Changelog: Difference between revisions

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2023-03-12
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.


=2023-03-12=
=2025-04-01=


*New vore mob has been added: Squirrels! They have lots of vorny text written for if you get yourself gobbled up by them.
* add: Added the new, most powerful species to the game, with lots of mega awesome abilities: [[Sparkle Dogs]]
*Adds a new "square" speech bubble, similar to default but more corners.
* add: Adds modern labcoat to loadout, under the public labcoat selector.
*Revers some skrell sprite changes that never worked.
* add: Adds 3 different leg warmers accessories.
*Ghosts can no longer rip open MREs.
* add: Added a treadmill fitness machine.
*Admin intercom messages now work across Z-levels.
* 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


=2023-03-10=
=2025-03-30=


*Adds Single Side Horn and Blade-Like Tail markings.
* 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.
*Updates to succlets, giving them a dead sprite, changes various vore mechanics and lets them die horribly.
* add: Unusual gait positive trait for 2 points. This trait makes you move faster when your hands are empty.
*Adds a "Vore" objective for antags, in which it is achieved by putting the target inside of one of your bellies, it doesn't care what happens to them after that. You likely will not see this used, but it's there as an option for the staff.
* add: Added mail options for entrepreneurs.
*Added two new ships! An SDF Corvette (pulled from downstream and updated), and an all-new SDF Cutter. A wrecked variant of the Corvette can sometimes be found in the Debris Field, but the Cutter is event-restricted.
* add: Added a new system for announcing horribly corporate appreciation days.
*NIFs can no longer be megablasted into massively negative durability by repeated EMP hits, such as getting hammered by ions or emp grenades.
* add: Adds a vore belly to kururak
*Added a check to make sure that cables are not consumed on a 100% repaired NIF.
* add: next grep check to ensure space / tab sanity
*Fixed window bug on luxury yatch POI.
* qol: You can now see what pronouns you are choosing for your character on setup.
*Added ruptured spider eggs.
* qol: Temperature artifacts can no longer randomly spawn active.
*Cleaned up so many to_chats so they use vchat filters, unsorted chat filter for everything else.
* qol: Xenobio monkey gun (bio6 bluespace5) now only requires gold and silver.
*Fix for small autoinjectors not working in the Ready-to-Use Medicine 3000.
* qol: Portable slime processor (magnet 4 bio 5) now only requires silver and gold.
*Stopped robots from getting spammed on different z levels from cellcharge anomaly, this also applies to APCs and SMESs getting charged across z-levels.
* qol: ChemAnalyser Pro now uses tgui
*Added framework to allow animations to be toggled in the preferences tab.
* balance: Laser gun artifacts can spawn with pulse beams if you are lucky.
*Fixes an oversight with default emote retrieval.
* 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).
*Projectiles properly set starting on themselves, instead of only in the fire proc.
* fix: Fixes demuxer output not pushing to other circuits.
*Fixed admin perms not being properly checked for Admin PM, adminhelp and asay.
* fix: Gets rid of an override that overrode tajaran being able to lick wounds
*Fixed more admin HREFs.
* fix: Xenochimera brains will no longer runtime under certain circumstances.
*Resolved SDMM warnings.
* 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


=2023-03-08=
=2025-03-23=


*Added the option to spawn with a backup implant already installed. This can be found in the VORE tab of character set-up, and needs to be set for each character, defaulting to off.
* add: text surrounded by || text || will now be spoilered in the statpanel
*Added a catslug spawner that spawns random catslugs, and adds it to a Rascal's Pass POI.
* 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.
*Allowed the crafting of steel and dark floors with steel and white floors with plastic, making it easier to repair the Stellar Delight.
* add: The CHEM ANALYZER has been COMPLETELY reworked. Give it a look!
*New tip added about maint preds.
* add: The belly visibility pref is now a client one, so you don't need to adjust it on a per-character basis anymore.
*Fix for speech bubbles getting stuck if you try to change your bubble whilst one is visible.
* 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


=2023-03-05=
=2025-03-18=


*Added "snail shell, colorable" as a wing option.
* 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 alternative unathi head shapes to markings.
** add: liquid bellies
*Added "Quintiple Unathi Horns" as a hair option.
** 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.


=2023-02-27=
=2025-03-16=


*Mining drones will now check both of your hands to see if you have any sort of mining weapon. They will also ignore you if you have no weapon at all. However, they will now become hostile if attacked, even by mining equipment.
* add: Adds gooborgs! Sprites by Toriate
*Added scavenger drones who will attack you if you have anything (or nothing) other than a pickaxe in your hand. These only deal half of the damage of mining drones.
* add: You can now TOGGLE STOMACH GLOWING on borgs! If toggled on, your tummy will GLOW IN THE DARK!
*Fixed some typos in the slime fertility agent.
* 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=


=2023-02-26=
* 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 new verb to the OOC tab called "Select Speech Bubble" which allows you to simply choose which speech bubble you'd like to use. These can also be selected and saved in character setup.
=2025-03-02=
*You can now test your character voice in character set-up.
*Added the ability to reduce the frequency of pain messages:
**The verb is in the preferences tab and called "Pain Messages Cooldown".
**Switching this to extended increases the cooldown between messages. Default remains the same as previously.
*Adjusted artistic crate orders:
**Adds a full set of art equipment to arts and crafts set.
**Moves paint buckets from arts and crafts set to station painting set
**Reworks how paint buckets spawn their contents to be more reasonable
**Adds a few more types of paint buckets and spawns more paint remover in the crate
*Changes to Character Setup homeworld lore:
**Citizenship is now the Faction or Political Entity with which you hold, well, citizenship. This is reserved for either major power players (the Commonwealth, Fyrds, ArCon, etc.) or distinct interstellar entities (KHI, Nomads).
**Home System is now just Home, and includes planet/system (e.g. "Mars, Sol"). The prompt is now "place of birth or primary residence". The list has been extended (fairly significantly) with a number of new locations.
**Faction is as it was before, faction/corporation. Government-level entities have been shoved up to Citizenship, and a number of missing factions have been added. A few missing entries have been added.
*New ghost pods added that, when activated, gives ghosts an option to spawn as a survivor, an injured carbon mob of a non-whitelisted species.
*Added new debris field POI.
*Adds Orange Mushroom Cap to ear options.
*Adds leather coat, massive to loadout options. This is basically the bladerunner coat, literally me.
*Added a new belly image commissioned by Ace#6074, Art done by Autumn#7919.
*Records now show a custom species names (with the original species name shown in parentheses afterwards).
*Species is now also shown in: Record consoles, records when examined by AR glasses, and ID cards. These can be changed by those with appropriate access.
*Made Stellar Delight wall lockers more visible.
*Adds more drake plushie colours.
*Tweaks to the ERT ship (Von Braun):
**Added brig! 4 cells, same as the Manta/Typhon but more cramped. Not really intended for saucy prison stuff, just holding bad guys for transfer, but it does have a few things. Achieved by lengthening the ship.
**Added some bay windows covering the long corridors flanking the brig, looking out into space. Each side has a table, a couple of seats, and a couple of free vendors for snacks/drinks. A couple other vendors have also been made free.
**Some doors now have more helpful/indicative names.
**Commander's table is now hardwood because why not.
**A button on the bridge now drops shutters over all external windows except the asset protection gear and rear engine viewports. It also drops some internal shutters on the bridge as immediate feedback for whether or not it worked.
*Allowed ore processors to start collecting ore pieces again.
*Menthol now overdoses at 30u instead of 7u.
*Lava instant damage halved with increased flammability.
*Makes Process belly button call death() on target.
*Prevented persistent dirt (and other filth) from spawning in space and walls.
*Using OOC escape in a capture crystal will now put you outside of any containers that said crystal may be inside of.
*Fixed runtime from mobs without minds.
*Fixed AI hologram sprites.
*Fixed Custom food and directional shield runtimes.
*Fixed mob holders disappearing on pickup from inventory.
*Suit kits no longer set item_state on hooded clothes.
*Fixed hull-made items putting hull materials in my autolathe.


=2023-02-19=
* 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 machine that mass-produces autoinjectors and added it to [[Chemist|chemistry]] departments.
=2025-02-23=
**It requires empty autoinjectors (made in an autolathe, such as in cargo), and fills it with chemicals.
**Alternatively, you can make autoinjectors on the spot at 3x the cost of making in an autolathe (500->1500 for large, 10->30 for small).
**It can make multiple autoinjectors.
**It can give the autoinjectors custom names.
**It warns you if the autoinjectors will contain less than maximum chemicals, letting you abort.
**It can recycle spent autoinjectors (prevents doing so while they contain chems)
**It is a wall mounted machine
**It was mapped in to chemistry & triage of each map (triage, to encourage EMTs to make them as they need them without invading chemistry)
**Alt-Clicking removes beakers, for ease of use!
*Added a bunch of [[vox]] markings, removed species restrictions from a number of other markings, improved grey-scale on some.
*Added alien slug antennae and tail to character setup.
*Added more potential animal spawns to various biomes.
*Added a new option to wealth in character setup: Broke! If you take this, you will start the shift with no [[Thaler|money]] in your account.
*Adds a whole bunch more clothes!
**New undies: The tape has been whitened up a bit for more color variety, plus there's some swimwear too.
**Even more cloaks and shrouds, for each department. Includes a white, recolourable version of each.
**Shoes: The antediluvian wraps have been renamed to something sane, and the flats from Aurora have been ported, available as an alternate option in the loadout.
**Metal halo and mouth veil ported.
**New colourable skirts.
**Conical non la and a bucket hat
**More hoodies with a few fun features: Their hoods and zippers function independent of each other. Full, armless and crop versions of each.
**Skimpier swimwear added to loadout.
*Rebalanced weights on tips and added a bunch of new ones.
*Made player tips track CKeys to inform how to turn them off. This means that no matter when someone joins, they will always get a message reminding them how to turn tips off before they start recieving them, each shift.
*Fixed characters not becoming mute under certain chemical effects.
*Fixed tips preference verb to properly save between shifts.
*Fixed error in [[Size Interactions|size difference]] stepping code.
*Fixed exploit that allowed you to get a free NIF by switching your character in setup to protean and back again.
*Fixed longstanding tether active edge.
*Sets the default selection in slot select menu to current char.
*Made the holder object disappear right away when dropped.
*Fixed people horizontal walking after being picked up.
*Allowed simple mobs with hands to use the pickup verb.
*Numerous small fixes in code.
*Added Href Token to database banning forms.


=2023-02-13=
* 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


*Hotfix to stop tips from becoming spammy after 75 minutes.
=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.


=2023-02-12=
* '''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


*Players will now be given a variety of tips periodically, informing them of basic game mechanics and general advice on how to interact with our server. This is an opt-out feature, and the first tip that is sent will inform you of how to opt out. Everyone who is still opted in will see the same tip.
=2025-02-09=
*A whole load of new clothing:
**Ported a whole bunch of maid outfit stuff from Skyrat.
**Ported '''a lot''' of teshari winter coats from skyrat, plus added a bunch of new stuff made by Seris02 themselves. See them all in an [[https://wiki.vore-station.net/File:Teshari_Coats.png image here]].
**The Antediluvian set from CitRP, which is a corset, cape, loincloth, bracers, and legwraps, all of which are separate and interchangeable.
**Many cloaks like the rough half cloak, shoulder capes, mantles, and two chaplain-related cloaks.
**New underwear options like the neko bra/panties, tape, leotard, shibari rope, sarashi bandages, midriff top, and stirrup socks.
**Another colorable qipao, which separates the gold trim to an accessory so that you can color the qipao while preserving the trim.
**A wedding veil, which can be recolored.
*Succlets can now be whacked with a newspaper, and they no longer target sleeping people.
*Muffins no longer taste of baked beans.
*Fixes missing croaking emote sound.
*Admin HREF fax token fix.
*Retired admins can no longer see staff chats.
*Fixes for NIF in borg runtimes and sword pen runtimes. (Reverted in hotfix)


=2023-02-07=
* 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.


*Succlets, a fun new vore mob, have been added. For a full explanation of what these are, see: https://youtu.be/o3zGHNuQIN4
=2025-02-02=
*Adds two succlet themed songs to the jukebox.
*Allowed soap and showers to clean toes, and space cleaner to actually clean synthetics toes.
*Added required components to circuit board examine text.
*The ntos file manager will now properly modify files on a portable drive.
*The ntos file manager will no longer allow you to create files with identical names.
*Ported Aurora [[Skrell]] emotes, made them available to everyone.
*Added a proc to fix player notes listings.
*Fixed an issue preventing you from deleting files from a data crystal.
*Fixed an issue where some prosthetic body parts would generate the incorrect parts to go with it.
*Fixed the abductor ship sprite.
*Stopped mobs from falling asleep when fainting.
*Fixed "Colored Feminine Jumpsuit".
*Fixed bug that allowed you to step over smaller people despite their size mechanics preferences being disabled, under certain circumstances.
*Fixed powerbanks having no sprite.
*Generated organs can no longer roboticize if they're already robotic.
*Removed unused mecha damage absorbtion list.
*Cleaned up uniform.dmi and marked missing sprites.
*Fixed runtime with heat/cold messages being missing.
*Fixes runtime with digging on xenoarch exempt levels.
*Fixes runtime with silicons using *scream.
*Fixes runtime with eating a sin pocket before its been fully heated (and adjusts its message to properly convey need to wait).
*Proper sanitization of cold and heat messages.
*Optimized the delay offset on subsystems during runlevel change to account for a large number of subsystems causing a long delay.


=2023-02-04=
* '''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 Food Stuffer [[traits|trait]]. This trait gives the user an ability to switch between feeding modes, default behaviour and feeding whole. In the feeding whole mode, you will feed whole food items to another target in a single click, with a longer windup.
=2025-01-28=
*Added a variety of Vox equipment.
*Added some maps to arrivals on Rascal's Pass.
*Added rest sprites to leopardmanders.
*Added a couple underwear drawers to the clothing buying zone and also to the main room near the dorms on Rascal's Pass.
*Added lanterns to the loadouts, they work similarly to maglights.
*Added a modular maid dress with a number of accessories, a shrine maiden dress and two singer outfits.
*Fixed issue allowing players to make Wolpin, Monkey and other animal characters.
*Minor grammar fixes to morgue and mako revolver.
*Fixed wet floor signs being able to be placed in full janitor carts, causing them to vanish.
*Fixes NIF repair tools using up an entire nanopaste tube to refill when it only needs a portion.


=2023-01-29=
* Fixed dnaswitch artifact not being properly enabled.
* Fixed a to_world.
* Fixed database subsystem missing qdels.
* Updated librust_g.so


*Adds ability to customize temperature discomfort message:
=2025-01-27=
**Editted in the VORE section of character set-up.
* Changed Syringe Guns so that they can now be put into holsters.
**Both pre-made and custom species may now choose up to 10 messages each for warnings while overheated or cold.
* Fixed an issue with chemsmoke fadeout(?).
**If there are no custom messages, game falls back to defaults (which, if the pre-baked species lacks fluff, uses human)
* Fixed some sprites for catborgs.
*Makes Rascal's Pass wildlife event a bit more common (does not affect minimal requirements) as well as makes message produced a fair bit more modular and descriptive. Now it tells you that wildlife appeared in surrounding areas, as well as giving vague hint towards amount and nature of wildlife.
* Fixes for xenoarch, including a stray debug message.
*Stopped the slime docility potion being reusable.
* Fixed some broken/missing markings, taurhalves, ears, and wings.
*Simple animal flavour text will now show instead of desc, if set.
* Fixed the Crew Monitor frequently returning BSOD screens.
*Lowers frostbelle point value, increases rarity.
* Enabled DNAswitch artifacts in xenoarch.
*Prevented the "cancel" option deleting everything when you are editting your character ad.
* Other miscellaneous back-end fixes.


=2023-01-24=
=2025-01-26=


*Gave hive languages (such as shadekin empathy, binary and diona rootspeak) the verb "Adjust Special Language Range", which allows them to set the range of their language to the following options:
* MAJOR rework of [[Guide_to_Xenoarchaeology|xenoarcheology]] (note that the wiki page may be out of date for some features now):
**'''Global''' - The current behavior and default, unlimited range
** 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.
**'''This Z''' - Only sends to people on the Z you are on
** 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.
**'''Local''' - Sends only to default view range
** Fixes the Artifact Harvester so it actually works for ALL artifacts and can harvest object artifacts properly.
**'''Subtle''' - Only adjacent
** Fixes the Artifact Harvester and makes it able to harvest artifacts that have more than 1 effect.
**If somehow you have a hive language and don't have the verb, using the hive language once will add the verb to you. Just in case.
** Added a debug proc to the game to allow spawning minor artifacts for easy testing & admin events.
*Changed a whole bunch of lore/descriptions to match the current dating system (basically removed 240 years from them).
** Changes /obj/item/New() to /obj/item/Initialize(mapload).
*Adds raptor variants of medical, science and security dogborgs, called Raptor V4.
** Removes 'anomaly depth' and 'anomaly dispersion', meaning the depth of the artifact is how deep you need to dig. No longer has a range.
*Fixed bug preventing timers from counting down.
** Removes the Suspension Generator requirement for artifacts. Can now be excavated without it.
*Powercells are no longer lost when upgrading a mining drill.
** Makes the excavation drill faster and able to go down to 60 depth.
*Prevented fireworks being able to be loaded into the launcher whilst another is already in there, effectively deleting the first.
** Gives the xenoarcheology closet the excavation drill at spawn.
*Fixed jukebox not functioning.
** 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, <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.


=2023-01-22=
=2025-01-19=


*Adds an option to [[Cyborg#Medihound|dogborg]] sleeper bellies to transfer the contents to the dogborg's normal [[vore]] 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.
*Adds loaded dice to the Bits and Bobs vendors, they can be alt-clicked to set their target number.
* Added ACE Security outfit (undersuit + armour) for security; undersuit is available in loadout uniform selector, full outfit available in officer and warden lockers.
*Normal dice can be made "loaded" by using a lighter or welding tool on them, although this is not as effective as actual loaded dice.
* Added silver and white jackboots to loadouts.
*Adds capture crystals to uplink.
* Added a craftable variant of the leash, made from a stack of cable coils (at least 3 cables in it).
*Swapped bluespace pouch for normal pouches in uplink.
* Added linting for maps on github, ensuring that they're all checked for errors.
*Small pouches are now slightly less cumbersome, large pouches slightly more cumbersome.
* Added some icons that were added downstream to prevent conflicts.
*Reduced storage of bluespace pouches to be consistent with bags of holding.
* Significant update to virology:
*Dirt should now properly transfer between shifts, rather than the station instantly becoming filthy.
** Added Blob Spores symptom.
*Added a white variant of the Zeng-Hu [[Synthetics#Prosthetic_Brands|prosthetic]], named Glacier, that can be easily recoloured.
** Added vaccine bottles, sellable to CentCom in a freezer, made in the PanDEMIC.
*Added the following new underwear options:
** Added supply packs with normal and minor experimental diseases.
**Panties, Thin
** PanDEMIC now takes syringes as well.
**Pantyhose, Ripped
** Mobs may be picked as targets with Bluespace Sneeze.
**One Sleeve (top)
** Many symptoms that affected carbon now affect mobs too.
*Adds the [[Vore_Panel#Making_Back-ups|export button]] back to the [[Vore Panel|vore panel]].
** All diseases will cure themselves eventually, as the body works up immunity.
*Adds 5 normal songs and 1 secret song to the jukebox.
** Shuffled the list of cures for advanced diseases.
*Duffle bags now have a new '''Adjust Duffelbag Angle''' verb, this switches their sprite to a tilted version, rather than the horizontal one.
** PanDEMIC consumes 5 blood when making vaccines now.
*[[Proteans]] can now use DSI-Teshari prosthetics.
** Reduced the health and damage of macrophages, adding more depending on the disease they're based on.
*[[Proteans]] now use select_bodytype, so eyes will properly adjust to their new form.
** Macrophages now shrivel up when killed, leaving behind some of their bits on the ground, or in someone's stomach if eaten.
*Allows bodytype changing in records.
** Macrophages would rather go after non-infected people.
*Adds "mind based" character directories, allowing you to temporarily change your character director preference mid-shift and preventing you from showing as the wrong preferences when loading up another character slot.
** Macrophages will take a lot of damage if splashed with Space Cleaner.
*Fixed laying down delay for dogborgs.
** Fixed equipment permeability not being taken into account when attempting to resist viruses.
*Fixed the dogborg sleepers always having a greyed out "self clean" button.
** Fixed overactive Adrenal Gland syndrome not adding Hyperzine.
*Buttons on dogborg sleeper modules now wrap with the window, rather than being cut off.
** Fixed fake GBS not showing some of the messages.
*Blobs, if they're ever used, can now do damage to mechs.
** Fixed advanced diseases being uncurable.
*Fixed some pathing bugs on a submap.
** Added various spawnable culture bottles for admins.
*Fixed the Frontier DMR to have the correct ammo cost and firing sound.
** Added onDeath() to viruses and symptoms.
*Fixed ERT voidsuits back slots.
** Added random experimental disease and minor random experimental disease datum.
*Buffed armor values of ERT and Merc voidsuits.
** Added random macrophage disease datum and random blob spores datum.
*Nerfed armor values of Heartbreaker voidsuits.
** Added CAN_NOT_POPULATE for diseases to be avoided in random events.
*Buffed armor values of Asset Protection, Combat, and Military rigs, as well as the knockoff Breacher rig.
** Sanitized many of the symptoms when affecting carbon mobs.
*Nerfed armor values of the genuine Breacher rig.
** Disease outbreak now uses disease flags instead of a list.
*Fixed stock promethean sleeves being printed invisible.
** Changed the name of advanced Cold and Flu to Engineered Cold and Engineered Flu.
*Christmas is over. It's finished. Gone.
* Changed fitness machines to drain your weight ten times faster.
*Removed a few fireaxes that still lingered.
* Changed fitness structures to drain your weight.
*Fixed dialogue spam with player narrate.
* Changed and improved screen shake effect.
*Fixed [[Internal Affairs Agent|Internal Affairs Agents]] being unable to take the investigator holobadge (IAA) in their loadout.
* Fixed an issue where the crafting ui could get stuck in a busy state if closed during crafting.
*Fixed certain markings reseting/moving layer between shifts.
* Fixed the traditional kimono being unselectable.
*Fixed boxing ropes (bottom) and boxing turnbuckle not blocking properly.
* 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.


=2023-01-15=
=2025-01-14=


*Added new system for markings that can override whole organs and new Generic Hooves using this system.
* Added exclusive hull and armor types to Exosuit Fighters, with a faster top speed at the cost of reduced durability.
*All carpet types are now orderable via cargo, and all now have tile icons.
* Added collision mechanics to Exosuit Fighters. Fly responsibly.
*Fixed a bug preventing the colourable qipao being properly colourable.
* Added a new enter sound effects and a special collision effect to Exosuit Fighters.
*Added a new [[security]] jumpsuit, the modernized security officer's jumpsuit, available in loadout and the security uniform vending machine.  
* Added circular saw to sciborgs.
*Fixed 3c being missing from overmap and 3b being duplicated on it.
* Added color markings for the inner thighs that are made for digitigrade legs.
*Adds a new spawning option for admins, dropping people in from the sky!
* Added full chest fluff (vulp) and inner arms markings.
*Fix for the TF menu not appearing.
* 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.


=2023-01-08=
=2025-01-08=


*Adds angel-like halos as head gear.
* Fixed an issue with LOOC not working in some locations.
*Maintenance on Hydroponics code, specifically vines and bees. (Some of these may not be relevant to our server and have been ported from upstream)
* Fixed a lot of bad wires and icons, this was preventing them from spawning properly for the supermatter engine on the tether.
**Hive frames no longer get deleted and respawned.
* Fixed change turf not always returning its reference.
**Honey extractor is dense, and has its own icon based on the nutrimat's colorscheme.
* Fixed synth_color not working.
**Biomass vines more likely now that it accounts for "cuttings" as well.
* Fixed adminjump to area.
**Vines now can fall, and creep up/down stairs.
* Fixed another virus runtime.
**Sporing can now actually be acquired in mutations.
* Fixed stun effect act to once again apply halloss damage.
**Flamethrower projectiles now burn vines.
* Fixed a runtime when pictures without description are examined.
**Seeds can now randomize to be called "pits", which were used in other areas of plantcode.
* Fixed up usr in ai cams.
*Fixed an issue in which personal lockers would steal a cyborgs equipment and place it in the real world.
*Fixed "hoodie with hood" loadout option not being able to be renamed.
*Fixed pixel errors on "Wrist Fluff" markings.
*Regular janitor borgs now, just like Janihounds, have floor scrubber tool that can be turned on or off, defaulting to off. (Previously they constantly cleaned floors)
*On both normal and dog janitor borgs, cleaning floors no longer consumes water.
*A small hotfix was applied later the same day, including:
**Fixes a number of season tiles that were not properly flagged, including trees and darkness.
**Seasonal water may now freeze in the winter.
**Stops acquatic mobs from spawning from the wildlife event for now (ice kills them).
**Stopped Rascal's Pass' mining area's edge from sucking up all of the air.


=2023-01-03=
=2025-01-05=


*Replaces Rascal's Pass Jellyfish, Drone and Spacecarp events with a new Roaming Wildlife event:
* Added leashes, which can be attached onto collars. Buyable in the Looty vendor. OOC Escape can be used to break out of the leash.
**Less sudden swarm gank, more environmental hazard style event that is also more appropriate for map environment that is RP.
* Added mirrors to all resleeving and autoresleeving rooms.
**Landmarks for wildlife spawns are scattered around surrounding areas.
* Added icon states for the black half-mask on vulp-base icons.
**Can be both passive, hostile or retaliate.
* Added consolidated versions of the campbell tattoos and modular longsock markings.
**Spawns different sets of creatures on land and in water.
* Added the ability for science to build and assemble the Pinnace and Baron Fighter Exosuits.
**Amount of both mobs and spawn locations depends on severity of event.
* Added a landing gear to Fighter Exosuits.
**Can and will fight 'naturally occuring' RP wildlife. Shenanigans can occur.
* Added subsystem initialization returns.
**Appears in all three severity tiers. Requires minimum of 1/2/3 sec officers for mundane/moderate/major versions to appear. Event chance scales with amount of security for mundane, and amount of security and medical for moderate and major. Mundane and moderate versions can occur multiple times per shift.
* Added missing CI scripts.
*Further changes to fishing code, un-nerfing a previous change by adding a new formula for how bait works.
* Added some icons from downstream for better mirrorbot compatibility.
*All non-gateway location spawns of teppi have been removed, this includes the stellar delight and rascal's pass.
* 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.
*Added new "synthetic stilt-legs, colorable" prosthetic legs.
* Changed antagonism section of character setup, renaming it to Special Roles.
*Added a colourable variant of the "Gazer Eyestalks" wings.
* Changed most of the options in the antagonism section to be hidden as they're not used on this server.
*Fixed augment implants so you can't spam them, not particularly relevant here.
* Changed pull punches to do HALLOSS, and that still does pain.
*Small edits to fire alarm positions on walls on the SD.
* 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.


=2022-12-31=
=2025-01-01=


*Fixed deadminned admins not being able to use LOOC from verb tab.
* 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:
*Fixed error spam when equipping things to char setup dummies.
** Rock, Paper, Scissors. Each player chooses one of those and the choices are declared at the same time.
*Low snow season variant.
** 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).


=2022-12-30=
=[[Changelog 2024|2024 Archive (click here)]]=


*Adds seasons to the game! Rascal's pass now matches the seasons of the northern hemisphere on earth.
=[[Changelog 2023|2023 Archive (click here)]]=
*All outside tiles of Rascal's Pass now have normal aur temperature matching the inside of the buildings for performance reasons.
*ID cards are no longer contaminated in non-contaminating bellies.
*Stellar Delight specific job titles can now be used on all stations.
*Adds a few cataloguers around the place.
*Advanced Health Analysers are now creatable via R&D.
*Fixed borgs being unable to put down glass on low walls.
*Fixed Pneuma and Tower borg sprites not working.
*Being unwrapped after being wrapped in gift paper no longer breaks your view.
*Made void cells and power tools properly inheirit persist_storable.
*Made cutting wire off a coin only spawn 1 piece.
*Removed Threaten To Push Button from signalers.
*Allowed robots to use mining ferry on SD version of aerostat.
*Made ID restriction actually work on smart fridges.
*Removed the smart fridge between the bar and kitchen on the tether. This thing didn't even actually work and no one reported, showing how useless it actually is.
*Adjusted sanity checks for decimal stack splitting.
*You can no longer get infinite metal from an autolathe, undoing the fix in a previous update that solved the issue in a more complicated way.
*Selecting "cancel" on the mob spawn ghost pod no longer spawns you as a random species, but actually cancels your spawn instead.
*Rounded/comfy chairs can now be properly coloured.
*General tidying up of Tether medicals medbay floor tiles.
*Allowed engiedogborgs to rename doors/windoors properly.
*Made janitor and service borgs count as janitor and botanist jobs for event weighing purposes.
*Adds Security scaling to Camera Damage event.
*Removes all job-based scaling from Communications Blackout event.
*Changed three 'Breach' events' scaling to be 50/50 Engineering and appropriate department scaling.
*Removes Engineering scaling from Ion Storm event, increases Science scaling instead.
*Slightly increases security scaling on Solargrub Infestation event.
*Slightly increases base weight of Drone Pod event.
*Revamps job scaling for Space Vines event from 7/2 Engineering/Botanist to 3/3/3 Engineering/Botanist/Scientist.
*Revamps 'universal' Breach event to scale equally with Engineering and three affected departments instead of any job.
*Properly disables Gravity Failure event on Rascal's Pass.
*Removes Engineering scaling from Gravity Failure on Stellar Delight, but doubles base weight instead.
*Made Virgo 4 extreme weathers dissipate.
 
=2022-12-25=
 
*Grammar standardization for softsuits.
*Fixes a roof on Rascal's Pass.
*Adds fireworks and firework launchers to the game.
**Science can produce the launchers and firework stars. They also start with some on the tether and rascals pass.
**Launcher needs to be wrenched down to work.
**There are two types of firework star. An aesthetic one for normal fireworks purposea that simply sends messages to those who can see it, and a weather star that can change the weather!
*Adds two new weather types only accessible throigh fireworks: Confetti (yay!) And short term nuclear fallout (yay?).
*Replaces the tazer gun in pilots lockers with the LAEP97 "Defender" secure shuttle-protection pistol. This new taser is station locked.
 
=2022-12-24=
 
*Small map tweaks.
*Removes phasers from cargo ordering.
*Removes weapons and combat armour from the Talon. (Excluding an energy gun)
*Backend standardisation.
*Swapped ERT belts of holding to exploration belts.
*Fixes major inventory bug.
*Fixes mob turret and mech targetting.
 
=2022-12-23=
 
*The exploration department has been removed.
**Removes explorer, field medic, pathfinder jobs.
**Renamed 'Explorer' radio channel to 'Away Team'.
**Changed Away Team radio key to A, changed Talon radio key to Y.
**Rascals Pass and the Tether have received some major map changes to accomodate these changes.
**A lot of the exploration equipment has been moved to EVA. Some of it is behind 'away mission' access, which can be granted from the HOP, such as the exploration voidsuits. FM voidsuits are with the medical voidsuits.
**The explorations gun cabinet has been removed entirely.
**Pilot job slots have been reduced from 5 to 2.
**Pilot catalogers and holdout phasers have been removed from their lockers. Pilots now get a basic taser for self defense on their ship.
**Paramedic job slots have been increased from 2 to 3.
**RP has 2 shuttles now. One in the old spot, and the other near the solar fields.
**EVA on the tether has been combined with the gateway prep room. The gateway has been moved closer to the hallway so it can be seen when in use.
*Scars and bandages added to markings.
*[[Security_Officer#Ticket_Printer|Ticket printers]] and folders can now be holstered.
*The first aid kit in the NanoTrasen Emergency Supply Crate is no longer empty.
*Removed redundant hose ports from water coolers that drained them at the start of rounds.
*Folders can be properly renamed when on tables.
*The [[Vore_Panel#Contents|transformation menu]] now lets you edit markings.
*Allowed suit, mask and head slot items in loadout to override job items.
*Stops AI controlled humanoids from spawning with sensors on.
*Service cyborgs can not dispense cream.
*Adds a new drink called Burnout. This is made with one part Deathbell, one part Antifreeze and one part Lovemaker. It is very hot.
*Added a shovel to Rascal Pass's tool closet.
*Aquatic noms now respect drop nom prefs.
 
=2022-12-18=
 
*Borgs now have access to human emotes.
*Fixed an stray newscaster appearing on the tether.
*Altevians no longer know Tavan by default. They can still take the [[Languages|language]] as usual.
*Prometheans now come with the Promethan Biolinguistics language by default.
*Non-prometheans can no longer take Promethan Biolinguistics.
*Fixed shards having unlimited afterattack range.
*Autolathes properly accept stacks of raw materials without bugs.
*Adds a lot of HREF tokens to admin HREFS.
*Fixed oldchat icons on examining mobs being gone.
*Fixed runtime with codex book.
*Fixed runtime with capture crystal recall.
*Fixed runtime with bluespace slime teleportation.
 
=2022-12-11=
 
*Atmosphere Retention Generator Fields set to Always-On will now actually stay on when an alert clears. They now also properly respond to EMP situations.
*AI shells are no longer inaccessible when released while inside of a recharger.
*Glasses now properly line up with teshari eyes.
*Removed bartender occupation requirement from bartender skirt.
*Research Dune Buggy now enabled in code, but is adminspawn only
*Backend work to make admin HREF calls more secure.
*TGUI strict mode added for better error handling.
*Mentors now have access to a better TGUI panel for handling tickets, as well as a tickets tab that details the number of open tickets, resolved tickets and a brief view of what open ticket are about.
*Added a "History" section to the "Travellers guide" book that you can read IC, as well as a few general corrections.
 
=2022-12-04=
 
*Additional nanomeds added to Rascal's Pass.
*Languages are now properly shown on species preview windows in character set-up.
*[[Synthetics|MMI brains]] can now see when outside of a chassis.
*Adds the ability for a promethean to choose their preferred body type in character set-up.
*Makes it so that changing body type doesn't break eyes for smaller species such as teshari.
*Changes a whole bunch of in game lore to match current lore, such as cataloguer descriptions and books.
*Updates [[Unathi]] lore from in game resources.
*Updates Traveller's Guide with new species lore.
*Fix for cyberpunk vest accidentally becoming species restricted. Altevian officers suit is now species restricted to altevians.
*Robot debris remains can be destroyed in the same way as bones.
*Various [[Guide_to_Xenoarchaeology|xenoarcheaology]] changes to Rascal's Pass:
**Removed a spectrometer to create enough room to drag large artifacts onto the scanner without needing to dismantle furniture.
**Added two more lights on the north wall. There's room for spooky darkness in xenoarcheology, but that's generally AFTER a rogue artifacts blows out the light.
**Added some empty crates to artifact storage for use in hauling small artifacts from the field. A storage feature in the xenoarcheology labs of other maps.
**Removed now redundant desk lamp to make room for a filing cabinet to locally file scan reports.
*Adds ability to Alt-Click food items to rename them. Giving an invalid or blank name will reset it.
*Fix reagent-only custom foods being grey and nameless. Down with grey cake. In with blood cake.
*Added missing glasses sprites for [[teshari]].
 
=2022-11-27=
 
*Hacktools now vary in the time it takes to hack through a door depending on the doors security level. This security level depends on the access required to enter the door, and can be changed by staff.
*Anesthetic tanks can not be picked up and placed by the medical gripper of medical [[Cyborg|borgs]].
*Abandoned crates have had a major rework to make their contents more random and with a greater variety of loot.
 
=2022-11-26=
 
*Hacktools have had their usage simplified to simply allowing the user to hack open doors that you do not have access to. They now remember which doors you have hacked recently for easy re-access. They have not been added to any loot, and are simply available for staff to spawn as they see fit in events.
*Admins now have access to a verb that allow them to delete books that contain offensive material more easily.
*Added some altevian themed foods and captainy clothing.
*Workflows to use Ubuntu 20.04.
 
=2022-11-22=
 
*[[Security_Officer#Ticket_Printer|Ticket printers]] can now be stored inside of security tool belts.
*Minor adjustment to ticket printers so that if no input is added, they do nothing.
*Bumps pillow (map merge tool) from 9.0.1 to 9.3.0.
 
=2022-11-21=
 
*Adds a greyscale version of moth wings.
*Adds sizeguns to tether and gb warden's lockers for SD pairity.
*Also adjusts recent SD map edits.
**Makes xenobot blast doors start open.
**Fixed wiring and lack of solid turf under xenobot windows.
**Moves Greg to R&D.
**Moved south facing emergency cabinets so they don't face south.
**Moved and removed some of the other emergency cabinets so that there are only one of those in each hazard control section they were present in.
*[[Security_Officer#Ticket_Printer|Ticket printer]] has been added for security officers. This tool allows you to print an on-the-spot citation for minor crimes and memes, with no actual mechanical implications for the recipient.
*Removes the meme monstertamer reaction that existed mainly as a means for medbay to force a chimera regen - it's no longer needed as the regen cooldown has since been massively nerfed and chimera can now be defibbed normally.
*[[Xenochimera]] now suffer from resleeving sickness after being revived from death.
*Adds the follow spider-taur bodies to the tail options:
**Giant Spider dual-color (Taur)
**Carrier Spider (Taur)
**Giant Spider (Taur)
**Phorogenic Spider (Taur)
**Voltaic Spider (Taur)
**Frost Spider (Taur)
*Stellar Delight Xenobotany window shutters now start closed at the beginning of the shift.
*A pre-packaged set of emergency supplies for events and GMs to have fun with for future small things, added to the SD bridge. Includes a set of shortwaves, temp walls, and oxygen masks/tanks.
*The captains antique energy gun has had a rework. It now has a 25% chance of randomised beam type (eg, practice beam, heavy beam, sniper beam). It also has a chance that it will have a limited number shots before malfunctioning (this may drain the battery, change the strength of the beam or outright break the gun), on account of it being an antique. There will be a hint when examined as to whether it has a chance to malfunction.
*Teshari can now do a special scream with *teshscream.
*Gives teshari missing hat and mask sprites.

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)