabricator.

Arcade machine prizes look and sound realistic once again.

New arcade toy: Syndicate space suit costume, can hold arcade toys in suit storage.

Empty cap gun loaders can be recycled in an autolathe.

Seizure man has laying down sprites now. Update to wizard den.

Mech bay has two more borg chargers.

Beepsky is back!

Detective's office grille has been electrified.

You can now see if someone is wearing an emergency oxygen tank on their belt on the mob itself.

Lexorin - Now deals 3 oxygen damage per tick. Countered with Dexalin or Dexalin Pkus, which remove 2 units of it from your body per tick.

Bilk - Shares the effects of beer and milk. Disgusting!

Sugar - Gives nutrition!

Arithrazine - Now extremely good against radiation damage.

Hyronalin - Stronger radiation removal

Space cleaner spray bottles now contain enough cleaner for 50 uses. Making space cleaner now yields more cleaner.

Errorage updated:

Shuttle diagonal sprites now work for any kind of floor.

You can now make plaques from gold. Place them on a wall and engrave an epitaph.

Placed a single wall tile in the AI satellite so you don't have a clear LOS of the AI from the door.

Added arrivals lobby. (Map by Superxpdude, updated by Microwave)

Lattice now connects to the solar shields.

Law office maintenance is now connected with Tech storage maintenance. (Some rewiring dont in the area)

Xenobiology now has it's own access level. (Also fixed xeno pen access and blast doors)

You might soon start to see different airlocks and airlock assemblies around the station. (Sprites donated by Baystation 12)

Chemical storage added, discussion on which chemicals it should store is on the forums. You're welcome to contribute.

Hot fires will now melt floors.

Added a pair of market stalls south of the teleporter. LET THERE BE CLOWNMART!

Screwdrivers and wirecutters can now spawn in different colors.

Electrical toolboxes have a 5% chance of spawning a pair of insulated gloves. A set spawns in tech storage.

Oxygen canisters now spawn in emergency storage, near disposal, in the incinerator and the CE's office.

A plasma canister now spawns in toxins, near the maintenance door.

Wooden tables now look nicer.

Agouri updated:

2001 space suits added to AI Satellite!

New look for the 2001 space suit.

2001 space suit jetpack added.

Improved TRAYS!

Noise updated:

Thermals and mesons no longer give slightly better night vision.

NINJAS! (Too many things to list)

Wizards are no longer trackable by the AI when in their den.

Removed all old notes, except for the last one.

Nuke team now cannot return with their shuttle until the bomb is armed and counting down.

Energy blades can no longer cut through r-walls, walls take 7 seconds to cut through.

Turrets are now destructible. Bash them with stuff when they pop out or (more likely) die trying.

Updated Ripley Mech sprite.

Neo updated:

You can now aim guns at body parts, armor and helmets properly protect you from projectiles.

Cat ears now match the hair color of the wearer.

Robots can no longer stick their items onto/into things.

Meson, thermal and x-ray vision are now modules for borgs.

Welding now uses less fuel when on and idle but more when welding.

Hopefully fixed the bug when running into airlocks didn't open them and running into objects didn't push them.

HAL updated:

Added air alarm to security checkpoint, added cameras to aux. arrival docks so the AI can see everything.

Added fire alarm, fire locks and air alarm to delivery office.

ConstantA updated:

Added mecha DNA-locking. Only the person with matching UE can operate such mechs.

Added two mecha armor booster modules and a repair droid module.

Mech fabricator is now buildable.

Gygax construction is now reversible.

Rastaf0 and Farart updated:

Ghosts should now always properly hear people.

Monkeyized people (genetics or jungle fever disease) no longer lose their genetic mutations and diseases.

People who get bitten by monkeys get jungle fever.

Most chemicals should now heal and harm humans properly.

Many new (and updated) recipes for the microwave including Pizza, Meatball Soup, Hot Chili and many more.

Items should no longer spawn under vendomats and microwaves.

Runes are now drawn under doors and tables.

Penlights fit in medical belts.

People will scream if they get cremated while still alive.

Diseases should now properly make you loose health.

Monkeys wearing masks now get acid protection too.

You should probably turn off your stun baton before washing it.

latex loves + short piece of wire + some air from tank = balloon!

Kitchen was expanded, also a new look for the kitchen sink.

New dishware vending machine - dispenses knives, forks, trays and drinking glasses.

Water cooler was added to kitchen.

New uniform - Waiter Outfit. Chef can give it to his assistant.

Deeaych updated:

Updated satchel, bananimum, shovel, jackhammer and pick-in-hand sprites.

Many unneeded r-walls removed, detective's office reinforced.

Captain armor now acts as a space suit, added a unique captain's space helmet to captain's quarters.

Golems cannot speak, but should be perfectly spawnable. Also added golem fat sprite.

Security borgs have side sprites.

Matty406 updated:

AIs can now feel a little more dorfy.

Many ores, both raw and smelted, look much better.

Urist_McDorf updated:

You can now light other people's cigarettes by targeting their mouth with a lighter.

Veyveyr updated:

New tool sprites.

New sprites for smooth-lattice.

Muskets updated:

Kabobs now return the bar used to make them.

2 April 2011, International Children's Book Day

Microwave updated:

New look for the mining cyborg, jackhammer, kitchen sink.

Singularity is now enclosed again (still airless tho).

Wizard has a new starting area.

Chemists and CMOs now have their own jumpsuits.

ConstantA updated:

You can now put Mind-machine-interface (MMI)'d brains into mecha.

Errorage updated:

Added smooth lattice.

26 March 2011

Rastaf0 updated:

Food sprites from Farart

New food: popcorn (corn in microwave), tofuburger (tofu+flour in microwave), carpburger (carp meat+floor in microwave)

Medical belts are finally in medbay (credits belong to errorage, I only added it)

Pill bottles now can fit in containers (boxes, medbelts, etc) and in pockets.

Cutting camera now leaves fingerprints.

Microwave updated:

Armor Can hold revolvers, and so can the detective's coat.

Chef's apron is going live, it can carry a knife, and has a slight heat
resistance (only slight don't run into a fire).

Kitty Ears!

Various food nutriment changes.

Added RIGs to the Mine EVA.

Night vision goggles. They have a range of five tiles.

Added Foods: Very Berry Pie, Tofu Pie, Tofu Kebab.

Modified foods: Custard Pie is now banana cream pie.

ConstantA updated:

Removed redundand steps from Gygax and HONK construction.

Added some mecha equipment designs to R&D.

23 March 2011, World Meteorological Day

Neo updated:

Fixed PacMan (and affiliates) generator construction.

It is now possible to actually eat omelettes with the fork now, instead of just stabbing yourself (or others) in the eye with it.

Welding masks can now be flipped up or down. Note that when they're up they don't hide your identity or protect you from welding.

Reagent based healing should now work properly.

Revolver has been balanced and made cheaper.

Tasers now effect borgs.

Plastic explosives are now bought in single bricks.

Nuke team slightly buffed and their uplink updated with recently added items.

Player verbs have been reorganized into tabs.

Energy swords now come in blue, green, purple and red.

Cameras are now constructable and dismantlable. (Code donated by Powerful Station 13)

Updated the change network verb for AIs. (Code donated by Powerful Station 13)

Added gold, silver and diamond pickaxes to R&D which mine faster.

Agouri updated:

New look for the Request consoles.

Rastaf0 updated:

Brig cell timers should now tick closer-to-real seconds.

New look for food, including meat pie, carrot cake, loaded baked potato, omelette, pie, xenopie and others. (some sprites by Farart)

Hearing in lockers now works as intended.

Fixed electronic blink sprite.

Added the 'ghost ears' verb, which allows ghosts to not hear anything but deadcast.

XSI updated:

New AI core design.

HoP now has a coffee machine!

Veyveyr updated:

Replaced nuke storage with a vault.

Redesigned the mint, moved the public autolathe and n2o storage.

New look for the coin press. (Sprite by Cheridan)

Errorage updated:

You can now manually add coins into money bags, also fixed money bag interaction window formatting.

QM no longer has access to the entire mining station to stop him from stealing supplies.

New machine loading sprite for mining machinery. (sprites by Cheridan)

Added a messanging server to the server room. It'll be used for messanging, but ignore it for now.

The delivery office now requires delivery office access. It's also no longer called "Construction Zone"

Almost all the mecha parts now have sprites. (Sprites by Cheridan)

Tinted and frosted glass now look darker.

There are now more money sprites.

Department closets now contain the correct headsets.

Microwave updated:

Bicaridine now heals a lot better than before.

Added Diethylamine, Dry Ramen, Hot Ramen, Hell Ramen, Ice, Iced Coffee, Iced Tea, Hot Chocolate. Each with it's own effects.

Re-added pest spray to hydroponics.

Carrots now contain a little imidazoline.

HoS, Warden and Security Officer starting equipment changed.

New crate, which contains armored vests and helmets. Requires security access, costs 20.

Miner lockers now contain meson scanners and mining jumpsuits.

Food crate now contains milk, instead of faggots. Lightbulb crates cost reduced to 5. Riot crates cost reduced to 20. Emergency crate contains 2 med bots instead of floor bots. Hydroponics crate no longer contains weed spray, pest spray. It's latex gloves were replaced with leather ones and an apron.

Added chef's apron (can hold a kitchen knife) and a new service borg sprite.

Autolathe can now construct kitchen knives.

Biosuit and syndicate space suits can now fit into backpacks.

Mime's mask can now be used as a gas mask.

Added welding helmet 'off' sprites.

18 March 2011

Errorage updated:

You can now use the me command for emotes! It works the same as say "*custom" set to visible.

There is now a wave emote.

Enjoy your tea!

Deeaych updated:

The exam room has some extra prominence and features.

A new costume for the clown or mime to enjoy.

Service Cyborgs can be picked! Shaker, dropper, tray, pen, paper, and DOSH to show their class off. When emagged, the friendly butler-borg is able to serve up a deadly last meal.

It should now be possible to spawn as a cyborg at round start. Spawned cyborgs have a lower battery life than created cyborgs and begin the round in the AI Foyer.

Rastaf0 updated:

Fixed an issue with examining several objects in your hands (such as beakers).

Fixed bug with random last name being empty in rare cases.

hunterluthi updated:

It is now possible to make 3x3 sets of tables.

Fixed some missplaced grilles/lattices on the port solar.

There is now a breakroom for the station and atmos engineers. It has everything an intelligent young engineer needs. Namely, Cheesy Honkers and arcade games.

15 March 2011, International Day Against Police Brutality

Errorage updated:

Autolathe deconstruction fixed.

Atmos Entrance fixed.

AI no longer gibs themselves if they click on the singularity.

Fixed all the issues I knew of about storage items.

Redesigned Assembly line and surrounding maintenance shafts.

Redesigned Tech storage. (Map by Veyveyr)

TLE updated:

Forum account activation added. Use the 'Activate Forum Account' verb.

Neo updated:

New R&D Item: The 'Bag of holding'. (Sprite by Cheridan)

Getting someone out of the cloner now leaves damage, which can only be fixed in the cryo tube.

New reagent: Clonexadone, for use with the cryo tube.

Fixed using syringes on plants.

Constanta updated:

Added queueing to fabricator.

Rastaf0 updated:

Air alarms upgraded.

Fixed problem with AI clicking on mulebot.

Airlock controller (as in EVA) now react to commands faster.

Fixed toxins mixing airlocks.

6 March 2011

Neo updated:

Neo deserves a medal for all the bugfixing he's done! --errorage

Errorage updated:

No. I did not code on my birthday!

Windows can now be rotated clockwise and counter clockwise.

Window creating process slightly changed to make it easier.

Fixed the newly made reinforced windows bug where they weren't properly unfastened and unscrewed.

Examination room has a few windows now.

Can you tell I reinstalled Windows?

Robotics has health analyzers.

Bugfixing.

Deeyach updated:

Roboticists now spawn with a lab coat and an engineering pda

2 March 2011, Wednesday

Errorage updated:

Mapping updates including Atmospherics department map fixes, CE's office and some lights being added here and there.

Mining once again given to the quartermaster and HoP. The CE has no business with mining.

Removed the overstuffed Atmos/Engineering supply room.

Replaced all 'engineering' doors in mining with maintenance doors as they were causing confusion as to which department mining belongs to.

The incinerator is now maintenance access only.

Neo updated:

New look for the advanced energy gun. (Sprite by Cheridan)

Mech fabricator accepts non-standard materials.

Mules accesses fixed, so they can be unlocked once again.

Atmospherics department mapping overhaul. (Map by Hawk_v3)

Added more name options to arcade machines.

ConstantA updated:

Added mecha control console and mecha tracking beacons.

Some changes to gygax construction.

Darem updated:

R&D minor bugfixes.

AI computer can now be deconstructed (right click and select 'accessinternals').

Server room updated, added server equipment to use with R&D.

Wizard and ghost teleport lists are now in alphabetical order, ghosts can now teleport to the mining station.

Rightclicking and examining a constructable frame now tells you what parts still need to be finished.

Large grenades added to R&D.

Deeyach updated:

Mining given to the CE. (Reverted by Errorage)

Clowns can now pick a new name upon entering the game (like wizards previously).

24 February 2011, Thursday

Darem updated:

Lighting code fixed for mining and thermite.

R&D instruction manual added to the R&D lab.

Fixed R&D disk commands not working.

Added portable power generators which run on solid plasma.

You can now set the numer of coins to produce in the mint.

Added two more portable power generators to R&D.

Deeyach updated:

New uniform for roboticists

Neo updated:

Game speed increased

Mining stacking machine no longer devours stacks larger than 1 sheet (it was only increasing its stock by 1 when given a stacked stack)

Stackable uranium ore added (a better sprite is needed, contributions are welcome)

Made Meteor gamemode actually do stuff

Made a bigger class of meteor

New R&D item: Advanced Energy Gun

Law priority clarified with regards to ion laws and law 0.

Veyveyr updated:

Minor mapping fixes

Uhangi updated:

New red bomb suit for security.

Errorage updated:

Slight mapping change to arrival hallway.

23 February 2011, Red Army Day

Uhangi updated:

Antitox and Inaprovaline now mixable via chemistry.

Explosive Ordinance Disosal (EOD) suits added to armory and security.

Large beaker now holds 100 units of chemicals. (code by Slith)

Rastaf0 updated:

Secbot interface updated.

Syringe auto-toggels mode when full.

Captain's flask volume increased.

Neo updated:

Fixed the 'be syndicate' choice to actually work on nuke rounds.

Syndicates no longer win if they detonate the nuke on their ship.

Errorage updated:

Added cloning manual. (Written by Perapsam)

K0000 updated:

Cult mode updates.

You can now read the arcane tome. It contains a simple guide for making runes.

Converting people doesnt give them word knowledge.

Sacrifice monkeys or humans to gain new words.

Total number of rune words set to 10

Some minor bugfixes.

20 February 2011, Sunday

Errorage updated:

Slight updates to processing unit and stacking machine at the mining outpost.

Digging now yields sand, which can be smelted into glass.

Stacking machine can now stack reinforced metal, regular and reinforced glass too.

Engineers now have two copies of the singularity safety manual.

Neo updated:

Magboots now have a verb toggle like jumpsuit sensors.

Jumpsuit sensors are now in all jumpsuits, except tactical turtlenecks.

Tweaks to the AI report at round start.

Syndi-cakes now heal traitors/rev heads/etc much more than anyone else.

Containment fields zap once again.

Fire damage meter no longer lies about fire damage.

Darem updated:

Mass Spectrometer added to R&D. Load it with a syringe of blood and it will tell you the chemicals in it. Low reliability devices may yield false information.

Not all devices have a 100% reliability now.

Miners now have access to mint foyer and loading area. Only captain has access to the vault.

More stuff can be analyzed in the destructive analyzer, protolathe can produce intelicards.

Rastaf0 updated:

Added blast door button to atmospherics.

Toxins timer-igniter assemblies fixed.

Engineering secure storage expanded.

Added singularity telescreen.

18 February 2011, Friday

Errorage updated:

New look for the bio suits. (Biosuit and hood sprites by Cheridan)

New radiation suits added along with radiation hoods and masks. Must wear complete set to get full protection.

Rastaf0 updated:

Binary translator cost reduced to 1 telecrystal.

AtomicTroop updated:

Mail Sorter job added.

Disposal system redone to allow for package transfers. Packages are routed to mail sorter room and then routed to the rest of the station

Disposal area moved. Old disposal area now just an incinerator and a small disposal into space.

New wrapping paper for sending packages.

Veyveyr updates:

New machine frame sprite.

Braincase sprites for mechs added. Not actually used, yet.

Darem updates:

Research and Development system is LIVE. Scientists can now research new advancements in technology. Not much can be made, right now, but the system is there. Technologies are researched by shoving items into the destructive analyzer. Circuit Imprinter, Destructive Analyzer, and Protolathe are controlled from the R&D console.

Autolathe, Protolathe, Destructive Analyzer, and Circuit Imprinter can now be built, taken apart, and upgraded. The basic frame for all of the above requires 5 metal.

15 February 2011, Tuesday

Rastaf0 updated:

Added radio channels and headsets for miners (<tt>:h</tt> or <tt>:d</tt> ("diggers" lol)) and for cargo techs (<tt>:h</tt> or <tt>:q</tt> )

Added a personal headsets to HoP and QM.

Aliens now attack bots instead of opening control window.

All bots can be damaged and repaired.

All bots are effected to EMP now.

Atmos now starts with nitrous oxide in storage tank.

Veyveyr updated:

New look for the pipe dispenser.

Errorage updated:

Mining station will now charge properly.

Duffle bags (Money bags) can now be emptied.

14 February 2011, Valentine's day

Errorage updated:

New Job! - Shaft Miners have finally been added and are available to play.

Mining outpost - A new mining outpost has been built, the mining dock on SS13 has been updated.

ConstantA updated:

Slight speed up for combat mechs..

Added H.O.N.K construction

Fixed bug with switching intent while in mecha.

12.02.2011, 01.00 GMT, r1021

Added Durand combat exosuit.

Players can modify operation permissions of newly constructed civilian mechs. Click on mech with ID card or PDA with ID inside.

Added robotics access to default mecha maintenance permissions (all mechs) and operation permissions (civilian models only).

Fixed double adminlog message of explosion proc.

Fixed accidental mecha wreckage deletion.

Tweaked mecha internal fire processing.

Added some mecha-related sounds.

Moved GaussRand to helpers.dm and added GaussRandRound helper proc.

Other small changes.

11.02.2011, r1001-1020

Headsets upgraded. Shortcuts for channels are: :command :security scie:nce :engineering :medical. Also there is :binary :whisper :traitor and old good :h for your department.

"One Click Queue" added: When you quickly click on two things in a row, it will automatically queue the second click and execute it after the default 'action delay' of 1 second after the first click. Previously you had to spam-click until 1 second had passed. THIS AFFECTS EVERYTHING. NEEDS TESTING. - Skie

EMP effects added for further revisions. - Darem

Goon stuff removed, AI/Bots leave behind hidden fingerprints, firedoors fixed, powersinks eat more, small map changes. - Mport

Big map changes in engineering/robotics/science wing. - errorage

Welder Fixed. Now burns your eyes again. - errorage

9x9 singularity sprite added. - Skie/Mport

Ghetto surgery added. - Neophyte

Nasty vent pump lag fixed. - Neophyte

Mech gameplay and building updates. - ConstantA

08.02.2011, r999-1000

The amount of power the station uses should be lower.

The singularity now changes size based upon how much energy it has

New Machine: Particle Accelerator.

It might need a better name/sprite but when put together properly and turned on it will shoot Accelerated Particles.

The particles irradiate mobs who get in the way and move through solid objects for a short time.

The Particle Accelerator parts are set up by using a Wrench followed by a Cable Coil, then finished with a screwdriver.

When you shoot the Singularity Generator with Accelerated Particles it will spawn a Singularity.

New layout for Engineering, might be changed up slightly in the next few days.

06.02.2011, r979

Jesus christ it's a new map what the fuck

Just kidding, it's only minor changes to medbay/mechbay/cybernetics/R&D/toxins/robotics/chapel/theatre

Okay so there's too many changes to list completely, but basically: toxins/R&D/virology/xenobiology are south through medbay; robotics/cybernetics/mechbay are where toxins used to be, the theatre and chapel are above medbay.

Theatre is a new place for the Clown and Mime to play, there are some costumes available, a stage and backstage, and seating for the audience.

R&D and Toxins have been combined together. R&D is still work in progress. You need to head south through medbay to get there.

Medbay has been re-arranged slightly. Honestly, it's nothing, I bet you won't even notice anything different. There's also a new surgery suite, complete with pre-op and post-op rooms.

Virology's been rearranged, but it is mostly in the same place still.

Xenobiology is work in progress. [There's some fun stuff still being coded]

The Chapel is now to the north. You'll probably be thinking something like "Goddamn, this place is fucking huge", but it's actually smaller than the previous chapel.

Robotics and related stuff is also work in progress - however, everything needed for making borgs is there. Note: de-braining will now be done by surgeons in medbay, rather than roboticists in robotics, in case you're wondering where your optable went.

I added color-coded pipes in the areas I was working on. Red pipes run from air siphons and feed into the waste loop; blue pipes run from air vents and pump whatever atmos is set to pump. Yeah, there's TWO pipe networks on the station, who knew? Well, some of you probably did, but I didn't!

Please bring all complaints/ideas/suggestions/bugfixes to: This awesome thread on our forums

This update brought to you by: veyveyr and Rookie, with help from friends! [Now you know who to strangle, please be gentle q_q]

05.02.2011, r968

This really needs to be updated more often.

Various map updates have been applied with many more to come. Expect overhauls!

Mining system nearing completion.

Massive overhaul to the electricity systems, the way singularity makes power, and various related functions.

Mime spawns with White Gloves instead of Latex Gloves (apparently there's a difference!)

A new event has been- CLANG! What the fuck was that?

Ion storm laws should be much more interesting.

Security reports should no longer list traitor heads/AIs as possible revs/cultists, nor should nuke operatives ever get named for anything.

Pens are much more versatile and user friendly.

Mech building is rapidly on its way! Ripleys can be built, consult your quartermasters.

Traitors now have several new things they can steal.

Some surgeries coded to accompany the new operating room and surgery tools.

Research and Design is continuing development and should be rolled out shortly.

Various sprites added, tweaked, scrapped and fixed.

Changelog

05.02.2011, r968

This really needs to be updated more often.

Various map updates have been applied with many more to come. Expect overhauls!

Mining system nearing completion.

Massive overhaul to the electricity systems, the way singularity makes power, and various related functions.

Mime spawns with White Gloves instead of Latex Gloves (apparently there's a difference!)

A new event has been- CLANG! What the fuck was that?

Ion storm laws should be much more interesting.

Security reports should no longer list traitor heads/AIs as possible revs/cultists, nor should nuke operatives ever get named for anything.

Pens are much more versatile and user friendly.

Mech building is rapidly on its way! Ripleys can be built, consult your quartermasters.

Traitors now have several new things they can steal.

Some surgeries coded to accompany the new operating room and surgery tools.

Research and Design is continuing development and should be rolled out shortly.

Various sprites added, tweaked, scrapped and fixed.

20.01.2011, r894

Pipes can now be removed and re-attached by wrenching them.

Mining system continues to develop. Still unaccessible to players.

Various map changes. Some minor lag causing things were fixed.

Admins have a new tool: They can now give any spell to anyone. Hurray!

Imadolazine now works. Maybe?

Singularity now releases itself if fed too much and will potentially explode.

Magboots now successfully prevent you from getting pulled into the singularity.

Strike teams immune to facehuggers. Why? I dunno.

Many reagent containers are adjustable so you can pour the exact amount you need.

No more emitters working in space, Collectors and collector controllers now ID lockable.

Christmas Contest plaque finally added. It's near the armor/warden's office.

Rocks fall, everyone dies.

All cyborgs and robots can now be named. Just use a pen on the cyborg's frame before the brain is inserted.

Knock spell now unbolts doors as well as opens them.

New cultist runs and other changes.

Added surgery tools for eventual surgery system.

Autolathe and Circuit Printer animations redone. Yay pretty icons.

AI law changes/uploads are now tracked (admin viewable).

Revheads now get a PDA uplink instead of a headset one.

Added a penlight.

Science Research and Development tech tree uploaded. Not really accessible by anyone yet, though.

14.01.2011, r853

Changlings Overhauled. Now function kinda like alium (using an internal chemical reserve instead of plasma) with each ability requiring a certain amount of chemicals to activate. Both venoms removed. Several "Dart" abiliites added. They allow the changling to deafen, blind, mute, paralyze, or even transform (dead) targets.

Carp meat now contaminated with Carpotoxin. Anti-toxin negates the poison, however.

New Reagent: Zombie Powder: Puts subjects into a deathlike state (they remain aware, though). Each unit of Zombie Powder requires 5 units of Carpotoxin, Sleeping Toxin, and Copper.

Various alium fixes.

Matches now available from smokes machine.

Megabomb bug fixed. Bombs with timers/signalers won't detonate after the timer/ signaler is removed.

New Disease: Rhumba Beat. Functions like GBS with a few exceptions. Not only available by admindickery.

More mining fixes/changes.

Ghost can now teleport to AI sat, Thunderdome, and Derelict.

New gimmick clothes

Constructing Glass Airlocks now use one sheet of R.Glass.

Windows mow always appear above grills and pipes always above lattices.

Added FireFighter mecha and various mecha fixes.

Deconstructed walls now leave proper floor tiles (that can be pried up like normal) and remember what kind of floor they were before the wall was made.

Carded AIs no longer take damage while in unpowered areas.

Chaplains can now name their religion at round start.

New Recipies: Clown Burger (1 Clown wig, 5 flour), Mime Burger (1 beret, 5 flour), Cuban Carp (1 carp fillet, 1 chili, 5 flour).

Napalm nerfed a bit. Produces ~25% less plasma but it's all concentrated in a single tile (will still spread, though).

Reagent bottles can, once again, be put into grenades.

Various minor map changes.

08.01.2011,8:00PST, r820

Holograms (AI controled psudo-mobs) added. Currently only admin spawn.

Pre-spawned pills no longer have randomized image.

Bridge reorganized.

Automated turrets now less dumb. Additionally, turrets won't target people laying down.

Cultists now automatically start known words for add cultist ritual. Also, converted cultists start knowning a word.

Supply ship no longer can transport monkeys. Also, monkeys are no longer orderable from QM.

Meat Crate added to QM.

Corn can now be blended in a blender to produce corn oil which is used to create glycern.

Request Consoles added across the station. Can be used to request things from departments (and slightly easier to notice then the radio).

Centcom reoragnized a fair bit. Not that players care but admins might enjoy it.

There is now a toggable verb that changes whether you'll turn into an alium or not.

Hair sprited modified.

Napalm and Incendiary Grenades both work now. Have fun setting things on fire.

Binary Translater traitor item added. It allows traitors to hear the AI (it functions like a headset).

New Disease: Pierrot's Throat. Enjoy, HONK!

Robotic Transformation (from Robrugers) and Xenomorph Transformation (from xenoburgers) now curable.

Mining added. Only accessible by admins (and those sent by admins). Very much WIP.

Alium Overhaul. Divided into multiple castes with distinct abilities.

New AI Modules: The goody two-shoes P.A.L.A.D.I.N. module and it's evil twin T.Y.R.A.N.T. Only the former actually spawns on the station.

Lizards added. They run away and shit.

PDA overhaul. Doesn't change anything for humans, just makes coders happy.

Firesuits redone to look less like pajamas and instead like firesuits. Fire lockers also added.

New Mecha: H.O.N.K.

Deployable barriers added. Can be locked and unlocked.

Mecha bay (with recharging stations) added.

Bunny Ears, Security Backpacks, Medical Backpacks, Clown Backpacks, and skirt added.

Various wizard changes. New Wizard Spell: Mind Swap. Swap your mind with the targets. Be careful, however: You may lose one of your spells. Wizards are no longer part of the crew and get a random name like the AI does. Wizards can change their known spells with their spellbook but only while on the wizard shuttle.

Circuit Imprinter: Using disks from the various deparments, new circuit boards and AI modules can be produced.

Heat Exchanging pipes added and various pipe/atmos changes.

Ghost/Observer teleport now works 100% of the time.

17.12.2010,11:00GMT

You need an agressive grip to table now, as well as being within one tile of the table (to nerf teletabling).

Teleport only runs once at the beginning of the round, hopefully reducing the lag in wizard rounds.

Wizards can't telepot back to their shuttle to afk now.

Someone added it a while ago and forgot to update the changelog - syndies in nuke need to move their shuttle to the station's zlevel first.

Bunch of other stuff.

Sunday, November 21, 3:34 PST

Bug fixes, not going into detail. Lots and lots of bug fixes, mostly regarding the new map

CMO has a more obvious lab coat, that looks nicer than the original

CMO also has a stamp now

QM has a denied stamp

Cyborgs got tweaked. Laws only update when checked. Also have wires that can be toyed

	with for various effects, including AI sync, and law control

Second construction site similar to the original

Prison station has been tweaked, now includes a lounge, and toilets

Detective's revolver starts with a reasonable number of bullets

Prison teleporter to the courtroom now exists

AI related stuff: More cameras, oh, and bug fixes!

Emergency storage moved

Random AI law changes. New law templates, and variables. Old variables were tweaked and some of the crappy templates were removed

Ghosts can teleport to the derelict now

Respriting of a bunch of stuff as well as graphical fixes

Kitchen is attached to the bar again

General map tweaks and fixes

Wardens fixed for rev rounds

5-unit pills now work

APCs added and moved

Cola machine added. Contains various flavours of soda. Also added new snacks to the now named snack machine. Water cooler added, just apply an empty glass to it

Salt & Pepper have been added, as part of the food overhaul

More bug fixes. There was a lot

Tuesday, November 16, 00:20 GMT

Cruazy Guest's map is now live.

Entire station has been rearranged.

Prison Station added, with Prison Shuttle to transport to and from.

New Job: Warden. Distributes security items.

The new map is still in testing, so please report any bugs or suggestions you have to the forums.

AI Liquid Dispensers, Codename SLIPPER, have been added to the AI core. They dispense cleaning foam twenty times each with a cooldown of ten seconds between uses. Mounted flashes have also been included.

Clown stamp added to clown's backpack.

Sunday, November 14, 18:05

Major food/drink code overhaul. Food items heal for more but not instantly. Poison, Drug, and "Heat" effects from food items are also non-instant.

Preperation for one-way containers and condiments.

New Reagents: Nutriment, Ketchup, Soysauce, Salt, Pepper, Capsaicin Oil, Frost Oil, Amatoxin, Psilocybin, Sprinkles

New Food Item: Chaos Donut: 1 Hot Sauce + 1 Cold Sauce + 1 Flour + 1 Egg. Has a variable effect. NOT DEADLY (usually).

New Drug: Ethylredoxrazine: Carbon + Oxygen + Anti-Toxin. Binds strongly with Ethanol.

Tape Recorders added! Now you can actually PROVE someone said something!

Amospherics Overhaul Started: It actually works now. You can also build pipes and create function air and disposal systems!

Walls are now smooth.

Alcohol no longer gets you as wasted or for as long.

QM job split into QM and Cargo Technicians. QM has his own office.

Doors can no longer be disassembled unless powered down and unbolted.

New Job: Chief Medical Officer. Counts as a head of staff and is in charge of medbay. Has his/her own office and coat.

Wizarditis Bottle no longer in virus crate.

Friday, November 5, 19:29

The ban appeals URL can now be set in config.txt

Secret mode default probabilities in config.txt made sane

Admin send-to-thunderdome command fixed to no longer send people to the other team's spawn.

Having another disease no longer makes you immune to facehuggers.

Magboots are now available from EVA.

Changeling death timer shortened.  Destroying the changeling's body no longer stops the death timer.

Cult mode fixes.

Fixed cyborgs pressing Cancel when choosing AIs.

The play MIDIs setting now carries over when ghosting.

Admins can now see if a cyborg is emagged via the player panel.

PAPERWORK UPDATE v1: Supply crates contain manifest slips, in a later update these will be returnable for supply points.

The Supply Ordering Console (Request computer in the QM lobby) can now print requisition forms for ordering crates.  In conjunction with the rubber stamps, these can be used to demonstrate proper authorisation for supply orders.

Rubber stamps now spawn for each head of staff.

The use of DNA Injectors and fueltank detonations are now admin-logged.

Removed old debug code from gib()

Tuesday, November 2, 19:11(GMT)

Finished work on the "cult" gamemode. I'll still add features to it later, but it is safe to be put on secret rotation now.

Added an energy cutlass and made a pirate version of the space suit in preparation for a later nuke update.

Changeling now ends 15 minutes after changeling death, unless he's ressurected.

Further fixing of wizarditis teleporting into space.

Fixed the wise beard sprite.

Fixed missing sprite for monkeyburgers.

Fixed Beepsky automatically adding 2 treason points to EVERYONE.

Thursday, October 28, 19:30(GMT)

Sleepers and disposals now require two seconds to climb inside

Hydroponics crate ordered in QMs doesnt spawn too many items

Replacement lights crate can be ordered in QM.

Added space cleaner and hand labeler to Virology.

Welder fuel tanks now explode when you try to refuel a lit welder.

Made clown's mask work as a gas mask.

9 new cocktails: Irish Coffee, B-52, Margarita, Long Island Iced Tea, Whiskey Soda, Black Russian, Manhattan, Vodka and Tonic, Gin Fizz. Refer to the wiki for the recipes.

Kitchen update:

-New Microwave Recipies: Carrot Cake (3 Flour, 3 egg, 1 milk, 1 Carrot), Soylen Viridians (3 flour, 1 soybeans), Eggplant Parmigania (2 cheese, 1 eggplant), and Jelly Donuts (1 flour, 1 egg, 1 Berry Jam), Regular Cake (3 flour, 3 egg, 1 milk), Cheese Cake (3 flour, 3 egg, 1 milk), Meat Pies (1 meat of any kind, 2 flour), Wing Fang Chu (1 soysauce, 1 xeno meat), and Human and Monkey Kabob (2 human or monkey meat, metal rods).

- Ingredients from Processor: Soysauce, Coldsauce, Soylent Green, Berry Jam.

- Sink added to kitchen to clean all the inevitable blood stains and as preperation for future cooking changes.

- The food processor can't be abused to make tons of food now.

Multiple tweaks to virology and diseases:

- Added wizarditis disease.

- Spaceacillin no longer heals all viruses.

- Some diseases must be cured with two or more chemicals simultaneously.

- New Virology design including an airlock and quarantine chambers.

- Made vaccine bottles contain 3 portions of vaccine.

- Lots of minor bug fixes.

Monday, October 18, 06:24(GMT)

Added virology profession with a cosy lab in northwestern part of medbay.

Virology related things, like taking blood samples, making vaccines, splashing contagious blood all over the station and so on.

Added one pathetic disease.

Virus crates are now available from the quartermasters for 20 points.

The DNA console bug (issue #40) was fixed, but I still made the DNA pod to lock itself while mutating someone.

Added icons for unpowered CheMaster and Pandemic computers

Added some sign decals. The icons were already there, but unused for reasons unknown.

Some map-related changes.

Wednesday, October 13, 14:12(GMT)

Crawling through vents (alien) now takes time. The farther destination vent is, the more time it takes.

Cryo cell healing ability depends on wound severity. Grave wounds will heal slower. Use proper chemicals to speed up the process.

Added sink to the medbay.

Bugfixes:

- Some reagents were not metabolized, remaining in mob indefinitely (this includes Space Cola, Cryoxadone and cocktails Kahlua, Irish Cream and The Manly Dorf).

- Fixed placement bug with container contents window. Also, utility belt window now doesn't obscure view.

Sunday, October 10, 14:25(GMT)

Scrubbers in the area can be controlled by air alarms. Air alarm interface must be unlocked with an ID card (minimum access level - atmospheric technician), usable only by humans and AI. Panic syphon drains the air from affected room (simple syphoning does too, but much slower).

Sleeper consoles inject soporific and track the amounts of rejuvination chemicals and sleep toxins in occupants bloodstream.

Flashlights can be used to check if mob is dead, blind or has certain superpower. Aim for the eyes.

Radiation collectors and collector controls can be moved. Secured\unsecured with a wrench.

Air sensors report nitrogen and carbon dioxide in air composition(if set to).

Air Control console in Toxins.

Additional DNA console in genetics

Enough equipment to build another singularity engine can be found in engineering secure storage

Air scrubber, vent and air alarm added to library

Air alarm added to brig

Air scrubbers in Toxins turned on, set to filter toxins

Empty tanks, portable air pumps and similar can be filled with air in Aft Primary Hallway, just connect them to the port. Target pressure is set by Mixed Air Supply console in Atmospherics (defaults to 4000kPa).

Wednesday, October 6, 18:36

Fixed the Librarian's suit - its worn iconstate wasn't set.

Fixed some typos.

Monkey crates are now available from the quartermasters for 20 points.

Corpse props removed from zlevel 8 as they were causing issues with admin tools and the communications intercept.

Cleaned up the default config.txt

Added a readme.txt with installation instructions.

Changed the ban appeals link to point to our forums for now - this'll be a config file setting soon.

Tuesday, October 5, 01:41

Fixes to various nonworking cocktails.

More map and runtime error fixes.

Nuke operative headsets should be on an unreachable frequency like department headsets.

Another AI Malfunction change:  Now once the AI thinks enough APCs have been hacked, it must press a button to start the timer, which alerts the station to its treachery.

Blob reskinned to magma and increased in power.

The HoS now has an armored greatcoat instead of a regular armor vest.

Admin logs now show who killswitched a cyborg.

The roboticist terminal now lets you see which AI a cyborg is linked to.

Malf AIs are no longer treated as inactive for the purpose of law updates and cyborg sync while hacking APCs.

Traitor AIs are now affected by Reset/Purge/Asimov modules, except law 0.

AI core construction sprites updated.

Securitrons removed from the Thunderdome.

An APC now supplies power to the bomb testing area, and has external cabling to supply it in turn.

A new variant freeform module has been added to the AI Upload room.

The changeling's neurotoxic dart has been made more powerful - this will likely be an optional upgrade from a set of choices, akin to wizard spells.

Some gimmick clothes moved to a different object path.

The chameleon jumpsuit should now be more useful - it includes job-specific jumpsuits as well as flat colours.

Wednesday, September 29, 15:40

Bartender update!  Bartender now has a Booze-O-Mat vending machine dispensing spirits and glasses, which he can use to mix cocktails.  Recipes for cocktails are available on the wiki.

The barman also now has a shotgun hidden under a table in the bar.  He spawns with beanbag shells and blanks.  Lethal ammo is obtainable from hacked autolathes.

Dead AIs can once more be intelicarded, however in order to be restored to functionality they must be repaired using a machine in the RD office.

Silicon-based lifeforms have metal gibs and motor oil instead of blood.

Aliens now have a death message.

Intelicarded AIs can now have their ability to interact with things within their view range reactivated by the person carrying the card.

New AI cores can be constructed from victimsvolunteers.

Verbs tweaked.

Intelicarded AIs can be deleted.

RD office redesigned, and the RD now spawns there.

The AI can now choose to destroy the station on winning a Malf round.

General bugfixes to AIs, constructed AIs and decoy AIs.

Hats no longer prevent choking.

Some extra gimmick costumes are now adminspawnable.

AI health is now displayed on their status tab.

AI upload module now requires you to select which AI to upload laws to in case of multiple AIs.

Cyborgs now choose an AI to sync laws with upon creation.

Law office redesigned.

Roboticists no longer have Engineering access.

More fixes to areas which had infinite power due to having no assosciated APC.

Meatbread slices are no longer infinite.

Malf rounds no longer end if a non-malfunctioning AI is killed.

Cigarettes now have directional sprites.

AI Core circuitboard spawns in the RD office.

AI Satellite now has cameras and properly-wired SMES batteries.

Decoy AIs can no longer be moved.

Several runtime errors have been fixed.

Nuke rounds will now end properly on a station or neutral victory.

Riot shields have been nerfed and are now only available in the armory and in riot crates.

Foam dart crossbows, cap guns and caps can now be won as arcade prizes.

AI Malfunction has been redesigned - the AI must now hack APCs in order to win.  More APCs hacked makes the timer tick faster.

Hydroponics now has a MULEbot station.

Changeling mode has been added to the game and is now in testing.

Electrified airlocks should now only zap you once if you bump into them while running.

Chemistry and Toxins access has been removed from Botanists.

General bugfixes and map tweaks.

Sunday, September 26, 17:51

Riot shields! One in every security closet, and a few in armory. Also orderable from QM.

Tuesday, September 21, 17:51

New experimental UI for humans by Skie. Voice out if it has problems or you don't like it.

	---> YOU CAN CHOOSE UI FROM PREFERENCES <---

Hydroponics: Now you can inject chemicals into plants with a syringe. Every reagent works differently.

Hydroponics: Added a small hoe for uprooting weeds safely. Botanists now have sissy aprons.

New random station/command names and verbs.

Dead AIs can no longer be intellicarded and the steal AI objective is now working.

Aliens now bleed when you hit them, as well as monkeys.

Hurt people and bodies leave blood behind if dragged around when they are lying. Sprites to be updated soon...

Fixed several run-time errors in the code. Also food doesn't deal damage anylonger in some cases.

Blobs and alien weeds slowed down some. Plant-b-gone buffed some.

Fixed monkeys and aliens not being able to deal damage to humans with items.

Monkeys now slip on wet floor.

Friday, September 17, 23:03

The Lawyer now starts in his snazzy new office.

Law Office accesslevel added.  Currently, the Lawyer and the HoP begin with this.

Robotics access can now be added or removed from the HoP's computer.

Robotics, the captain's quarters, the cargo lobby and the staff heads office now have APCs and can lose power like the rest of the station.

Toxins mixing room is now a separate area for power and fire alarm purposes, as it already had its own APC.

Thursday, September 16, 20:11

Added the Lawyer job.

Doors can now be constructed and deconstructed.  This is being playtested, expect the specifics to change.

Fixed certain jobs which were supposed to have stuff spawning in their backpack that just wasn't getting spawned.

Monday, September 13, 13:30

 Bunch of new announcer sounds added

 Minor lag fix implementation in the pipe system

 You can now hear ghosts... sometimes

 Seed bags and nutrients can now be pocketed

Monday, September 12, 12:48

New kitchen stuff: New recipes (Meatbread, Cheese, Omelette Du Fromage, Muffins), new chef's knife and trays (Spawn in the meat locker) and milk (spawns in the fridge). Recipes are as follows:
		-Cheese: milk on food processor
		-Cheese wedge: Slice the cheese wheel with the chef's knife
		-Omelette Du Fromage: 2 eggs 2 cheese wedges
		-Muffin: 2 eggs 1 flour 1 carton of milk
		-Meatbread: 3 meats (whatever meats) 3 flour 3 cheese. Can be sliced.
	Cheese_amount is actually displayed on the microwave.

 Profession-special radio channels now have color.

 AI card not retardedly lethal anymore, for anyone that didn't notice

 HYDROPONICS OVERHAUL, credit goes to Skie and Numbers. Wood doesn't have the entity so the tower caps cannot be harvested. For now.

 Bar is now barman-only, access-wise. No more shall the entire station trump inside the bar and choke the monkey.

 Prepping ground for Barman update (SPRITE ME SOME GODDAMN BOTTLES)

Thursday, September 2, 22:45

Ghosts can no longer release the singularity.

Sprites added in preparation for a Hydroponics update

A decoy AI now spawns in the AI core during Malfunction rounds to reduce metagaming.

libmysql.dll added to distribution.

Aircode options restored to default configuration.

AIs properly enter powerloss mode if the APC in their area loses equipment power.

Hydroponics crates added to Hydroponics, containing Weed-B-Gone

Airlock electrification now actually works properly.

Karma database error message updated.

Cyborgs choosing the standard module no longer become invisible except for a pair of glowing red eyes.

Aliens now have a hivemind channel, accessed like departmental radio channels or robot talk with ':a'.

Full donut boxes no longer eat whatever item is used on them and disappear.

Monday, August 30, 16:24

PDA user interface has been given a graphical overhaul.  Please report any problems with it on the issue tracker.

Personal lockers are once again available in the lockerroom

BUGFIX: Xenoburger iconstate was accidentally removed in an earlier revision.  This has been fixed.

Some of the default messages have been changed.

Additional sprites added for plants and weeds in preparation for an expansion of Hydroponics.

A schema script is now available for setting up the SQL database.

Sunday, August 29, 05:09

The Robotics Crate no longer exists.  Quartermasters can now order a MULEbot crate for 20 points, or a Robotics Assembly crate for 10 points.  The latter provides 4 flashes, 3 proximity sensors, two 10k charge power cells and an electrical toolbox, and requires a roboticist or a head of staff to open.

Traitor AIs no longer lose their Law 0 in the event of power loss.

Administrators can now toggle the availiabilty of their right-click verbs to prevent accidental usage while playing.

Tool Storage vending machine is now a proper object. (code cleanup)

Buckets are now available from autolathes.

Four generic remote signaller PDA cartridges are now stocked in the Tool Storage vending machine.

AI status display density adjusted.

Thursday, August 26, 21:07

Open Source Release  Thanks to Mport for releasable singularity code.

Cyborgs redone Thanks again to Mport for this, cyborgs are totally different now.

Engine Monitor PDA app is now Power Monitor PDA app, and actually works.

AI State Laws verb now allows the AI to choose which laws to state, in case of traitor AIs or laws ordering it not to state them.  Hopefully this will cut down on 'OMG THE AI IS COPYING AND PASTING' metagaming.

Power Monitor circuitboard isn't mislabeled as Mass Driver Control any more.

Traitor and Rev-head clowns lose the clumsiness gene - this should make trying to flash people in Rev mode less of an exercise in frustration.

A sink has been added to the Fitness room - this lets you wash dirty and bloodstained clothing and equipment.

Blast doors and firedoors no longer open by just bumping into them.

The bar and kitchen now open onto the same seating area.  The old cafeteria area is now used as a lockerroom to replace the old one which was displaced by Hydroponics.

The bar now has a space piano with which you can entertain and annoy the crew.

LIBRARY  A library has been added to the station in the escape arm in order to educate the crew.  The new Librarian job is available to manage it.  Crewmembers can request and read books, or write and bind their own books for upload to a persistent database.

The supply of flashbangs available from Security has been reduced to cut down on people constantly flashbanging the escape shuttle.

InteliCards are available in various locations to allow the retrieval of valuable AI personality data in the event of catastrophic station damage.

Friday, August 06, 20:32

Hydroponics/Botany Added Credit goes to Skie and the folks over at the independent opensource SS13 branch, this is their code. It's lacking a lot, but it's a great start!

Way more tweaks than I can remember. Shouldn't wait so long between changelog updates.

Tuesday, July 13, 22:35

Singularity Engine Added Oh God we're all going to die (All credit on this one goes to Mport2004)

'Purge' AI module added - purges ALL laws (except for law 0). Will probably change this to a Syndicate only item

Cyborgs now spawn with a power cell. Should prevent stupid cyborg deaths (and also pave the way for starting as a cyborg once more bugs are fixed)

Saturday, July 10, 15:10

Examining a player will now tell you if their client has disconnected.

Examining a brain will now tell you if it's owner is still connected to the game.

Alien Queens can make facehuggers. Facehuggers can make larva. Larva can grow into xenos! Xenos can become queens! The circle of life~

Some powernet bug fixes: Bad list and division by zero.

Friday, July 09, 05:16

Tweaked crate costs for Quartermaster.

Increased metal available in Robotics.

Added department-specific headsets. Engineering, Medical, Command, and Security all receive special headsets capable of broadcasting on a standard frequency PLUS a secure frequency only available to headsets of the same type. Precede say messages with ":h" to use.

Tuesday, July 06, 19:16

Prayer command added.

State Laws command for AI added.

Disabled Lockdown command for AI. Too server heavy.

Crew manifest and various station databases should properly update when late arrivals join the game, now.

Quartermasters will receive 10 points every five minutes. This will probably be nerfed heavily, but we'll give it a shot anyhow.

Fixed a bug with doors/airlocks. (Thanks Mport2004)

Sunday, April 25, 18:53

	New graphics:

	  Side Facing Sprites: Player sprites will now face in all directions when moving. Holy shit!

Monday 2.0, April 19, 2100

	New features:

    	  Disposal System: The station now has a fully functional disposal system for throwing away nuclear authentication disks and old, dirty clowns.

	  Breakable Windows: Windows are breakable by projectiles and thrown items (including people), shards hurt your feet.

	  Status Display: Station escape shuttle timers now function as status displays modifiable from the bridge.

	  Space Heater: Space heaters for heating up cold spaces, in space.

	New items:

	  Welding Mask: Helps engineers shield their eyes when welding.

	  Utility Belt: Function as toolboxes equippable in the belt slot.

	  Mouse Trap: Hurt your feet, especially if you aren't wearing shoes!

	  Power Sink: Traitor item that rapidly drains power.

	New graphics:

	  North Facing Sprites: Player sprites will now face north when moving north.

	  Hidden Pipes: Pipes are now hidden underneath floor tiles.

	New robot: Medibot

        Automatically attempts to keep crewmembers alive by injecting them with stuff.

	New robot: Mulebot

        Allows quartermasters to automatically ship crates to different parts of the station.

Funday, December 31, 2099

"FINALLY, DEV IS OUT"

    Changes:

	    Atmos system GREATLY OPTIMIZED!

	    Brand new station layout!

	    Robust chemical interaction system!

	    HOLY FUCK PLAYING THIS GAME ISN'T LIKE TRODDING THROUGH MOLASSES ANYMORE

	    Feature: If two players collide with "Help" intent, they swap positions.

Tuesday, February 23, 2010

    OH NO STRANGLING GOT NERFED: Insta-strangling (hopefully) removed. Victim no longer instantly loses consciousness.

Sunday, February 21, 2010

    Cloning Machine: The Geneticist spilled coffee on the Genetics Machine's revival module and it was too costly to replace!

        Clones may or may not have horrible genetic defects.

Thursday, February 18, 2010

    New feature: Obesity from overeating in a short period of time.

Sunday, February 14, 2010

    New feature: Station destruction cinematic if the crew loses in AI Malfunction or Nuclear Emergency.

    New Position: Tourist

        Centcom has entered the lucrative business of space tourism! Enjoy an event-filled vacation on the station, and try not to get killed.

		Guest accounts are now restricted to selecting Tourist in Character Setup.

Friday, February 5, 2010

    AI: Added 30 second cooldown to prevent spamming lockdowns.

Wednesday, February 2, 2010

    Feature: Character preview in Character Setup!

Tuesday, February 2, 2010

    New item: Drinking glasses that you can fill with water.

    Feature: Sounds now pan in stereo depending on your position from the source.

Saturday, December 5, 2009

    Traitor tweak: Agent cards can now be forged into a fake ID.

Friday, December 4, 2009

	Supply Dock 2.0: The Supply Dock has been redesigned and now features conveyer belts! Amazing!

	New uniforms: The Research Director, Chief Engineer, and the research jobs have new uniforms. The Head of Security has a cool new hat which happens to be his most prized possession.

	Merged research: The first act of the Research Director is to merge Toxins and Chemistry into a single Chemical Lab. Hooray!

	Robot tweak: You can now observe robots using the observe command.

	Stamps: The heads now have stamps to stamp papers with, for whatever reason.

Monday, November 30, 2009

	Supply Shuttle 1.0: Now you can order new supplies using Cargo Bay north of the autolathe.

	New containers: The game now features a variety of crates to hold all sorts of imaginary space supplies.

	New position: Quartermaster

        A master of supplies. Manages the cargo bay by taking shipments and distributing them to the crew.

	New position: Research Director

        The head of the SS13 research department. He directs research and makes sure that the research crew are working.

	New position: Chief Engineer

        Boss of all the engineers. Makes sure the engine is loaded and that the station has the necessary amount of power to run.

	New robot: Securibot

        Automatically stuns and handcuffs criminals listed in the security records. It's also really goddamn slow.

	New jumpsuits: Engineers and Atmos Techs have new jumpsuits to distinguish between them easier.

Friday, November 27, 2009

	Monkey AI 2.0: Monkeys will now get angry, going after random human targets with the ability to wield weapons, throw random objects, open doors, and break through glass/grilles. They're basically terminators.

	New gamemode: Monkey Survival

        Survive a horde of angry monkeys busting through the station's airvents and rampaging through the station for 25 minutes.

	New robots: Cleanbot and Floorbot

        Cleanbots automatically clean up messes and Floorbots repair floors.

	New spell: Mindblast

        Causes brain damage, progressively causing other players to become even more retarded.

	Alien Races

        Wizards may randomly spawn as illithids, who gain Mind Blast for free, and nuke agents may randomly spawn as lizardmen.

	Station shields: The station now has a toggleable forcefield that can only be destroyed by meteors or bombs. Takes a lot of station power to use.

	Traitor scaling: Number of traitors/wizards/agents now scales to number of players.

	New food item: Donk pockets

	Delicious and microwavable, gives a bigger health boost for traitors.

	Cigarettes: Now you can fulfill your horrible nicotine cravings. The detective starts with a zippo lighter and pack of cigarettes. Other packs can be be obtained via vending machines.

	Warning signs: The station is now filled with various warning signs and such.

	Updated graphics: Many, many objects have had their graphics updated including pipes, windows, tables, and closets. HUD graphics have been updated to be easier to understand.

	Lighting fixes: New turf is now correctly lit instead of being completely dark.

	Meteor fixes: The code and graphics for meteors has been fixed so the meteor gametype is more playable, sort of.

	Escape shuttle fix: The shuttle can now be called in Revolution and Malfunction, but the shuttle will be recalled before it arrives. This way players can no longer call the shuttle to figure out the game mode during secret.

	Changelog updated: New changelog entry for Thanksgiving thanks to Haruhi who will probably update the changelog from now on after almost a month of neglect.

Monday, November 3, 2009

    Bug fix: Made most pop-up windows respect the close button.

Sunday, October 25, 2009

    Randomized naming: Names for Central Command and Syndicate are now randomized.

Saturday, October 24, 2009

    Bug fix: PDAs had their code cleaned up. Notice any problems? Report them.

    New syndicate item: Detomatix Cartridge, allows remote detonation of PDAs (rather weak explosion)!

    Feature: Remotely detonating PDAs has a chance of failure depending on the PDA target, a critical failure will result in the detonation of your own PDA.

Monday, October 19, 2009

    Gibbing update: Gibbing stuff has been rewritten, robots now gib nicer.

    LIGHTING!!!: The station now has dynamic lighting and associated items.

Friday, October 16, 2009

	Poo v1.0~: This has caused many ragequits.

	Flushable toilets: You can now use toilets to place your vile, disgusting and irreprehensible excretions (you disgusting children). Just be careful what you flush!

Monday, October 12, 2009

	Feature: Emergency oxygen bottles can be clipped to your belt now.

	Clothing update: Bedsheets are now wearable.

	Updated HUD: A few minor tweaks to the inventory panel. Things might not be exactly where you're used to them being.

Monday, September 28, 2009

	New position: Chef

        Maintains the Cafeteria, has access to Kitchen and Freezer, Food creation will be in shortly.

	Food update: Food items now heal Brute/Burn damage. The amount recovered varies between items.

Saturday, August 29, 2009

  	AI laws update: Nanotrasen has updated its AI laws to better reflect how they wish AIs to
    operate their stations.

  	Traitor item change: E-mag renamed to Cryptographic Sequencer.

Friday, July 31, 2009

I&#39;m really sorry everyone I just HAD to add a gib all verb.

Decided to add the creation of bombs to bombers list

Made the new bombing list EVEN BETTER!!!

Fixed a bug with admin jumping AND the traitor death message

Oops, fixed a bug that returned the right click pm thing thinking the admin was
            muted.

Made a new improved way of tracking who bombs shit.

More formatting shit.

Fixed up some mute code and made it so that if a player is muted they cannot PM
            us.

Adminhelps now logged in the admin file not ooc

Changed the way admin reviving is dealt with. (It was coded kind of weirdly
            before)

Added a few areas to the observe teleport. Fixed some adminjump things. Modified
            the paths of some areas.

You can now ban people who have logged out and admins can now jump to people
            using the player panel.

Added in jump to key coded in a much better way than showtime originally did it.

Fixed magical wind when laying pipes. They start out empty!!

Made blink safer. Fixed the crew-quarters to ai sattelite teleport problem.

Forgot the message again. Added an emp spell. thanks copy&amp;paste.

OH MY GOD I HAVE RUINED ASAY

Added electronic items to the pipe dispenser

fixed a formatting error with the changelog (I didn&#39;t break it, it was showtime)

Fixed a formatting error

Cleaned up sandbox object spawn code

New and improved admin log so we can keep an eye on these fuckers

Fixed adminjump because I realise most people use it for the right click option

Mushed together jump to mob and jump to key

Fixed a compilation error and made my test room more secure!

Wednesday, July 29th, 2009

These are a collection of the updates from the last 6 days. I promise to update
    the changelog once a week. Note that this does not include all the changes in
    the past 6 days.

Multitools can now be used to measure the power in cables.

Fixed a bug where the canister message would repeat and spam the user when
        attackby analyzer. Fixed an admin formatting error.

Replaced all range checks with a in_range proc. pretty good chance I broke
        something or everything.

Mutations use bitfields

Fixed a bug with my traitor panel.

Fixed the turrets, ruined Pantaloons map (test map). Did some things with
        turrets and added a few areas.

Some stuff in here you know the usual shit. Bugfixes, formatting etc.

Stunbaton nerf.

Tempban longer than 1 year -&gt; permaban.

Turfs &gt; spawnable.

Shaking someone now slowly removes paralysis, stuns and the &#39;weakened&#39; stuff.

CTF flags now check if someone has them equipped every 20 seconds, if they are
        not then they delete themselves and respawn.

Fixed the r-wall-welder-message-thing.

Change to the CTF code, flag captures can now only happen if your team has their
        flag in the starting position.

Pruning my test room.

Instead of the red and green team its now the American and Irish teams!

BACKUP BACKUP TELL ME WHAT YOU GONNA DO NOW Changed the monkey name code. Re-did
        my antimatter engine code so it actually puts out power now

dumb as fuck change, whoever did that, it already spawn ()&#39;s inside the proc
        code, whoever did that, you are a faggot and should read code before you modify
        it

Fixed a bug that gave everyone modify ticker variables you silly sausage.

Sorted the AIs track list.

Constructable filter inlets and filter controls.

Added in admin messages for when someone is banned.

Bannana and honk honk.

Saturday, June 27th, 2009

Pipe construction now works completely. //Nannek

Many many other things that never gets recorded in the changelog!!

Saturday, June 27th, 2009

The Michael Jackson Memorial Changelog Update

Pipe filters adjusted for more ideal environmentals //Pantaloons

Added in job tracking //Showtime

Crew Manifest and Security Records now automagically update when someone joins //Nannek

Fixed a bug where sometimes you get a screwdriver stuck in your hand //Pantaloons

Flamethrowers can now be disassembled //Pantaloons

OBJECTION! Added suits and briefcases //stuntwaffle

Added automatic brig lockers //Nannek

Added brig door control authorization and redid brig layout //Nannek

Emergency toolboxes now have radios and flashlights, and mechanical toolboxes now have crowbars //Pantaloons

New whisper system //lallander

Some more gay fixes //everybody

Some really cool fixes //everybody

Really boring code cleanup //Pantaloons

~~In Loving Memory of MJ~~ Sham on!

Friday, June 12th, 2009

Looking back through the SVN commit log, I spy...

Keelin doing some more performance enhancements

Fixed one person being all 3 revs at once (hopefully)

Some gay fixes

New admin system installed

Fixed a bug where mass drivers could be used to crash the server

Various pipe changes and fixes

Wednesday, June 3rd, 2009

Death commando deathmatch mode added.

Monday, June 1st, 2009

Ghosts can no longer wander from space into the dread blackness that lies beyond.

Those other losers probably did a bunch of other stuff since May 6th but they don't comment their revisions so fuck 'em.

Wednesday, May 6th, 2009

Crematorium

Goon? button makes all your dreams come true.

Restructured medbay

Monday, May 4th, 2009

Does anyone update this anymore?

New atmos computer promises to make atmos easier

Autolathe

Couple of map changes

Some computer code reorganised.

I'm pretty sure theres a couple things

Saturday, April 18th, 2009

Weld an open closet (only the normal kind), gayes.

Chaplin has a higher chance of hearing the dead.

New traitor objective

Power traitor objective removed

New job system implemented for latecomers.

Head of Research quits forever and ever, is replaced by Head of Security (who gets his own office)

Fri, April 10, 2009

Admins are now notified when the traitor is dead.

Unprison verb (again, for admins).

Wed&Thu, April 8&9, 2009

Medical redone, doctors do your jobs! (Tell me what you think of this
  compared to the old one)

Clickable tracking for the AI

Only the heads can launch the shuttle early now. Or an emag.

Mon&Tue, April 6&7, 2009

Sounds. Turn on your speakers & sound downloads.

Scan something with blood on it detective.

Sunday, April 5, 2009

A large icon for the headset, no reason it should be so small.

Saturday, April 4, 2009

Emergency closets now spawn an 'emergency gas mask' which are just recolored gas masks, no other difference other than making it obvious where the gas mask came from.

Wednesday, April 1, 2009

Constructable rocket launchers: 10 rods, 10 metal, 5 thermite and heated plasma from the prototype.

Emergency closets have randomized contents now.

Fixed a bug where someone who was jobbaned from being Captain could still be picked randomly

Friday, March 27, 2009

Fixed a bug where monkeys couldn't be stunned.

Change mode votes before game starts delays the game.

Thursday, March 26, 2009

The brig is now pimped out with special new gadgets.

Upgraded the admin traitor menu.

Tuesday, March 24, 2009

GALOSHES!

A certain item will now protect you from stun batons, tasers and stungloves when worn.

Monday, March 23, 2009 (EXPERIMENTAL)

Say / radio / death talk systems recoded, hopefully improving it.

Announcements of late joiners are now done by the AI if it's alive :-)

Monday, March 23, 2009

Random station names.

Changes to the message stylesheet.

Admin messages in OOC will now be colored red.

Saturday, March 21, 2009

Added a command to list your medals.

ETA no longer shows when it doesn't matter.

Nerfed the ability to spam shuttle restabalization.

Fixed the 'Ow My Balls!' medal to only apply from brute damage rather than both brute and burn damage.

Thursday, March 19, 2009

Job banning.

Genetic Researcher renamed to Geneticist.

Toxins Researcher renamed to Scientist.

Help reformatted.

Fixed a bug where combining bruise packs or ointments resulted in an incorrectly combined amount.

Renamed memory and add memory commands to Notes and Add Note.

Tuesday, March 17, 2009

Medals! MEDALS!

Trimmed the excessively long changelog.

Saturday, March 14, 2009

Janitor job complete! Report any bugs to adminhelp

Saturday, March 7, 2009

Wizard now needs his staff for spells

Be careful with APCs now okay?!

Fixed Memory and made it more efficient in the code

Crowbars now open apcs, not screwdrivers. They do something else entirely

Hackable APCs

When APCs are emagged they now stay unlocked

Re-did a shit tonne of admin stuff

New admin system is pretty much finished

FINALLY backpacks can now be looked in while on the ground.

Tuesday, February 24, 2009

Ghosts no longer able to open secret doors

Suicide vests now work as armor

Blood no longer comes out of the guy if you pull him due to lag

Admin panel has been touched up to include html tables

Mines now added, only spawnable right now however

Fixed the syndicate nuclear victory bug

Wizard now spawns with wizard outfit which he must wear to cast spells

Blood bug fixes

Fixed a retarded bug that meant I didn't have the power to kick admins

THUNDERDOME!

Several new facial hair options and a bitchin' mohawk

Blood by Culka

Nuke disk now spawns in ALL game modes so that during secret rounds the syndicate now have the element of surprise!

Saturday, February 22, 2009

Implemented unstable's "observer" mode

Halerina's wizard mode

Non-interesting stuff

Began addition to the new admin system - right now only available to coders for testing

Admins can now click on the multikeying offenders name to pm them, instead of hunting for them in the pm list

Halerina's chemistry system

You can now deathgasp without being dead, hopefully so people can fake their own deaths.

Redid Medlab

New chemist job

Thursday, February 19, 2009

New DNA system. 200th Revision special.

Various bugfixes

Maze

Monday, February 17, 2009

Added a new game mode into rotation.

Added an AI satellite

Lockdowns can be disabled with the communications console

Prison shuttle can be called on the comm console, but only if its enabled by admins first

When you slip into space you'll have a 50% chance of going to z=4 instead of z=3

Friday, February 13, 2009

Fixed Cakehat

Dead people can now see all turfs, mobs and objs not in their line of sight.

Modified the map slightly

Stungloves can now be "made"

Flashes can now have their bulbs burning out.

Batons can now be turned on and off for different effects. They also now have 10 uses before they need to be recharged.

Tuesday, February 10, 2009

Fixed all the autoclose bugs

Due to it being myself and Keelin's 100th revision we have added a super-secret special item. Don't ask because we won't tell! Figure it out!

Sunday, February 8, 2009

Modified doors in engineering so that they do not autoclose - Autoclose now handled by a variable

Fixed toxin researcher spawn bug

Changed the "You hear a faint voice" message.

Gave the host new commands to disable admin jumping, admin reviving and admin item spawning

Fixed some airlock autoclose bugs

Changed some doors to not autoclose.

Nerfed the toolbox down.

Friday, February 6, 2009

Doors now close after 15 seconds

Fixed some p cool bugs

Cakehat

Added another suit

Walls now take 5 seconds to build

Added sam0rz, thesoldierlljk and kelson's revolution gamemode. Thanks guys!

Thursday, February 5, 2009

Fixed a couple of bugs

Improved bar ;)

Beer acts like pills and syringes

Tuesday, February 3, 2009

Added 'Make AI' Option for Admins

Added dissolving pills in beer (cyanide and sleeping pills)

Modified engine AGAIN, but personally I love it now

Monday, February 2, 2009

Moved bar due to popular demand

Captains room is now a security checkpoint

Assistants now have access to maint tunnels again

Courtroom

Engine has been redone slightly to make it easier to load

Nerfed beer a lot more

Saturday, January 31, 2009

Added a bartender job + Bar

Captains panic room

Voice changer traitor item

Bartender suit

Made taking a table apart take longer

Balanced beer a bit more.

Assistants can no longer open external air locks and maint tunnels, sorry guys. Get a job you bums.

Engineers CAN access external air locks and maint tunnels.

Fixed traitor AI bug

Thursday, January 29, 2009

Added traitor menu for admins - The ability to turn people into "traitors" as well as keep track of their objectives.

Implemented Keelins revive system - Primary Admins can now revive people.

Moved and redid security to prevent clusterfucks and everyone just crowding around security.

Redid the brig to make it bigger and so that people can break others more easily out since it isn't right in security.

Moved and redid captains quarters/heads quarters. Captains made much smaller and heads is now more of a meeting room.

Added Stungloves and an axe - right now only admin spawnable.

Implemented Persh's adminjump back in - admins can now jump to set locations.

Added a feature that if someone logs off their character moves around and says things - Change what they say from the config/names/loggedsay.txt file.

Added in adminwho verb - tells the user if there are any admins on and who they are.

Saturday, January 10, 2009

Freedom implant has been changed so that it will have a random emote associated with it to activate it rather than always chuckle.

There is now a pinpointer tool for use in Nuclear Emergency. It works similar to the existing locator, in that it will detect the presence of nuclear disks and in what direction it is.

The nuke being detonated in Nuclear Emergency should now properly end the game.

Spacesuits now cause you to move slower when not in space.

Syndicate in Nuclear Emergency now have syndicate-themed spacesuits.

Blob mode should properly end now.

Wednesday, January 7, 2009

Syndicate Uplink has been changed up, allowing traitor more freedom in his ability to be... traitorus.

Syndicate Uplink can now spawn a ammo-357, syndicate card, energy sword, or timer bomb.

Fixed an issue where Syndicate Uplink looked different than a normal radio.

Monday, January 5, 2009

You can choose to be a nudist now.

Facial hair!

Added constructable flamethrowers.

Redid internal naming scheme for human/uniform sprites.

Helmet visors are now translucent.

Held item graphics corrected for basically everything, internally only uses one dmi file instead of two.

Config settings reorganized for.. organization.

Seperated male and female names.

Females have pink underwear.

Guests can no longer save/load profiles, as this just created useless profiles that weren't used again.