Changelog: Difference between revisions

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2024-06-23: Moved belly overlays to the top and added a note that they currently are not working.
2025-04-01
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Dates are listed in the format of YYYY-MM-DD.
Dates are listed in the format of YYYY-MM-DD.


Map swaps are not included here as they happen weekly, and would unnecessarily increase the length of this page.
Map swaps are not included here as they happen weekly, and would unnecessarily increase the length of this page. That said, it is rare that an update does not coincide with a mapswap.


=2024-06-23=
=2025-04-01=


* Added visible belly overlays, along with an array of options in the vorepanel to modify them individually for each belly. These can be toggled off on the viewers end, using the "Toggle Stomach Sprites" verb in preferences or in the VORE section of character setup. NOTE: This is currently not working ingame and requires another update to make them visible in the vore panel.
* add: Added the new, most powerful species to the game, with lots of mega awesome abilities: [[Sparkle Dogs]]
* Instrument synthesizer now allows decimal values for sustained notes, not just whole numbers.
* add: Adds modern labcoat to loadout, under the public labcoat selector.
* Small fixes to NIF ownership states.
* add: Adds 3 different leg warmers accessories.
* Armour now shows its exact minimum and maximum safe temperature and pressure ratings (if any) when examined, in Kelvin and kPa respectively.
* add: Added a treadmill fitness machine.
* Fixes for TGChat initialization issues on some clients.
* add: Added a non-alcohol version of the booze-o-mat, the virgin-o-mat!
* Fixed a mis-configured door in SD maint/exploration prep.
* maptweak: Major changes to the pool area to include a poolside bar, new gym, locker room, sauna and massage room.
* Fixes for lavender seeds (again).
* maptweak: Added a designated smoking area to the stellar delight.
* Fixes for the Set Volume verb not working properly.
* qol: Changed the default setting for Save Organs and Save Markings to No in character setup
* You can now spin bottles when they're on the floor! They'll end up pointing in a random direction every time.
* fix: useless light recalcs, which might even have caused darker than supposed areas
* Sizeguns can be made unstable using wirecutters; in this mode, they gain a 50% chance to backfire and resize the user instead. This consumes all remaining power in the cell though. It is reversible by using wirecutters on them again.
* fix: multiple bugs in outdoor and turf open / space handling
* AI shells can no longer be renamed using renaming modules from Robotics.
* fix: CI nanomap rendering
* Alcohol tolerance traits have been refactored under the hood. Should still work the same as before though.
* fix: xenoarch organ spawn
* Medical patches (made using a chemmaster) now transfer loaded reagents directly to the bloodstream, allowing them to be used with more reagents as opposed to being restricted to only those that have touch effects.
* Survival watches now return the light level of the tile you're on, if it's bright enough to see. If it's too dark, you can't see the light level.
* Bluespace crackers have been added! They can cause all kinds of weird things to happen to whoever "wins" the pull. Some of them may be rigged.
* An enhanced version of the venomous bite trait has been made available. On top of the standard numbing enzyme, it now has new options such as a paralytic agent, amongst other things.
* Some TGUI fixes for buttons that might have been misbehaving.


=2024-06-16=
=2025-03-30=


* Fixed an exploit that allowed to circumvent the size limit outside of dorms / large size boundary areas.
* add: Bingle, a new computer that can be found in libraries and the command briefing room that gives you access to an automated wiki, with informations such as recipes.
* Fixed a nif duplication exploit through sharing, as well as an issue to override your own nif with other's.
* add: Unusual gait positive trait for 2 points. This trait makes you move faster when your hands are empty.
* add: Added mail options for entrepreneurs.
* add: Added a new system for announcing horribly corporate appreciation days.
* add: Adds a vore belly to kururak
* add: next grep check to ensure space / tab sanity
* qol: You can now see what pronouns you are choosing for your character on setup.
* qol: Temperature artifacts can no longer randomly spawn active.
* qol: Xenobio monkey gun (bio6 bluespace5) now only requires gold and silver.
* qol: Portable slime processor (magnet 4 bio 5) now only requires silver and gold.
* qol: ChemAnalyser Pro now uses tgui
* balance: Laser gun artifacts can spawn with pulse beams if you are lucky.
* fix: Fixed a bug with the private notes panel that showed it in right click menus of other mobs (forcing them to see your notes).
* fix: Fixes demuxer output not pushing to other circuits.
* fix: Gets rid of an override that overrode tajaran being able to lick wounds
* fix: Xenochimera brains will no longer runtime under certain circumstances.
* fix: Proteans can select icon base again
* fix: missing vore spawn datum handling
* fix: Environmental traits now work properly
* fix: Lightning strikes will no longer strike people in nullspace
* fix: Humans now have their proper skin color selection back
* fix: chat scroll tracking failing on large displayed count when huge messages blocks were sent
* fix: Mounted rigsuit guns now properly work
* fix: Protean rigs can no longer be removed by proteans
* fix: Protean rigs can no longer be removed if one is on your back and the protean is dead
* fix: Protean rigs no longer be in a 'limbo state' of being enabled but not enabled.
* fix: latespawn loc code
* code: next set of NEW to INIT
* code: Consolidates a bunch of species files for backend cleanup.
* admin: fix spawn at arrivals will not either pick from the secondary list or sanely fail


=2024-06-09=
=2025-03-23=


* Added the facility map from the recent event to the redgate map pool with some small changes.
* add: text surrounded by || text || will now be spoilered in the statpanel
* Added new option ("Assembling expedition team") to the automated fax list for several jobs.
* add: Added a new subtype of maint lurker spawns to each redgate map. These ghost pods spawn you in a similar way, but because they are guaranteed spawns, they do not allow you to use the redgate to leave. Any person with redgate access can give permission to these people simply by clicking on the redgate with an empty hand when they are nearby. This is explained to the redgate inhabitant on spawn and when they try to use the redgate.
* Added a few V5 atmosphere variant of snow and ice turfs.
* add: The CHEM ANALYZER has been COMPLETELY reworked. Give it a look!
* Added some rock and skeleton props for V5.
* add: The belly visibility pref is now a client one, so you don't need to adjust it on a per-character basis anymore.
* Added a V5 sprite for the overmap.
* add: Added human compatible tesh ears and tail
* Added a V5 skybox image.
* add: item muffling in bellies
* Changed the amount of newlines allowed in 1 post from 6 to 18.
* add: Added Antimatter core RTG for POIs
* Changed TG chat to limit displayed successive new lines to a maximum of 3.
* add: Flamethrower now is more useful than spawning a few fire tiles. It's now an actual threat!
* Fixed borg gps no longer working after enabling the module without toggling it.
* add: Adds a moderate and major version of sensitive biochemistry.
* Fixed some old usages of usr << instead of to_chat.
* add: Makes some drugs like ambrosia extract have stronger negative effects if you have sensitive biochemistry.
* Fixed persistent papers to no longer replace the chat on examine.
* add: animation flick support to robot sprites
* Fixed chat loading reliability.
* add: Zaddat now have security and Engineering specific subtypes they can choose in the xenowear loadout
* Fixed locally defined defines and moves global ones to the __defines section.
* add: Ghosts now have a button to enter the VR space if it's spawned in!
* Fixed jan HUD showing on more than just the intended uses.
* add: Ghosts can now enter VR if it's spawned in!
* add: Adds the ability to TF into different creatures while in VR
* add: admin verb to modify the shift end
* add: option to export and import the soulcatcher settings
* qol: Voidsuit oxygentanks now no longer deploy into your suit storage slot, but are integrated.
* qol: Vox can put phoron tanks into voidsuits
* qol: Clamps the strength of mindbreaker. No more infinite hallucinations.
* qol: updates server logs verbs
* qol: Chem analyzer will give you MUCH more information now.
* qol: Teshari no longer have double slowdown from radsuits
* qol: Adds a greyscale / glowing effect for TF rays
* qol: changing your scale under the VORE tab will autofill your current scale instead of defaulting to the minimum of 25
* balance: sci borg baton now does ONE EXTRA DAMAGE. 9->10
* balance: You can no longer buckle/have someone buckle you to break free from grabs.
* balance: You can no longer crawl while grabbed
* balance: Adjusted cost and wear of Mass Alteration to be much lower
* balance: Censored move to Neutral (RP trait)
* balance: Nervousness moved to Neutral (RP Trait)
* maptweak: added xenoarch storage to the stellar delight
* del: Removes vore. (The old, unused version.)
* del: vchat
* del: Tourettes disabled
* del: Rotting Genetics Disabled
* del: Xray disabled
* image: added new sprite states to tails.dmi and ears.dmi
* spellcheck: Adjusts the fluff text you get when pushing someone onto the floor while you're on the floor.
* spellcheck: Anxiety Disorder name changed to Nervousness
* config: contaminates set to FALSE to prevent new bellies from having contamination. Shouldn't affect existing bellies.
* fix: You can no longer grab/disarm/do cpr while restrained (or pinned)
* fix: Fixed personal space trait applying nothing and reactive biting applying both effects.
* fix: tgui asset loading retries
* fix: belly liquids
* fix: Voidsuits can now properly integrate oxygen tanks into them
* fix: The flamethrower UI now works properly.
* fix: Makes toxins no longer infinitely multiply in strength
* fix: Makes Sensitive Biochemistry make you WEAKER to stoxin and chloralhydrate instead of making you STRONGER against it, like it was intended to do.
* fix: hiding layer properly set after movement
* fix: incorp pushing
* fix: changeling extract dna proc
* fix: Sci borg baton no longer looks like a normal baton
* fix: Peacekeeper borgs have their shield sprite enabled now
* fix: Replicant pods now let you be NOT just a human! You can be yourself!
* fix: Replicant pods will no longer break movement related things.
* fix: FBP dionas will no longer explode
* fix: Makes mouse rays no longer crash the server under certain circumstances
* fix: Makes VR pods no longer crash the server
* fix: Updates TF and makes it no longer cause runtimes & crashes.
* fix: Makes it so you can no longer repeatedly spawn in VR and clog up the server with hundreds of yourself (humanoids are expensive!)
* fix: You can no longer escape VR and enter the Real World
* fix: frostoil reaction for steel+plasteel now works properly
* fix: vaccine -> antibody reaction fixed
* fix: Liquid bellies won't create nonexistent chems
* fix: Internals will now not randomly turn off
* fix: Missing internal overlays on grubs and jelly blobs are restored.
* fix: Fixed train redgate top layer using updown ladders rather than just down ladders.
* fix: Fixes how the teshari radiation hood appears when on the ground.
* fix: examine will be auto focussed again if the setting is enabled
* code: Fleshed out grubs and jelly blobs.
* code: Backend stuff to ensure broken chemical reactions will never happen again.
* code: enables more grep checks
* code: Removes accidental glass endurance duplicate
* code: VR pods and Replicant pods work a bit better on the backend
* code: Added a toggle for VR pods to spawn people with clothing or not
* code: fixed various issues related to placing and cutting heavy cables
* code: added option in code to allow players to cut heavy cables with a welder
* code: adjust the im and export for the new additions VRDB 0.1 -> VRDB 0.2
* code: tgui core to 1.8.4
* code: enables tab only indentation test


=2024-06-01=
=2025-03-18=


* Added the option to display only belly-mode relevant settings in the Description tab of the vore panel.
* Major: The entirety of the [[Vore Panel]] has been up-ported from Chomp (the wiki page will be a little out of date for now). This will not lose any functionality but adds a lot of cool features. However, be aware that the belly spawning pref and your vore overlays will have been reset by this update, and you will need to set them again:
* Added a mostly fully featured mini chemlab to the main hall on the testmap, for quickly testing reagent creation and effects.  
** add: liquid bellies
* Changed the Sleep verb to now make your character snooze until you use the verb again, instead of knocking you out for a couple of minutes and then needing to be flipped again.
** add: Added a "Consume Belly Reagents" pref that can prevent you from drinking/eating/being injected with any reagents produced from a belly.
* Fixed Adranol to work as intended and actually clear your jitters properly, albeit just under twice as fast as it clears normally.
** add: all chomp belly overlays
* Fixed timer issue due to a wrong assumption of decisecond intervals, but it's seconds; also back to allow up to 10 minutes.
** add: soul catcher for generic usage by every mob
* Fixed lavender using an non-existing seed icon.
** add: more transfer, processing and other belly options
* Fixed accidental inclusion of TG subfolder.
** fix: bellies no longer update every life tick
** qol: reworked the entire vore panel preference section
** qol: rework vorespwan to also be autoamted / used as direct spawn point
* add: Added a new trait called "Reflexive biting" that causes you to bite the hand of anyone who either pats you on the head or boops you on the nose. This deals one point of damage to the hand committing said offense. This also includes a verb in Abilities to toggle this off and on.
* add: Added a personal space bubble trait that takes of priority over the biting trait, which dodges all attempts at hugging, booping, patting, licking, sniffing or hand shaking. This can also be toggled on and off.
* add: Lamias now have unique belly text!
* add: Artifacts now have a coinflip's chance of spawning active when unearthed (EXCLUDING gas artifacts)
* add: Added a new bluespace sheet snatcher of holding that can be created by science (cheaper and easier than other "of holding" items). This allows it to carry up to 5000 sheets. It can also be bought from the mining vendor for 1000 points.
* balance: Changed the normal sheet snatcher to hold 500 (previously 300), and the borg version to hold 700 (previously 500).
* balance: sec fed uniform no longer gives 50% melee armor. Gives same as Cyberpunk vest and also costs 2 points.
* balance: Fed uniforms now give resistances based on other common loadout items. (Ex: Hazard vest, labcoat)
* balance: Hazard vests now give 20% rad resistance
* qol: Artifacts are always visible at any depth now.
* qol: Artifacts no longer apply a Z wide spawn, it will only apply effects for those within a small range.
* fix: Artifacts that have a TOUCH EFFECT but not a TOUCH TRIGGER can now be ACTIVATED and you can have the effect happen to you by bumping into it, having it bump into you, or touching it without gloves
* fix: immunosuprizine is no longer the strongest poison in the game. It will no longer do 1245 damage per unit to people you hit with it.
* fix: get_space_zlevels returning strings instead of z levels in some cases
* fix: some protean rig issues
* fix: Your DNA will no longer randomly eat itself under certain circumstances
* fix: Protean rigs no longer delete theirselves
* fix: Protean rigs no longer delete clothing blocking their deployment
* fix: an exploit to detect invisible entities
* code: Emotes work a bit differently on the backend.


=2024-05-26=
=2025-03-16=


* Added a Toggle Automatic AFK setting and verb, which default to on. When enabled, you will automatically get an AFK icon above your head when you have been inactive for ten minutes. This is the same time as the standard inactivity timer. The automatically-applied status will clear as soon as you do anything, unlike the manually-set status.
* add: Adds gooborgs! Sprites by Toriate
** Manually marking yourself as AFK will also show you as "Away From Keyboard for (x) minutes" when examined, rather than the default "Inactive for (x) minutes".
* add: You can now TOGGLE STOMACH GLOWING on borgs! If toggled on, your tummy will GLOW IN THE DARK!
* Added books to the option of trash eater edible items.
* add: Catborgs now have passive glowing parts if they are toggled on
* Added an option for admins to add and remove songs to the jukebox for the duration of the round.
* add: You can now adjust the transparency of your wings in the character editor and related.
* Added a simple "antag" role for event characters generally. Simply gives event characters the ability to use AOOC without having a persistent antag icon next to their sprite.
* add: Adds a positive trait that allows you to have your genetics unable to be scrambled.
* Added access code 511 for lost / gravekeeper drones, in case they need specific access.
* add: Adds three new negative traits: One Life, Unsleeveable, and Unreviveable.
* Added lost drone ability to now can re-roll their laws 5 times before selecting a module.
* add: If you have NO_DNA or NO_RESLEEVE(your genetics is trashed), slimes find you unappealing!
* Added an option to dig new graves to the shovel (This only works on turfs allowing digging without contents).
* add: Medical kiosk now informs you how to cure Dizziness and Jitteryness
* Added a shinto arch prop for use in events.
* add: Adds a nevrean plush with two variants, normal and security.
* Added a broken variant of lights for mapping purposes.
* add: AI law modules will show the laws they apply when examined
* Added apc with lost access to be used in POIs.
* qol: Goes through and gives plushies speech bubbles pertaining to what they are.
* Added a bunch of areas for the upcoming facility redgate.  
* qol: Makes it so any interaction with plushies will play their phrase, NOT just disarm-intenting them (This was never made clear that disarm intent makes them speak.)
* Added a variant of the crypt drake with glowing eyes requested for the upcoming facility event.
* qol: Clothing pockets now have better lists that allow you to carry a wider list of items inside of them. No longer will winter jacket allow you to hold pens, but winter coat won't.
* Added various things for the upcoming facility event, including keycards that can be used for any event.
* qol: Moves 'toggle extras' to a more conspicuous spot in the Abilities tab. (Dullahans and Gryphonborg have alternative sprites if used)
* Added fluff licenses to the list of things that you're allowed to put in wallets.
* image: modified the head states of DSI nevreans
* Changed ashtray item size so they take up less space in bags.
* image: modified the torso states of DSI tesh and regular tesh
* Changed lost drones to now have a chance to spawn with a scrambled module.
* image: Fixed mailman's hat
* Changed lace masks to allow you to drink whilst wearing them.
* maptweak: Added a couple of mail scanners and mail bags to all the maps
* Changed some verbs from set src to be explicitly added.
* maptweak: touches every map and smashes it with a plasteel hammer to make it comply
* Fixed multiple time display issues in TGUI (such as the brig timer).
* maptweak: TGMified 106 maps
* Fixed a bug where the entire emag list was re-added instead of the single, new item on borg HUD refreshes.
* maptweak: Removed invalid d1 d2 edits for cables
* Fixed the vorepanel showing 1 minute for idle messages in the tooltip, no matter what second time had been selected. It will now show the selected seconds for idle texts.
* maptweak: Removed area var edits and codified most of them
* fix: Fixes it so plushies now properly speak.
* fix: Fixes the toaster from having the sus plushie sound.
* fix: Fixed swarm mobs becoming walls on death
* fix: map placed dirt now applies 50 to 100 dirt
* fix: The various character transparency additions are properly added to character DNA now.
* fix: Xenoarch organs no longer have the possibility of being rejected.
* fix: Borg batons will no longer start looking like it has no cell.
* fix: Fixed dullahans being in between two tiles
* fix: Traits will no longer wipe innate species traits
* fix: Fixed a number of duplicate structures and cleanables on maps for the map linter PR.
* fix: Fixed mantraps voring people who step on them when they're dead.
* fix: robot sprites broken by goo borgs
* fix: All suits no longer have a 'toggle hood' button even if they have no hood to toggle.
* fix: Dullahans (among others) have proper offsets now
* fix: Plushies will no longer lose their loadout name
* fix: Plushies will speak in their given name in the chat properly.
* code: Unit test forces coders to comply with proper offsetting of borg sprites
* code: Robotic eswords and batons now count as robotic weapons and trigger appropriate sprites.
* code: Slightly changed projectile code to check for lying down mobs instead of their density
* code: Changed some timers that were calling a proc that just set a var to false. Instead, we now use a varset_callback timer there.
* code: Gets rid of a few non-existent base paths by converting one of the paths into the base one. (plushy/therapy & plushies/squid)
* code: end of file new line fix for grep
* code: changes the falling turf effect to turfs directly
* code: Pockets have been completely reworked to not use randomly defined lists everywhere. They are now consolidated.
* code: tgui core to 1.8.2
* code: NO_DNA and NO_RESLEEVE are now separated.
* code: fixes some runtimes
* code: adds some more map tests
* code: fix admin vote
* code: finishes machines new to init
* code: some more grep checks
* code: Updated mapmerge, dmi testing, and hooks
* code: Added UpdatePaths and maplints
* code: Added multivar support to hook installers
* del: Removed two corrupt dmi files
* config: the example now has the correct flags for the BUILD and SOUND permissions
=2025-03-09=


=2024-05-20=
* add: Makes the medical kiosk actually DETECT more issues than before. Now it actually does a full body scan on you to see what's wrong with you!
* add: added fake coins to loadouts, can be flipped, can't be put in vendors
* add: added seven new coin types (plus fakes): steel, titanium, copper, durasteel, plasteel, graphite, and lead. some of these are in the random coin spawner.
* add: You can now unwrench pipes that are over-pressurized, at the cost of being flung back.
* add: Atmos and Medical holosigns
* add: Super Matter lighters
* add: Light painters
* add: Mail System, blank envelopes, and mail scanner.
* add: Blank envelopes
* add: Mail scanner
* add: Adds Purple Robes and Tiara to loadout
* add: Adds pirate coat and pirate hat to loadout. Yarr!
* add: Tacoguy - Adds Combat Medic Catborg sprite.
* add: Strong rat variant with the old 20 health.
* add: Adds a new trait 'Lumbar Impairment' which makes you incapable of utilizing your legs.
* add: Different colourations for carps
* qol: Reworks the medical kiosk to have use. It now dispenses small amounts of painpills and medications to help stabilize you to get you to medical before you croak.
* qol: Lungs no longer IMMEDIATELY risk popping if you forget internals for one second. You now have gradually accumulate damage over time. Get those internals on quick!
* qol: Infections now give you a better alert that it's an INFECTION you have instead of just a random 'you feel itchy' so players are less blindsided by infections.
* qol: Adjusts the text that you get when you suffer internal bleeding. Now it sticks out more during fights so you can know you have IB and get to medical quicker.
* qol: lowers cost of suit clothing fluff (This helps you identify which ones have armor and which ones don't, as some things are naturally priced higher due to their innate armor)
* qol: Crayons and markers are no longer the strongest poison in the game. One crayon won't OD you anymore, but two will. One marker can still OD you with disaster effects if you eat it entirely. OORAH
* qol: Brings some loadout items to normal prices (increased is reserved for ones that give armor)
* qol: Putting pressure on an external wound will put some pressure on arterial bleeds as well, helping decrease (but not entirely stop) bloodloss.
* qol: Vox can be defibbed.
* qol: veymed autoadaptive suits can now handle teshari
* qol: Synthfabs no longer apply massive damage when unupgraded.
* qol: Neural implant only costs one loadout point, now.
* qol: allows chat settings to be ex / imported
* qol: allows to prune history of specific tabs
* qol: admin ranks are now datums
* qol: Health analyzer guide now tells users what to do, no longer requiring medical access. Also some wording changes.
* qol: adds close button to tgui say
* qol: resizes button to tgui say
* qol: Allows various mobs to create swarms
* qol: Phoron bore gets to keep it's unintentional attack-speed buff. (Mining is in need of QoL changes, so let this be at least one of them.)
* balance: veymed tesh suits changed to generic nonadaptive suits
* balance: Rat health reduced to 5, same as mice
* tweak: "streamlined" changed to "lightweight" in veymed suit names
* image: moved coin icons into their own dmi
* image: added missing sidewalk turf edge overlays
* refactor: a sheet's coin type is now set on the stack obj definition, tidied up the mint code to not be a string of if/else if, and to not require a list of valid materials on the machine, so now it's easier to add new coin types. coin names also use material def names now.
* refactor: Reworked map includes for ground base, stellar delight, and tether to have all paths included simultaneously
* refactor: Refactored late loaded map defines to a GLOB list instead
* fix: Crayons and markers get properly added to your stomach
* fix: inaprovaline PROPERLY affects internal bleeding now.
* fix: Accessories will now properly show. (Broke this like a dummy... whoops)
* fix: Fixes neural implant always having 2 cost due to implant/language existing and taking priority.
* fix: changeTurf will no longer create outdoor turfs in turbolifts or shuttles
* fix: Teshari can now use small wheelchairs (and so can others)
* fix: Fixed duplicate APCs in the same area on station maps.
* fix: Guns now have their fire_delays fixed. No more rapidfire RPGs.
* fix: Fixed redgate ladders that allowed upwards movement without having a z-level above.
* fix: More maps fixed for the linter.
* fix: Fixed attacking resetting pixelshift position to 0, 0 after the animation
* fix: You no longer hallucinate while absorbed with low blood sugar
* fix: Atmos analyzers will no longer fail on portable connectors
* fix: No more attempting to blendRGB if we have nothing to blend.
* fix: Diseases will not try to copy non-existent vars over.
* fix: hair gradient selection arrows
* fix: wrong blood volumes on apply prefs
* fix: early spawns in nullspace
* fix: Recursive explosions no longer runtime if the turf it tries to step into is invalid.
* fix: Health analyzer guide no longer runtimes if someone has no viruses.
* fix: Cards no longer runtime if you try to pull a card without being a human.
* fix: Anything-turned-protean will alert you if it has no humanform
* fix: Tunneler spiders will no longer runtime if the turf they try to tunnel into doesn't exist
* fix: Mannequins now properly get deleted when you observe.
* fix: When placing a pipe on a pipeline, the pipeline will no longer lose all the gas within the pipeline. This occurred when you placed a new pipe on a pipeline that had not had not previously had a pipe unwrenched on the pipeline, resulting in the pipes on the pipeline not saving the gas, resulting in all the gas within the pipes on that pipeline being voided.
* fix: some rare scaling issues
* fix: Shield capacitors now only take power from wires when anchored to the ground.
* fix: Fixed space whales deleting themselves when already deleted
* code: Simplified groundbase wilds loading
* code: Vents work better
* code: finishes up typescript
* code: Kash - Robot linter will now properly detect stomach states.
* code: Diana - Fixes invisible robot sprites.
* code: updated the minimum compiler version of the project
* code: resolves some more init and destroy issues
* code: Changes a few sections in the code to use REAGENTS_OVERDOSE instead of just a plain number.
* code: Gets rid of a few //EDIT comments for better code quality.
* code: Moved internal wound handling to handle_blood()
* code: fix initialize for grep checks
* code: Added Swarm component
* code: Added connect_loc_behalf component
* admin: admin ranks can be now made out of multiple ranks
* server: updates to the database schema and configuration examples


* Added a verb under the IC tab that toggles off an overhead 'AFK' indicator, so you can easily mark yourself as such if you need to hop up and run to the bathroom or something!
=2025-03-02=
* Added some simple plaque-like signs to be mapped in for events.
* Added chemmaster button from TG.
* Fixed Typing Indicators getting stuck on borgs.
* Fixed issues with icons and TGUI.
* Fixed .swcrc not being ignored by prettier.
* Fixed potential tgui dev server issue with windows.
* Fixed overmap scrolling on overflow.
* Fixed several style tags.
* Updated tgui dependencies.
* Updated yarn version to 4.1.1.
* Updated typescript to version 5.91.0.
* Updated Node version in dependencies file to (major) 20.


=2024-05-13=
* add: Added privacy switches to all dorm rooms, these buttons make an overlay appear on the room for ghosts preventing them seeing inside. This does not currently prevent them hearing emotes from inside the room, it's purely a visual block.
* add: Adds a new motion tracker subsystem to the game to allow for tracking entities through walls!
* add: Adds a motion tracker item to R&D
* add: Adds a vibration sense trait that allows users to hear entities moving through walls
* add: Added OD pragma lints
* add: You can now point at things in your inventory
* add: Adds variant catborgs (old variant), Dullahan variants
* add: A BUNCH of sprites
* add: Up-ports the Stoat and Possum from Outpost
* add: Worm Borgs now have better sprites
* add: More than one decal can be added to borgs
* add: ctrl u, i, b markups for text inputs
* refactor: Refactored pointing
* qol: Teshari's and Xenochimera's 'listen in' verb has been upgraded to the new listen-in trait
* qol: using a database to store the round logs to reduce client-side lag ('''NOTE:''' This will hopefully fix the lag that happens every 10 seconds from text chat being too large)
* qol: using same database to load the most recent messages into the chat (instead of having to fetch from client browser)
* qol: Surgery and crisis combined
* qol: people can now hide entertainment radio messages separately
* qol: Motion tracker subsystem can be toggled off for hide and seek modes
* qol: Replaces face-left and face-right with a 'change facing' verb from Chomp for when you're laying down.
* spellcheck: Adjusted the OOC escape text. Instead of starting strong with 'don't use this', let's be more passive tone.
* spellcheck: Weight selection is less aggressive as well.
* fix: dogborg id properly deletes
* fix: fixed a few lines of code so that the code is compileable in OpenDream
* fix: Fixed station maps for the map linter PR.
* fix: Fixed a missing air alarm in the tether atmos break room.
* fix: door controllers being instant triggerable
* fix: Fixed mantraps eating the same person instantly on escape, they now do not eat someone who has escaped them previously.
* fix: Fixed a few mob names being capitalised.
* fix: Fixed various issues caught by errors e.g. icon_forge's apply method, VV on a list, etc.
* fix: Fixed various issues with apply_damage where arguments were incorrect for used_weapon
* fix: Makes it so you can attack without hands
* fix: Fixes grabbing a buckled entity to cause you to be perma-slowed
* fix: You will no longer bleed to death from a headbutt
* fix: Fixes a LOT of broken sprites. - Diana
* fix: motion tracking ability now lets you properly motion track
* fix: no more randomly invisible marker beacons
* fix: Properly merges the crisis and surgery bots
* fix: Protean rigs actually have a proper sprite and aren't just invisible.
* fix: Fixes RIG gear to not drop your equipped items
* fix: If a suit tells you it 'protects you between X any Y temperatures' it actually does, now!
* fix: Over a 100+ uniforms, accessories, gloves, boots, suits, etc have been fixed spritewise.
* fix: You no longer check if you can remove your internal organs to throw them at people
* fix: You can no longer become immortal via cocoon weaver
* fix: Cocoon weaver now properly makes a TGUI window and keeps it.
* fix: You can no longer change facing direction, toggle glow,
* fix: Spin cocoon can no longer be used while buckled which caused space time reality to break
* fix: You can no longer cause telecrystal inflation
* fix: memory leak
* fix: incorporeal handling
* fix: signlang translator
* fix: subtle and whisper for soulcatcher mobs
* fix: Potentially fixes your organs exploding when you spawn in
* admin: fix internet audio player
* code: some more 516 things
* code: There is now a unit test that will tell you if your icons are broken!
* code: Upgrades update_icons to work better and support change-facing
* code: Gets a few things standardized by having the base /proc/ have /var and its children being normal.
* code: over 3600 missing sprite icons have been identified...
* code: Removes attack_paw
* code: Makes the attack_hand code less garbage
* code: enables the block spawn on runechat now where flicker is fixed
* code: removes sleep from light flicker
* code: Trasheater is no longer an abomination to look at in the code
* code: There is now a unit test that will ENSURE every borg sprite from this point forwards in time will have proper sprites. - Will
* code: replaces more font tags
* code: refactors more new to init


* Added a new Belly Mode Addon called Spare Prosthetics. With this active, when prey (that has leave remains turned on) is digested, they will drop any prosthetic arms and legs into the belly.
=2025-02-23=
* Added a Contaminant Detector HUD. Advanced janitorial gameplay tool. Helps spot any cleanable dirt much easier with helpful popups on HUD. Available from loadout, janitor closet, janitor supply crates, janitor vending machine, science and as a tool for borg. Comes in prescription variant (but not aviator or eyepatch).
* Added a selection of four watches which are worn on the hand/glove slot and can be taken via loadouts. The three basic variants (plastic, silver, and gold) simply tell you the station time when examined; the survival watch, if worn, also tells you your current facing direction and the temperature and pressure of the tile you're standing on (if it's simulated). More importantly, however, the survival watch also includes a basic, transmit-only GPS beacon. It is not enabled by default, but you can turn it on by left-clicking on the watch whilst holding down the left alt key.
* Added a new Customizable Permit to loadouts. You can set the name and description to whatever you want. It includes an irremovable disclaimer that it was not issued by NT, is not binding, and does not need to be honoured by security/command.
* Added variations of one hairstyle, ported from novastation, for all your emo needs: gloomy bangs! Comes in short, mid and long variants, hides eyes.
* Added in-hand sprites for rubber duckies.
* Added separate LOOC and OOC muting to allow admins some more control about it.
* Added a Generic Item and associated Eventkit verb Spawn Generic Item. Much like the Generic structure but is designed for hand held devices that can be picked up.
* Added a bunch of options for effects to the Generic Item and Generic Structure: Sparks, Flash, Flicker Lights and Spawn Item.
* Added the ability to upload custom sprites to both Generic Item and Generic Structure, by selecting "Upload Own Sprite" from the list of sprites, along with some warnings that non 32x sprites will need to have their positions adjusted.
* Added a few quick and simple prop sprites for the items verb to choose from, including a mix of new ones and some others from throughout the game.
* Changed Belly Item Mode: Digest (Food) to not digest robotic body parts such as prosthetic limbs. These can still be digested using the Item Mode: Digest.
* Changed some text in the Vey-Medical lore codex.
* Fixed Digestion Pain preference not loading from saved preferences, causing it to reset every shift.
* Fixed borg typing indicator vanishing after a few seconds.
* Fixed borgs being unable to pull pdas on ctrl click.


=2024-05-05=
* add: Add a button to set gender of simplemobs
* add: lockpick sets can now be found as part of the contraband pool in maint items (useless on station though)
* add: lockpick sets can now be used to pick fence gates as well
* add: fence gates can have a lock_id set for use with simple_keys
* add: Reagent-removing 'Pruning mode' to the floral somatoray
* add: Vampiric crew now have a source of nutrition in the loadout under the Utility tab!
* image: resprited the basic lockpick set
* qol: Adds text to art canvas descriptions indicating their size
* qol: Changed nail polish's size to small
* code: Added w_class = ITEMSIZE_SMALL to nail polish, which was missing originally.
* code: disabled some testing logs by default (now require -DTESTING to be set while compiling)
* fix: build mode dropped items will no longer always gib
* fix: no more crashing as a ghost
* fix: pizza vouchers will no longer land with such speed that they gib any user, even if not emagged.
* fix: Snake tail no longer has a stray white void pixel following you 24/7 when facing south


* Added new "Tall, Major" and "Short, Major" traits that add and reduce the sprite's height by 15% respectively.
=2025-02-16=
* Added new "Heavy Frame, Major" and "Light Frame, Major" traits that increase and reduce your threshold for size interaction by 30% respectively.
Note: Due to changelogs being enabled in game automatically in future, we are no longer going to write custom changelogs here except where more explanation is needed, and changelogs will be copied from the ingame format.
* Added four void undersuit options, ported from CitRP, labelled alternative undersuit, includes feminine and sleeveless options.
* Added a digestion pain preference, ported from RogueStar. Changed from a trait in character setup to a preference in the preferences tab of the vore panel.
* Added a Generic Structure and associated Eventkit verb Spawn Generic Structure. This allows staff to create a structure with customisable interactions, ranging from whether it can be turned on, wrenched down and so on to how how long it takes to turn on, what text appears when it happens and if it plays a sound.
* Added a new buildmode mode: Drop. Allows objects and mobs to be dropped in from the air. Left click drops them harmlessly, right click drops them very destructively (and will gib things they land on). Mobs that land on another mob with appropriate prefs will drop vore them.
* Added 3 more admin spawn rubber duckies (grey, green and pink).
* Added a variable to rubber duckies called "honk_text" that allows it to put an audible message in chat when honked.
* Added admin logging to vore interactions of AFK players.
* Changed the timer on the autoresleever from 15 minutes to 5 minutes, a similar amount of time to being able to make a transcore announcement.
* Changed the commonly-selectable voidsuit underlayer selector loadout category to uniforms along with the other selectors since they're more uniform-like than casual dress.
* Changed some old SolGov uniform insignias to lightly genericize them and make them available in loadouts. The can be selected in the accessory section of loadout under the insignia selection option.
* Changed wall damage from being (usually) 25 brute to 12.
* Fixed the "You have unread updates in the changelog" message showing every time that you connect.
* Fixed an issue with some cyborg modules not being excluded due to a pathing mistake.


=2024-04-28=
* '''The server is now on BYOND 516, older clients will no longer be able to connect. For more information on updating to 516, see instructions listed here: [[Installing Byond]].
* add: Adds a bunch of wings to the server from Chompstation:
** Cyber angel wing (colorable)
** bat wings (purple)
** Dragon wings, large, colorable
** xenomorph backplate, colorable
** xenomorph backplate, colorable 2
** xenomorph backplate (queen)
** Snail shell
** Xenomorph backplate (standard)
** Xenomorph backplate (royal)
** Xenomorph backplate (down)
** Cloaking Moth Wings with Eyes (Colorable)
** Aeromorph Jet Wings (Colorable)
** Moth Wings (Clockwork)
** Moth Wings (Monarch)
** Moth Wings (Luna)
** Moth Wings (Atlas)
** Moth Wings (Plain)
** Moth Wings (Redish)
** Moth Wings (Royal)
** Moth Wings (Gothic)
** Moth Wings (Lovers)
** Moth Wings (Whitefly)
** Moth Wings (Burnt Off)
** Moth Wings (Firewatch)
** Moth Wings (Deathhead)
** Moth Wings (Poison)
** Moth Wings (Ragged)
** Moth Wings (Moonfly)
** Moth Wings (Snow)
** Moth Wings (angel)
** Moth Wings (Colorable)
** Moth Wings (Luna, Colorable)
** Sect drone wings Alt. (To use with bodytype marking) Sect drone wings Alt.
** Taur wings (Draconian)
** Harpy arm-wings(Large)
** Sloog shell
* add: Added Trait Genetics to the game:
** fix: Fixes a server crashing issue with flip emote
** fix: Fixes Genetics and all the powers that came with it
** add: Adds Trait Genetics to the game. (Genetics can activate/deactivate traits)
** add: Various new traits up-ported (drippy, rad-resistance/immunity, Photosynthesis, Rotting Genetics, Incomprehensible, Less blood volume, slowdown EXTREME, low ** blood sugar, Agoraphobia, Loneliness, Glass Endurance, reduced biocompat, photosensitivity, haemophillia, pain intolerance, sensitive biochem, table passer,)
** add: Health analyzers tell you if someone is suffering from a genetic side effect and what to give to cure them.
** add: Allows cocoon weaver to change eye and skin color
** fix: Various small bugfixes up-ported from Chomp
** sound: Added some founds from Chomp for space inhale/exhale sounds
** refactor: Refactors how radiation code works to work with rad resistance/immunity.
** refactor: Genetic side effects edited NOT to be shitcode with spawns & sleeps. Made to use timers instead.
** code: Updated a LOT of files to be equivalent to their chomp versions.
** balance: Adjusted laser eyes to do 10 damage instead of 40 per shot, due to being spammable and nutrition being extremely high.
** balance: Chems that formerly fixed genetic damage now heal cloneloss instead of genetics, since the new system is incomparable with old genetic healing.
** add: People can be reset to their default with the resleever console, as it can print out a genetic injector that does NO radiation or genetic damage, just purely fixing them back to their default.
** code: A lot of the below were added because while updating the files to be 1:1 where traitgene changes occured, there were massive changes codewise.
** code: Autostrip steptriggers added
** code: Flare box now contains 14 instead of just 4 flares.
** code: Mind secure closets added
** code: Persistence doesn't do to_world anymore
** code: Removes a LOT OF VORESTATION EDIT COMMENTS as we are no longer a downstream.
** code: 'DO NOT USE' sprite_accessories will no longer appear.
** code: disk/data was removed and replaced with disk/body_record. Fluff item fixed with this in mind.
** code: Gets rid of RS comments that slipped into our code somehow.
** code: Save_character will now tell you you saved your character.
** code: Abandoned crates given dna injectors as possible loot. Teppi ray added. Alien junk prop added.
** fix: When an observer/dead is destroyed, it now properly gets rid of the visualnet blocked turfs.
** fix: choosing high blood volume no longer kills you on spawn
** fix: AI eye no longer hard deletes
** add: Last_breath_sounds added from CS. Touched human/human.dm
** fix: Rest-left Rest-right works properly
** code: Moving with broken limbs checks to see if you can feel pain before doing a pain emote
** code: Radiation cap increased to 5000 to account for rad resistant peoples.
** code: Radiation now is decreased by a rad_removal_mod.
** code: Shrinks & grows vars added. Not used here, but used downstream. Crit_mod as well.
** code: Monkeys no longer process if there is nobody on their Z level
** fix: Protean rig no longer hard deletes
** fix: PAI no longer gets stuck outside disposals
** code: new censor_swears proc.
** code: Polls now have the 'NEW' under them instead of next to them
** code: Brain moved from /new to /init
** code: Droplimb acid added
** balance: Immunorejection chems last much longer
** code: Adds a debug log if someone spawns with no DNA
** code: Resleeve designer can now add flavortext per limb
** fix: Resleever properly applys digi legs now.
** balance: Resleeve sickness is no longer a thing (you also do not get genetic mutations from the sleever)
** code: Psionic and wingdings fonts added
** code: Makes the SD MAP_OVERRIDE warning note that it is the SD not the tether
** code: Xenomorph references changed to Genaprawn like downstream, was included in a few files that were being changed.
** code: span_major_announcement, ooc_announcement and subheader_announcement addeed
** code: send_ooc_announcement proc added
** code: Gets rid of a spawn(0) in species generation
* add: dynamic light system for planets
* add: The resleever will now talk to you with a cute medical speech bubble when it makes a dna resequencer.
* add: Automatic changelog generation & compilation
* add: You can now use storage containers that is in another storage container
* qol: updates diagonal movement calculations
* qol: Gas artifacts and temperature artifacts can no longer be 'spam-toggled' and will instead only be aura artifacts.
* refactor: up-ports ghost orbiting refactor
* image: Added a few icon effects
* fix: IRC comms are disabled without a password set
* fix: signalers will now signal
* fix: firedoors checking the processing before being closed
* fix: Telecube will give the proper tech levels now
* fix: some ui issues on shield gen, gyro control and rust control
* fix: removed an extra overlay that shouldn't have been on the dual-colour thin vulp ears
* fix: Xenoarch gas effects will no longer have a 1/3 chance of not working when spawned in.
* fix: Gas artifacts no longer overpopulate the artifact pool
* fix: a 6 year old issue where any modifier could set your pulse to 0
* fix: door tag id inputs being too short
* fix: belly sprites not properly working in some cases
* fix: Micro cameras will now properly reset when micros are dropped
* fix: Injectors can now properly spawn on maps now.
* fix: Some issues with blood were fixed
* fix: Fixes various issues with genetics
* fix: You can no longer choose multiple autohisses at once
* fix: meteor gone projectile
* fix: muzzle flash lasting forever
* fix: body record disks being spawned in every box
* fix: Tequila is no longer spelt TequiLLa. Update your maps if they have it placed there manually!
* fix: Vents now properly hibernate instead of running 24/7
* fix: able to pick hair style again
* fix: Gases will no longer linger as microscopic values in pipes.
* fix: Fixes a 10 year bug where you wouldn't get your cult spells when turned into a construct.
* fix: Enabling and disabling the radiation immunity trait no longer breaks things.
* fix: runechat size multiplier offset
* fix: cyborg mats will never show up now
* fix: The chemmaster will no longer have ethanol turn into wine like Jesus touched it
* code: storage.js -> storage.ts
* code: Makes spells less garbage.
* code: Radiation now works differently on the backend.
* code: Adjusts the temp cap to be higher for engineers trying to make hellmixes.
* code: Gets rid of more sleeps
* code: Showers are more efficient on the backend
* code: Made a global blacklist for artifacts that should not spawn in global_lists.dm
* code: You can no longer place markings on your lungs (Unit test checks for improper bodypart areas)
* code: tgui 516
* code: moves the dependencies to 516.1655
* code: removes no longer needed spawns
* code: move runechat to a subsystem
* code: There is now a Unit Test to make sure reagents are valid.
* code: cleans up a lot of badly converted News
* code: Anything in the /mob to /human pathline qdels properly
* code: Changelog buttons now pointing to the autochangelogs instead of opening the wiki


* Added a new shared office space and entrepreneur equipment to these spaces on the Tether, Stellar Delight and Rascal's Pass. None of this is access locked, intentionally letting anyone play with it.
=2025-02-09=
* Changed the name of pillow crates in cargo ordering consoles from "Colour" Pillow Crate to Pillow Crate - "Colour", so that they are grouped properly.
* Fixed broken ventilation objects in the Talon medical bay.
* Fixed various issues with 515 by un-reverting the compatability patch.
* Fixed yellow raptor sprite names and tweaked some sprites.
* Fixed flags on traits excluding each other by default.


=2024-04-21=
* Added a new spont vore interaction to buckling to an already occupied seat.
* Added a huge number of ported taur bodies:
** Red Panda (Taur)
** Red Panda (Taur dual-color)
** Fat Wolf 3-color-alt (Taur)
** Naga alt (Taur)
** Naga dual-color alt (Taur)
** Synthetic Naga dual-color (Taur)
** Scolipede (Taur)
** Sergal (Taur)
** Long Virus (Taur)
** Sect Drone (Taur)
** Fat Sect Drone (Taur)
** Fat Sergal (Taur)
** Sergal (Taur, dual-color)
** Fat Sergal (Taur, dual-color)
** Cow Alt (Taur dual-color)
** Big Leggies
** Big Leggies (Canine Tail)
** Big Leggies (Feline Tail)
** Big Leggies (Reptile Tail)
** Big Leggies (Snake Tail)
** Big Leggies (Fox Tail)
** Big Leggies (Bird)
** Big Leggies (Plug Tail)
** Big Leggies (Alien Slug Tail)
** Fat Drake Extended (Taur)
** Spotted Lizard (Taur, Tricolor)
** Fat Spotted Lizard (Taur, Tricolor)
** Fat Spotted Drake Extended (Taur)
** Spotted Drake (Taur, Tricolor)
** Fat Spotted Drake (Taur, Tricolor)
** Drake Extended (Taur)
** Spotted Drake Extended (Taur)
** Zorgoia (Taur) (New)
** Zorgoia (Fat Taur) (New)
** Sloog (Taur)
* Added the following long tails that have been ported:
** Long fluffy tail
** Long ring tail
** Desert Nightstalker Tail (vwag)
** Diamondback Nightstalker Tail (dual-color, vwag)
** Shadekin Fat Tail
** Shadekin Fat Tail (Spotted)
* Added the following features to Medical Kiosks:
** Makes medical kiosks now detect viruses and infections.
** Makes medical kiosks have varying text severity's depending on how bad the thing is.
** Makes medical kiosks tell you to put pressure on the wound.
** Makes medical kiosks detect chronic radiation (but only if done with the acute phase).
* Added Mudking (you dirty tiles up quicker) added as a trait.
* Added Mudslip (you slip on dirt) added as a trait.
* Added Kinetic Gauntlets and Diamond Pickaxe to Mining Vendors.
* Added a lot of the augments are now craftable in science, requiring high tech levels and lots of resources for them.
* Added foot states for teshi_fluff to make the fix actually work.
* Changed xenoarch in the following ways:
** Makes the artifact gas trigger, artifact heat, and artifact cold activation temps defines
** Artifacts now properly remove their signals.
** Artifacts now take more moles in the air to activate
** Artifacts break if they get WAY too hot.
** Fixes an error where it said % to activate artifacts. Now properly tells you it is in moles.
** Telecubes no longer start mated in xenoarch. This means you'll have to find two of them (and be sad the game won't let you pair them). This means you will no longer get gibbed if you're unlucky
** Artifacts will no longer activate via touch if their effect(strength) is set to 'touch strength' but their trigger(method of activation) is set to anything but 'touch'
** Touching a touch artifact to turn it off will no longer hit you with the activation effects
** Touching a touch artifact will now properly make it turn on
** Gets rid of anomalies that require gas to activate
** The analyzer now tells you you can dump lead (among others) to activate an artifact
** Artifacts will not longer activate through gloves. Small artifacts are safe to pick up now!
** Adds more anomaly battery types craftable in science
** Artifact harvesters and its scanpad can now be crafted and deconstructed
** Harvester can now be upgraded, giving increased charge rate.
* Changed robot gun sprites to only show if any of the guns is actually in the activated slot.
* Changed TGUI collections to reduce usage.
* Changed taur icon file structures to eliminate use of _vr and _ch files.
* Changed Doors to be less resource intensive.
* Changed Robots to now scream if you touch them wrong in the code.
* Changed Doors to close faster if it's freezing or a raging fire is on the other side (Less fire spreading and less heat lost).
* Changed the way guns fire on the backend.
* Changed code: forwards usr refs from topic for usrDialog.
* Changed Doorbells to now be used on doors via ctrl-click instead of alt-click, allowing you to examine doors properly. Holding open a door is still done with ctrl-click but only on the grab intent.
* Removed center of mass list to replace with with x and y vars.
* Removed sleeps in robot module selection.
* Removed old inappropriate sprites and items that should have been removed a long time ago.
* Fixed the body designer in the following ways:
** Fixes the body designer and changes it to use appearance changer
** Adds a unit test that will POLITELY tell you to to FIX YOUR DUPLICATE / UNNAMED / UN-ICONED sprite_accessory in the code. It's for your own good. Promise.
** Adds another unit test that will POLITELY check your markings in the FILE to let you know you if you add a marking without a proper sprite. (This is for your own good.)
** Fixes a bug with the color picker would let you upload photos to it and accept that as a color input
** Fixes some things having duplicate names / duplicate paths meaning they could never be selected
** Fixes a LOT of broken sprites
** Fixes Shadekin Snoot marking
** Adds Double Unathi Horns
** Skrell Very Short Tentacles never existed.
** Wrist Fluff not having the correct body_parts
** Replikant Paneling - SynthFlesh (body) now shows up properly
** Rosette's Groin now shows up properly when viewed.
** Augment (Backside Left, Head) now shows up properly
** Augment (Backside Left Diode, Head) now shows up properly
** Hands,Feet,Belly Color (Major, Female) now shows their groin properly.
* Fixed the teshari foot sprites.
* Fixed teshi_fluff.
* Fixed a misaligned sprite.
* Fixed rdconsole static data to update for all users again.
* Fixed a general destroy issue and some init hints.
* Fixed a bug where augments could not be inserted into robotic limbs. The step is now screwdriver->multitool to insert them.
* Fixed Melee augments to no longer embed inside someone.
* Fixed a massive memory leak.
* Fixed Deadringer to now properly does deathgasp on the right mob.
* Fixed Wounds to now properly delete when limbs are Destroy()'d.
* Fixed a lot more old news to inits.
* Fixed orebags registering to everyone who touched them.
* Fixed a bug that allowed you to fire guns as quickly as you could click.
* Fixed the naming of the augmented designs.
* Fixed Non-Contagious GBS to now have CAN_NOT_SPREAD.
* Fixed rhubarb using the wrong define.
* Fixed brains so that they will no longer look for its nonexistent species when emp'd when outside your body.
* Fixed the ability to attack whilst buckled.
* Fixed Short Unathi Spines to have a proper sprite.
* Fixed NPCs, they are no longer opportunistic and will not maul their sleeping allies.
* Fixed an error where a file was improperly capitilized.
* Fixed a unneeded currently_restrained check.
* Fixed a small init order issue on mmi holders.
* Updated the Datum Component System and removes way too many lists from various turfs. All footstep sounds are now a singular element.


*<span style="color:red">MAJOR: Updated the server from byond 514 to 515. Be aware that there are bugs occuring for users after this transition that cause some people to experience issues with the UI. We advise people who are experiencing problems to try the following: Use the 514 byond client. Clear your byond cache. Clear your internet explorer cache (IE is used to display many TGUI elements). Restart your computer after clearing either cache, temporary files may cause problems.</span>
=2025-02-02=
* Added a number of traits to non-custom species. Traits that conflict with the current flavour of the species or are already applied by default can not be selected. These traits are:
** Autohiss (Unathi)
** Autohiss (Tajaran)
** Autohiss (Zaddat)
** Hardy
** Hardy, Major
** High Endurance
** Darksight
** Darksight, Major
** Brute Resist, Minor
** Grit
** Slowdown
** Slowdown, Major
** Weakling
** Weakling, Major
** Low Endurance
** Low Endurance, Major
** Brute Weakness, Minor
** Brute Weakness
** Brute Weakness, Major
** Neural Hypersensitivity
* Added a whole range of unique items and load outs to each entrepreneur alt-title. This gives entrepreneurs a tropical outfit as their default uniform and changes the uniform for certain alt titles. Includes a whole bunch of new items:
** Crystal ball that does nothing.
** Horoscope book that generates random horoscopes every shift.
** Dentistry tools that don't really do anything, but act as fluff.
** Pillow resprited as exercise mat.
** Dumbbell that can be used to exercise.
** EMF scanner that gives random values as you move about.
** Spirit board that either gives random values or can be manipulated by players. Ghosts can interact with it too with a chance to fail, it's just for fun but added a note to the description of the board that this doesn't canonise ghosts/souls.
** Healing crystals that don't do anything except taste good for those with expensive taste.
** Essential oils that don't do anything except can be made into a new drink when combined with margarita and red wine.
** A massage bed that is a roller bed but places the character face down.
** Magnifying glass that makes examine messages look bigger.
** Streamer version of the camera drone.
** Selfie stick version of the photo camera.
** A bunch of kits for various entrepreneur titles to spawn with.
* Added some more upgrade modules to give different vision flag modules to borgs. Currently admin only modules.
* Added bluespace pounce, pounce can be upgraded with the anomalous sight, increasing range (from 3 to 5 fields), allowing to pounce through objects, but at a higher power cost (from 750 base to 1000), bluespace pounce will be instant and won't miss.
* Added Teshari Face Mask from chompstation.
* Added Facial protection to the mask.
* Added vorespan defines to the chat spans.
* Added some defines upstream, just to prevent compatibility issues in the future, so that no one uses them for something else.
* Changed digestion death to place the characters ghost inside of the belly they died in. This allows them to be see the belly text still, be carried around and can even be moved between bellies (such as moved along with everything else to intestines, etc), or hear a final subtled message. Ghosts can leave the belly simply by moving in any direction.
* Changed pouncing phased shadekin to now cost an additional 1000 charge.
* Changed robot shields to now overload when the power cell has 200 charge remaining instead of fully depleting the robot.
* Changed with a new function (use_direct_power(amount, lower_limit)) to directly use power for borgs with a lower power limit to prevent full self-discharge. Power is now used before the action.
* Changed borg upgrades code again to clean them up some more.
* Fixed icon overlay overflow on rig suits.
* Fixed an old to_chat and also added framework for adding more face states to the mask.
* Fixed icon for borg x-ray vision.
* Fixed a rare case in which the store HUD icon could be overwritten by throw mode.


=2024-04-14=
* '''MAJOR UPDATE''': Moved our UIs to tgui core. This means that the current UIs are now better optimised for BYOND 516 and not so much for 515, which may have some minor UI problems. It is highly recommended that everyone updates to the current most stable version of BYOND 516 (be aware that the lastest 516 build is broken), following instructions listed here: [[Installing Byond]].
** Added a warning message if clients are older than 516, warning them that the game will soon update to version 516 and that they will experience issues in the meantime, and eventually not be able to connect at all.
** Added warnings for people on clients 516.1652 to 1654 that they should use another version.
* Added a Deluxe bluespace bracelet that allows a variable toggle, this is available in the loadout for 3 points.
* Added an angler bulb ear.
* Added a new sneptail from Skyrat.
* Added a simple recolourable wrestling mask to the loadout for the upcoming event.
* Added some new [[lleill|whitespace/glamour]] features for upcoming events:
** Added a new stable glamour crafting material that can be used to craft various items.
** Added a new unstable glamour item, that has a few risky effects when used and picked up without protection.
** Added a new particle smasher recipe to turn unstable glamour into stable glamour.
** Added a variable for particle smasher recipes to have a chance not to consume an item.
** Added new items to the lleill transmute ability.
** Added new glamour bow and arrow items.
** Added new glamour turfs for whitespace maps.
* Added a visible tag to Bodybags when written on.
* Added a cable dir maptest.
* Added a bunch of missing taur sprites.
* Added in some currently unused mask sprites from downstream.
* Added some currently unused weather effects (starry_night, midnight, sandstorm, toxic_rain, downpour, downpourfatal, and acidfog).
* Changed Xenoarcheology in a bunch of ways:
** Massively lowers chance of the virgo beacon spawning
** Massively lowers chance of both guns and laser guns spawning in war digsites (The chances you would find a fully functioning gun is pretty low, honestly. This reflects that.)
** Lowers chance of finding the cult blade
** Adds human corpses to temple digsites, war digsites, and garden digsites
** Adds alien corpses to garden digsites and war digsites
** Adds robot corpses to war digsites and technical digsites
** Xenoarch guns can no longer erroneously choose a firemode and swap their projectile type
** Xenoarch guns no longer become laser rifles when battery is swapped
** Xenoarch guns have proper names now
** Xenoarch guns can no longer have pulse destroyer beams
** You can no longer accidentally nuke yourself with the cult sword
** The electric field artifact can no longer be rapidly turned on and off to nuke people
** The cult sword checks to make sure it has the proper lifeforce
** Actually properly gets rid of radiation+damage when you destroy an artifact. You instead now become jittery.
* Changed cost of base bluespace bracelet to 1 loadout point.
* Changed Robots so that they can now use their mining points to upgrade their scanner.
* Changed TF procs to be called from one centralised location, and added checks for nutrition and vore bellies.
* Changed more usr to user / src, please do report any bugs to us if things do not work as expected.
* Changed Examine_OOC from a proc to a verb.
* Changed a spot where query was supposed to be query_insert in the code.
* Removed all old inputs (converted to TGUI inputs).
* Removed old alert in favour of TGUI alerts.
* Fixed spontaneous rupture of lungs when breathing otherwise adequate amounts of air.
* Fixed proper alert not showing up when you're suffocating in space.
* Fixed missing qdel.
* Fixed a bad sql call.
* Fixed some runtimes pertaining to guns dividing by 0.
* Fixed Bodybags to show properly again.
* Fixed Crew monitor to now filter and show vitals properly.
* Fixed Tritium acting as slime jelly.
* Fixed another case where alarms could get stuck.
* Fixed Teshari pattern ears being missing from the ears selection.
* Fixed nearby computers to properly merge their icons.
* Fixed a bunch of taur sprites. They no longer make all your items go invisible.
* Fixed a crash on guns with 0 fire delay.
* Fixed missing longsword and sabre sprites.
* Fixed taurs being unable to be ridden.
* Fixed inventory missing sprites for some overcoats.
* Fixed [[zaddat]] to allow them to choose sprite accessories.
* Fixed compact shotguns not being able to rack the gun.
* Fixed computers not facing the right way.
* Fixed building camera consoles runtiming.
* Fixed a bug where projectiles could go into nullspace and runtime.
* Fixed a bug where tcomms would runtime trying to get their temperature after being destroyed.
* Fixed a bug where circuit boards would not del their datums properly.
* Updated compile_and_run.sh
* Updated rust.


* Added a new type of maint pred ghost pod, creature holes. These ghost pods always spawn at the beginning of the shift on some of the redgate maps and can be found with the Find Ghost Pods verb.
=2025-01-28=
* Added Searchbar to vendors.
* Removed material cost from door repairs.
* Changed semi-random mob spawners that spawn retaliate and passive vore mobs to have a 25% chance of the mobs being ghost-joinable.
* Changed a lot of mobs on some redgate maps to always be ghost joinable.
* Fixed broken stairs in the south of the jungle redgate map.
* Fixed wrong key usage in vending UIs.
* Fixed battery overlay overflow.
* Fixed multiple runtimes.
* Fixed inconsistant material refunds.
* Fixed scrolling in tgui windows.
* Fixed an issue where too many chat messages could get archived.
* Fixed a rare crash condition on the BodyRecords UI if there were no records available.
* Fixed the base tile of redgate locations being in space, which caused them to vent when breached.
* Updated tar from 6.2.0 to 6.2.1 in /tgui.


=2024-04-08=
* Fixed dnaswitch artifact not being properly enabled.
* Fixed a to_world.
* Fixed database subsystem missing qdels.
* Updated librust_g.so


* Added orange and white to pipe color selection.
=2025-01-27=
* Fixed pounce behaviour of Scrubbles to be properly checked and have a proper cooldown.
* Changed Syringe Guns so that they can now be put into holsters.
* Fixed some empty air tiles on the jungle underground.
* Fixed an issue with chemsmoke fadeout(?).
* Fixed some sprites for catborgs.
* Fixes for xenoarch, including a stray debug message.
* Fixed some broken/missing markings, taurhalves, ears, and wings.
* Fixed the Crew Monitor frequently returning BSOD screens.
* Enabled DNAswitch artifacts in xenoarch.
* Other miscellaneous back-end fixes.


=2024-04-07=
=2025-01-26=


* Added a new Jungle redgate map! The overground is very typical of what you might expect from a jungle, with lots of vibe spots and a mysterious temple. The underground has a particularly lethal facility, it'd be a good idea to bring company down there.
* MAJOR rework of [[Guide_to_Xenoarchaeology|xenoarcheology]] (note that the wiki page may be out of date for some features now):
* Added 6 new vore mobs: The Cave Stalker, the Scrubble, the Statue of Temptation, the Sonadile, the Mantrap and the Pitcher Plant.
** Changes how xenoarch generation works to make it take up less memory. Leaves an EXTREME amount of comments to help future maintainers dig through the mess that is xenoarch code.
* Added many new mobs to the maint pred list.
** Makes the Artifact Analyzer give you actually accurate data that isn't completely cluttered. Tells you what the artifact does (vaguely), its activation requirements, and what range it does it in.
* Added new mobs to the randomised capture crystal pool.
** Fixes the Artifact Harvester so it actually works for ALL artifacts and can harvest object artifacts properly.
* Added a movement intent toggle to borgs (swap between slow walk or running).
** Fixes the Artifact Harvester and makes it able to harvest artifacts that have more than 1 effect.
* Added the ability to choose to spawn with no shoes in character setup.
** Added a debug proc to the game to allow spawning minor artifacts for easy testing & admin events.
* Added the option to admins to restrict module selection on specific robots for events.
** Changes /obj/item/New() to /obj/item/Initialize(mapload).
* Added syndicate UI selection Icon provided by MAK.
** Removes 'anomaly depth' and 'anomaly dispersion', meaning the depth of the artifact is how deep you need to dig. No longer has a range.
* Added a new variant of the lightswitch, a power breaker for event maps.
** Removes the Suspension Generator requirement for artifacts. Can now be excavated without it.
* Changed the cost of the bluespace bracelet in character loadout from 5 to 2.
** Makes the excavation drill faster and able to go down to 60 depth.
* Changed VTEC to now apply a new button over the walk / run intent button and has 3 movement speed states. It can still be disabled and enabled with the verb.
** Gives the xenoarcheology closet the excavation drill at spawn.
* Fixed resetting a lost / gravekeeper or syndicate robot with a reset module allowing them to select station modules (due to their subtype, they had no access on those). Instead, they only can reselect their lost / gravekeeper / syndicate module type.
** Expands the list of reagents that can be used to activate chemical requirements for artifacts.
* Fixed hud icon not always updating when spawning in the subtypes directly.
** Rocky Debris no longer spawns randomly.
* Fixed NanoMaps Marker offset on non 140x140 mapsize (NanoMaps now needs the zoomSize as props, handled as maxx+maxy in the tgui data).
** Rocky Debris only spawns when an artifact is held within the rock.
* Fixed Telecomms filters, they can be added through the multitool menu.
** LARGE artifacts can no longer be accidentally destroyed. This means miners will no longer eat rads to the face and upset science at the same time.
* Fixed omni_filter and omni_mixer showing too high flow values.
** Strange Rocks no longer require a brush/welder to be used. Any pick will work.
* Fixed an issue where disposal pipes got weird directions due to being spawned with partial direction states.
** Makes plant artifacts give a description to say that they should be given to xenoflora.
* Fixed an issue with some icons missing in the RPD.
** Massively lowers the rate of fossils and bones spawning.
* Fixed a wrong icon state on mirrored tvalves on deconstructing.
** Removes a lot of random RNG that made no sense, like touching having a 75% chance to not activate a touch artifact.
* Fixed borg light flickering.
** Makes it so you can touch artifacts with gloves to activate them, but not bump them if you have gloves.
* Fixed multiple glow sources flickering.
** Condenses all the gas artifacts into one artifact type & file.
* Fixed a runtime with paint cans.
** Condenses good/bad/cannible feel, hot/cold atmos, heal/harm, and synth heal/harm into singular types instead of duplicated files.
* Fixed a division by 0 on powercells.
** Changes all istype to ishuman, isrobot, ismob where appropriate in the xenoarch code.
* Updated pillow from 10.2.0 to 10.3.0.
** Changes Bold to span_bold() where appropriate in the xenoarch code.
** Adds a wrench to the xenoarch supply pack.
** Adds the xenoarcheology depth scanner to mining vendor. (Allows miners to excavate, but not locate artifacts to prevent jobstealing.)
** Makes the xenoarch syringe find no longer go invisible.
** Fixes a bug where sometimes, nothing would spawn when an artifact was excavated.
** Fixes a bug where sometimes a large artifact would have the 'datum/artifact_effect/extreme' effect which did nothing.
** Fixes a server crashing bug where - very rarely - a gravity anomaly would be triggered by touch, resulting in an infinite loop. Added comments to tell you not to touch it.
** Sets of artifacts can now spawn. Primarily used for xeno organs and cult armor.
** Makes it so Human Remains finds will spawn with a random organ.
** Makes it so Alien Remains finds will spawn with a xenomorph plasma vessel + xenomorph organ.
** Makes it so Robot Remains finds will spawn a robot drone pod (Allowing for ghosts to take control of it and become a vore robot).
** Makes it so Gun Finds (energy and projectile) will spawn with randomized projectiles.
** Makes it so xenoarch syringe find will spawn with random reagents.
** Makes it so xenoarch bowls/urns will generate random reagents.
** Swaps the Cult Blade spawn with an Artifact Blade that has a collection of unique upsides and downsides. Just don't try to hit your fellow crew with it!
** Makes the anomaly scanner do a 'wavelength change' if the Z level runs out of small/large artifacts. This creates more digsites around the user.
** Adds a new 'power generator' artifact. Commented out until some good sounds can be procured.
** Deletes a lot of useless junk from the spawnpool, like cutlery, rods, and shards.
** Makes 'material stack' drops found via xenoarch select a random material from the game (with a blacklist) instead of a few select ones.
** Expanded the alien tool drops and also allows them to spawn with an alien equipment piece as well.
** Allows tomes to be unearthed in xenoarch. (No functionality, just fluff).
** Makes any objects that have subtypes have a chance of having the subtype spawn in.
** Makes it so the gasmask actually spawns a unique one (poltergeist or voice) instead of just a normal, mundane gasmask.
** Makes it so the 'cult armor' artifact actually spawns armor.
** Makes the shock maul play a different sound when powered down and used on a rock.
** Makes Shadow wrights not sit in nullspace forever after activating.
** Makes shadow wrights give you some text when they KO you instead of just disappearing.
** Adjusted xenoarch large artifact spawnrates.
** More xenoarch large artifacts spawn in the universe now.
** Makes the vampiric artifact and vampiric statue give you rewards for feeding them instead of giving you pain and suffering through spawning mobs on top of you.
* Added many new borg sprites: Catborgs, Kittyborgs and Gryphborg. All assets created by Toriate.
* Added a new "Private Notes" option to character setup, and a new "Private Notes" verb that opens them up and allows you to see and edit them in-game in the same way as OOC Notes. These are essentially personal notes to store on your character that nobody else can access, where you might want to save information about their lore or other details for easy access. Note that whilst they are called private notes, server staff may be able to access them.
* Added top surgery, body tonage and gradient markings.
* Cleaned up all ears, tails, markings, taurhalves, and hairstyles (inc. facial hair) to cancel out messy duplication and overrides caused by Polaris several years ago. Due to the scale of the refactor some things may have slipped through the cracks: if you find anything that seems to be missing or broken, <u>[https://github.com/VOREStation/VOREStation/issues/new?template=1-bug_report.yml please file a bug report on Github]</u> with as much information as possible.
* Added new variants of all three vulp earsets with colourable eartips.
* Added tiger taur parts (normal, fat, and vwag-toggleable).
* Added a tgui color picker for anyone using BYOND 516 or later. This new color picker also allows you to store up to 20 preset colors, per account.
* Added filters and sorting to the crew monitor.
* Added a new "signpost_fake" structure that looks like other sign posts, but without the teleporting functionality.
* Added auxtools support for debugging in VSC (currently only 515).
* Added an option to test robot dmis without recompiling the game.
* Added the missing config.yml for issue templates/forms.
* Added topic and click limits.
* Changed the concussion maul for better power efficiency and slightly faster attack cooldown, and added a detailed info-desc.
* Changed memory "Note" verbs to a new Notes sub category in the IC tab alongside the new Private Notes function.
* Changed the logout check lists to only use the smaller ones.
* Changed the UI bug report from being an issue template to an issue form.
* Changed general bug report to a form.
* Fixed an issue where the supermatter was not announcing safe operation conditions after going critical.
* Fixed missing html tags.
* Fixed stray pixel on blue singer outfit.
* Fixed hardsuits eating gloves with a temporary solution.
* Fixed hanner and lleill beast form and reverting spawning on turf rather than in the same location as the hanner.
* Fixed camera qdel failures on disassembling.
* Fixed egg plants not mutating to the right type.
* Fixed signposts that would break your character in the fantasy redgate map.
* Fixed more icon and map issues.
* Fixed and refactors poorly and messily overridden ears and tails from an old Kaleidoscope genemodding feature.
* Fixed escaped " in ui_report.yml.
* Fixed empty assignees.
* Fixed up some destroy and new.
* Updated 3-map_report.yml and creates 0-feature.yml.
* Updated Python and ubuntu versions.


=2024-03-31=
=2025-01-19=


* Added [[Vore_Panel#Options|"Drain Finishing Modes"]] that kick into effect once a drain belly has extracted all of the nutrition that it can out of a prey character. These are found in the options tab of the vore panel bellies.
* Added the ability to disable spawning with a jacket slot item. Like the boots toggle this will not be reflected in your character preview, but is applied when spawning.
* Added a "Knockout" process option to prey in vore bellies. It adds 500000 sleeping to the prey, with the usual confirmations.
* Added ACE Security outfit (undersuit + armour) for security; undersuit is available in loadout uniform selector, full outfit available in officer and warden lockers.
* Added a new verb in the abilities tab called Toggle Trash Catching to all mobs who have the Trash Can trait. With this ability enabled, you will swallow items that are allowed by the trash can trait that are thrown at you. This is disabled by default.
* Added silver and white jackboots to loadouts.
* Added a modify_robot option to toggle combat module override directly after spawning.
* Added a craftable variant of the leash, made from a stack of cable coils (at least 3 cables in it).
* Added a modify_robot option to toggle all station access codes.
* Added linting for maps on github, ensuring that they're all checked for errors.
* Added an option to interleave chat messages in tg chat.
* Added some icons that were added downstream to prevent conflicts.
* Changed ejecting prey to reduce their sleeping to 20 so that they will wake up shortly after.
* Significant update to virology:
* Changed OOC Escape to instantly remove sleeping.
** Added Blob Spores symptom.
* Changed Pakkun's to be less aggressive. They will no longer attack you if you are looking at them, and have had their range reduced by one. The no longer attempt to eat people who are buckled.
** Added vaccine bottles, sellable to CentCom in a freezer, made in the PanDEMIC.
* Fixed Research Directors not having access to departmental funds.
** Added supply packs with normal and minor experimental diseases.
* Fixed an issue introduced with TGUI 5, leading the the RD console breaking on design disks.
** PanDEMIC now takes syringes as well.
* Fixed an issue breaking the rdconsole when swapping the tabs while the material tab was open.
** Mobs may be picked as targets with Bluespace Sneeze.
* Fixed some service meka sleeper belly sprites not being enabled.
** Many symptoms that affected carbon now affect mobs too.
* Fixed icon state for default gas mask.
** All diseases will cure themselves eventually, as the body works up immunity.
* Fixed ai bellies not being loaded on first shell transfer.
** Shuffled the list of cures for advanced diseases.
* Fixed ai preferences not being synced between the AI and the shells.
** PanDEMIC consumes 5 blood when making vaccines now.
* Fixed the lack of radio signals underground in eggnog town.
** Reduced the health and damage of macrophages, adding more depending on the disease they're based on.
** Macrophages now shrivel up when killed, leaving behind some of their bits on the ground, or in someone's stomach if eaten.
** Macrophages would rather go after non-infected people.
** Macrophages will take a lot of damage if splashed with Space Cleaner.
** Fixed equipment permeability not being taken into account when attempting to resist viruses.
** Fixed overactive Adrenal Gland syndrome not adding Hyperzine.
** Fixed fake GBS not showing some of the messages.
** Fixed advanced diseases being uncurable.
** Added various spawnable culture bottles for admins.
** Added onDeath() to viruses and symptoms.
** Added random experimental disease and minor random experimental disease datum.
** Added random macrophage disease datum and random blob spores datum.
** Added CAN_NOT_POPULATE for diseases to be avoided in random events.
** Sanitized many of the symptoms when affecting carbon mobs.
** Disease outbreak now uses disease flags instead of a list.
** Changed the name of advanced Cold and Flu to Engineered Cold and Engineered Flu.
* Changed fitness machines to drain your weight ten times faster.
* Changed fitness structures to drain your weight.
* Changed and improved screen shake effect.
* Fixed an issue where the crafting ui could get stuck in a busy state if closed during crafting.
* Fixed the traditional kimono being unselectable.
* Fixed nanomap rendering without the appropriate map defines.
* Fixed multiple issues with null dropping.
* Fixed rejuvenante not updating a destroyed robot sprite.
* Fixed micros stuck to bare feet breaking magboots.
* Fixed a runtime flood from deleted turfs.
* Fixed various old spans.
* Fixed collar runtimes.
* Fixed ghosts having fire stacks called on them, causing a runtime.
* Fixed robot decals to show up properly.
* Fixed some more 516 windows.
* Fixed/cleaned up some unhandled references.
* Fixed escape pod UI saying ERROR instead of CLOSED for its hatch.


=2024-03-24=
=2025-01-14=


* Added a "Track Prey Through Walls" verb to all simple mobs controlled by players that lets them see mobs through walls for one minute, with a five minute cooldown. Specific mobs can be excluded from this, the mice mobs have been excluded.
* Added exclusive hull and armor types to Exosuit Fighters, with a faster top speed at the cost of reduced durability.
* Added a "Thermal vision toggle" verb that can be applied to simple mobs by admins, this verb allows the mob to simply turn thermal vision off and on at will.
* Added collision mechanics to Exosuit Fighters. Fly responsibly.
* Added the possibility of non-syncable R&D consoles (in tgui).
* Added a new enter sound effects and a special collision effect to Exosuit Fighters.
* Fixed entrepreneurs losing their PDA by moving the ticket printer to their left hand.
* Added circular saw to sciborgs.
* Fixed the new tiger tail.
* Added color markings for the inner thighs that are made for digitigrade legs.
* Added full chest fluff (vulp) and inner arms markings.
* Added a fat cowtaur option, along with a vwag toggle version.
* Added 'can_remove' bool to accessories, which defaults to TRUE and does exactly what it sounds like.
* Added the PR template required for automatic changelogs.
* Changed the gorka suits added previously with the ideas from the SS14 PR that was based off of it - splitting the department and rank gubbins off into seperate states, with the department element recoloured via RGB - so no need to maintain full per-department states!
** Adds plain, service, and janitor versions as well, mostly just kind of as a proof of concept type thing.
** Removes the leg-cuff colouring to maintain easy compatibility with the digi versions.
* Changed Pinnace to be rebalanced into a weak, entry-level fighter. Has reduced health compared to other fighters, but can mount weapons and fly in atmosphere.
* Changed event defines to clean them up.
* Changed mech visible messages to be under info.
* Changed the directory of many older, unmaintained and unused map files (particularly those from Polaris) to archive/map. This will prevent them from being linted by upcoming changes and causing the lint to fail.
* Removed vestigial Global tab in Character Setup, merged remaining pAI setup functionality into Special Roles tab.
* Fixed latejoin spawn not fallbacking properly.
* Fixed bellied ghosts being unable to hear subtles when the pred hides it from other ghosts.
* Fixed borg hypos so that they can no longer be placed into smart fridges.
* Fixed new fighter mech construction.
* Fixed lateloaded map template cables failing initialize with their proper attributes.
* Fixed exploits that allowed you to create atmos canisters that had infinite pressure and temp.
* Fixed double logging of some messages.
* Fixed some missing sanity checks.
* Fixed missing overrides in some robot guns.
* Fixed runtimes when spam upgrading griders.
* Fixed sheet snatcher being able to have larger than the capacity would allow stacks inserted when being close to full and getting a new type.


=2024-03-22=
=2025-01-08=


* Added the following new ear options: "cat, big, colorable", "hare, colorable", "deer ears, alt", "floppy dog ears, colorable"
* Fixed an issue with LOOC not working in some locations.
* Added the following new tail options: "rabbit, colourable (vwag)", "rabbit, dual color (vwag)", "tiger tail, alt (vwag)", "deer alt, colorable (vwag)"
* Fixed a lot of bad wires and icons, this was preventing them from spawning properly for the supermatter engine on the tether.
* Added Food Preference traits, ported from RogueStar. Foods with the relevant allergens present will give you bonus nutrition, approximately a 25% boost.
* Fixed change turf not always returning its reference.
* Added a "Toggle Safety" option to cooking appliances, ported from RogueStar. This is off by default, can be toggled with a verb on the appliance. When on, instead of food burning when it reaches that point, it is instead ejected from the machine safe to eat.
* Fixed synth_color not working.
* Added a new Kelpie vore mob.
* Fixed adminjump to area.
* Added a varient of the fax machine for talon to fax specifically for talon crew.
* Fixed another virus runtime.
* Added permission ticket printers to entrepreneur's starting loadout.
* Fixed stun effect act to once again apply halloss damage.
* Added the ability to climb onto computers. Like a cat.
* Fixed a runtime when pictures without description are examined.
* Added a separate chat filter that blocks out all says, emotes, whispers and subtles that come from z-level that isn't your own. Doesn't affect stuff like radio and such.
* Fixed up usr in ai cams.
* Changed appliances to significantly increase the speed that machines reach cooking temperature at. Generally reducing the wait time from about 10 minutes to 2 minutes.
* Changed the cooking time of food in general to be significantly increased.
* Changed Captain Crumsh's access to match that of a bridge secretary.
* Fixed and issue preventing objects to be pulled through stairs.
* Fixed an issue where closing the prompt clears the ooc note section (like/dislike)
* Updated follow-redirects from 1.15.5 to 1.15.6 in /tgui


=2024-03-17=
=2025-01-05=


* Added matrix recolouring (ported from Chompstation), which allows more detailed recolouring of items via the colormate.
* Added leashes, which can be attached onto collars. Buyable in the Looty vendor. OOC Escape can be used to break out of the leash.
* Added a verb to simple and silicon mobs to allow them to recolour as they like.
* Added mirrors to all resleeving and autoresleeving rooms.
* Added a fat and vwag version of the deer taur, resprited by VerySoft.
* Added icon states for the black half-mask on vulp-base icons.
* Added new mobs for the jungle event: A new catslug, variant of the phoron dragon called space dragon and a yellow feathered variant of the raptor.
* Added consolidated versions of the campbell tattoos and modular longsock markings.
* Added wooden signposts for mapping use.
* Added the ability for science to build and assemble the Pinnace and Baron Fighter Exosuits.
* Added another security form "Deputization Waiver" provided by Skol.
* Added a landing gear to Fighter Exosuits.
* Added the ability to properly scale objects in StrongDMM.
* Added subsystem initialization returns.
* Changed ahelp and mhelp inputs to allow multiline.
* Added missing CI scripts.
* Changed the unignore proc from free text input to tgui list select from ignored players.
* Added some icons from downstream for better mirrorbot compatibility.
* Optimized chat export verb.
* Changed how limb damage works so that it is now less likely that a limb will be removed from damage, and require a higher damage to do so. This is especially true for vital limbs. Brute weapons can no longer tear off limbs but can still destroy them.
* Fixed the destination selection not updating until the ui is reloaded.
* Changed antagonism section of character setup, renaming it to Special Roles.
* Fixed wrong event usage in the canvas UI leading to painting not working.
* Changed most of the options in the antagonism section to be hidden as they're not used on this server.
* Fixed handing over the round ID to the chat properly.
* Changed pull punches to do HALLOSS, and that still does pain.
* Fixed text input trimming.
* Changed lobby music volume from 85 % to 35 %.
* Fixed inheriting previous input's text (and as a consequence, fixed editing OOC notes' likes/dislikes while in-game being overwritten by general entry)
* Changed tgui-say colors for better contrast.
* Changed when an area is created, it's now automatically registered with the grav gen as long it's in the affected levels and one no longer needs to destroy it and rebuild it. Nonetheless, for the new area to be affected, one has to restart the grav gen.
* Changed the backend of character creation to now use /tg/ preferences for many of the saved settings. This should not have any user-visible effect and any visible changes are considered bugs.
* Changed intents to be defines more consistently.
* Changed some istype to the ismacros, so that it's easier to actually find the uses of those comparisons without complex regex search.
* Fixed a bunch of New() being called instead of Initialize().
* Fixed verdigris producing strange outputs for non square maps.
* Fixed an init order in the vr monkeys.
* Fixed sample containers being able to hold more samples if you use the scoop functions.
* Fixed invisible ore chunks.
* Fixed a few initialize that have no return.
* Fixed sawed-off shotguns being unable to be reloaded.
* Fixed a runtime with beds, having update_icon called during new.
* Fixed examines not calling SHOULD_CALL_PARENT.
* Fixed advanced gps being added twice to the GPS list.
* Fixed drones not using robotact.
* Fixed a few byond:// hrefs for 516.
* Fixed runtimes in the virus code.
* Fixed SHOULD_CALL_PARENT not being called for datum Destroy proc.
* Fixed a rare case with single module locked robot subtypes having two modules.
* Fixed matrix recolour affecting speech bubbles.


=2024-03-10=
=2025-01-01=


* Added the verb "Vore Occupant" to all closets, found in the object tab. This allows you to instantly vore another person who is inside of the same locker as yourself.
* Added a new verb called "Play Hand Games", found in the IC tab under the Game category. This verb allows you to play one of the following games with someone next to you or over a small table:
* Added pillows. They come in a variety of colours and can be made using cloth via the crafting menu or ordered from cargo. Adding two pillows of the same type together creates a pillow pile. The pillow pile comes in two parts that can be dissassembled seperately to retrieve the pillows used.
** Rock, Paper, Scissors. Each player chooses one of those and the choices are declared at the same time.
* Added tents. They act in the same way as lockers, you can hide items inside of them or fit a couple of people in there. The can be crafted via the crafting menu using cloth.
** Arm Wrestling. Players choose a strength and a roll is made that is weighted by the scale, larger characters have an advantage.
* Added a single wristband that is colourable to the accessories loadout and the Looty Inc vending machines.
** Slap Hands. Players choose a reaction speed, and a roll is made that is weighted by scale, smaller characters have an advantage.
* Added a collection of three wristbands that have a choice of 6 preset combos to loadout and the Looty Inc vending machines.
** Thumb wars. Literally just RNG for a free roll at any time.
* Added an option for admins to hide important messages (system, looc) within admin tabs to keep them out of e.g. Debug or Remote LOOC tabs.
* Added the option for hanner and replicants to use digitigrade legs.
* Added a setting to allow borg players to disable petting.
* Added more sprites for the ERT dragon (derg) cyborg, giving better visual signs when they have certain modules active, as well as a new sitting sprite!
* Added a check to mentorhelps to see if any mentors are online. If none are online, the user is offered a chance to escalate their mentorhelp to an adminhelp.
* Changed the total reform ability to account for clothing to match the sprites to the leg type of the new form.
* Changed the resonance cascade algorithm of the "Resonator" mining tools to no longer work through recursive logic, instead spawning all resonances independent of each other through a logic entirely contained in the create_resonance() procedure.
* Changed robot icons to iconforge, updated iconforge to not break on them.
* Changed syndicate borgs to spawn emagged to have scrambled access, their ai wire unpulseable and can be assigned a single operator as long they have no zeroth law (scrambled module still shows as uninstalled on analyser to hide emagged state).
* Changed more languages to defines.
* Fixed forgotten movement check for upwards movement in ocean tiles.
* Changed how the 'calculate_item_encumbrance' works (With comments of how to revert to a fixed version of the old system if it proves to be too resource intensive).
* Fixed various runtimes.
* Changed it so if you pick something heavy up, if you're resistant / weak to item slowdown, it affects those too, now.
* Fixed visual bugs with the dullahan borg chasis, added visible eyes.
* Fixed runtime where it would attempt to set_vis on a non-existant plane_holder if mobs was exposed to the artifact.
* Fixed a runtime in feysight.
* Fixed a typo where the mining belt did not provide proper minimum fire resistance.
* Fixed speechbubble and runechat position.
* Fixed mobs despawning outside of cryopods.
* Fixed infinite loop condition with the AREA_NO_SPOILER flag.
* Fixed record updates being applied without consent on ui close.
* Fixed multiple size options able to bypass limits.
* Fixed body designer missing multiple options.
* Fixed dna entries missing blocks.
* Fixed some messy species defines.
* Fixed an exploit where using items that give negative slowdown combined with species with increased 'item_slowdown_mod ' would hit the speed cap (Teshari, custom species with weakling major).


=2024-03-03=
=[[Changelog 2024|2024 Archive (click here)]]=
 
* Added the following bodyparts: Synth Dangle Ears, Kaiju Spikes (with glowing variant), Kaiju Tail (with glowing variant).
* Added a cascade mode for resonators. On clicking a tile it proceeds to spread in a pattern of opposite the origin, then relative left and relative right.
* Changed smart fridge sheet storage loss rate from 35~45% to 20~25%.
* Changed smart fridge sheet storage sheet maxcap from 250 to 500.
* Changed smart fridge sheet storage to not lose materials below a minimum of 20 sheets.
* Changed find_references functionality to have a few extra debug modes.
* Changed machinery SS a little in structure.
* Changed timsort from tgstation changes.
* Fixed broken datum_component variables in mobs.
* Fixed integrated_electronics debugger not allowing decimals or negative values.
* Fixed tgui and nif runtimes.
* Fixed Chatmessage runtime.
* Fixed missing landmine sprite.
* Fixed sensor console (and other overmap consoles) not accepting decimal input when appropriate.
* Updated es5-ext from 0.10.62 to 0.10.64 in /tgui.
* Updated vscode dmieditor.
 
=2024-02-25=
 
* Added the ability to enable chat timestamps for TG chat using local time.
* Added dump_harddel_info proc, a newer version of the garbage collector proc.
* Changed the first healthbar proc from 99% to 95% to avoid some edge cases.
* Fixed most of the TGUI UIs.
* Fixed the NTOS crew monitor.
* Fixed a displaying bug in the chat healthbar leading to digesting instead of digested being shown on the final proc.
* Fixed an oversight that allowed players to pick up an item they were inside of or possessing.
* Fixed the sorting section of the character directory.
* Fixed for planetary lighting on open space.
* Updated Whitespace Standardization.
 
=2024-02-18=
 
* Added unique model names to all of the different PDA sprites.
* Added a TGChat function to remove the red "missed messages" count from chat tabs.
* Added another command form to the form printer provided by Kip, Employee of the Month Nomination Form.
* Fixed an issue where pressing the escape key during character slot reset could reset the slot.
* Fixed tgui_input_number, we can change this later when TG made a decision or just keep our version.
* Fixed view variable number input.
* Updated yarn.lock.
 
=2024-02-12=
 
* Added a new variant of the size collar that is created by using a wrench to break the crystal. This prevents the user from changing the size manually, and triggering the collar with a signal flips the wearer back and forth between a random size and their original size.
* Added a new verb "Spin Size Dial" to size guns to spin the dial to a random size. Found in the object tab or on right click.
* Added an alt-click effect to gradual size guns that toggles a size-trading mode. With this active, when you shrink a target you grow at the same speed, and vice versa.
* Removed some unused defines.
 
=2024-02-11=
 
* Added a new 18th century outfit.
* Added a port of fox ears from skyrat.
* Added a port of 8 Replikant bodysuits and side cap from CitRP.
* Added a port of 4 Sleek uniforms, a jacket and NT patch from CitRP.
* Added a port of 4 variants of Replikant armor as statless accessories from CitRP. Can be attached or worn directly.
* Added a port of both Gen 1 and Gen 2 Replikant leg prosthetics from CitRP.
* Added a port of two pairs of Replikant leg markings and two body markings from CitRP.
* Added Manage PDA identities admin verb in the EventKit to create fake identities to easily create fake conversations for event purposes.
* Added a new view variables topic to all PDAs to easily create fake conversations on them.
* Added a new admin spawn weapon: The Short Stacker.
* Added the ability for admins to directly swap modules on a robot to any available option.
* Updated to TGUI 5.0. This means that IE8 will no longer be supported. Moved from inferno to react.
* Changed various features related to TG Chat logging, allowing for round based exporting.
* Changed colour for binary slightly on TG-Chat Themes.
* Fixed wrong sprite location for the adv/debug cataloguers.
* Fixed bonnie alt and bonnie alt long sprites.
* Fixed an issue with the robot analyzer showing modules as missing instead of the upgrade not applied.
* Fixed a few css issues in the vchat themes.
* Fixed the AI being informed when a borgs modules are reset by an admin.
 
=2024-02-04=
 
* Added coloured vore healthbars that are printed to the chat box with the verb "Print Prey Healthbars" in the Abilities tab, and "Toggle Vore Health Bars" in the Preferences tab. These have been ported from the Rogue Star server and were created by VerySoft.
* Added vertical Nom, submit to prey and dominate prey traits and abilities to borgs.
* Added four new rubber duckies that are currently admin spawn only, with their own abilities.
* Added timestamps to all radio messages and makes borg radio timestamps depending on the client pref.
* Changed NPC says to now also be under the NPC filter in TG-Chat.
* Changed mindswap traits to check for borg job bans.
* Changed disposal units to require significantly less pressure.
* Changed the place_dismantled_product to accept an amount variable to allow to drop stacks larger than 1, defaulted to 1
* Changed dogborg jaws to have higher damage and cleaned up the emagged section. They are not currently in use on this server.
* Fixed a typo in the text of belly messages for when prey struggle and activate digestion.
* Fixed a typo in body scans.
* Fixed some missing stylesheet classes.
* Fixed Submit To Prey sending some messages to wrong party.
 
=2024-01-28=
 
* Added most of the lawboards (except for the event lawboards) to the circuit printer.
* Changed the heatsink to now dissipate heat under normal conditions to prevent the general overheating. This stabilizes the FBPs and allows them to use winter clothes and voidsuits within the station without burning. This effect decreases with heatsink durability.
* Changed the damage levels of overheating to be two tiered and the first tier halved to increase the time until death during overheating.
* Changed raptor borgs to have a running animation and tweaks to their sprites.
* Changed static chat colours to replace them with class tags.
* Changed robot upgrade code.
* Changed robot analyser so that it now has a mode to scan compatible / installed upgrade modules.
* Changed the upgrade modules to sort them into categories in code and in the prosfab.
* Changed admin module handling for borgs.
* Fixed a division by 0 on fire effects.
* Fixed empty stacks dropping during protolathe / mech fab deconstruction.
* Fixed timestamping to take it back to the original implementation and should now show in all cases.
* Fixed rejuvenate to now stop lingering bleeding effects.
* Fixed borghypo reagent selection to no longer be under unsorted and is now under the info category in chat.
* Fixed robots to no longer have their pre-defined cell overwritten on spawn.
* Fixed a bug which allowed empty borg names.
 
=2024-01-21=
 
* Added a "Tank Top" to the casual dress category of the loadout menu. This is a white tank top with black pants.
* Added an orange "Runner Jacket" to the Suits and Overwear category of the loadout menu.
* Added a bad swimmer trait that slows you down in water and causes you to drown in deep water, this negative trait gives you one point when taken.
* Added more PDA notes, adds copy and print function to PDA note app.
* Added "can_sharpen" bool to material datums with TRUE by default, sets it to FALSE for foam, and adds it to the sharpen() check. This prevents players from creating the foam durasteel greatsword, a HALLOS weapon which can knock out most species in one hit.
* Added GPS into Triangulating device design names, so that people find it when only searching for GPS.
* Changed the wording on the organ treatment, from dress to treat.
* Changed microwaves to now be OOC escapable.
* Changed the trash eater ability to allow anyone with the adminbus variable to eat all items.
* Changed resize to have var_edit rights.
* Changed robot module handling to have var_edit rights.
* Fixed many items not showing message when eaten with the trash eater perk.
* Fixed there being multiproccs on butchering.
* Fixed runtimes in the laundry basket which led to duplication of the off-hand.
* Fixed runtimes if cyborg modules are installed whilst the robot has no active client.
* Fixed every book having their own datum.
* Fixed rocks to have the correct footstep sounds.
* Fixed edge-case which sometimes repeatedly spawned POI's on top of each other.
* Fixed Zombie powder to make hearts appear stopped again.
* Fixed Highlander mode to no longer crash the server, and also doesn't delete your organs anymore
* Fixed conveyor belts moving flashlight light cones.
* Fixed particle accelerator to properly apply radiation to bumped mobs again.
* Fixed missing surgery names.
* Fixed healthy tesh appearing hurt on photographs and dogborg sleepers.
* Fixed organs getting stuck to the HUD.
* Fixed organ butchering so that it works again.
* Fixed a typo in sprite_accessories.dm
 
=2024-01-14=
 
* Added an emag interaction to the sleevemate that gives it the abilities of a body snatcher.
* Changed simple mobs to have a default 20% escape chance for absorption.
* Changed carbon mobs to have a default 0% escape chance for absorption.
* Changed most random spawns so that nurse spiders can no longer spawn from them. This includes spider egg clusters, spider spawners, and capture crystals.
* Changed the Stellar Delight to no longer be christmassy.
* Changed the altevian mining gun to have a better sound.
* Fixed GLOB Edit for global view variables so it does not crash the server instantly.
* Fixed altevian mining gun inhand sprites.
* Fixed HANDLE webhook presenting a broken link to admins.
* Bumped follow-redirects from 1.15.3 to 1.15.4 in /tgui.
 
=2024-01-07=
 
* Added the Altevian Repulsion Mineral Slicer, a powerful altevian mining tool
* Added privacy to borgs when they are in dorm, preventing them from being used as cameras (such as via the security camera terminal) whilst in private rooms.
* Added a "Disable Warnings" button for textlimit warnings of the vorepanel, these can now be disabled for the round / in the menu after viewing them once.
* Changed appendicitis events to prevent them triggering on bellied mobs. Appendicitis events do not happen automatically on this server regardless.
* Fixed self resizing being blocked by the size changing preference where it should have been excluded.
 
=2024-01-01=
 
* Changed some portions of the snowy redgate maps, such as adding steam to hotsprings.
* Fixed paper spawn location of paper that is picked up.
* Fixed omni key to allow listening to mercenary channels.


=[[Changelog 2023|2023 Archive (click here)]]=
=[[Changelog 2023|2023 Archive (click here)]]=

Revision as of 10:32, 1 April 2025

This page lists changes to the game that have been added over time. It is user run and not automated, therefore there will be delays between the update itself and the update to the changelog.

Dates may not be entirely accurate and some changes may be included under dates that happened within a few days of the update.

Dates are listed in the format of YYYY-MM-DD.

Map swaps are not included here as they happen weekly, and would unnecessarily increase the length of this page. That said, it is rare that an update does not coincide with a mapswap.

2025-04-01

  • add: Added the new, most powerful species to the game, with lots of mega awesome abilities: Sparkle Dogs
  • add: Adds modern labcoat to loadout, under the public labcoat selector.
  • add: Adds 3 different leg warmers accessories.
  • add: Added a treadmill fitness machine.
  • add: Added a non-alcohol version of the booze-o-mat, the virgin-o-mat!
  • maptweak: Major changes to the pool area to include a poolside bar, new gym, locker room, sauna and massage room.
  • maptweak: Added a designated smoking area to the stellar delight.
  • qol: Changed the default setting for Save Organs and Save Markings to No in character setup
  • fix: useless light recalcs, which might even have caused darker than supposed areas
  • fix: multiple bugs in outdoor and turf open / space handling
  • fix: CI nanomap rendering
  • fix: xenoarch organ spawn

2025-03-30

  • add: Bingle, a new computer that can be found in libraries and the command briefing room that gives you access to an automated wiki, with informations such as recipes.
  • add: Unusual gait positive trait for 2 points. This trait makes you move faster when your hands are empty.
  • add: Added mail options for entrepreneurs.
  • add: Added a new system for announcing horribly corporate appreciation days.
  • add: Adds a vore belly to kururak
  • add: next grep check to ensure space / tab sanity
  • qol: You can now see what pronouns you are choosing for your character on setup.
  • qol: Temperature artifacts can no longer randomly spawn active.
  • qol: Xenobio monkey gun (bio6 bluespace5) now only requires gold and silver.
  • qol: Portable slime processor (magnet 4 bio 5) now only requires silver and gold.
  • qol: ChemAnalyser Pro now uses tgui
  • balance: Laser gun artifacts can spawn with pulse beams if you are lucky.
  • fix: Fixed a bug with the private notes panel that showed it in right click menus of other mobs (forcing them to see your notes).
  • fix: Fixes demuxer output not pushing to other circuits.
  • fix: Gets rid of an override that overrode tajaran being able to lick wounds
  • fix: Xenochimera brains will no longer runtime under certain circumstances.
  • fix: Proteans can select icon base again
  • fix: missing vore spawn datum handling
  • fix: Environmental traits now work properly
  • fix: Lightning strikes will no longer strike people in nullspace
  • fix: Humans now have their proper skin color selection back
  • fix: chat scroll tracking failing on large displayed count when huge messages blocks were sent
  • fix: Mounted rigsuit guns now properly work
  • fix: Protean rigs can no longer be removed by proteans
  • fix: Protean rigs can no longer be removed if one is on your back and the protean is dead
  • fix: Protean rigs no longer be in a 'limbo state' of being enabled but not enabled.
  • fix: latespawn loc code
  • code: next set of NEW to INIT
  • code: Consolidates a bunch of species files for backend cleanup.
  • admin: fix spawn at arrivals will not either pick from the secondary list or sanely fail

2025-03-23

  • add: text surrounded by || text || will now be spoilered in the statpanel
  • add: Added a new subtype of maint lurker spawns to each redgate map. These ghost pods spawn you in a similar way, but because they are guaranteed spawns, they do not allow you to use the redgate to leave. Any person with redgate access can give permission to these people simply by clicking on the redgate with an empty hand when they are nearby. This is explained to the redgate inhabitant on spawn and when they try to use the redgate.
  • add: The CHEM ANALYZER has been COMPLETELY reworked. Give it a look!
  • add: The belly visibility pref is now a client one, so you don't need to adjust it on a per-character basis anymore.
  • add: Added human compatible tesh ears and tail
  • add: item muffling in bellies
  • add: Added Antimatter core RTG for POIs
  • add: Flamethrower now is more useful than spawning a few fire tiles. It's now an actual threat!
  • add: Adds a moderate and major version of sensitive biochemistry.
  • add: Makes some drugs like ambrosia extract have stronger negative effects if you have sensitive biochemistry.
  • add: animation flick support to robot sprites
  • add: Zaddat now have security and Engineering specific subtypes they can choose in the xenowear loadout
  • add: Ghosts now have a button to enter the VR space if it's spawned in!
  • add: Ghosts can now enter VR if it's spawned in!
  • add: Adds the ability to TF into different creatures while in VR
  • add: admin verb to modify the shift end
  • add: option to export and import the soulcatcher settings
  • qol: Voidsuit oxygentanks now no longer deploy into your suit storage slot, but are integrated.
  • qol: Vox can put phoron tanks into voidsuits
  • qol: Clamps the strength of mindbreaker. No more infinite hallucinations.
  • qol: updates server logs verbs
  • qol: Chem analyzer will give you MUCH more information now.
  • qol: Teshari no longer have double slowdown from radsuits
  • qol: Adds a greyscale / glowing effect for TF rays
  • qol: changing your scale under the VORE tab will autofill your current scale instead of defaulting to the minimum of 25
  • balance: sci borg baton now does ONE EXTRA DAMAGE. 9->10
  • balance: You can no longer buckle/have someone buckle you to break free from grabs.
  • balance: You can no longer crawl while grabbed
  • balance: Adjusted cost and wear of Mass Alteration to be much lower
  • balance: Censored move to Neutral (RP trait)
  • balance: Nervousness moved to Neutral (RP Trait)
  • maptweak: added xenoarch storage to the stellar delight
  • del: Removes vore. (The old, unused version.)
  • del: vchat
  • del: Tourettes disabled
  • del: Rotting Genetics Disabled
  • del: Xray disabled
  • image: added new sprite states to tails.dmi and ears.dmi
  • spellcheck: Adjusts the fluff text you get when pushing someone onto the floor while you're on the floor.
  • spellcheck: Anxiety Disorder name changed to Nervousness
  • config: contaminates set to FALSE to prevent new bellies from having contamination. Shouldn't affect existing bellies.
  • fix: You can no longer grab/disarm/do cpr while restrained (or pinned)
  • fix: Fixed personal space trait applying nothing and reactive biting applying both effects.
  • fix: tgui asset loading retries
  • fix: belly liquids
  • fix: Voidsuits can now properly integrate oxygen tanks into them
  • fix: The flamethrower UI now works properly.
  • fix: Makes toxins no longer infinitely multiply in strength
  • fix: Makes Sensitive Biochemistry make you WEAKER to stoxin and chloralhydrate instead of making you STRONGER against it, like it was intended to do.
  • fix: hiding layer properly set after movement
  • fix: incorp pushing
  • fix: changeling extract dna proc
  • fix: Sci borg baton no longer looks like a normal baton
  • fix: Peacekeeper borgs have their shield sprite enabled now
  • fix: Replicant pods now let you be NOT just a human! You can be yourself!
  • fix: Replicant pods will no longer break movement related things.
  • fix: FBP dionas will no longer explode
  • fix: Makes mouse rays no longer crash the server under certain circumstances
  • fix: Makes VR pods no longer crash the server
  • fix: Updates TF and makes it no longer cause runtimes & crashes.
  • fix: Makes it so you can no longer repeatedly spawn in VR and clog up the server with hundreds of yourself (humanoids are expensive!)
  • fix: You can no longer escape VR and enter the Real World
  • fix: frostoil reaction for steel+plasteel now works properly
  • fix: vaccine -> antibody reaction fixed
  • fix: Liquid bellies won't create nonexistent chems
  • fix: Internals will now not randomly turn off
  • fix: Missing internal overlays on grubs and jelly blobs are restored.
  • fix: Fixed train redgate top layer using updown ladders rather than just down ladders.
  • fix: Fixes how the teshari radiation hood appears when on the ground.
  • fix: examine will be auto focussed again if the setting is enabled
  • code: Fleshed out grubs and jelly blobs.
  • code: Backend stuff to ensure broken chemical reactions will never happen again.
  • code: enables more grep checks
  • code: Removes accidental glass endurance duplicate
  • code: VR pods and Replicant pods work a bit better on the backend
  • code: Added a toggle for VR pods to spawn people with clothing or not
  • code: fixed various issues related to placing and cutting heavy cables
  • code: added option in code to allow players to cut heavy cables with a welder
  • code: adjust the im and export for the new additions VRDB 0.1 -> VRDB 0.2
  • code: tgui core to 1.8.4
  • code: enables tab only indentation test

2025-03-18

  • Major: The entirety of the Vore Panel has been up-ported from Chomp (the wiki page will be a little out of date for now). This will not lose any functionality but adds a lot of cool features. However, be aware that the belly spawning pref and your vore overlays will have been reset by this update, and you will need to set them again:
    • add: liquid bellies
    • add: Added a "Consume Belly Reagents" pref that can prevent you from drinking/eating/being injected with any reagents produced from a belly.
    • add: all chomp belly overlays
    • add: soul catcher for generic usage by every mob
    • add: more transfer, processing and other belly options
    • fix: bellies no longer update every life tick
    • qol: reworked the entire vore panel preference section
    • qol: rework vorespwan to also be autoamted / used as direct spawn point
  • add: Added a new trait called "Reflexive biting" that causes you to bite the hand of anyone who either pats you on the head or boops you on the nose. This deals one point of damage to the hand committing said offense. This also includes a verb in Abilities to toggle this off and on.
  • add: Added a personal space bubble trait that takes of priority over the biting trait, which dodges all attempts at hugging, booping, patting, licking, sniffing or hand shaking. This can also be toggled on and off.
  • add: Lamias now have unique belly text!
  • add: Artifacts now have a coinflip's chance of spawning active when unearthed (EXCLUDING gas artifacts)
  • add: Added a new bluespace sheet snatcher of holding that can be created by science (cheaper and easier than other "of holding" items). This allows it to carry up to 5000 sheets. It can also be bought from the mining vendor for 1000 points.
  • balance: Changed the normal sheet snatcher to hold 500 (previously 300), and the borg version to hold 700 (previously 500).
  • balance: sec fed uniform no longer gives 50% melee armor. Gives same as Cyberpunk vest and also costs 2 points.
  • balance: Fed uniforms now give resistances based on other common loadout items. (Ex: Hazard vest, labcoat)
  • balance: Hazard vests now give 20% rad resistance
  • qol: Artifacts are always visible at any depth now.
  • qol: Artifacts no longer apply a Z wide spawn, it will only apply effects for those within a small range.
  • fix: Artifacts that have a TOUCH EFFECT but not a TOUCH TRIGGER can now be ACTIVATED and you can have the effect happen to you by bumping into it, having it bump into you, or touching it without gloves
  • fix: immunosuprizine is no longer the strongest poison in the game. It will no longer do 1245 damage per unit to people you hit with it.
  • fix: get_space_zlevels returning strings instead of z levels in some cases
  • fix: some protean rig issues
  • fix: Your DNA will no longer randomly eat itself under certain circumstances
  • fix: Protean rigs no longer delete theirselves
  • fix: Protean rigs no longer delete clothing blocking their deployment
  • fix: an exploit to detect invisible entities
  • code: Emotes work a bit differently on the backend.

2025-03-16

  • add: Adds gooborgs! Sprites by Toriate
  • add: You can now TOGGLE STOMACH GLOWING on borgs! If toggled on, your tummy will GLOW IN THE DARK!
  • add: Catborgs now have passive glowing parts if they are toggled on
  • add: You can now adjust the transparency of your wings in the character editor and related.
  • add: Adds a positive trait that allows you to have your genetics unable to be scrambled.
  • add: Adds three new negative traits: One Life, Unsleeveable, and Unreviveable.
  • add: If you have NO_DNA or NO_RESLEEVE(your genetics is trashed), slimes find you unappealing!
  • add: Medical kiosk now informs you how to cure Dizziness and Jitteryness
  • add: Adds a nevrean plush with two variants, normal and security.
  • add: AI law modules will show the laws they apply when examined
  • qol: Goes through and gives plushies speech bubbles pertaining to what they are.
  • qol: Makes it so any interaction with plushies will play their phrase, NOT just disarm-intenting them (This was never made clear that disarm intent makes them speak.)
  • qol: Clothing pockets now have better lists that allow you to carry a wider list of items inside of them. No longer will winter jacket allow you to hold pens, but winter coat won't.
  • qol: Moves 'toggle extras' to a more conspicuous spot in the Abilities tab. (Dullahans and Gryphonborg have alternative sprites if used)
  • image: modified the head states of DSI nevreans
  • image: modified the torso states of DSI tesh and regular tesh
  • image: Fixed mailman's hat
  • maptweak: Added a couple of mail scanners and mail bags to all the maps
  • maptweak: touches every map and smashes it with a plasteel hammer to make it comply
  • maptweak: TGMified 106 maps
  • maptweak: Removed invalid d1 d2 edits for cables
  • maptweak: Removed area var edits and codified most of them
  • fix: Fixes it so plushies now properly speak.
  • fix: Fixes the toaster from having the sus plushie sound.
  • fix: Fixed swarm mobs becoming walls on death
  • fix: map placed dirt now applies 50 to 100 dirt
  • fix: The various character transparency additions are properly added to character DNA now.
  • fix: Xenoarch organs no longer have the possibility of being rejected.
  • fix: Borg batons will no longer start looking like it has no cell.
  • fix: Fixed dullahans being in between two tiles
  • fix: Traits will no longer wipe innate species traits
  • fix: Fixed a number of duplicate structures and cleanables on maps for the map linter PR.
  • fix: Fixed mantraps voring people who step on them when they're dead.
  • fix: robot sprites broken by goo borgs
  • fix: All suits no longer have a 'toggle hood' button even if they have no hood to toggle.
  • fix: Dullahans (among others) have proper offsets now
  • fix: Plushies will no longer lose their loadout name
  • fix: Plushies will speak in their given name in the chat properly.
  • code: Unit test forces coders to comply with proper offsetting of borg sprites
  • code: Robotic eswords and batons now count as robotic weapons and trigger appropriate sprites.
  • code: Slightly changed projectile code to check for lying down mobs instead of their density
  • code: Changed some timers that were calling a proc that just set a var to false. Instead, we now use a varset_callback timer there.
  • code: Gets rid of a few non-existent base paths by converting one of the paths into the base one. (plushy/therapy & plushies/squid)
  • code: end of file new line fix for grep
  • code: changes the falling turf effect to turfs directly
  • code: Pockets have been completely reworked to not use randomly defined lists everywhere. They are now consolidated.
  • code: tgui core to 1.8.2
  • code: NO_DNA and NO_RESLEEVE are now separated.
  • code: fixes some runtimes
  • code: adds some more map tests
  • code: fix admin vote
  • code: finishes machines new to init
  • code: some more grep checks
  • code: Updated mapmerge, dmi testing, and hooks
  • code: Added UpdatePaths and maplints
  • code: Added multivar support to hook installers
  • del: Removed two corrupt dmi files
  • config: the example now has the correct flags for the BUILD and SOUND permissions

2025-03-09

  • add: Makes the medical kiosk actually DETECT more issues than before. Now it actually does a full body scan on you to see what's wrong with you!
  • add: added fake coins to loadouts, can be flipped, can't be put in vendors
  • add: added seven new coin types (plus fakes): steel, titanium, copper, durasteel, plasteel, graphite, and lead. some of these are in the random coin spawner.
  • add: You can now unwrench pipes that are over-pressurized, at the cost of being flung back.
  • add: Atmos and Medical holosigns
  • add: Super Matter lighters
  • add: Light painters
  • add: Mail System, blank envelopes, and mail scanner.
  • add: Blank envelopes
  • add: Mail scanner
  • add: Adds Purple Robes and Tiara to loadout
  • add: Adds pirate coat and pirate hat to loadout. Yarr!
  • add: Tacoguy - Adds Combat Medic Catborg sprite.
  • add: Strong rat variant with the old 20 health.
  • add: Adds a new trait 'Lumbar Impairment' which makes you incapable of utilizing your legs.
  • add: Different colourations for carps
  • qol: Reworks the medical kiosk to have use. It now dispenses small amounts of painpills and medications to help stabilize you to get you to medical before you croak.
  • qol: Lungs no longer IMMEDIATELY risk popping if you forget internals for one second. You now have gradually accumulate damage over time. Get those internals on quick!
  • qol: Infections now give you a better alert that it's an INFECTION you have instead of just a random 'you feel itchy' so players are less blindsided by infections.
  • qol: Adjusts the text that you get when you suffer internal bleeding. Now it sticks out more during fights so you can know you have IB and get to medical quicker.
  • qol: lowers cost of suit clothing fluff (This helps you identify which ones have armor and which ones don't, as some things are naturally priced higher due to their innate armor)
  • qol: Crayons and markers are no longer the strongest poison in the game. One crayon won't OD you anymore, but two will. One marker can still OD you with disaster effects if you eat it entirely. OORAH
  • qol: Brings some loadout items to normal prices (increased is reserved for ones that give armor)
  • qol: Putting pressure on an external wound will put some pressure on arterial bleeds as well, helping decrease (but not entirely stop) bloodloss.
  • qol: Vox can be defibbed.
  • qol: veymed autoadaptive suits can now handle teshari
  • qol: Synthfabs no longer apply massive damage when unupgraded.
  • qol: Neural implant only costs one loadout point, now.
  • qol: allows chat settings to be ex / imported
  • qol: allows to prune history of specific tabs
  • qol: admin ranks are now datums
  • qol: Health analyzer guide now tells users what to do, no longer requiring medical access. Also some wording changes.
  • qol: adds close button to tgui say
  • qol: resizes button to tgui say
  • qol: Allows various mobs to create swarms
  • qol: Phoron bore gets to keep it's unintentional attack-speed buff. (Mining is in need of QoL changes, so let this be at least one of them.)
  • balance: veymed tesh suits changed to generic nonadaptive suits
  • balance: Rat health reduced to 5, same as mice
  • tweak: "streamlined" changed to "lightweight" in veymed suit names
  • image: moved coin icons into their own dmi
  • image: added missing sidewalk turf edge overlays
  • refactor: a sheet's coin type is now set on the stack obj definition, tidied up the mint code to not be a string of if/else if, and to not require a list of valid materials on the machine, so now it's easier to add new coin types. coin names also use material def names now.
  • refactor: Reworked map includes for ground base, stellar delight, and tether to have all paths included simultaneously
  • refactor: Refactored late loaded map defines to a GLOB list instead
  • fix: Crayons and markers get properly added to your stomach
  • fix: inaprovaline PROPERLY affects internal bleeding now.
  • fix: Accessories will now properly show. (Broke this like a dummy... whoops)
  • fix: Fixes neural implant always having 2 cost due to implant/language existing and taking priority.
  • fix: changeTurf will no longer create outdoor turfs in turbolifts or shuttles
  • fix: Teshari can now use small wheelchairs (and so can others)
  • fix: Fixed duplicate APCs in the same area on station maps.
  • fix: Guns now have their fire_delays fixed. No more rapidfire RPGs.
  • fix: Fixed redgate ladders that allowed upwards movement without having a z-level above.
  • fix: More maps fixed for the linter.
  • fix: Fixed attacking resetting pixelshift position to 0, 0 after the animation
  • fix: You no longer hallucinate while absorbed with low blood sugar
  • fix: Atmos analyzers will no longer fail on portable connectors
  • fix: No more attempting to blendRGB if we have nothing to blend.
  • fix: Diseases will not try to copy non-existent vars over.
  • fix: hair gradient selection arrows
  • fix: wrong blood volumes on apply prefs
  • fix: early spawns in nullspace
  • fix: Recursive explosions no longer runtime if the turf it tries to step into is invalid.
  • fix: Health analyzer guide no longer runtimes if someone has no viruses.
  • fix: Cards no longer runtime if you try to pull a card without being a human.
  • fix: Anything-turned-protean will alert you if it has no humanform
  • fix: Tunneler spiders will no longer runtime if the turf they try to tunnel into doesn't exist
  • fix: Mannequins now properly get deleted when you observe.
  • fix: When placing a pipe on a pipeline, the pipeline will no longer lose all the gas within the pipeline. This occurred when you placed a new pipe on a pipeline that had not had not previously had a pipe unwrenched on the pipeline, resulting in the pipes on the pipeline not saving the gas, resulting in all the gas within the pipes on that pipeline being voided.
  • fix: some rare scaling issues
  • fix: Shield capacitors now only take power from wires when anchored to the ground.
  • fix: Fixed space whales deleting themselves when already deleted
  • code: Simplified groundbase wilds loading
  • code: Vents work better
  • code: finishes up typescript
  • code: Kash - Robot linter will now properly detect stomach states.
  • code: Diana - Fixes invisible robot sprites.
  • code: updated the minimum compiler version of the project
  • code: resolves some more init and destroy issues
  • code: Changes a few sections in the code to use REAGENTS_OVERDOSE instead of just a plain number.
  • code: Gets rid of a few //EDIT comments for better code quality.
  • code: Moved internal wound handling to handle_blood()
  • code: fix initialize for grep checks
  • code: Added Swarm component
  • code: Added connect_loc_behalf component
  • admin: admin ranks can be now made out of multiple ranks
  • server: updates to the database schema and configuration examples

2025-03-02

  • add: Added privacy switches to all dorm rooms, these buttons make an overlay appear on the room for ghosts preventing them seeing inside. This does not currently prevent them hearing emotes from inside the room, it's purely a visual block.
  • add: Adds a new motion tracker subsystem to the game to allow for tracking entities through walls!
  • add: Adds a motion tracker item to R&D
  • add: Adds a vibration sense trait that allows users to hear entities moving through walls
  • add: Added OD pragma lints
  • add: You can now point at things in your inventory
  • add: Adds variant catborgs (old variant), Dullahan variants
  • add: A BUNCH of sprites
  • add: Up-ports the Stoat and Possum from Outpost
  • add: Worm Borgs now have better sprites
  • add: More than one decal can be added to borgs
  • add: ctrl u, i, b markups for text inputs
  • refactor: Refactored pointing
  • qol: Teshari's and Xenochimera's 'listen in' verb has been upgraded to the new listen-in trait
  • qol: using a database to store the round logs to reduce client-side lag (NOTE: This will hopefully fix the lag that happens every 10 seconds from text chat being too large)
  • qol: using same database to load the most recent messages into the chat (instead of having to fetch from client browser)
  • qol: Surgery and crisis combined
  • qol: people can now hide entertainment radio messages separately
  • qol: Motion tracker subsystem can be toggled off for hide and seek modes
  • qol: Replaces face-left and face-right with a 'change facing' verb from Chomp for when you're laying down.
  • spellcheck: Adjusted the OOC escape text. Instead of starting strong with 'don't use this', let's be more passive tone.
  • spellcheck: Weight selection is less aggressive as well.
  • fix: dogborg id properly deletes
  • fix: fixed a few lines of code so that the code is compileable in OpenDream
  • fix: Fixed station maps for the map linter PR.
  • fix: Fixed a missing air alarm in the tether atmos break room.
  • fix: door controllers being instant triggerable
  • fix: Fixed mantraps eating the same person instantly on escape, they now do not eat someone who has escaped them previously.
  • fix: Fixed a few mob names being capitalised.
  • fix: Fixed various issues caught by errors e.g. icon_forge's apply method, VV on a list, etc.
  • fix: Fixed various issues with apply_damage where arguments were incorrect for used_weapon
  • fix: Makes it so you can attack without hands
  • fix: Fixes grabbing a buckled entity to cause you to be perma-slowed
  • fix: You will no longer bleed to death from a headbutt
  • fix: Fixes a LOT of broken sprites. - Diana
  • fix: motion tracking ability now lets you properly motion track
  • fix: no more randomly invisible marker beacons
  • fix: Properly merges the crisis and surgery bots
  • fix: Protean rigs actually have a proper sprite and aren't just invisible.
  • fix: Fixes RIG gear to not drop your equipped items
  • fix: If a suit tells you it 'protects you between X any Y temperatures' it actually does, now!
  • fix: Over a 100+ uniforms, accessories, gloves, boots, suits, etc have been fixed spritewise.
  • fix: You no longer check if you can remove your internal organs to throw them at people
  • fix: You can no longer become immortal via cocoon weaver
  • fix: Cocoon weaver now properly makes a TGUI window and keeps it.
  • fix: You can no longer change facing direction, toggle glow,
  • fix: Spin cocoon can no longer be used while buckled which caused space time reality to break
  • fix: You can no longer cause telecrystal inflation
  • fix: memory leak
  • fix: incorporeal handling
  • fix: signlang translator
  • fix: subtle and whisper for soulcatcher mobs
  • fix: Potentially fixes your organs exploding when you spawn in
  • admin: fix internet audio player
  • code: some more 516 things
  • code: There is now a unit test that will tell you if your icons are broken!
  • code: Upgrades update_icons to work better and support change-facing
  • code: Gets a few things standardized by having the base /proc/ have /var and its children being normal.
  • code: over 3600 missing sprite icons have been identified...
  • code: Removes attack_paw
  • code: Makes the attack_hand code less garbage
  • code: enables the block spawn on runechat now where flicker is fixed
  • code: removes sleep from light flicker
  • code: Trasheater is no longer an abomination to look at in the code
  • code: There is now a unit test that will ENSURE every borg sprite from this point forwards in time will have proper sprites. - Will
  • code: replaces more font tags
  • code: refactors more new to init

2025-02-23

  • add: Add a button to set gender of simplemobs
  • add: lockpick sets can now be found as part of the contraband pool in maint items (useless on station though)
  • add: lockpick sets can now be used to pick fence gates as well
  • add: fence gates can have a lock_id set for use with simple_keys
  • add: Reagent-removing 'Pruning mode' to the floral somatoray
  • add: Vampiric crew now have a source of nutrition in the loadout under the Utility tab!
  • image: resprited the basic lockpick set
  • qol: Adds text to art canvas descriptions indicating their size
  • qol: Changed nail polish's size to small
  • code: Added w_class = ITEMSIZE_SMALL to nail polish, which was missing originally.
  • code: disabled some testing logs by default (now require -DTESTING to be set while compiling)
  • fix: build mode dropped items will no longer always gib
  • fix: no more crashing as a ghost
  • fix: pizza vouchers will no longer land with such speed that they gib any user, even if not emagged.
  • fix: Snake tail no longer has a stray white void pixel following you 24/7 when facing south

2025-02-16

Note: Due to changelogs being enabled in game automatically in future, we are no longer going to write custom changelogs here except where more explanation is needed, and changelogs will be copied from the ingame format.

  • The server is now on BYOND 516, older clients will no longer be able to connect. For more information on updating to 516, see instructions listed here: Installing Byond.
  • add: Adds a bunch of wings to the server from Chompstation:
    • Cyber angel wing (colorable)
    • bat wings (purple)
    • Dragon wings, large, colorable
    • xenomorph backplate, colorable
    • xenomorph backplate, colorable 2
    • xenomorph backplate (queen)
    • Snail shell
    • Xenomorph backplate (standard)
    • Xenomorph backplate (royal)
    • Xenomorph backplate (down)
    • Cloaking Moth Wings with Eyes (Colorable)
    • Aeromorph Jet Wings (Colorable)
    • Moth Wings (Clockwork)
    • Moth Wings (Monarch)
    • Moth Wings (Luna)
    • Moth Wings (Atlas)
    • Moth Wings (Plain)
    • Moth Wings (Redish)
    • Moth Wings (Royal)
    • Moth Wings (Gothic)
    • Moth Wings (Lovers)
    • Moth Wings (Whitefly)
    • Moth Wings (Burnt Off)
    • Moth Wings (Firewatch)
    • Moth Wings (Deathhead)
    • Moth Wings (Poison)
    • Moth Wings (Ragged)
    • Moth Wings (Moonfly)
    • Moth Wings (Snow)
    • Moth Wings (angel)
    • Moth Wings (Colorable)
    • Moth Wings (Luna, Colorable)
    • Sect drone wings Alt. (To use with bodytype marking) Sect drone wings Alt.
    • Taur wings (Draconian)
    • Harpy arm-wings(Large)
    • Sloog shell
  • add: Added Trait Genetics to the game:
    • fix: Fixes a server crashing issue with flip emote
    • fix: Fixes Genetics and all the powers that came with it
    • add: Adds Trait Genetics to the game. (Genetics can activate/deactivate traits)
    • add: Various new traits up-ported (drippy, rad-resistance/immunity, Photosynthesis, Rotting Genetics, Incomprehensible, Less blood volume, slowdown EXTREME, low ** blood sugar, Agoraphobia, Loneliness, Glass Endurance, reduced biocompat, photosensitivity, haemophillia, pain intolerance, sensitive biochem, table passer,)
    • add: Health analyzers tell you if someone is suffering from a genetic side effect and what to give to cure them.
    • add: Allows cocoon weaver to change eye and skin color
    • fix: Various small bugfixes up-ported from Chomp
    • sound: Added some founds from Chomp for space inhale/exhale sounds
    • refactor: Refactors how radiation code works to work with rad resistance/immunity.
    • refactor: Genetic side effects edited NOT to be shitcode with spawns & sleeps. Made to use timers instead.
    • code: Updated a LOT of files to be equivalent to their chomp versions.
    • balance: Adjusted laser eyes to do 10 damage instead of 40 per shot, due to being spammable and nutrition being extremely high.
    • balance: Chems that formerly fixed genetic damage now heal cloneloss instead of genetics, since the new system is incomparable with old genetic healing.
    • add: People can be reset to their default with the resleever console, as it can print out a genetic injector that does NO radiation or genetic damage, just purely fixing them back to their default.
    • code: A lot of the below were added because while updating the files to be 1:1 where traitgene changes occured, there were massive changes codewise.
    • code: Autostrip steptriggers added
    • code: Flare box now contains 14 instead of just 4 flares.
    • code: Mind secure closets added
    • code: Persistence doesn't do to_world anymore
    • code: Removes a LOT OF VORESTATION EDIT COMMENTS as we are no longer a downstream.
    • code: 'DO NOT USE' sprite_accessories will no longer appear.
    • code: disk/data was removed and replaced with disk/body_record. Fluff item fixed with this in mind.
    • code: Gets rid of RS comments that slipped into our code somehow.
    • code: Save_character will now tell you you saved your character.
    • code: Abandoned crates given dna injectors as possible loot. Teppi ray added. Alien junk prop added.
    • fix: When an observer/dead is destroyed, it now properly gets rid of the visualnet blocked turfs.
    • fix: choosing high blood volume no longer kills you on spawn
    • fix: AI eye no longer hard deletes
    • add: Last_breath_sounds added from CS. Touched human/human.dm
    • fix: Rest-left Rest-right works properly
    • code: Moving with broken limbs checks to see if you can feel pain before doing a pain emote
    • code: Radiation cap increased to 5000 to account for rad resistant peoples.
    • code: Radiation now is decreased by a rad_removal_mod.
    • code: Shrinks & grows vars added. Not used here, but used downstream. Crit_mod as well.
    • code: Monkeys no longer process if there is nobody on their Z level
    • fix: Protean rig no longer hard deletes
    • fix: PAI no longer gets stuck outside disposals
    • code: new censor_swears proc.
    • code: Polls now have the 'NEW' under them instead of next to them
    • code: Brain moved from /new to /init
    • code: Droplimb acid added
    • balance: Immunorejection chems last much longer
    • code: Adds a debug log if someone spawns with no DNA
    • code: Resleeve designer can now add flavortext per limb
    • fix: Resleever properly applys digi legs now.
    • balance: Resleeve sickness is no longer a thing (you also do not get genetic mutations from the sleever)
    • code: Psionic and wingdings fonts added
    • code: Makes the SD MAP_OVERRIDE warning note that it is the SD not the tether
    • code: Xenomorph references changed to Genaprawn like downstream, was included in a few files that were being changed.
    • code: span_major_announcement, ooc_announcement and subheader_announcement addeed
    • code: send_ooc_announcement proc added
    • code: Gets rid of a spawn(0) in species generation
  • add: dynamic light system for planets
  • add: The resleever will now talk to you with a cute medical speech bubble when it makes a dna resequencer.
  • add: Automatic changelog generation & compilation
  • add: You can now use storage containers that is in another storage container
  • qol: updates diagonal movement calculations
  • qol: Gas artifacts and temperature artifacts can no longer be 'spam-toggled' and will instead only be aura artifacts.
  • refactor: up-ports ghost orbiting refactor
  • image: Added a few icon effects
  • fix: IRC comms are disabled without a password set
  • fix: signalers will now signal
  • fix: firedoors checking the processing before being closed
  • fix: Telecube will give the proper tech levels now
  • fix: some ui issues on shield gen, gyro control and rust control
  • fix: removed an extra overlay that shouldn't have been on the dual-colour thin vulp ears
  • fix: Xenoarch gas effects will no longer have a 1/3 chance of not working when spawned in.
  • fix: Gas artifacts no longer overpopulate the artifact pool
  • fix: a 6 year old issue where any modifier could set your pulse to 0
  • fix: door tag id inputs being too short
  • fix: belly sprites not properly working in some cases
  • fix: Micro cameras will now properly reset when micros are dropped
  • fix: Injectors can now properly spawn on maps now.
  • fix: Some issues with blood were fixed
  • fix: Fixes various issues with genetics
  • fix: You can no longer choose multiple autohisses at once
  • fix: meteor gone projectile
  • fix: muzzle flash lasting forever
  • fix: body record disks being spawned in every box
  • fix: Tequila is no longer spelt TequiLLa. Update your maps if they have it placed there manually!
  • fix: Vents now properly hibernate instead of running 24/7
  • fix: able to pick hair style again
  • fix: Gases will no longer linger as microscopic values in pipes.
  • fix: Fixes a 10 year bug where you wouldn't get your cult spells when turned into a construct.
  • fix: Enabling and disabling the radiation immunity trait no longer breaks things.
  • fix: runechat size multiplier offset
  • fix: cyborg mats will never show up now
  • fix: The chemmaster will no longer have ethanol turn into wine like Jesus touched it
  • code: storage.js -> storage.ts
  • code: Makes spells less garbage.
  • code: Radiation now works differently on the backend.
  • code: Adjusts the temp cap to be higher for engineers trying to make hellmixes.
  • code: Gets rid of more sleeps
  • code: Showers are more efficient on the backend
  • code: Made a global blacklist for artifacts that should not spawn in global_lists.dm
  • code: You can no longer place markings on your lungs (Unit test checks for improper bodypart areas)
  • code: tgui 516
  • code: moves the dependencies to 516.1655
  • code: removes no longer needed spawns
  • code: move runechat to a subsystem
  • code: There is now a Unit Test to make sure reagents are valid.
  • code: cleans up a lot of badly converted News
  • code: Anything in the /mob to /human pathline qdels properly
  • code: Changelog buttons now pointing to the autochangelogs instead of opening the wiki

2025-02-09

  • Added a new spont vore interaction to buckling to an already occupied seat.
  • Added a huge number of ported taur bodies:
    • Red Panda (Taur)
    • Red Panda (Taur dual-color)
    • Fat Wolf 3-color-alt (Taur)
    • Naga alt (Taur)
    • Naga dual-color alt (Taur)
    • Synthetic Naga dual-color (Taur)
    • Scolipede (Taur)
    • Sergal (Taur)
    • Long Virus (Taur)
    • Sect Drone (Taur)
    • Fat Sect Drone (Taur)
    • Fat Sergal (Taur)
    • Sergal (Taur, dual-color)
    • Fat Sergal (Taur, dual-color)
    • Cow Alt (Taur dual-color)
    • Big Leggies
    • Big Leggies (Canine Tail)
    • Big Leggies (Feline Tail)
    • Big Leggies (Reptile Tail)
    • Big Leggies (Snake Tail)
    • Big Leggies (Fox Tail)
    • Big Leggies (Bird)
    • Big Leggies (Plug Tail)
    • Big Leggies (Alien Slug Tail)
    • Fat Drake Extended (Taur)
    • Spotted Lizard (Taur, Tricolor)
    • Fat Spotted Lizard (Taur, Tricolor)
    • Fat Spotted Drake Extended (Taur)
    • Spotted Drake (Taur, Tricolor)
    • Fat Spotted Drake (Taur, Tricolor)
    • Drake Extended (Taur)
    • Spotted Drake Extended (Taur)
    • Zorgoia (Taur) (New)
    • Zorgoia (Fat Taur) (New)
    • Sloog (Taur)
  • Added the following long tails that have been ported:
    • Long fluffy tail
    • Long ring tail
    • Desert Nightstalker Tail (vwag)
    • Diamondback Nightstalker Tail (dual-color, vwag)
    • Shadekin Fat Tail
    • Shadekin Fat Tail (Spotted)
  • Added the following features to Medical Kiosks:
    • Makes medical kiosks now detect viruses and infections.
    • Makes medical kiosks have varying text severity's depending on how bad the thing is.
    • Makes medical kiosks tell you to put pressure on the wound.
    • Makes medical kiosks detect chronic radiation (but only if done with the acute phase).
  • Added Mudking (you dirty tiles up quicker) added as a trait.
  • Added Mudslip (you slip on dirt) added as a trait.
  • Added Kinetic Gauntlets and Diamond Pickaxe to Mining Vendors.
  • Added a lot of the augments are now craftable in science, requiring high tech levels and lots of resources for them.
  • Added foot states for teshi_fluff to make the fix actually work.
  • Changed xenoarch in the following ways:
    • Makes the artifact gas trigger, artifact heat, and artifact cold activation temps defines
    • Artifacts now properly remove their signals.
    • Artifacts now take more moles in the air to activate
    • Artifacts break if they get WAY too hot.
    • Fixes an error where it said % to activate artifacts. Now properly tells you it is in moles.
    • Telecubes no longer start mated in xenoarch. This means you'll have to find two of them (and be sad the game won't let you pair them). This means you will no longer get gibbed if you're unlucky
    • Artifacts will no longer activate via touch if their effect(strength) is set to 'touch strength' but their trigger(method of activation) is set to anything but 'touch'
    • Touching a touch artifact to turn it off will no longer hit you with the activation effects
    • Touching a touch artifact will now properly make it turn on
    • Gets rid of anomalies that require gas to activate
    • The analyzer now tells you you can dump lead (among others) to activate an artifact
    • Artifacts will not longer activate through gloves. Small artifacts are safe to pick up now!
    • Adds more anomaly battery types craftable in science
    • Artifact harvesters and its scanpad can now be crafted and deconstructed
    • Harvester can now be upgraded, giving increased charge rate.
  • Changed robot gun sprites to only show if any of the guns is actually in the activated slot.
  • Changed TGUI collections to reduce usage.
  • Changed taur icon file structures to eliminate use of _vr and _ch files.
  • Changed Doors to be less resource intensive.
  • Changed Robots to now scream if you touch them wrong in the code.
  • Changed Doors to close faster if it's freezing or a raging fire is on the other side (Less fire spreading and less heat lost).
  • Changed the way guns fire on the backend.
  • Changed code: forwards usr refs from topic for usrDialog.
  • Changed Doorbells to now be used on doors via ctrl-click instead of alt-click, allowing you to examine doors properly. Holding open a door is still done with ctrl-click but only on the grab intent.
  • Removed center of mass list to replace with with x and y vars.
  • Removed sleeps in robot module selection.
  • Removed old inappropriate sprites and items that should have been removed a long time ago.
  • Fixed the body designer in the following ways:
    • Fixes the body designer and changes it to use appearance changer
    • Adds a unit test that will POLITELY tell you to to FIX YOUR DUPLICATE / UNNAMED / UN-ICONED sprite_accessory in the code. It's for your own good. Promise.
    • Adds another unit test that will POLITELY check your markings in the FILE to let you know you if you add a marking without a proper sprite. (This is for your own good.)
    • Fixes a bug with the color picker would let you upload photos to it and accept that as a color input
    • Fixes some things having duplicate names / duplicate paths meaning they could never be selected
    • Fixes a LOT of broken sprites
    • Fixes Shadekin Snoot marking
    • Adds Double Unathi Horns
    • Skrell Very Short Tentacles never existed.
    • Wrist Fluff not having the correct body_parts
    • Replikant Paneling - SynthFlesh (body) now shows up properly
    • Rosette's Groin now shows up properly when viewed.
    • Augment (Backside Left, Head) now shows up properly
    • Augment (Backside Left Diode, Head) now shows up properly
    • Hands,Feet,Belly Color (Major, Female) now shows their groin properly.
  • Fixed the teshari foot sprites.
  • Fixed teshi_fluff.
  • Fixed a misaligned sprite.
  • Fixed rdconsole static data to update for all users again.
  • Fixed a general destroy issue and some init hints.
  • Fixed a bug where augments could not be inserted into robotic limbs. The step is now screwdriver->multitool to insert them.
  • Fixed Melee augments to no longer embed inside someone.
  • Fixed a massive memory leak.
  • Fixed Deadringer to now properly does deathgasp on the right mob.
  • Fixed Wounds to now properly delete when limbs are Destroy()'d.
  • Fixed a lot more old news to inits.
  • Fixed orebags registering to everyone who touched them.
  • Fixed a bug that allowed you to fire guns as quickly as you could click.
  • Fixed the naming of the augmented designs.
  • Fixed Non-Contagious GBS to now have CAN_NOT_SPREAD.
  • Fixed rhubarb using the wrong define.
  • Fixed brains so that they will no longer look for its nonexistent species when emp'd when outside your body.
  • Fixed the ability to attack whilst buckled.
  • Fixed Short Unathi Spines to have a proper sprite.
  • Fixed NPCs, they are no longer opportunistic and will not maul their sleeping allies.
  • Fixed an error where a file was improperly capitilized.
  • Fixed a unneeded currently_restrained check.
  • Fixed a small init order issue on mmi holders.
  • Updated the Datum Component System and removes way too many lists from various turfs. All footstep sounds are now a singular element.

2025-02-02

  • MAJOR UPDATE: Moved our UIs to tgui core. This means that the current UIs are now better optimised for BYOND 516 and not so much for 515, which may have some minor UI problems. It is highly recommended that everyone updates to the current most stable version of BYOND 516 (be aware that the lastest 516 build is broken), following instructions listed here: Installing Byond.
    • Added a warning message if clients are older than 516, warning them that the game will soon update to version 516 and that they will experience issues in the meantime, and eventually not be able to connect at all.
    • Added warnings for people on clients 516.1652 to 1654 that they should use another version.
  • Added a Deluxe bluespace bracelet that allows a variable toggle, this is available in the loadout for 3 points.
  • Added an angler bulb ear.
  • Added a new sneptail from Skyrat.
  • Added a simple recolourable wrestling mask to the loadout for the upcoming event.
  • Added some new whitespace/glamour features for upcoming events:
    • Added a new stable glamour crafting material that can be used to craft various items.
    • Added a new unstable glamour item, that has a few risky effects when used and picked up without protection.
    • Added a new particle smasher recipe to turn unstable glamour into stable glamour.
    • Added a variable for particle smasher recipes to have a chance not to consume an item.
    • Added new items to the lleill transmute ability.
    • Added new glamour bow and arrow items.
    • Added new glamour turfs for whitespace maps.
  • Added a visible tag to Bodybags when written on.
  • Added a cable dir maptest.
  • Added a bunch of missing taur sprites.
  • Added in some currently unused mask sprites from downstream.
  • Added some currently unused weather effects (starry_night, midnight, sandstorm, toxic_rain, downpour, downpourfatal, and acidfog).
  • Changed Xenoarcheology in a bunch of ways:
    • Massively lowers chance of the virgo beacon spawning
    • Massively lowers chance of both guns and laser guns spawning in war digsites (The chances you would find a fully functioning gun is pretty low, honestly. This reflects that.)
    • Lowers chance of finding the cult blade
    • Adds human corpses to temple digsites, war digsites, and garden digsites
    • Adds alien corpses to garden digsites and war digsites
    • Adds robot corpses to war digsites and technical digsites
    • Xenoarch guns can no longer erroneously choose a firemode and swap their projectile type
    • Xenoarch guns no longer become laser rifles when battery is swapped
    • Xenoarch guns have proper names now
    • Xenoarch guns can no longer have pulse destroyer beams
    • You can no longer accidentally nuke yourself with the cult sword
    • The electric field artifact can no longer be rapidly turned on and off to nuke people
    • The cult sword checks to make sure it has the proper lifeforce
    • Actually properly gets rid of radiation+damage when you destroy an artifact. You instead now become jittery.
  • Changed cost of base bluespace bracelet to 1 loadout point.
  • Changed Robots so that they can now use their mining points to upgrade their scanner.
  • Changed TF procs to be called from one centralised location, and added checks for nutrition and vore bellies.
  • Changed more usr to user / src, please do report any bugs to us if things do not work as expected.
  • Changed Examine_OOC from a proc to a verb.
  • Changed a spot where query was supposed to be query_insert in the code.
  • Removed all old inputs (converted to TGUI inputs).
  • Removed old alert in favour of TGUI alerts.
  • Fixed spontaneous rupture of lungs when breathing otherwise adequate amounts of air.
  • Fixed proper alert not showing up when you're suffocating in space.
  • Fixed missing qdel.
  • Fixed a bad sql call.
  • Fixed some runtimes pertaining to guns dividing by 0.
  • Fixed Bodybags to show properly again.
  • Fixed Crew monitor to now filter and show vitals properly.
  • Fixed Tritium acting as slime jelly.
  • Fixed another case where alarms could get stuck.
  • Fixed Teshari pattern ears being missing from the ears selection.
  • Fixed nearby computers to properly merge their icons.
  • Fixed a bunch of taur sprites. They no longer make all your items go invisible.
  • Fixed a crash on guns with 0 fire delay.
  • Fixed missing longsword and sabre sprites.
  • Fixed taurs being unable to be ridden.
  • Fixed inventory missing sprites for some overcoats.
  • Fixed zaddat to allow them to choose sprite accessories.
  • Fixed compact shotguns not being able to rack the gun.
  • Fixed computers not facing the right way.
  • Fixed building camera consoles runtiming.
  • Fixed a bug where projectiles could go into nullspace and runtime.
  • Fixed a bug where tcomms would runtime trying to get their temperature after being destroyed.
  • Fixed a bug where circuit boards would not del their datums properly.
  • Updated compile_and_run.sh
  • Updated rust.

2025-01-28

  • Fixed dnaswitch artifact not being properly enabled.
  • Fixed a to_world.
  • Fixed database subsystem missing qdels.
  • Updated librust_g.so

2025-01-27

  • Changed Syringe Guns so that they can now be put into holsters.
  • Fixed an issue with chemsmoke fadeout(?).
  • Fixed some sprites for catborgs.
  • Fixes for xenoarch, including a stray debug message.
  • Fixed some broken/missing markings, taurhalves, ears, and wings.
  • Fixed the Crew Monitor frequently returning BSOD screens.
  • Enabled DNAswitch artifacts in xenoarch.
  • Other miscellaneous back-end fixes.

2025-01-26

  • MAJOR rework of xenoarcheology (note that the wiki page may be out of date for some features now):
    • Changes how xenoarch generation works to make it take up less memory. Leaves an EXTREME amount of comments to help future maintainers dig through the mess that is xenoarch code.
    • Makes the Artifact Analyzer give you actually accurate data that isn't completely cluttered. Tells you what the artifact does (vaguely), its activation requirements, and what range it does it in.
    • Fixes the Artifact Harvester so it actually works for ALL artifacts and can harvest object artifacts properly.
    • Fixes the Artifact Harvester and makes it able to harvest artifacts that have more than 1 effect.
    • Added a debug proc to the game to allow spawning minor artifacts for easy testing & admin events.
    • Changes /obj/item/New() to /obj/item/Initialize(mapload).
    • Removes 'anomaly depth' and 'anomaly dispersion', meaning the depth of the artifact is how deep you need to dig. No longer has a range.
    • Removes the Suspension Generator requirement for artifacts. Can now be excavated without it.
    • Makes the excavation drill faster and able to go down to 60 depth.
    • Gives the xenoarcheology closet the excavation drill at spawn.
    • Expands the list of reagents that can be used to activate chemical requirements for artifacts.
    • Rocky Debris no longer spawns randomly.
    • Rocky Debris only spawns when an artifact is held within the rock.
    • LARGE artifacts can no longer be accidentally destroyed. This means miners will no longer eat rads to the face and upset science at the same time.
    • Strange Rocks no longer require a brush/welder to be used. Any pick will work.
    • Makes plant artifacts give a description to say that they should be given to xenoflora.
    • Massively lowers the rate of fossils and bones spawning.
    • Removes a lot of random RNG that made no sense, like touching having a 75% chance to not activate a touch artifact.
    • Makes it so you can touch artifacts with gloves to activate them, but not bump them if you have gloves.
    • Condenses all the gas artifacts into one artifact type & file.
    • Condenses good/bad/cannible feel, hot/cold atmos, heal/harm, and synth heal/harm into singular types instead of duplicated files.
    • Changes all istype to ishuman, isrobot, ismob where appropriate in the xenoarch code.
    • Changes Bold to span_bold() where appropriate in the xenoarch code.
    • Adds a wrench to the xenoarch supply pack.
    • Adds the xenoarcheology depth scanner to mining vendor. (Allows miners to excavate, but not locate artifacts to prevent jobstealing.)
    • Makes the xenoarch syringe find no longer go invisible.
    • Fixes a bug where sometimes, nothing would spawn when an artifact was excavated.
    • Fixes a bug where sometimes a large artifact would have the 'datum/artifact_effect/extreme' effect which did nothing.
    • Fixes a server crashing bug where - very rarely - a gravity anomaly would be triggered by touch, resulting in an infinite loop. Added comments to tell you not to touch it.
    • Sets of artifacts can now spawn. Primarily used for xeno organs and cult armor.
    • Makes it so Human Remains finds will spawn with a random organ.
    • Makes it so Alien Remains finds will spawn with a xenomorph plasma vessel + xenomorph organ.
    • Makes it so Robot Remains finds will spawn a robot drone pod (Allowing for ghosts to take control of it and become a vore robot).
    • Makes it so Gun Finds (energy and projectile) will spawn with randomized projectiles.
    • Makes it so xenoarch syringe find will spawn with random reagents.
    • Makes it so xenoarch bowls/urns will generate random reagents.
    • Swaps the Cult Blade spawn with an Artifact Blade that has a collection of unique upsides and downsides. Just don't try to hit your fellow crew with it!
    • Makes the anomaly scanner do a 'wavelength change' if the Z level runs out of small/large artifacts. This creates more digsites around the user.
    • Adds a new 'power generator' artifact. Commented out until some good sounds can be procured.
    • Deletes a lot of useless junk from the spawnpool, like cutlery, rods, and shards.
    • Makes 'material stack' drops found via xenoarch select a random material from the game (with a blacklist) instead of a few select ones.
    • Expanded the alien tool drops and also allows them to spawn with an alien equipment piece as well.
    • Allows tomes to be unearthed in xenoarch. (No functionality, just fluff).
    • Makes any objects that have subtypes have a chance of having the subtype spawn in.
    • Makes it so the gasmask actually spawns a unique one (poltergeist or voice) instead of just a normal, mundane gasmask.
    • Makes it so the 'cult armor' artifact actually spawns armor.
    • Makes the shock maul play a different sound when powered down and used on a rock.
    • Makes Shadow wrights not sit in nullspace forever after activating.
    • Makes shadow wrights give you some text when they KO you instead of just disappearing.
    • Adjusted xenoarch large artifact spawnrates.
    • More xenoarch large artifacts spawn in the universe now.
    • Makes the vampiric artifact and vampiric statue give you rewards for feeding them instead of giving you pain and suffering through spawning mobs on top of you.
  • Added many new borg sprites: Catborgs, Kittyborgs and Gryphborg. All assets created by Toriate.
  • Added a new "Private Notes" option to character setup, and a new "Private Notes" verb that opens them up and allows you to see and edit them in-game in the same way as OOC Notes. These are essentially personal notes to store on your character that nobody else can access, where you might want to save information about their lore or other details for easy access. Note that whilst they are called private notes, server staff may be able to access them.
  • Added top surgery, body tonage and gradient markings.
  • Cleaned up all ears, tails, markings, taurhalves, and hairstyles (inc. facial hair) to cancel out messy duplication and overrides caused by Polaris several years ago. Due to the scale of the refactor some things may have slipped through the cracks: if you find anything that seems to be missing or broken, please file a bug report on Github with as much information as possible.
  • Added new variants of all three vulp earsets with colourable eartips.
  • Added tiger taur parts (normal, fat, and vwag-toggleable).
  • Added a tgui color picker for anyone using BYOND 516 or later. This new color picker also allows you to store up to 20 preset colors, per account.
  • Added filters and sorting to the crew monitor.
  • Added a new "signpost_fake" structure that looks like other sign posts, but without the teleporting functionality.
  • Added auxtools support for debugging in VSC (currently only 515).
  • Added an option to test robot dmis without recompiling the game.
  • Added the missing config.yml for issue templates/forms.
  • Added topic and click limits.
  • Changed the concussion maul for better power efficiency and slightly faster attack cooldown, and added a detailed info-desc.
  • Changed memory "Note" verbs to a new Notes sub category in the IC tab alongside the new Private Notes function.
  • Changed the logout check lists to only use the smaller ones.
  • Changed the UI bug report from being an issue template to an issue form.
  • Changed general bug report to a form.
  • Fixed an issue where the supermatter was not announcing safe operation conditions after going critical.
  • Fixed missing html tags.
  • Fixed stray pixel on blue singer outfit.
  • Fixed hardsuits eating gloves with a temporary solution.
  • Fixed hanner and lleill beast form and reverting spawning on turf rather than in the same location as the hanner.
  • Fixed camera qdel failures on disassembling.
  • Fixed egg plants not mutating to the right type.
  • Fixed signposts that would break your character in the fantasy redgate map.
  • Fixed more icon and map issues.
  • Fixed and refactors poorly and messily overridden ears and tails from an old Kaleidoscope genemodding feature.
  • Fixed escaped " in ui_report.yml.
  • Fixed empty assignees.
  • Fixed up some destroy and new.
  • Updated 3-map_report.yml and creates 0-feature.yml.
  • Updated Python and ubuntu versions.

2025-01-19

  • Added the ability to disable spawning with a jacket slot item. Like the boots toggle this will not be reflected in your character preview, but is applied when spawning.
  • Added ACE Security outfit (undersuit + armour) for security; undersuit is available in loadout uniform selector, full outfit available in officer and warden lockers.
  • Added silver and white jackboots to loadouts.
  • Added a craftable variant of the leash, made from a stack of cable coils (at least 3 cables in it).
  • Added linting for maps on github, ensuring that they're all checked for errors.
  • Added some icons that were added downstream to prevent conflicts.
  • Significant update to virology:
    • Added Blob Spores symptom.
    • Added vaccine bottles, sellable to CentCom in a freezer, made in the PanDEMIC.
    • Added supply packs with normal and minor experimental diseases.
    • PanDEMIC now takes syringes as well.
    • Mobs may be picked as targets with Bluespace Sneeze.
    • Many symptoms that affected carbon now affect mobs too.
    • All diseases will cure themselves eventually, as the body works up immunity.
    • Shuffled the list of cures for advanced diseases.
    • PanDEMIC consumes 5 blood when making vaccines now.
    • Reduced the health and damage of macrophages, adding more depending on the disease they're based on.
    • Macrophages now shrivel up when killed, leaving behind some of their bits on the ground, or in someone's stomach if eaten.
    • Macrophages would rather go after non-infected people.
    • Macrophages will take a lot of damage if splashed with Space Cleaner.
    • Fixed equipment permeability not being taken into account when attempting to resist viruses.
    • Fixed overactive Adrenal Gland syndrome not adding Hyperzine.
    • Fixed fake GBS not showing some of the messages.
    • Fixed advanced diseases being uncurable.
    • Added various spawnable culture bottles for admins.
    • Added onDeath() to viruses and symptoms.
    • Added random experimental disease and minor random experimental disease datum.
    • Added random macrophage disease datum and random blob spores datum.
    • Added CAN_NOT_POPULATE for diseases to be avoided in random events.
    • Sanitized many of the symptoms when affecting carbon mobs.
    • Disease outbreak now uses disease flags instead of a list.
    • Changed the name of advanced Cold and Flu to Engineered Cold and Engineered Flu.
  • Changed fitness machines to drain your weight ten times faster.
  • Changed fitness structures to drain your weight.
  • Changed and improved screen shake effect.
  • Fixed an issue where the crafting ui could get stuck in a busy state if closed during crafting.
  • Fixed the traditional kimono being unselectable.
  • Fixed nanomap rendering without the appropriate map defines.
  • Fixed multiple issues with null dropping.
  • Fixed rejuvenante not updating a destroyed robot sprite.
  • Fixed micros stuck to bare feet breaking magboots.
  • Fixed a runtime flood from deleted turfs.
  • Fixed various old spans.
  • Fixed collar runtimes.
  • Fixed ghosts having fire stacks called on them, causing a runtime.
  • Fixed robot decals to show up properly.
  • Fixed some more 516 windows.
  • Fixed/cleaned up some unhandled references.
  • Fixed escape pod UI saying ERROR instead of CLOSED for its hatch.

2025-01-14

  • Added exclusive hull and armor types to Exosuit Fighters, with a faster top speed at the cost of reduced durability.
  • Added collision mechanics to Exosuit Fighters. Fly responsibly.
  • Added a new enter sound effects and a special collision effect to Exosuit Fighters.
  • Added circular saw to sciborgs.
  • Added color markings for the inner thighs that are made for digitigrade legs.
  • Added full chest fluff (vulp) and inner arms markings.
  • Added a fat cowtaur option, along with a vwag toggle version.
  • Added 'can_remove' bool to accessories, which defaults to TRUE and does exactly what it sounds like.
  • Added the PR template required for automatic changelogs.
  • Changed the gorka suits added previously with the ideas from the SS14 PR that was based off of it - splitting the department and rank gubbins off into seperate states, with the department element recoloured via RGB - so no need to maintain full per-department states!
    • Adds plain, service, and janitor versions as well, mostly just kind of as a proof of concept type thing.
    • Removes the leg-cuff colouring to maintain easy compatibility with the digi versions.
  • Changed Pinnace to be rebalanced into a weak, entry-level fighter. Has reduced health compared to other fighters, but can mount weapons and fly in atmosphere.
  • Changed event defines to clean them up.
  • Changed mech visible messages to be under info.
  • Changed the directory of many older, unmaintained and unused map files (particularly those from Polaris) to archive/map. This will prevent them from being linted by upcoming changes and causing the lint to fail.
  • Removed vestigial Global tab in Character Setup, merged remaining pAI setup functionality into Special Roles tab.
  • Fixed latejoin spawn not fallbacking properly.
  • Fixed bellied ghosts being unable to hear subtles when the pred hides it from other ghosts.
  • Fixed borg hypos so that they can no longer be placed into smart fridges.
  • Fixed new fighter mech construction.
  • Fixed lateloaded map template cables failing initialize with their proper attributes.
  • Fixed exploits that allowed you to create atmos canisters that had infinite pressure and temp.
  • Fixed double logging of some messages.
  • Fixed some missing sanity checks.
  • Fixed missing overrides in some robot guns.
  • Fixed runtimes when spam upgrading griders.
  • Fixed sheet snatcher being able to have larger than the capacity would allow stacks inserted when being close to full and getting a new type.

2025-01-08

  • Fixed an issue with LOOC not working in some locations.
  • Fixed a lot of bad wires and icons, this was preventing them from spawning properly for the supermatter engine on the tether.
  • Fixed change turf not always returning its reference.
  • Fixed synth_color not working.
  • Fixed adminjump to area.
  • Fixed another virus runtime.
  • Fixed stun effect act to once again apply halloss damage.
  • Fixed a runtime when pictures without description are examined.
  • Fixed up usr in ai cams.

2025-01-05

  • Added leashes, which can be attached onto collars. Buyable in the Looty vendor. OOC Escape can be used to break out of the leash.
  • Added mirrors to all resleeving and autoresleeving rooms.
  • Added icon states for the black half-mask on vulp-base icons.
  • Added consolidated versions of the campbell tattoos and modular longsock markings.
  • Added the ability for science to build and assemble the Pinnace and Baron Fighter Exosuits.
  • Added a landing gear to Fighter Exosuits.
  • Added subsystem initialization returns.
  • Added missing CI scripts.
  • Added some icons from downstream for better mirrorbot compatibility.
  • Changed how limb damage works so that it is now less likely that a limb will be removed from damage, and require a higher damage to do so. This is especially true for vital limbs. Brute weapons can no longer tear off limbs but can still destroy them.
  • Changed antagonism section of character setup, renaming it to Special Roles.
  • Changed most of the options in the antagonism section to be hidden as they're not used on this server.
  • Changed pull punches to do HALLOSS, and that still does pain.
  • Changed lobby music volume from 85 % to 35 %.
  • Changed tgui-say colors for better contrast.
  • Changed when an area is created, it's now automatically registered with the grav gen as long it's in the affected levels and one no longer needs to destroy it and rebuild it. Nonetheless, for the new area to be affected, one has to restart the grav gen.
  • Changed the backend of character creation to now use /tg/ preferences for many of the saved settings. This should not have any user-visible effect and any visible changes are considered bugs.
  • Changed intents to be defines more consistently.
  • Changed some istype to the ismacros, so that it's easier to actually find the uses of those comparisons without complex regex search.
  • Fixed a bunch of New() being called instead of Initialize().
  • Fixed verdigris producing strange outputs for non square maps.
  • Fixed an init order in the vr monkeys.
  • Fixed sample containers being able to hold more samples if you use the scoop functions.
  • Fixed invisible ore chunks.
  • Fixed a few initialize that have no return.
  • Fixed sawed-off shotguns being unable to be reloaded.
  • Fixed a runtime with beds, having update_icon called during new.
  • Fixed examines not calling SHOULD_CALL_PARENT.
  • Fixed advanced gps being added twice to the GPS list.
  • Fixed drones not using robotact.
  • Fixed a few byond:// hrefs for 516.
  • Fixed runtimes in the virus code.
  • Fixed SHOULD_CALL_PARENT not being called for datum Destroy proc.
  • Fixed a rare case with single module locked robot subtypes having two modules.
  • Fixed matrix recolour affecting speech bubbles.

2025-01-01

  • Added a new verb called "Play Hand Games", found in the IC tab under the Game category. This verb allows you to play one of the following games with someone next to you or over a small table:
    • Rock, Paper, Scissors. Each player chooses one of those and the choices are declared at the same time.
    • Arm Wrestling. Players choose a strength and a roll is made that is weighted by the scale, larger characters have an advantage.
    • Slap Hands. Players choose a reaction speed, and a roll is made that is weighted by scale, smaller characters have an advantage.
    • Thumb wars. Literally just RNG for a free roll at any time.
  • Added the option for hanner and replicants to use digitigrade legs.
  • Added more sprites for the ERT dragon (derg) cyborg, giving better visual signs when they have certain modules active, as well as a new sitting sprite!
  • Changed the total reform ability to account for clothing to match the sprites to the leg type of the new form.
  • Changed robot icons to iconforge, updated iconforge to not break on them.
  • Changed more languages to defines.
  • Changed how the 'calculate_item_encumbrance' works (With comments of how to revert to a fixed version of the old system if it proves to be too resource intensive).
  • Changed it so if you pick something heavy up, if you're resistant / weak to item slowdown, it affects those too, now.
  • Fixed visual bugs with the dullahan borg chasis, added visible eyes.
  • Fixed runtime where it would attempt to set_vis on a non-existant plane_holder if mobs was exposed to the artifact.
  • Fixed a runtime in feysight.
  • Fixed a typo where the mining belt did not provide proper minimum fire resistance.
  • Fixed speechbubble and runechat position.
  • Fixed mobs despawning outside of cryopods.
  • Fixed infinite loop condition with the AREA_NO_SPOILER flag.
  • Fixed record updates being applied without consent on ui close.
  • Fixed multiple size options able to bypass limits.
  • Fixed body designer missing multiple options.
  • Fixed dna entries missing blocks.
  • Fixed some messy species defines.
  • Fixed an exploit where using items that give negative slowdown combined with species with increased 'item_slowdown_mod ' would hit the speed cap (Teshari, custom species with weakling major).

2024 Archive (click here)

2023 Archive (click here)