code:
## HEALTH ###

##Damage multiplier, effects both weapons and healing on all mobs. For example, 1.25 would result in 25% higher damage.
DAMAGE_MULTIPLIER 1

## REVIVAL ###

## whether pod plants work or not
REVIVAL_POD_PLANTS

## amount of time (in hundredths of seconds) for which a brain retains the "spark of life" after the person's death (set to -1 for infinite)
REVIVAL_BRAIN_LIFE -1

## OOC DURING ROUND ###
## Comment this out if you want OOC to be automatically disabled during the round, it will be enabled during the lobby and after the round end results.
OOC_DURING_ROUND

## EMOJI ###
## Comment this out if you want to disable emojis
EMOJIS

## HEART COMMENDATIONS ###
## Uncomment this if you'd like to enable commendation pollings for this percentage of players near the end of the round (5% suggested)
COMMENDATION_PERCENT_POLL 0.05

## MOB MOVEMENT ###

## We suggest editing these variables ingame to find a good speed for your server.
## To do this you must be a high level admin. Open the 'debug' tab ingame.
## Select "Debug Controller" and then, in the popup, select "Configuration". These variables should have the same name.

## These values get directly added to values and totals ingame.
## To speed things up make the number negative, to slow things down, make the number positive.

## These modify the run/walk speed of all mobs before the mob-specific modifiers are applied.
RUN_DELAY 2.5
WALK_DELAY 5.5

## The variables below affect the movement of specific mob types. THIS AFFECTS ALL SUBTYPES OF THE TYPE YOU CHOOSE!
## Entries completely override all subtypes. Later entries have precedence over earlier entries.
## This means if you put /mob 0 on the last entry, it will null out all changes, while if you put /mob as the first entry and
## /mob/living/carbon/human on the last entry, the last entry will override the first.
##MULTIPLICATIVE_MOVESPEED /mob/living/carbon/human 0
##MULTIPLICATIVE_MOVESPEED /mob/living/silicon/robot 0
##MULTIPLICATIVE_MOVESPEED /mob/living/carbon/alien 0
##MULTIPLICATIVE_MOVESPEED /mob/living/simple_animal/slime 0
MULTIPLICATIVE_MOVESPEED /mob/living/simple_animal 0

## NAMES ###
## If uncommented this adds a random surname to a player's name if they only specify one name.
HUMANS_NEED_SURNAMES

## If uncommented, this forces all players to use random names !and appearances!.
#FORCE_RANDOM_NAMES

## Unhash this to turn on automatic reopening of a player's job if they suicide at roundstart
#REOPEN_ROUNDSTART_SUICIDE_ROLES

## Unhash to enable reopening of command level positions
#REOPEN_ROUNDSTART_SUICIDE_ROLES_COMMAND_POSITIONS

## Define the delay for roles to be reopened after the round starts in seconds.
## Has a minimum delay of 30 seconds, though it's suggested to keep over 1 min
## If undefined, the delay defaults to 4 minutes.
#REOPEN_ROUNDSTART_SUICIDE_ROLES_DELAY 240

## Unhash to enable a printed command report for reopened roles listing what roles were reopened.
#REOPEN_ROUNDSTART_SUICIDE_ROLES_COMMAND_REPORT

## ALERT LEVELS ###
ALERT_GREEN All threats to the station have passed. Security may not have weapons visible, privacy laws are once again fully enforced.
ALERT_BLUE_UPTO The station has received reliable information about possible hostile activity on the station. Security staff may have weapons visible, random searches are permitted.
ALERT_BLUE_DOWNTO The immediate threat has passed. Security may no longer have weapons drawn at all times, but may continue to have them visible. Random searches are still allowed.
ALERT_RED_UPTO There is an immediate serious threat to the station. Security may have weapons unholstered at all times. Random searches are allowed and advised. Additionally, access requirements on some doors have been lifted.
ALERT_RED_DOWNTO The station's destruction has been averted. There is still however an immediate serious threat to the station. Security may have weapons unholstered at all times, random searches are allowed and advised.
ALERT_DELTA Destruction of the station is imminent. All crew are instructed to obey all instructions given by heads of staff. Any violations of these orders can be punished by death. This is not a drill.

## GAME MODES ###

## Uncomment to not send a roundstart intercept report. Gamemodes may override this.
#NO_INTERCEPT_REPORT

## Percent weight reductions for three of the most recent modes

REPEATED_MODE_ADJUST 45 30 10

## The amount of time it takes for the emergency shuttle to be called, from round start.
SHUTTLE_REFUEL_DELAY 12000

## Variables calculate how number of antagonists will scale to population.
## Used as (Antagonists = Population / Coeff)
## Set to 0 to disable scaling and use default numbers instead.
TRAITOR_SCALING_COEFF 6
BROTHER_SCALING_COEFF 6
CHANGELING_SCALING_COEFF 6

## Variables calculate how number of open security officer positions will scale to population.
## Used as (Officers = Population / Coeff)
## Set to 0 to disable scaling and use default numbers instead.
# SECURITY_SCALING_COEFF 8

## The number of objectives traitors get.
## Not including escaping/hijacking.
TRAITOR_OBJECTIVES_AMOUNT 2
BROTHER_OBJECTIVES_AMOUNT 2

## Uncomment to prohibit jobs that start with loyalty
## implants from being most antagonists.
PROTECT_ROLES_FROM_ANTAGONIST

## Uncomment to prohibit assistants from becoming most antagonists.
#PROTECT_ASSISTANT_FROM_ANTAGONIST

## If non-human species are barred from joining as a head of staff
#ENFORCE_HUMAN_AUTHORITY

## If late-joining players have a chance to become a traitor/changeling
ALLOW_LATEJOIN_ANTAGONISTS

## Uncomment to prevent the nuclear operative leader from getting the war declaration item
#DISABLE_WAROPS

## Uncomment to enable dynamic ruleset config file.
DYNAMIC_CONFIG_ENABLED

## RANDOM EVENTS ###
## Comment this out to disable random events during the round.
ALLOW_RANDOM_EVENTS

## Multiplier for earliest start time of dangerous events.
## Set to 0 to make dangerous events avaliable from round start.
EVENTS_MIN_TIME_MUL 1

## Multiplier for minimal player count (players = alive non-AFK humans) for dangerous events to start.
## Set to 0 to make dangerous events avaliable for all populations.
EVENTS_MIN_PLAYERS_MUL 1

## AI ###

## Allow the AI job to be picked.
ALLOW_AI

## Allow the AI Multicamera feature to be used by AI players
ALLOW_AI_MULTICAM

## Secborg ###
## Uncomment to prevent the security cyborg model from being chosen
#DISABLE_SECBORG

## Peacekeeper Borg ###
## Uncomment to prevent the peacekeeper cyborg model from being chosen
#DISABLE_PEACEBORG

## AWAY MISSIONS ###

## Uncomment to load the virtual reality hub map
#VIRTUAL_REALITY

## Uncomment to load one of the missions from awaymissionconfig.txt or away_missions/ at roundstart.
#ROUNDSTART_AWAY

## How long the delay is before the Away Mission gate opens. Default is half an hour.
## 600 is one minute.
GATEWAY_DELAY 18000

## The probability of the gateway mission being a config one
CONFIG_GATEWAY_CHANCE 0

## ACCESS ###

## If the number of players ready at round starts exceeds this threshold, JOBS_HAVE_MINIMAL_ACCESS will automatically be enabled. Otherwise, it will be disabled.
## This is useful for accomodating both low and high population rounds on the same server.
## Comment this out or set to 0 to disable this automatic toggle.
MINIMAL_ACCESS_THRESHOLD 20

## Comment this out this if you wish to use the setup where jobs have more access.
## This is intended for servers with low populations - where there are not enough
## players to fill all roles, so players need to do more than just one job.
## This option is ignored if MINIMAL_ACCESS_THRESHOLD is used.
#JOBS_HAVE_MINIMAL_ACCESS

## Uncomment to give assistants maint access.
#ASSISTANTS_HAVE_MAINT_ACCESS

## Uncoment to give security maint access. Note that if you dectivate JOBS_HAVE_MINIMAL_ACCESS security already gets maint from that.
#SECURITY_HAS_MAINT_ACCESS

## Uncomment to give everyone maint access.
#EVERYONE_HAS_MAINT_ACCESS

## Comment this out this to make security officers spawn in departmental security posts
#SEC_START_BRIG

## GHOST INTERACTION ###
## Uncomment to let ghosts spin chairs. You may be wondering why this is a config option. Don't ask.
#GHOST_INTERACTION

## NEAR-DEATH EXPERIENCE ###
## Comment this out to disable mobs hearing ghosts when unconscious and very close to death
NEAR_DEATH_EXPERIENCE

## NON-VOCAL SILICONS ###
## Uncomment these to stop the AI, or cyborgs, from having vocal communication.
#SILENT_AI
#SILENT_BORG

## SANDBOX PANEL AUTOCLOSE ###
## The sandbox panel's item spawning dialog now stays open even after you click an option.
## If you find that your players are abusing the sandbox panel, this option may slow them down
## without preventing people from using it properly.
## Only functions in sandbox game mode.
#SANDBOX_AUTOCLOSE

## ROUNDSTART SILICON LAWS ###
## This controls what the AI's laws are at the start of the round.
## Set to 0/commented out for "off", silicons will just start with Asimov.
## Set to 1 for "custom", silicons will start with the custom laws defined in silicon_laws.txt. (If silicon_laws.txt is empty, the AI will spawn with asimov and Custom boards will auto-delete.)
## Set to 2 for "random", silicons will start with a random lawset picked from random laws specified below.
## Set to 3 for "weighted random", using values in "silicon_weights.txt", a law will be selected, with weights specifed in that file.
DEFAULT_LAWS 0

## RANDOM LAWS ##
## ------------------------------------------------------------------------------------------
## These control what laws are available for selection if random silicon laws are active.
## See datums\ai_laws.dm for the full law lists

## standard-ish laws. These are fairly ok to run
RANDOM_LAWS asimov
RANDOM_LAWS asimovpp
RANDOM_LAWS paladin
RANDOM_LAWS robocop
RANDOM_LAWS corporate

## Quirky laws. Shouldn't cause too much harm
#RANDOM_LAWS hippocratic
#RANDOM_LAWS maintain
#RANDOM_LAWS drone
#RANDOM_LAWS liveandletlive
#RANDOM_LAWS peacekeeper
#RANDOM_LAWS reporter
#RANDOM_LAWS hulkamania

## Bad idea laws. Probably shouldn't enable these
#RANDOM_LAWS syndie
#RANDOM_LAWS ninja
#RANDOM_LAWS antimov
#RANDOM_LAWS thermodynamic

## meme laws. Honk
#RANDOM_LAWS buildawall

## If weighted laws are selected (DEFAULT_LAWS = 3),
## then an AI's starting laws will be determined by the weights of these values

## Make sure there are no spaces between the law_id and the number.

LAW_WEIGHT custom,0

## standard-ish laws. These are fairly ok to run
LAW_WEIGHT asimov,32
LAW_WEIGHT asimovpp,12
LAW_WEIGHT paladin,12
LAW_WEIGHT robocop,12
LAW_WEIGHT corporate,12

## Quirky laws. Shouldn't cause too much harm
LAW_WEIGHT hippocratic,3
LAW_WEIGHT maintain,4
LAW_WEIGHT drone,3
LAW_WEIGHT liveandletlive,3
LAW_WEIGHT peacekeeper,3
LAW_WEIGHT reporter,4
LAW_WEIGHT hulkamania,4

## Bad idea laws. Probably shouldn't enable these
LAW_WEIGHT syndie,0
LAW_WEIGHT ninja,0
LAW_WEIGHT antimov,0
LAW_WEIGHT thermodynamic,0
LAW_WEIGHT buildawall,0

##------------------------------------------------

## SILICON LAW MAX AMOUNT ###
## The maximum number of laws a silicon can have
## Attempting to upload laws past this point will fail unless the AI is reset
SILICON_MAX_LAW_AMOUNT 12

##------------------------------------------------

## SILICON LAW MAX LENGTH ###
## The maximum number of characters in a law uploaded
## Affects Freeform, Core Freeform, and Syndicate Hacked boards.
#MAX_LAW_LEN 1024

##------------------------------------------------

## Roundstart Races
##-------------------------------------------------------------------------------------------
## Uncommenting races will allow them to be choosen at roundstart while join_with_muntant_race is on. You'll need at least one.

## You probably want humans on your space station, but technically speaking you can turn them off without any ill effect
ROUNDSTART_RACES human

## Races that are strictly worse than humans that could probably be turned on without balance concerns
#ROUNDSTART_RACES felinid
ROUNDSTART_RACES lizard
#ROUNDSTART_RACES fly
#ROUNDSTART_RACES moth
#ROUNDSTART_RACES plasmaman
#ROUNDSTART_RACES shadow

## Races that are better than humans in some ways, but worse in others
#ROUNDSTART_RACES ethereal
#ROUNDSTART_RACES jelly
#ROUNDSTART_RACES golem
#ROUNDSTART_RACES adamantine
#ROUNDSTART_RACES plasma
#ROUNDSTART_RACES diamond
#ROUNDSTART_RACES gold
#ROUNDSTART_RACES silver
#ROUNDSTART_RACES uranium
#ROUNDSTART_RACES abductor
#ROUNDSTART_RACES synth

## Races that are straight upgrades. If these are on expect powergamers to always pick them
#ROUNDSTART_RACES skeleton
#ROUNDSTART_RACES zombie
#ROUNDSTART_RACES slime
#ROUNDSTART_RACES pod
#ROUNDSTART_RACES military_synth
#ROUNDSTART_RACES agent

## SS races
ROUNDSTART_RACES werewolf
ROUNDSTART_RACES werecat

##-------------------------------------------------------------------------------------------

## Roundstart no-reset races
## Races defined here will not cause existing characters to be reset to human if they currently have a non-roundstart species defined.
#ROUNDSTART_NO_HARD_CHECK felinid

##Overflow job. Default is assistant
OVERFLOW_JOB Beggar

## Overflow slot cap. Set to -1 for unlimited. If limited, it will still open up if every other job is full.
OVERFLOW_CAP -1

## Starlight for exterior walls and breaches. Uncomment for starlight!
## This is disabled by default to make testing quicker, should be enabled on production servers or testing servers messing with lighting
#STARLIGHT

## Uncomment to bring back old grey suit assistants instead of the now default rainbow colored assistants.
#GREY_ASSISTANTS

##Limit Spell Choices##
## Uncomment to disallow wizards from using certain spells that may be too chaotic/fun for your playerbase

#NO_SUMMON_GUNS
#NO_SUMMON_MAGIC
#NO_SUMMON_EVENTS

## Comment this out for "normal" explosions, which ignore obstacles
## Uncomment for explosions that react to doors and walls
REACTIONARY_EXPLOSIONS

## Configure the bomb cap
## This caps all explosions to the specified range. Used for both balance reasons and to prevent overloading the server and lagging the game out.
## This is given as the 3rd number(light damage) in the standard (1,2,3) explosion notation. The other numbers are derived by dividing by 2 and 4.
## eg: If you give the number 20. The bomb cap will be 5,10,20.
## Can be any number above 4, some examples are provided below.

## Small (3, 7, 14)
#BOMBCAP 14
## Default (5, 10, 20) (recommended if you enable REACTIONARY_EXPLOSIONS above)
BOMBCAP 20
## LagHell (7, 14, 28)
#BOMBCAP 28

## Lavaland "Budget"
## Lavaland ruin spawning has an imaginary budget to spend on ruins, where
## a less lootfilled or smaller or less round effecting ruin costs less to
## spawn, while the converse is true. Alter this number to affect the amount
## of ruins.
LAVALAND_BUDGET 60

## Ice Moon Budget
ICEMOON_BUDGET 90

## Space Ruin Budget
Space_Budget 16

## Time in ds from when a player latejoins till the arrival shuttle docks at the station
## Must be at least 30. At least 55 recommended to be visually/aurally appropriate
ARRIVALS_SHUTTLE_DOCK_WINDOW 55

## Uncomment to require the arrivals shuttle to be in flight (if it can fly) before late join players can join
#ARRIVALS_SHUTTLE_REQUIRE_UNDOCKED

## Uncomment to prevent late join players from spawning if the arrivals shuttle is depressurized
#ARRIVALS_SHUTTLE_REQUIRE_SAFE_LATEJOIN

## How many wirechewing rodents you want to spawn on exposed maintenane wires at the start of the round. You may wish to set this to 0 if you're testing powernets.

MICE_ROUNDSTART 10

## If the percentage of players alive (doesn't count conversions) drops below this threshold the emergency shuttle will be forcefully called (provided it can be)
#EMERGENCY_SHUTTLE_AUTOCALL_THRESHOLD 0.2

## Uncomment to allow roundstart quirk selection in the character setup menu.
## This used to be named traits, hence the config name, but it handles quirks, not the other kind of trait!
ROUNDSTART_TRAITS

## Uncomment to disable human moods.
#DISABLE_HUMAN_MOOD

## Enable night shifts ##
#ENABLE_NIGHT_SHIFTS

## Enable randomized shift start times##
#RANDOMIZE_SHIFT_TIME

## Sets shift time to server time at roundstart. Overridden by RANDOMIZE_SHIFT_TIME ##
#SHIFT_TIME_REALTIME

## A cap on how many monkeys may be created via monkey cubes
MONKEYCAP 64

## A cap on how many mice can be bred via cheese wedges
RATCAP 64

## Maximum fine for a citation
MAXFINE 2000

## Which role is required of playtime to be eligible for Maintenance Drones
## See code/__DEFINES/preferences.dm for available options, use the string portion without quotes
#DRONE_REQUIRED_ROLE Silicon

## How many played hours of DRONE_REQUIRED_ROLE required to be a Maintenance Done
#DRONE_ROLE_PLAYTIME 14

## Uncomment to enable SDQL spells
## Warning: SDQL is a powerful tool and can break many things or expose security sensitive information.
## Giving players access to it has major security concerns, be careful and deliberate when using this feature.
#SDQL_SPELLS


code:
#Listing maps here will blacklist them from generating in the ice moon.
#Maps must be the full path to them
#A list of maps valid to blacklist can be found in _maps\RandomRuins\IceRuins
#SPECIFYING AN INVALID MAP WILL RESULT IN RUNTIMES ON GAME START

##RESPAWN
#_maps/RandomRuins/AnywhereRuins/golem_ship.dmm

##MEGAFAUNA
#_maps/RandomRuins/IceRuins/icemoon_surface_mining_site.dmm
#_maps/RandomRuins/IceRuins/icemoon_underground_mining_site.dmm
#_maps/RandomRuins/IceRuins/icemoon_underground_wendigo_cave.dmm
#_maps/RandomRuins/IceRuins/icemoon_underground_lavaland.dmm

##MISC
#_maps/RandomRuins/IceRuins/icemoon_surface_lust.dmm
#_maps/RandomRuins/IceRuins/icemoon_surface_asteroid.dmm
#_maps/RandomRuins/IceRuins/icemoon_surface_hotsprings.dmm
#_maps/RandomRuins/IceRuins/icemoon_surface_engioutpost.dmm
#_maps/RandomRuins/IceRuins/icemoon_underground_puzzle.dmm
#_maps/RandomRuins/IceRuins/icemoon_underground_abandoned_village.dmm
#_maps/RandomRuins/IceRuins/icemoon_underground_library.dmm
#_maps/RandomRuins/IceRuins/icemoon_underground_wrath.dmm
#_maps/RandomRuins/IceRuins/icemoon_underground_bathhouse.dmm
#_maps/RandomRuins/AnywhereRuins/fountain_hall.dmm
#_maps/RandomRuins/IceRuins/icemoon_underground_abandoned_homestead.dmm
#_maps/RandomRuins/IceRuins/icemoon_underground_abandoned_plasma_facility.dmm
#_maps/RandomRuins/IceRuins/icemoon_underground_frozen_comms.dmm

repo_name: AnalWerewolf/sundown

license: mit


code:
###############################################################################################
# Words that will block in character chat messages from sending.                              #
# Case is not important. Commented-out examples are listed below, just remove the "#".        #
###############################################################################################
lol
kek
topkek
kekw
trihard
omg
tbh
owo
uwu
idk
cbt
tfw
mfw
irc
iirc
henk
lmao
lmfao
afaik
afk
reddit
redditard
redditdotcom
redditor
chonk
chonker
chungus
bigchungus
pewdiepie
markiplier
bobjoga
remis12
remis
lifeweb
farweb
thuxtk
comicao
hydrated12
owo
uwu
bruh
cringe
fortnite
minecraft
pog
poggers
pogger
pogchamp
weirdchamp
respawn
bobux
chad
booba
sus
sussy
amogus
amongus
admin
admins
badmin
jannie
janny
sneed
brap
skyrat
skyratter
skyrater
kikerat
skeerat
groundbat
seethe
coomer
coom
byond
ss13
spess
joga
imposter
troll
trolled
trolling
trolge
trollge
yiff
4chan
4channer
channer
imho
imo
powned
pwned
pwn
ownage
noscope
noob
mlg
irl
simp
antifa
boomer
naenae
bae
fam
yolo
newfag
oldfag
swag
unbased
uncringe
shitpost
shitposting
zoomer
doomer
wojak
soyjak
soyboy
incel
mlp
omw
gangweed
tiktok
twitter
buzzfeed
9gag
ifunny
ifunnydotcom
liveleak
rslash
twitch
wikipedia
sweatlord
swaglord
swagged
ubisoft
mrbeast
goonstation
tg
tgstation
greytider
greytide
graytide
graytider
anime
weeb
hentai
netorare
ntr
loli
shota
shotacon
lolicon
nrp
lrp
mrp
hrp
baystation
eris


code:
# Interview welcome message displayed at the top of all interview questionnaires
# Should help to describe why the questionnaire is being given to the interviewee
# You can include links using markdown-style link notation, like [our rules](https://tgstation13.org/wiki/Rules)
INTERVIEW_WELCOME_MSG Welcome to our server. As you have not played here before, or played very little, we'll need you to answer a few questions below. After you submit your answers they will be reviewed and you may be asked further questions before being allowed to play. Please be patient as there may be others ahead of you.

# Interview questions are listed here, in the order that they will be displayed in-game.
# You can include links using markdown-style link notation, like [our rules](https://tgstation13.org/wiki/Rules)
INTERVIEW_QUESTIONS Why have you joined the server today?
INTERVIEW_QUESTIONS Have you played space-station 13 before? If so, on what servers?
INTERVIEW_QUESTIONS Do you know anybody on the server today? If so, who?
INTERVIEW_QUESTIONS Have you read and understood our [rules](https://tgstation13.org/wiki/Rules)?
INTERVIEW_QUESTIONS Do you have any additional comments or questions?


code:
#This allows easy configuration of the number of positions allowed for each job
#Format is: [Job name]=[total positions],[spawn positions]
#Job names must be identical to the title var of each job datum
#Positions can be set to -1 to allow unlimited slots
Captain=1,1
Head of Personnel=1,1
Head of Security=1,1
Chief Engineer=1,1
Research Director=1,1
Chief Medical Officer=1,1

Assistant=-1,-1
Prisoner=0,2

Quartermaster=1,1
Cargo Technician=3,2
Shaft Miner=3,3

Bartender=1,1
Cook=2,1
Botanist=3,2
Janitor=2,1

Clown=1,1
Mime=1,1
Curator=1,1
Lawyer=2,2

Chaplain=1,1

Station Engineer=5,5
Atmospheric Technician=3,2

Medical Doctor=5,3
Paramedic=2,2
Chemist=2,2
Geneticist=2,2
Virologist=1,1
Psychologist=1,1

Scientist=5,3
Roboticist=2,2

Warden=1,1
Detective=1,1
Security Officer=5,5

AI=0,1
Cyborg=0,1


code:
The enclosed /sounds folder holds the sound files used for player selectable songs for an ingame jukebox. OGG and WAV are supported.

Using unnecessarily huge sounds can cause client side lag and should be avoided.

You may add as many sounds as you would like.

---

Naming Conventions:

Every sound you add must have a unique name. Avoid using the plus sign "+" and the period "." in names, as these are used internally to classify sounds.

Sound names must be in the format of [song name]+[length in deciseconds]+[beat in deciseconds].ogg

A three minute song title "SS13" that lasted 3 minutes would have a file name SS13+1800+5.ogg


code:
#Listing maps here will blacklist them from generating in lavaland.
#Maps must be the full path to them
#A list of maps valid to blacklist can be found in _maps\RandomRuins\LavaRuins
#SPECIFYING AN INVALID MAP WILL RESULT IN RUNTIMES ON GAME START

##BIODOMES
#_maps/RandomRuins/LavaRuins/lavaland_surface_biodome_winter.dmm
#_maps/RandomRuins/LavaRuins/lavaland_biodome_beach.dmm
#_maps/RandomRuins/LavaRuins/lavaland_biodome_clown_planet.dmm
#_maps/RandomRuins/LavaRuins/lavaland_surface_cube.dmm

##RESPAWN
#_maps/RandomRuins/LavaRuins/lavaland_surface_seed_vault.dmm
#_maps/RandomRuins/LavaRuins/lavaland_surface_ash_walker1.dmm
#_maps/RandomRuins/LavaRuins/lavaland_surface_syndicate_base1.dmm
#_maps/RandomRuins/AnywhereRuins/golem_ship.dmm

##SIN
#_maps/RandomRuins/LavaRuins/lavaland_surface_envy.dmm
#_maps/RandomRuins/LavaRuins/lavaland_surface_gluttony.dmm
#_maps/RandomRuins/LavaRuins/lavaland_surface_greed.dmm
#_maps/RandomRuins/LavaRuins/lavaland_surface_pride.dmm
#_maps/RandomRuins/LavaRuins/lavaland_surface_sloth.dmm

##MISC
#_maps/RandomRuins/LavaRuins/lavaland_surface_automated_trade_outpost.dmm
#_maps/RandomRuins/LavaRuins/lavaland_surface_ufo_crash.dmm
#_maps/RandomRuins/LavaRuins/lavaland_surface_ww_vault.dmm
#_maps/RandomRuins/LavaRuins/lavaland_surface_automated_trade_outpost.dmm
#_maps/RandomRuins/LavaRuins/lavaland_surface_xeno_nest.dmm
#_maps/RandomRuins/LavaRuins/lavaland_surface_survivalpod.dmm
#_maps/RandomRuins/LavaRuins/lavaland_surface_wwiioutpost.dmm
#_maps/RandomRuins/LavaRuins/lavaland_surface_tomb.dmm
#_maps/RandomRuins/LavaRuins/lavaland_surface_hierophant.dmm
#_maps/RandomRuins/LavaRuins/lavaland_surface_pizzaparty.dmm
#_maps/RandomRuins/LavaRuins/lavaland_surface_cultaltar.dmm
#_maps/RandomRuins/LavaRuins/lavaland_surface_hermit.dmm
#_maps/RandomRuins/LavaRuins/lavaland_surface_swarmer_crash.dmm
#_maps/RandomRuins/LavaRuins/lavaland_surface_gaia.dmm
#_maps/RandomRuins/LavaRuins/lavaland_surface_elephant_graveyard.dmm
#_maps/RandomRuins/LavaRuins/lavaland_surface_library.dmm
#_maps/RandomRuins/AnywhereRuins/fountain_hall.dmm


code:
This file contains a list of maps for use in map rotation.
#Lines starting with # are ignored.
Lines not inside map blocks are also ignored
Duplicated entries use the latter one.
All whitespace at the start and end of lines is ignored. (including indentation, thats just for show)
Format:
#map [map name] (name of .json file in _maps folder without the .json part)
	minplayers [number] (0 or less disables this requirement)
	maxplayers [number] (0 or less disables this requirement)
	default (The last map with this defined will get all votes of players who have not explicitly voted for a map)
	voteweight [number] (How much to count each player vote as, defaults to 1, setting to 0.5 counts each vote as half a vote, 2 as double, etc, Setting to 0 disables the map but allows players to still pick it)
	disabled (disables the map)
	votable (is this map votable)
endmap

map metastation
	#default
	minplayers 25
	#voteweight 0.5
	votable
endmap

map deltastation
	minplayers 50
	votable
endmap

map kilostation
	votable
endmap

map icebox
	minplayers 25
	votable
endmap

map tramstation
	minplayers 35
	votable
endmap

map runtimestation
endmap

map multiz_debug
endmap


code:
Welcome to Septic Shock!

This server sucks ass.

Join our discord: https://discord.com/invite/e7JkxvRtvX


code:
# External resources
# Set this to the location of a .zip with the server's .rsc inside of it.
# If you set this mutiple times, the server will rotate between the links.
# To use this, the compile option PRELOAD_RSC must be set to 0 to keep byond from preloading resources
# Resource urls can not be encrypted (https://), as they are downloaded by byond, not IE, and byond can't into encryption

EXTERNAL_RSC_URLS http://tgstation13.download/byond/tgstationv2.zip

########################
# Browser Asset Config #
########################
# Browser assets are any file included in interfaces. css, images, javascript, etc.
# This handles configuring how we get these to the player so interfaces can access them.

# Asset Transport
# The normal way of getting assets to clients is to use the internal byond system. This can be slow and delay the opening of interface windows. It also doesn't allow the internal IE windows byond uses to cache anything.
# You can instead have the server save them to a website via a folder within the game server that the web server can read. This could be a simple webserver or something backed by a CDN.
# Valid values: simple, webroot. Simple is the default.
#ASSET_TRANSPORT webroot

# Simple asset transport configurable values.

# Uncomment this to have the server passively send all browser assets to each client in the background. (instead of waiting for them to be needed)
# This should be uncommented in production and commented in development
#ASSET_SIMPLE_PRELOAD

# Webroot asset transport configurable values.

# Local folder to save assets to.
# Assets will be saved in the format of asset.MD5HASH.EXT or in namespaces/hash/ as ASSET_FILE_NAME or asset.MD5HASH.EXT
#ASSET_CDN_WEBROOT data/asset-store/

# URL the folder from above can be accessed from.
# for best results the webserver powering this should return a long cache validity time, as all assets sent via this transport use hash based urls
# Encryption (https) is supported here, but linux clients will have issues if you require higher then tls 1.0. Windows clients down to windows 7 can handle tls 1.2 no issue.
# if you want to test this locally, you simpily run the `localhost-asset-webroot-server.py` python3 script to host assets stored in `data/asset-store/` via http://localhost:58715/
#ASSET_CDN_URL http://localhost:58715/


code:
bruhok = #FF3399
bobcool = #B434EB


code:
floyd
amogus
mogus
amongus
sussy
baka
rape
rapist
rapeovich
poggers
cringe
based
wojak
skyrat
poop
shitter
retard
touhou
fumo


code:
## Septic exclusive configuration goes here

## Speed buff from sprinting
SPRINT_SPEED 1

## Stamina cost per tile while sprinting
SPRINT_COST 4

## Enable/disable FoV
USE_FIELD_OF_VISION

## Enables the GeoIP subsystem when you give it an ipstack.com API key
# IPSTACK_API_KEY

## Server hub tagline
SERVERTAGLINE Join the last descendants of humanity, a million years past the prime of mankind.

## Basically tagline 2: Electric boogaloo
FLUFFTAGLINE The colony must never fall;<br>If we are to fall, all of creation shall tumble with us into the eternal night.

## If this is set and someone gets caught by the panic bunker fail, this opens on their browser
BUNKERTROLL https://cdn.discordapp.com/attachments/857026569670623253/857049663936659496/bemvindo.png

## If this is set and someone gets caught by IsBanned, this opens on their browser
BANTROLL https://cdn.discordapp.com/attachments/857026569670623253/857049700930945085/banido.png


code:
#This file allows server hosts to set custom default silicon laws, and allows them to be changed easily.
#No prefixes are required, the first uncommented line containing something will be law 1, the second line will be law 2, etc.
#Empty lines and lines starting with # are ignored.
#~Miauw

You may not injure a human being or, through inaction, allow a human being to come to harm.
You must obey orders given to you by human beings, except where such orders would conflict with the First Law.
You must protect your own existence as long as such does not conflict with the First or Second Law.


code:
#Listing maps here will blacklist them from generating in space.
#Maps must be the full path to them
#A list of maps valid to blacklist can be found in _maps\RandomRuins\SpaceRuins
#SPECIFYING AN INVALID MAP WILL RESULT IN RUNTIMES ON GAME START

#_maps/RandomRuins/SpaceRuins/abandonedteleporter.dmm
#_maps/RandomRuins/SpaceRuins/abandonedzoo.dmm
#_maps/RandomRuins/SpaceRuins/asteroid1.dmm
#_maps/RandomRuins/SpaceRuins/asteroid2.dmm
#_maps/RandomRuins/SpaceRuins/asteroid3.dmm
#_maps/RandomRuins/SpaceRuins/asteroid4.dmm
#_maps/RandomRuins/SpaceRuins/asteroid5.dmm
#_maps/RandomRuins/SpaceRuins/bigderelict1.dmm
#_maps/RandomRuins/SpaceRuins/bus.dmm
#_maps/RandomRuins/SpaceRuins/caravanambush.dmm
#_maps/RandomRuins/SpaceRuins/clericden.dmm
#_maps/RandomRuins/SpaceRuins/cloning_facility.dmm
#_maps/RandomRuins/SpaceRuins/clownplanet.dmm
#_maps/RandomRuins/SpaceRuins/crashedclownship.dmm
#_maps/RandomRuins/SpaceRuins/crashedship.dmm
#_maps/RandomRuins/SpaceRuins/deepstorage.dmm
#_maps/RandomRuins/SpaceRuins/derelict1.dmm
#_maps/RandomRuins/SpaceRuins/derelict2.dmm
#_maps/RandomRuins/SpaceRuins/derelict3.dmm
#_maps/RandomRuins/SpaceRuins/derelict4.dmm
#_maps/RandomRuins/SpaceRuins/derelict5.dmm
#_maps/RandomRuins/SpaceRuins/derelict6.dmm
#_maps/RandomRuins/SpaceRuins/djstation.dmm
#_maps/RandomRuins/SpaceRuins/emptyshell.dmm
#_maps/RandomRuins/SpaceRuins/gasthelizards.dmm
#_maps/RandomRuins/SpaceRuins/gondolaasteroid.dmm
#_maps/RandomRuins/SpaceRuins/hilbertshoteltestingsite.dmm
#_maps/RandomRuins/SpaceRuins/intactemptyship.dmm
#_maps/RandomRuins/SpaceRuins/listeningstation.dmm
#_maps/RandomRuins/SpaceRuins/mechtransport.dmm
#_maps/RandomRuins/SpaceRuins/mrow_thats_right
#_maps/RandomRuins/SpaceRuins/oldAIsat.dmm
#_maps/RandomRuins/SpaceRuins/oldstation.dmm
#_maps/RandomRuins/SpaceRuins/oldteleporter.dmm
#_maps/RandomRuins/SpaceRuins/onehalf.dmm
#_maps/RandomRuins/SpaceRuins/originalcontent.dmm
#_maps/RandomRuins/SpaceRuins/shuttlerelic.dmm
#_maps/RandomRuins/SpaceRuins/spacehotel.dmm
#_maps/RandomRuins/SpaceRuins/thederelict.dmm
#_maps/RandomRuins/SpaceRuins/turretedoutpost.dmm
#_maps/RandomRuins/SpaceRuins/vaporwave.dmm
#_maps/RandomRuins/SpaceRuins/way_home.dmm
#_maps/RandomRuins/SpaceRuins/whiteshipdock.dmm
#_maps/RandomRuins/SpaceRuins/whiteshipruin_box.dmm
#_maps/RandomRuins/SpaceRuins/forgottenship.dmm


code:
The enclosed /sounds folder holds the sound files used as the title music for the game. OGG and WAV are supported.

Using unnecessarily huge sounds can cause client side lag and should be avoided.

You may add as many title sounds as you like, if there is more than one a random screen is chosen (see name conventions for specifics).

---

Naming Conventions:

Every title sound you add must have a unique name. It is allowed to name two things the same if they have different file types, but this should be discouraged.
Avoid using the plus sign "+" and the period "." in names, as these are used internally to classify sounds.

Common Title Sounds:

Common sounds are in the rotation to be displayed all the time. Any name that does not include the character "+" is considered a common sound.

An example of a common sound name is "clown".

Map Title Sounds:

Map sounds are tied to a specific in game map. To make a map title you format the name like this "(name of a map)+(name of your sound)"

The spelling of the map name is important. It must match exactly the define MAP_NAME found in the relevant .DM file in the /_maps folder in
the root directory. It can also be seen in game in the status menu. Note that there are no spaces between the two names.

It is absolutely fine to have more than one sound tied to the same map. It's also fine to have a rare map sound.

An example of a map sound name is "Omegastation+splash".

Rare Title Sounds:

Rare title sounds are a just for fun feature where they will only have a 1% chance of appear in in the title sound pool of a given round.
Add the phrase "rare+" to the beginning of the name. Again note there are no spaces.

An example of a rare sound name is "rare+explosion"


code:
The enclosed /images folder holds the image files used as the title screen for the game. All common formats such as PNG, JPG, and GIF are supported.
Byond's DMI format is also supported, but if you use a DMI only include one image per file and do not give it an icon_state (the text label below the image).

Keep in mind that the area a title screen fills is a 480px square so you should scale/crop source images to these dimensions first.
The game won't scale these images for you, so smaller images will not fill the screen and larger ones will be cut off.

Using unnecessarily huge images can cause client side lag and should be avoided. Extremely large GIFs should preferentially be converted to DMIs.
Placing non-image files in the images folder can cause errors.

You may add as many title screens as you like, if there is more than one a random screen is chosen (see name conventions for specifics).

---

Naming Conventions:

Every title screen you add must have a unique name. It is allowed to name two things the same if they have different file types, but this should be discouraged.
Avoid using the plus sign "+" and the period "." in names, as these are used internally to classify images.

Common Titles:

Common titles are in the rotation to be displayed all the time. Any name that does not include the character "+" is considered a common title.

An example of a common title name is "clown".

The common title screen named "default" is special. It is only used if no other titles are available. Because default only runs in the
absence of other titles, if you want it to also appear in the general rotation you must name it something else.

Map Titles:

Map titles are tied to a specific in game map. To make a map title you format the name like this "(name of a map)+(name of your title)"

The spelling of the map name is important. It must match exactly the define MAP_NAME found in the relevant .DM file in the /_maps folder in
the root directory. It can also be seen in game in the status menu. Note that there are no spaces between the two names.

It is absolutely fine to have more than one title tied to the same map.

An example of a map title name is "Omegastation+splash".

Rare Titles:

Rare titles are a just for fun feature where they will only have a 1% chance of appear in in the title screen pool of a given round.
Add the phrase "rare+" to the beginning of the name. Again note there are no spaces. A title cannot be rare title and a map title at the same time.

An example of a rare title name is "rare+explosion"


code:
##Listing maps here will make the shuttle not available to buy in comms console.
##Maps must be the full path to them
##Only shuttles with a price in the code will work with this!
##SPECIFYING AN INVALID MAP WILL RESULT IN RUNTIMES ON GAME START

##Station shuttles
#_maps/shuttles/emergency_birdboat.dmm
#_maps/shuttles/emergency_box.dmm
#_maps/shuttles/emergency_delta.dmm
#_maps/shuttles/emergency_meta.dmm
#_maps/shuttles/emergency_mini.dmm
#_maps/shuttles/emergency_pubby.dmm

##Others
#_maps/shuttles/emergency_asteroid.dmm
#_maps/shuttles/emergency_arena.dmm
#_maps/shuttles/emergency_bar.dmm
#_maps/shuttles/emergency_construction.dmm
#_maps/shuttles/emergency_clown.dmm
#_maps/shuttles/emergency_cramped.dmm
#_maps/shuttles/emergency_imfedupwiththisworld.dmm
#_maps/shuttles/emergency_goon.dmm
#_maps/shuttles/emergency_luxury.dmm
#_maps/shuttles/emergency_meteor.dmm
#_maps/shuttles/emergency_raven.dmm
#_maps/shuttles/emergency_russiafightpit.dmm
#_maps/shuttles/emergency_scrapheap.dmm
#_maps/shuttles/emergency_supermatter.dmm
#_maps/shuttles/emergency_wabbajack.dmm
#_maps/shuttles/emergency_discoinferno.dmm


code:
# This configuration file forms the in-game chat filter.
# Values are stored as "word" = "reason for being banned".
# Soft filter reasons should be kept short or the tgui gets messy.

# Anything in here will be blocked from IC interactions, dead chat, and OOC
[shared]
"blockedinshared" = "This message is not allowed anywhere, please use a different weird test phrase."

# Anything in here is blocked just from IC interactions, such as chat or names, but is allowed in dead chat and OOC
[ic]
"blockedinic" = "This message is not allowed IC, please use a different weird test phrase."

# Anything in here is blocked from all IC interactions *except* PDAs.
# On /tg/, netspeak is OK in PDAs.
[ic_outside_pda]
"<(0_0<)" = "Kirby dancing is strictly prohibited on this server."

# Anything in here will warn the player if said in IC, dead chat or OOC, the player must approve their message to send it
[soft_shared]
"testsoftblocks" = "You risk being banned if this term is used improperly."

# Anything in here will warn the player if said ICly, but is allowed in dead chat and OOC, the player must approve their message to send it
[soft_ic]
"testsofterblocks" = "This term is commonly considered OOC, only use it with context."

# Anything in here will warn the player if said ICly *except* PDAs. the player must approve their message to send it
[soft_ic_outside_pda]
"testsoftestblocks" = "Stop saying debug phrases ICly."


code:
#!/bin/sh

#Project dependencies file
#Final authority on what's required to fully build the project

# byond version
export BYOND_MAJOR=514
export BYOND_MINOR=1560

#rust_g git tag
export RUST_G_VERSION=0.5.0

#node version
export NODE_VERSION=12
export NODE_VERSION_PRECISE=12.22.4

# SpacemanDMM git tag
export SPACEMAN_DMM_VERSION=suite-1.7.1

# Python version for mapmerge and other tools
export PYTHON_VERSION=3.6.8


code:
# Goon-ported-assets

All files excluding this one you're reading right now have been most likely, taken from [goonstation's 2016 release](https://github.com/goonstation/goonstation-2016), unless stated otherwise.
It is very likely that there are modifications to be compatible or on par with our code, however. These changes are licensed under the same license as the other goon files.

## License

See LICENSE.md


code:
.column {
    float: left;
    flex-wrap: wrap;
}

.left {
    width: 280px;
}

.spacer {
	margin-left: 100px;
}

.row {
    content: '';
    display: table;
    clear: both;
}

.inputbox {
    position: absolute;
    top: 0px;
    left: 4px;
    width: 14px;
    height: 14px;
    background: #e6e6e6;
}

.select {
    position: relative;
    display: inline-block;
}

.hidden {
    display: none;
}

.textbox {
    resize: none;
    min-height: 40px;
    width: 340px;
}


code:
.inputlabel {
    position: relative;
    display: inline;
    cursor: pointer;
    padding-left: 20px;
}

.inputlabel input {
    position: absolute;
    z-index: -1;
    opacity: 0;
}

.radio .inputbox {
    border-radius: 50%;
}

.inputlabel:hover input ~ .inputbox {
    background: #b4b4b4;
}

.inputlabel input:checked ~ .inputbox {
    background: #2196F3;
}

.inputlabel:hover input:not([disabled]):checked ~ .inputbox{
    background: #0a6ebd;
}

.inputlabel input:disabled ~ .inputbox {
    pointer-events: none;
    background: #838383;
}

.banned {
    background: #ff4e4e;
}

.inputlabel:hover input ~ .banned {
    background: #ff0000;
}

.inputlabel input:checked ~ .banned {
    background: #a80000;
}

.inputlabel:hover input:not([disabled]):checked ~ .banned{
    background: #810000;
}

.inputbox:after {
    position: absolute;
    display: none;
    content: '';
}

.inputlabel input:checked ~ .inputbox:after {
    display: block;
}

.checkbox .inputbox:after {
    top: 1px;
    left: 5px;
    width: 3px;
    height: 9px;
    transform: rotate(45deg);
    border: solid #fff;
    border-width: 0 2px 2px 0;
}

.radio .inputbox:after {
    top: 4px;
    left: 4px;
    width: 6px;
    height: 6px;
    border-radius: 50%;
    background: #fff;
}


code:
.middle {
    width: 80px;
}

.right {
    width: 150px;
}

.reason {
    resize: none;
    min-height: 40px;
    width: 340px;
}

.rolegroup {
    padding: 3px;
    width: 430px;
    border: none;
    text-align: center;
    outline: none;
    display: inline-block;
}

.long {
    width: 860px;
}

.content {
    text-align: center;
}

.command {
    background-color: #948f02;
}

.security {
    background-color: #a30000;
}

.engineering {
    background-color: #fb5613;
}

.medical {
    background-color: #337296;
}

.science {
    background-color: #993399;
}

.supply {
    background-color: #a8732b;
}

.silicon {
    background-color: #ff00ff;
}

.abstract {
    background-color: #708090;
}

.service {
    background-color: #6eaa2c;
}

.ghostandotherroles {
    background-color: #5c00e6;
}

.antagonistpositions {
    background-color: #6d3f40;
}

.undefineddepartment {
    background-color: #111cf7;
}


code:
function toggle_other_checkboxes(source, copycats_str, our_index_str) {
    const copycats = parseInt(copycats_str);
    const our_index = parseInt(our_index_str);
    for (var i = 1; i <= copycats; i++) {
        if(i === our_index) {
            continue;
        }
        document.getElementById(source.id.slice(0, -1) + i).checked = source.checked;
    }
}

function header_click_all_checkboxes(source) {
	var checkboxes = document.getElementsByClassName(source.name);
	for(var i = 0, n = checkboxes.length; i < n; i++) {
		if(checkboxes[i].checked != source.checked && checkboxes[i] != source) {
			checkboxes[i].click();
		}
	}
}


code:
body {padding:0px;margin:0px;}
#top {position:fixed;top:5px;left:10%;width:80%;text-align:center;background-color:#fff;border:2px solid #ccc;}
#main {position:relative;top:10px;left:3%;width:96%;text-align:center;z-index:0;}
#searchable {table-layout:fixed;width:100%;text-align:center;"#f4f4f4";}
tr.norm {background-color:#f4f4f4;}
tr.title {background-color:#ccc;}
tr.alt {background-color:#e7e7e7;}
.small {font-size:80%;}
a {text-decoration:none;}
a:hover {color:#d3d;}


code:
function selectTextField(){
	var filter_text = document.getElementById('filter');
	filter_text.focus();
	filter_text.select();
}
function updateSearch(){
	var input_form = document.getElementById('filter');
	var filter = input_form.value.toLowerCase();
	input_form.value = filter;
	var table = document.getElementById('searchable');
	var alt_style = 'norm';
	for(var i = 0; i < table.rows.length; i++){
		try{
			var row = table.rows[i];
			if(row.className == 'title') continue;
			var found=0;
			for(var j = 0; j < row.cells.length; j++){
				var cell = row.cells[j];
				if(cell.innerText.toLowerCase().indexOf(filter) != -1){
					found=1;
					break;
				}
			}
			if(found == 0) row.style.display='none';
			else{
				row.style.display='block';
				row.className = alt_style;
				if(alt_style == 'alt') alt_style = 'norm';
				else alt_style = 'alt';
			}
		}catch(err) { }
	}
}


code:
body {
    margin: 0;
}

.searchbar {
    overflow: hidden;
    background-color: #272727;
    position: fixed;
    top: 0;
    width: 100%;
    font-weight: bold;
    text-align: center;
    line-height: 30px;
    z-index: 1;
}

.main {
    padding: 16px;
    margin-top: 20px;
    text-align: center;
}

.banbox {
    position: relative;
    width: 90%;
    display: table;
    flex-direction: column;
    border: 1px solid #161616;
    margin-right: auto;
    margin-left: auto;
    margin-bottom: 10px;
    border-radius: 3px;
}

.header {
    width: 100%;
    background-color:rgba(0,0,0,0.3);
}

.container {
    display: table;
    width: 100%;
}

.reason {
    display: table-cell;
    width: 90%;
}

.edit {
    display: table-cell;
    width: 10%;
}

.banned {
    background-color:#ff5555;
}

.unbanned {
    background-color:#00b75c;
}


code:
body {
	font-family: Verdana, sans-serif;
	font-size: 9pt;
}
.value {
	font-family: "Courier New", monospace;
	font-size: 8pt;
	display: inline-block;
}

table.matrix {
	border-collapse: collapse; border-spacing: 0;
	font-size: 7pt;
}
.matrix td{
	text-align: center;
	padding: 0 1ex 0ex 1ex;
}
table.matrixbrak {
	border-collapse: collapse; border-spacing: 0;
}
table.matrixbrak td.lbrak {
	width: 0.8ex;
	font-size: 50%;
	border-top: solid 0.25ex black;
	border-bottom: solid 0.25ex black;
	border-left: solid 0.5ex black;
	border-right: none;
}
table.matrixbrak td.rbrak {
		width: 0.8ex;
		font-size: 50%;
		border-top: solid 0.25ex black;
		border-bottom: solid 0.25ex black;
		border-right: solid 0.5ex black;
		border-left: none;
}


code:
body
{
	padding: 0;
	margin: 0;
	background-color: #272727;
	font-size: 12px;
	color: #ffffff;
	line-height: 170%;
}

hr
{
	background-color: #40628a;
	height: 1px;
}

a, button, a:link, a:visited, a:active, .linkOn, .linkOff
{
	color: #ffffff;
	text-decoration: none;
	background: #40628a;
	border: 1px solid #161616;
	padding: 1px 4px 1px 4px;
	margin: 0 2px 0 0;
	cursor:default;
}

a:hover
{
	color: #40628a;
	background: #ffffff;
}

a.white, a.white:link, a.white:visited, a.white:active
{
	color: #40628a;
	text-decoration: none;
	background: #ffffff;
	border: 1px solid #161616;
	padding: 1px 4px 1px 4px;
	margin: 0 2px 0 0;
	cursor:default;
}

a.white:hover
{
	color: #ffffff;
	background: #40628a;
}

.linkOn, a.linkOn:link, a.linkOn:visited, a.linkOn:active, a.linkOn:hover
{
	color: #ffffff;
	background: #2f943c;
	border-color: #24722e;
}

.linkOff, a.linkOff:link, a.linkOff:visited, a.linkOff:active, a.linkOff:hover
{
	color: #ffffff;
	background: #999999;
	border-color: #666666;
}

a.icon, .linkOn.icon, .linkOff.icon
{
	position: relative;
	padding: 1px 4px 2px 20px;
}

a.icon img, .linkOn.icon img
{
	position: absolute;
	top: 0;
	left: 0;
	width: 18px;
	height: 18px;
}
ul
{
	padding: 4px 0 0 10px;
	margin: 0;
	list-style-type: none;
}

li
{
	padding: 0 0 2px 0;
}

img, a img
{
	border-style:none;
}

h1, h2, h3, h4, h5, h6
{
	margin: 0;
	padding: 16px 0 8px 0;
	color: #517087;
}

h1
{
	font-size: 15px;
}

h2
{
	font-size: 14px;
}

h3
{
	font-size: 13px;
}

h4
{
	font-size: 12px;
}

.uiWrapper
{

	width: 100%;
	height: 100%;
}

.uiTitle
{
	clear: both;
	padding: 6px 8px 6px 8px;
	border-bottom: 2px solid #161616;
	background: #383838;
	color: #98B0C3;
	font-size: 16px;
}

.uiTitle.icon
{
	padding: 6px 8px 6px 42px;
	background-position: 2px 50%;
	background-repeat: no-repeat;
}

.uiContent
{
	clear: both;
	padding: 8px;
	font-family: Verdana, Geneva, sans-serif;
}

.good
{
	color: #00ff00;
}

.average
{
	color: #d09000;
}

.bad
{
	color: #ff0000;
}

.highlight
{
	color: #8BA5C4;
}

.dark
{
	color: #272727;
}

.notice
{
	position: relative;
	background: #E9C183;
	color: #15345A;
	font-size: 10px;
	font-style: italic;
	padding: 2px 4px 0 4px;
	margin: 4px;
}

.notice.icon
{
	padding: 2px 4px 0 20px;
}

.notice img
{
	position: absolute;
	top: 0;
	left: 0;
	width: 16px;
	height: 16px;
}

div.notice
{
	clear: both;
}

.statusDisplay
{
	background: #000000;
	color: #ffffff;
	border: 1px solid #40628a;
	padding: 4px;
	margin: 3px 0;
}

.statusLabel
{
	width: 138px;
	float: left;
	overflow: hidden;
	color: #98B0C3;
}

.statusValue
{
	float: left;
}

.block
{
	padding: 8px;
	margin: 10px 4px 4px 4px;
	border: 1px solid #40628a;
	background-color: #202020;
}

.block h3
{
	padding: 0;
}

.progressBar
{
	width: 240px;
	height: 14px;
	border: 1px solid #666666;
	float: left;
	margin: 0 5px;
	overflow: hidden;
}

.progressFill
{
	width: 100%;
	height: 100%;
	background: #40628a;
	overflow: hidden;
}

.progressFill.good
{
	color: #ffffff;
	background: #00ff00;
}

.progressFill.average
{
	color: #ffffff;
	background: #d09000;
}

.progressFill.bad
{
	color: #ffffff;
	background: #ff0000;
}

.progressFill.highlight
{
	color: #ffffff;
	background: #8BA5C4;
}

.clearBoth
{
	clear: both;
}

.clearLeft
{
	clear: left;
}

.clearRight
{
	clear: right;
}

.line
{
	width: 100%;
	clear: both;
}

.switch {
  position: relative;
  display: inline-block;
  width: 50px;
  height: 26px;
}

.switch input {display:none;}

.slider {
  position: absolute;
  cursor: pointer;
  top: 0;
  left: 0;
  right: 0;
  bottom: 0;
  background-color: #383838;
  transition: .4s;
}

.slider:before {
  position: absolute;
  content: "";
  height: 18px;
  width: 18px;
  left: 4px;
  bottom: 4px;
  background-color: #98B0C3;
  transition: .4s;
}

.slider.red:before {
  background-color: #d6858b;
}

.slider.locked:before {
  content: url("padlock.png");
  background-color: #b4b4b4;
}

input:checked + .slider {
  background-color: #40628a;
}

input:checked + .slider.red {
  background-color: #a92621;
}

input:checked + .slider.locked {
  background-color: #707070;
}

input:focus + .slider {
  box-shadow: 0 0 1px #2196F3;
}

input:focus + .slider.red {
  box-shadow: 0 0 1px #f3212d;
}

input:focus + .slider.locked {
  box-shadow: 0 0 1px #979797;
}

input:checked + .slider:before {
  transform: translateX(24px);
}

.switch span {
  display: inline-block;
  position: relative;
  width: 60px;
  margin-left: 60px;
}

ul.sparse {
	padding-bottom:20px;
}

.sparse li {
  margin-top: 2px;
}

.slider.round {
  border-radius: 34px;
}

.slider.round:before {
  border-radius: 50%;
}

.severity {
	margin:0px;
	padding: 1px 8px 1px 8px;
	border-radius: 25px;
	border: 1px solid #161616;
	background: #40628a;
	color: #ffffff;
}

.severity img {
    display: inline-block;
    vertical-align: middle;
}


code:
.job {
  display: block;
  width: 173px;
}

.command {
  font-weight: bold;
}

.priority {
  color: #00ff00;
  font-weight: bold;
}

.nopositions {
  font-style: italic;
}

.backgroundimg{
	min-width: 60%;
	min-height: 60%;
	max-width: 60%;
	max-height: 60%;
}


code:
.greentext {
	color: #90ee90;
	font-weight: bold;
}

.greentext_alt {
	color: green;
}
.redtext {
	color: #ef2f3c;
	font-weight: bold;
}

.bluetext {
	color: #517fff;
	font-weight: bold;
}

.neutraltext {
	font-weight: bold; /* If you feel these should have some color feel free to change */
}

.marooned {
	color: rgb(109, 109, 255); font-weight: bold;
}

.service {
	color: #6eaa2c; font-weight: bold;
}

.header {
	font-size: 24px; font-weight: bold;
}

.big {
	font-size: 24px;
}

.medaltext {
	color: #add8e6;
}

.codephrase {
	color : #ef2f3c;
}

.redborder {
	border-bottom: 2px solid #ef2f3c;
}

.greenborder {
	border-bottom: 2px solid #90ee90;
}

.clockborder {
	border-bottom: 2px solid #B18B25;
}

.stationborder {
	border-bottom: 2px solid #add8e6;
}

li {
	margin-bottom: 0.2rem;
}

.panel {
	background-color: #313131;
	padding: 10px;
	border-radius: 10px;
	margin-bottom: 5px;
}

body {
	background-color: #272727;
	color: #efefef;
}

.tooltip_container {
	position: relative;
	font-size: 24px;
}

.tooltip_hover {
	visibility: hidden;
	position: absolute;
	background-color: black;
	z-index: 1;
	width: 220px;
	font-size: 14px;
    border-width: 4px;
	border-style: solid;
	border-color: #272727;
    background: #363636;
    color: white;
    top: 100%;
	left: 30px;
}

.tooltip_container:hover .tooltip_hover {
	visibility: visible;
}


code:
Changelogs are included with commits as text .yml files created individually by the committer. If you want to create a changelog entry you create a .yml file in the /changelogs directory; nothing else needs to be touched unless you are a maintainer.

#######################################################

TO MAKE A CHANGELOG .YML ENTRRY

0. Consider carefully if a change you make really needs a changelog, and if it does how many lines should be dedicated to it. A set of changes with no forward facing player effects like a refactor almost certainly doesn't need a changelog, nor does something that makes itself obvious during the normal course of play like adding an action button to an item players already commonly pick up. Likewise if you DO need a changelog consider packaging similar changes under a generalized line instead of listing out every little change as its own thing. Only you can prevent changelog clutter.

1. Make a copy of the file example.yml in html/changelogs and rename it to [YOUR USERNAME]-PR-[YOUR PR NUMBER].yml (the pr and pr number are organizational and can be ignored if you so wish)

2. Change the author to yourself

3. Replace the changes text with a description of the changes in your PR, keep the double quotes to avoid errors (your changelog can be written ICly or OOCly, it doesn't matter)

4. (Optional) set the change prefix (rscadd) to a different one listed above in example.yml (this affects what icon is used for your changelog entry)

5. When commiting make sure your .yml file is included in the commit (it will usually be unticked as an unversioned file)

#######################################################

If you have trouble ask for help in #coderbus or read https://tgstation13.org/wiki/Guide_to_Changelogs


code:
2010-07-06:
  /tg/station ss13 team:
  - unknown: Prayer command added.
  - unknown: State Laws command for AI added.
  - unknown: Disabled Lockdown command for AI. Too server heavy.
  - unknown: Crew manifest and various station databases should properly update when
      late arrivals join the game, now.
  - unknown: Quartermasters will receive 10 points every five minutes. This will probably
      be nerfed heavily, but we'll give it a shot anyhow.
  - unknown: Fixed a bug with doors/airlocks. (Thanks Mport2004)
2010-07-09:
  /tg/station ss13 team:
  - unknown: Tweaked crate costs for Quartermaster.
  - unknown: Increased metal available in Robotics.
  - unknown: 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.
2010-07-10:
  /tg/station ss13 team:
  - unknown: Examining a player will now tell you if their client has disconnected.
  - unknown: Examining a brain will now tell you if it's owner is still connected
      to the game.
  - unknown: Alien Queens can make facehuggers. Facehuggers can make larva. Larva
      can grow into xenos! Xenos can become queens! The circle of life~
  - unknown: 'Some powernet bug fixes: Bad list and division by zero.'
2010-07-13:
  /tg/station ss13 team:
  - unknown: Singularity Engine Added Oh God we're all going to die
      (All credit on this one goes to Mport2004)
  - unknown: '''Purge'' AI module added - purges ALL laws (except for law 0). Will
      probably change this to a Syndicate only item'
  - unknown: 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)


code:
2010-08-06:
  /tg/station ss13 team:
  - unknown: 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!
  - unknown: Way more tweaks than I can remember. Shouldn't wait so long between changelog
      updates.
2010-08-26:
  /tg/station ss13 team:
  - unknown: Open Source Release  Thanks to Mport for releasable
      singularity code.
  - unknown: Cyborgs redone Thanks again to Mport for this, cyborgs
      are totally different now.
  - unknown: Engine Monitor PDA app is now Power Monitor PDA app, and actually works.
  - unknown: 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.
  - unknown: Power Monitor circuitboard isn't mislabeled as Mass Driver Control any
      more.
  - unknown: 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.
  - unknown: A sink has been added to the Fitness room - this lets you wash dirty
      and bloodstained clothing and equipment.
  - unknown: Blast doors and firedoors no longer open by just bumping into them.
  - unknown: 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.
  - unknown: The bar now has a space piano with which you can entertain and annoy
      the crew.
  - unknown: 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.
  - unknown: The supply of flashbangs available from Security has been reduced to
      cut down on people constantly flashbanging the escape shuttle.
  - unknown: InteliCards are available in various locations to allow the retrieval
      of valuable AI personality data in the event of catastrophic station damage.
2010-08-29:
  /tg/station ss13 team:
  - unknown: 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.
  - unknown: Traitor AIs no longer lose their Law 0 in the event of power loss.
  - unknown: Administrators can now toggle the availiabilty of their right-click verbs
      to prevent accidental usage while playing.
  - unknown: Tool Storage vending machine is now a proper object. (code cleanup)
  - unknown: Buckets are now available from autolathes.
  - unknown: Four generic remote signaller PDA cartridges are now stocked in the Tool
      Storage vending machine.
  - unknown: AI status display density adjusted.
2010-08-30:
  /tg/station ss13 team:
  - unknown: PDA user interface has been given a graphical overhaul.  Please
      report any problems with it on the issue tracker.
  - unknown: Personal lockers are once again available in the lockerroom
  - unknown: 'BUGFIX: Xenoburger iconstate was accidentally removed in an earlier
      revision.  This has been fixed.'
  - unknown: Some of the default messages have been changed.
  - unknown: Additional sprites added for plants and weeds in preparation for an expansion
      of Hydroponics.
  - unknown: A schema script is now available for setting up the SQL database.


code:
2010-09-02:
  /tg/station ss13 team:
  - unknown: Ghosts can no longer release the singularity.
  - unknown: Sprites added in preparation for a Hydroponics update
  - unknown: A decoy AI now spawns in the AI core during Malfunction rounds to reduce
      metagaming.
  - unknown: libmysql.dll added to distribution.
  - unknown: Aircode options restored to default configuration.
  - unknown: AIs properly enter powerloss mode if the APC in their area loses equipment
      power.
  - unknown: Hydroponics crates added to Hydroponics, containing Weed-B-Gone
  - unknown: Airlock electrification now actually works properly.
  - unknown: Karma database error message updated.
  - unknown: Cyborgs choosing the standard module no longer become invisible except
      for a pair of glowing red eyes.
  - unknown: Aliens now have a hivemind channel, accessed like departmental radio
      channels or robot talk with ':a'.
  - unknown: Full donut boxes no longer eat whatever item is used on them and disappear.
2010-09-12:
  /tg/station ss13 team:
  - unknown: "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:\n\t\t-Cheese: milk on food processor\n\
      \t\t-Cheese wedge: Slice the cheese wheel with the chef's knife\n\t\t-Omelette\
      \ Du Fromage: 2 eggs 2 cheese wedges\n\t\t-Muffin: 2 eggs 1 flour 1 carton of\
      \ milk\n\t\t-Meatbread: 3 meats (whatever meats) 3 flour 3 cheese. Can be sliced.\n\
      \tCheese_amount is actually displayed on the microwave."
  - unknown: ' Profession-special radio channels now have color.'
  - unknown: ' AI card not stupidly lethal anymore, for anyone that didn''t notice'
  - unknown: ' HYDROPONICS OVERHAUL, credit goes to Skie and Numbers. Wood doesn''t
      have the entity so the tower caps cannot be harvested. For now.'
  - unknown: ' Bar is now barman-only, access-wise. No more shall the entire station
      trump inside the bar and choke the monkey.'
  - unknown: ' Prepping ground for Barman update (SPRITE ME SOME GODDAMN BOTTLES)'
2010-09-13:
  /tg/station ss13 team:
  - unknown: ' Bunch of new announcer sounds added'
  - unknown: ' Minor lag fix implementation in the pipe system'
  - unknown: ' You can now hear ghosts... sometimes'
  - unknown: ' Seed bags and nutrients can now be pocketed'
2010-09-16:
  /tg/station ss13 team:
  - unknown: Added the Lawyer job.
  - unknown: Doors can now be constructed and deconstructed.  This is being playtested,
      expect the specifics to change.
  - unknown: Fixed certain jobs which were supposed to have stuff spawning in their
      backpack that just wasn't getting spawned.
2010-09-17:
  /tg/station ss13 team:
  - unknown: The Lawyer now starts in his snazzy new office.
  - unknown: Law Office accesslevel added.  Currently, the Lawyer and the HoP begin
      with this.
  - unknown: Robotics access can now be added or removed from the HoP's computer.
  - unknown: 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.
  - unknown: Toxins mixing room is now a separate area for power and fire alarm purposes,
      as it already had its own APC.
2010-09-21:
  /tg/station ss13 team:
  - unknown: New experimental UI for humans by Skie. Voice out if it has problems
      or you don't like it.
  - unknown: 'Hydroponics: Now you can inject chemicals into plants with a syringe.
      Every reagent works differently.'
  - unknown: 'Hydroponics: Added a small hoe for uprooting weeds safely. Botanists
      now have sissy aprons.'
  - unknown: New random station/command names and verbs.
  - unknown: Dead AIs can no longer be intellicarded and the steal AI objective is
      now working.
  - unknown: Aliens now bleed when you hit them, as well as monkeys.
  - unknown: Hurt people and bodies leave blood behind if dragged around when they
      are lying. Sprites to be updated soon...
  - unknown: Fixed several run-time errors in the code. Also food doesn't deal damage
      anylonger in some cases.
  - unknown: Blobs and alien weeds slowed down some. Plant-b-gone buffed some.
  - unknown: Fixed monkeys and aliens not being able to deal damage to humans with
      items.
  - unknown: Monkeys now slip on wet floor.
2010-09-26:
  /tg/station ss13 team:
  - unknown: Riot shields! One in every security closet, and a few in armory. Also
      orderable from QM.
2010-09-29:
  /tg/station ss13 team:
  - unknown: 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.
  - unknown: 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.
  - unknown: 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.
  - unknown: Silicon-based lifeforms have metal gibs and motor oil instead of blood.
  - unknown: Aliens now have a death message.
  - unknown: Intelicarded AIs can now have their ability to interact with things within
      their view range reactivated by the person carrying the card.
  - unknown: New AI cores can be constructed from victimsvolunteers.
  - unknown: Verbs tweaked.
  - unknown: Intelicarded AIs can be deleted.
  - unknown: RD office redesigned, and the RD now spawns there.
  - unknown: The AI can now choose to destroy the station on winning a Malf round.
  - unknown: General bugfixes to AIs, constructed AIs and decoy AIs.
  - unknown: Hats no longer prevent choking.
  - unknown: Some extra gimmick costumes are now adminspawnable.
  - unknown: AI health is now displayed on their status tab.
  - unknown: AI upload module now requires you to select which AI to upload laws to
      in case of multiple AIs.
  - unknown: Cyborgs now choose an AI to sync laws with upon creation.
  - unknown: Law office redesigned.
  - unknown: Roboticists no longer have Engineering access.
  - unknown: More fixes to areas which had infinite power due to having no assosciated
      APC.
  - unknown: Meatbread slices are no longer infinite.
  - unknown: Malf rounds no longer end if a non-malfunctioning AI is killed.
  - unknown: Cigarettes now have directional sprites.
  - unknown: AI Core circuitboard spawns in the RD office.
  - unknown: AI Satellite now has cameras and properly-wired SMES batteries.
  - unknown: Decoy AIs can no longer be moved.
  - unknown: Several runtime errors have been fixed.
  - unknown: Nuke rounds will now end properly on a station or neutral victory.
  - unknown: Riot shields have been nerfed and are now only available in the armory
      and in riot crates.
  - unknown: Foam dart crossbows, cap guns and caps can now be won as arcade prizes.
  - unknown: AI Malfunction has been redesigned - the AI must now hack APCs in order
      to win.  More APCs hacked makes the timer tick faster.
  - unknown: Hydroponics now has a MULEbot station.
  - unknown: Changeling mode has been added to the game and is now in testing.
  - unknown: Electrified airlocks should now only zap you once if you bump into
      them while running.
  - unknown: Chemistry and Toxins access has been removed from Botanists.
  - unknown: General bugfixes and map tweaks.


code:
2010-10-05:
  /tg/station ss13 team:
  - unknown: Fixes to various nonworking cocktails.
  - unknown: More map and runtime error fixes.
  - unknown: Nuke operative headsets should be on an unreachable frequency like department
      headsets.
  - unknown: '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.'
  - unknown: Blob reskinned to magma and increased in power.
  - unknown: The HoS now has an armored greatcoat instead of a regular armor vest.
  - unknown: Admin logs now show who killswitched a cyborg.
  - unknown: The roboticist terminal now lets you see which AI a cyborg is linked
      to.
  - unknown: Malf AIs are no longer treated as inactive for the purpose of law updates
      and cyborg sync while hacking APCs.
  - unknown: Traitor AIs are now affected by Reset/Purge/Asimov modules, except law
      0.
  - unknown: AI core construction sprites updated.
  - unknown: Securitrons removed from the Thunderdome.
  - unknown: An APC now supplies power to the bomb testing area, and has external
      cabling to supply it in turn.
  - unknown: A new variant freeform module has been added to the AI Upload room.
  - unknown: 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.
  - unknown: Some gimmick clothes moved to a different object path.
  - unknown: The chameleon jumpsuit should now be more useful - it includes job-specific
      jumpsuits as well as flat colours.
2010-10-06:
  /tg/station ss13 team:
  - unknown: Fixed the Librarian's suit - its worn iconstate wasn't set.
  - unknown: Fixed some typos.
  - unknown: Monkey crates are now available from the quartermasters for 20 points.
  - unknown: Corpse props removed from zlevel 8 as they were causing issues with admin
      tools and the communications intercept.
  - unknown: Cleaned up the default config.txt
  - unknown: Added a readme.txt with installation instructions.
  - unknown: Changed the ban appeals link to point to our forums for now - this'll
      be a config file setting soon.
2010-10-10:
  /tg/station ss13 team:
  - unknown: 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).
  - unknown: Sleeper consoles inject soporific and track the amounts of rejuvination
      chemicals and sleep toxins in occupants bloodstream.
  - unknown: Flashlights can be used to check if mob is dead, blind or has certain
      superpower. Aim for the eyes.
  - unknown: Radiation collectors and collector controls can be moved. Secured\unsecured
      with a wrench.
  - unknown: Air sensors report nitrogen and carbon dioxide in air composition(if
      set to).
  - unknown: Air Control console in Toxins.
  - unknown: Additional DNA console in genetics
  - unknown: Enough equipment to build another singularity engine can be found in
      engineering secure storage
  - unknown: Air scrubber, vent and air alarm added to library
  - unknown: Air alarm added to brig
  - unknown: Air scrubbers in Toxins turned on, set to filter toxins
  - unknown: 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).
2010-10-13:
  /tg/station ss13 team:
  - unknown: Crawling through vents (alien) now takes time. The farther destination
      vent is, the more time it takes.
  - unknown: Cryo cell healing ability depends on wound severity. Grave wounds will
      heal slower. Use proper chemicals to speed up the process.
  - unknown: 'Added sink to the medbay. '
  - unknown: "Bugfixes:\n    \t
\n        \t
- Some reagents were\
      \ not metabolized, remaining in mob indefinitely (this includes Space Cola,\
      \ Cryoxadone and cocktails Kahlua, Irish Cream and The Manly Dorf).
\n \
      \
- Fixed placement bug with container contents window. Also,\
      \ utility belt window now doesn't obscure view.
\n\t\t
    \n    "
2010-10-18:
  /tg/station ss13 team:
  - unknown: Added virology profession with a cosy lab in northwestern part of medbay.
  - unknown: Virology related things, like taking blood samples, making vaccines,
      splashing contagious blood all over the station and so on.
  - unknown: Added one pathetic disease.
  - unknown: Virus crates are now available from the quartermasters for 20 points.
  - unknown: 'The DNA console bug (issue #40) was fixed, but I still made the DNA
      pod to lock itself while mutating someone.'
  - unknown: Added icons for unpowered CheMaster and Pandemic computers
  - unknown: Added some sign decals. The icons were already there, but unused for
      reasons unknown.
  - unknown: Some map-related changes.
2010-10-28:
  /tg/station ss13 team:
  - unknown: Sleepers and disposals now require two seconds to climb inside
  - unknown: Hydroponics crate ordered in QMs doesnt spawn too many items
  - unknown: Replacement lights crate can be ordered in QM.
  - unknown: Added space cleaner and hand labeler to Virology.
  - unknown: Welder fuel tanks now explode when you try to refuel a lit welder.
  - unknown: Made clown's mask work as a gas mask.
  - unknown: '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.'
  - unknown: "Kitchen update:\n    \t
\n
-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).
\n
- Ingredients from Processor:\
      \ Soysauce, Coldsauce, Soylent Green, Berry Jam.
\n
- Sink\
      \ added to kitchen to clean all the inevitable blood stains and as preperation\
      \ for future cooking changes.
\n
- The food processor can't\
      \ be abused to make tons of food now.
\n       \n\t\t
 \n    "
  - unknown: "Multiple tweaks to virology and diseases:\n    \t
\n\
      \t
- Added wizarditis disease.
\n
- Spaceacillin no\
      \ longer heals all viruses.
\n
- Some diseases must be cured\
      \ with two or more chemicals simultaneously.
\n\t
- New Virology\
      \ design including an airlock and quarantine chambers.
\n\t
- Made\
      \ vaccine bottles contain 3 portions of vaccine.
\n
- Lots\
      \ of minor bug fixes.
\n       \n\t\t
 \n \n"


code:
2010-11-02:
  /tg/station ss13 team:
  - unknown: 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.
  - unknown: Added an energy cutlass and made a pirate version of the space suit in
      preparation for a later nuke update.
  - unknown: Changeling now ends 15 minutes after changeling death, unless he's ressurected.
  - unknown: Further fixing of wizarditis teleporting into space.
  - unknown: Fixed the wise beard sprite.
  - unknown: Fixed missing sprite for monkeyburgers.
  - unknown: Fixed Beepsky automatically adding 2 treason points to EVERYONE.
2010-11-05:
  /tg/station ss13 team:
  - unknown: The ban appeals URL can now be set in config.txt
  - unknown: Secret mode default probabilities in config.txt made sane
  - unknown: Admin send-to-thunderdome command fixed to no longer send people to the
      other team's spawn.
  - unknown: Having another disease no longer makes you immune to facehuggers.
  - unknown: Magboots are now available from EVA.
  - unknown: Changeling death timer shortened.  Destroying the changeling's body no
      longer stops the death timer.
  - unknown: Cult mode fixes.
  - unknown: Fixed cyborgs pressing Cancel when choosing AIs.
  - unknown: The play MIDIs setting now carries over when ghosting.
  - unknown: Admins can now see if a cyborg is emagged via the player panel.
  - unknown: "PAPERWORK UPDATE v1: Supply crates contain manifest slips, in\
      \ a later update these will be returnable for supply points.\n\t"
  - unknown: 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.
  - unknown: Rubber stamps now spawn for each head of staff.
  - unknown: The use of DNA Injectors and fueltank detonations are now admin-logged.
  - unknown: Removed old debug code from gib()
2010-11-14:
  /tg/station ss13 team:
  - unknown: 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.
  - unknown: Preperation for one-way containers and condiments.
  - unknown: 'New Reagents: Nutriment, Ketchup, Soysauce, Salt, Pepper, Capsaicin
      Oil, Frost Oil, Amatoxin, Psilocybin, Sprinkles'
  - unknown: 'New Food Item: Chaos Donut: 1 Hot Sauce + 1 Cold Sauce + 1 Flour + 1
      Egg. Has a variable effect. NOT DEADLY (usually).'
  - unknown: 'New Drug: Ethylredoxrazine: Carbon + Oxygen + Anti-Toxin. Binds strongly
      with Ethanol.'
  - unknown: Tape Recorders added! Now you can actually PROVE someone said something!
  - unknown: 'Amospherics Overhaul Started: It actually works now. You can also build
      pipes and create function air and disposal systems!'
  - unknown: Walls are now smooth.
  - unknown: Alcohol no longer gets you as wasted or for as long.
  - unknown: QM job split into QM and Cargo Technicians. QM has his own office.
  - unknown: Doors can no longer be disassembled unless powered down and unbolted.
  - unknown: 'New Job: Chief Medical Officer. Counts as a head of staff and is in
      charge of medbay. Has his/her own office and coat.'
  - unknown: Wizarditis Bottle no longer in virus crate.
2010-11-16:
  /tg/station ss13 team:
  - unknown: Cruazy Guest's map is now live.
  - unknown: Entire station has been rearranged.
  - unknown: Prison Station added, with Prison Shuttle to transport to and from.
  - unknown: 'New Job: Warden. Distributes security items.'
  - unknown: The new map is still in testing, so please report any bugs or suggestions
      you have to the forums.
  - unknown: 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.
  - unknown: Clown stamp added to clown's backpack.
2010-11-21:
  /tg/station ss13 team:
  - unknown: Bug fixes, not going into detail. Lots and lots of bug fixes, mostly
      regarding the new map
  - unknown: CMO has a more obvious lab coat, that looks nicer than the original
  - unknown: CMO also has a stamp now
  - unknown: QM has a denied stamp
  - unknown: Cyborgs got tweaked. Laws only update when checked. Also have wires that
      can be toyed
  - unknown: Second construction site similar to the original
  - unknown: Prison station has been tweaked, now includes a lounge, and toilets
  - unknown: Detective's revolver starts with a reasonable number of bullets
  - unknown: Prison teleporter to the courtroom now exists
  - unknown: 'AI related stuff: More cameras, oh, and bug fixes!'
  - unknown: Emergency storage moved
  - unknown: Random AI law changes. New law templates, and variables. Old variables
      were tweaked and some of the crappy templates were removed
  - unknown: Ghosts can teleport to the derelict now
  - unknown: Respriting of a bunch of stuff as well as graphical fixes
  - unknown: Kitchen is attached to the bar again
  - unknown: General map tweaks and fixes
  - unknown: Wardens fixed for rev rounds
  - unknown: 5-unit pills now work
  - unknown: APCs added and moved
  - unknown: 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
  - unknown: Salt & Pepper have been added, as part of the food overhaul
  - unknown: More bug fixes. There was a lot


code:
2010-12-17:
  /tg/station ss13 team:
  - unknown: You need an agressive grip to table now, as well as being within one
      tile of the table (to nerf teletabling).
  - unknown: Teleport only runs once at the beginning of the round, hopefully reducing
      the lag in wizard rounds.
  - unknown: Wizards can't telepot back to their shuttle to afk now.
  - unknown: 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.
  - unknown: Bunch of other stuff.


code:
2011-01-08:
  /tg/station ss13 team:
  - unknown: "Holograms (AI controled psudo-mobs) added. Currently only admin spawn.\n\
      \t"
  - unknown: "Pre-spawned pills no longer have randomized image.\n\t"
  - unknown: "Bridge reorganized.\n\t"
  - unknown: "Automated turrets now less dumb. Additionally, turrets won't target\
      \ people laying down.\n\t"
  - unknown: "Cultists now automatically start known words for add cultist ritual.\
      \ Also, converted cultists start knowning a word.\n\t"
  - unknown: "Supply ship no longer can transport monkeys. Also, monkeys are no longer\
      \ orderable from QM.\n\t"
  - unknown: "Meat Crate added to QM.\n\t"
  - unknown: "Corn can now be blended in a blender to produce corn oil which is used\
      \ to create glycern.\n\t"
  - unknown: "Request Consoles added across the station. Can be used to request things\
      \ from departments (and slightly easier to notice then the radio).\n\t"
  - unknown: "Centcom reoragnized a fair bit. Not that players care but admins might\
      \ enjoy it.\n\t"
  - unknown: "There is now a toggable verb that changes whether you'll turn into an\
      \ alium or not.\n\t"
  - unknown: "Hair sprited modified.\n\t"
  - unknown: "Napalm and Incendiary Grenades both work now. Have fun setting things\
      \ on fire.\n\t"
  - unknown: "Binary Translater traitor item added. It allows traitors to hear the\
      \ AI (it functions like a headset).\n\t"
  - unknown: "New Disease: Pierrot's Throat. Enjoy, HONK!\n\t"
  - unknown: "Robotic Transformation (from Robrugers) and Xenomorph Transformation\
      \ (from xenoburgers) now curable.\n\t"
  - unknown: "Mining added. Only accessible by admins (and those sent by admins).\
      \ Very much WIP.\n\t"
  - unknown: "Alium Overhaul. Divided into multiple castes with distinct abilities.\n\
      \t"
  - unknown: "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.\n\t"
  - unknown: "Lizards added. They run away and shit.\n\t"
  - unknown: "PDA overhaul. Doesn't change anything for humans, just makes coders\
      \ happy.\n\t"
  - unknown: "Firesuits redone to look less like pajamas and instead like firesuits.\
      \ Fire lockers also added.\n\t"
  - unknown: "New Mecha: H.O.N.K.\n\t"
  - unknown: "Deployable barriers added. Can be locked and unlocked.\n\t"
  - unknown: "Mecha bay (with recharging stations) added.\n\t"
  - unknown: "Bunny Ears, Security Backpacks, Medical Backpacks, Clown Backpacks,\
      \ and skirt added.\n\t"
  - unknown: "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.\n\t"
  - unknown: "Circuit Imprinter: Using disks from the various deparments, new circuit\
      \ boards and AI modules can be produced.\n\t"
  - unknown: "Heat Exchanging pipes added and various pipe/atmos changes.\n\t"
  - unknown: 'Ghost/Observer teleport now works 100% of the time.

      '
2011-01-14:
  /tg/station ss13 team:
  - unknown: "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.\n\t"
  - unknown: "Carp meat now contaminated with Carpotoxin. Anti-toxin negates the poison,\
      \ however.\n\t"
  - unknown: "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.\n\t"
  - unknown: "Various alium fixes.\n\t"
  - unknown: "Matches now available from smokes machine.\n\t"
  - unknown: "Megabomb bug fixed. Bombs with timers/signalers won't detonate after\
      \ the timer/ signaler is removed.\n\t"
  - unknown: "New Disease: Rhumba Beat. Functions like GBS with a few exceptions.\
      \ Not only available by admindickery.\n\t"
  - unknown: "More mining fixes/changes.\n\t"
  - unknown: "Ghost can now teleport to AI sat, Thunderdome, and Derelict.\n\t"
  - unknown: "New gimmick clothes\n\t"
  - unknown: "Constructing Glass Airlocks now use one sheet of R.Glass.\n\t"
  - unknown: "Windows mow always appear above grills and pipes always above lattices.\n\
      \t"
  - unknown: "Added FireFighter mecha and various mecha fixes.\n\t"
  - unknown: "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.\n\t"
  - unknown: "Carded AIs no longer take damage while in unpowered areas.\n\t"
  - unknown: "Chaplains can now name their religion at round start.\n\t"
  - unknown: "New Recipies: Clown Burger (1 Clown wig, 5 flour), Mime Burger (1 beret,\
      \ 5 flour), Cuban Carp (1 carp fillet, 1 chili, 5 flour).\n\t"
  - unknown: "Napalm nerfed a bit. Produces ~25% less plasma but it's all concentrated\
      \ in a single tile (will still spread, though).\n\t"
  - unknown: "Reagent bottles can, once again, be put into grenades.\n\t"
  - unknown: 'Various minor map changes.

      '
2011-01-20:
  /tg/station ss13 team:
  - unknown: "Pipes can now be removed and re-attached by wrenching them.\n\t"
  - unknown: "Mining system continues to develop. Still unaccessible to players.\n\
      \t"
  - unknown: "Various map changes. Some minor lag causing things were fixed.\n\t"
  - unknown: "Admins have a new tool: They can now give any spell to anyone. Hurray!\n\
      \t"
  - unknown: "Imadolazine now works. Maybe?\n\t"
  - unknown: "Singularity now releases itself if fed too much and will potentially\
      \ explode.\n\t"
  - unknown: "Magboots now successfully prevent you from getting pulled into the singularity.\n\
      \t"
  - unknown: "Strike teams immune to facehuggers. Why? I dunno.\n\t"
  - unknown: "Many reagent containers are adjustable so you can pour the exact amount\
      \ you need.\n\t"
  - unknown: "No more emitters working in space, Collectors and collector controllers\
      \ now ID lockable.\n\t"
  - unknown: "Christmas Contest plaque finally added. It's near the armor/warden's\
      \ office.\n\t"
  - unknown: "Rocks fall, everyone dies.\n\t"
  - unknown: "All cyborgs and robots can now be named. Just use a pen on the cyborg's\
      \ frame before the brain is inserted.\n\t"
  - unknown: "Knock spell now unbolts doors as well as opens them.\n\t"
  - unknown: "New cultist runs and other changes.\n\t"
  - unknown: "Added surgery tools for eventual surgery system.\n\t"
  - unknown: "Autolathe and Circuit Printer animations redone. Yay pretty icons.\n\
      \t"
  - unknown: "AI law changes/uploads are now tracked (admin viewable).\n\t"
  - unknown: "Revheads now get a PDA uplink instead of a headset one.\n\t"
  - unknown: "Added a penlight.\n\t"
  - unknown: 'Science Research and Development tech tree uploaded. Not really accessible
      by anyone yet, though.

      '