Changelog: Difference between revisions

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2023-09-23
2025-04-06
 
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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.


=2023-09-23=
=2025-04-06=


* Added a new fantasy redgate map that consists of a fantasy town and a large dungeon beneath it. This map comes with a whole bunch of new features:
* add: explo chassis 'bulwark' (this is for compatibility with downstream, as we do not have exploration modules available here)
** Added a selection of fantasy props.
* balance: Monkey gun adjusted to be mid-tier material cost.
** Added a variety of "magic" resprites of existing items. These are intended to be tech disguised as magic and have descriptions to hint at it, along with some papers on the map.
* balance: Deadringer slightly more invisible
** Added an alchemy system that creates potions in an alembic out of an ingredient and a base. If the ingredient and base match, an interesting potion is created, if they don't, a poor quality potion is created.
* refactor: Refactored some of the mail code, using mind instead of mob
** Added a new reagent that polymorphs the drinker into a random creature.
* qol: spawning carbon mobs is less laggy
** Added a chest version of crates.
* refactor: dna datum cloning per organ removed in favor of a organ_data datum
** Added wooden wall lockers.
* fix: Blood runtime fix
** Added random spawners for fantasy items, potions, ingredients and bases for mapping.
* fix: Deadringer runtime fix
** Added hedge and wooden fences.
* fix: Deadringer duplication fix
** Added an old fashioned resprite of the oven.
* fix: Deadringer now properly deathgasps at the right time
** Added a cooking pot resprite of the microwave.
* fix: Spawn: Arrivals will no longer make you spawn inside the landmark itself. (Removes landmark vore)
** Added wall torches.
* fix: Transit tubes properly spawn with air in them.
** Added barrel version of water tanks, beer tanks, wine tanks, blood tanks and a kettle resprite of a coffee dispenser.
* fix: Bingle properly shows the Ore Page now
** Added a wooden tub bath.
* fix: Talon spawn no longer runtimes
** Added 19 new vore mobs: 2 Catslugs, 6 succubi, 1 cryptdrake, 4 vampires 5 peasants and a bat.
* fix: Fixed mail thinking you're a different person after resleeving
* Added two new tails: Clubtail and spike tail. Dual-colorable.
* fix: Fixed mail being sent to various crewmember's bodyparts (when a player is absorbed into a body part and has their name changed, the game would sometimes assign mail to things like "John Vore's Belly Fat")
* Added new ears: Triceratops Frills. Dual-colorable.
* fix: added vox to the unusual gait species exclude list (they were supposed to be there but I forgor)
* Added five new markings: Dino horn, stegosaurus plates, triceratops beak & horn, and a backsail.
* fix: Fixed mail containing power tools disguised as common tools
* Added a new system for locking/unlocking simple doors with a key, and added a key item. The doors and key have a lock_id and key_id variable, respectively, that must match for the key to lock/unlock that door.
* fix: phased entities are no longer effected by weather effects
* Added a new variable to simple mobs: belly_fight. If this variable is true, the mob will continue to fight whilst inside of a belly. If it is false, it will stop fighting once eaten.
* fix: planetary weather effects
* Updated docker file:
* fix: examine on admin spawned mobs
** Replaced the dependency on the tgstation Byond build by integrating their docker file from https://github.com/tgstation/byond-docker/blob/master/Dockerfile directly to no longer being reliant on prebuild Byond images. Any major and minor version of Byond can now be selected directly.
* fix: liquid examine
** Changed the remote origin of the rust-g repository to use the vorestation fork instead of the original tgstation repository.
* code: update browser window
** Changed the rust_g output of the compiled file to use the new format and direct location which the game looks for first.
* code: migrate vendor icons to icon forge
** Swapped the copy order of the vorestation files and the librust_g.so.
* code: Fixes incorrectly checked flags in organ_data
* code: update dependencies


=2023-09-17=
=2025-04-01=


* Added the ability to change the reagent used for blood regeneration/recovery in character setup, allowing you to switch from iron to copper, phoron, silver, gold or slime jelly. This information has been added to health analysers and medical records; look for the "basis" data, listed after blood type. More reagents may be added later.
* add: Added the new, most powerful species to the game, with lots of mega awesome abilities: [[Sparkle Dogs]]
** Promethean blood reagent is now slime jelly.
* add: Adds modern labcoat to loadout, under the public labcoat selector.
* Added optional timestamps in server time (defaults to off) to many common messages, most notably say/whisper/emote/subtle, It will also apply to a few other messages, but there are many cases where it won't such as the many and various uses of visible_message. This is toggled by a global timestamp preference, and a verb is included for quick swaps. The timestamps on AI/cyborg messages have also been changed to server time and are now controlled by the timestamp pref.
* add: Adds 3 different leg warmers accessories.
* Added chat feedback when scooping papers with a clipboard or folder, and also allows you to use a clipboard or folder on a paper to pick it up, as an inverse of using papers on clipboards/folders.
* add: Added a treadmill fitness machine.
* Added a 'Health & Damage' section in the mob spawner.
* add: Added a non-alcohol version of the booze-o-mat, the virgin-o-mat!
* Changed the puffercarp catalogue entry.
* maptweak: Major changes to the pool area to include a poolside bar, new gym, locker room, sauna and massage room.
* Fixed d-tags on wires across a large range of maps.
* maptweak: Added a designated smoking area to the stellar delight.
* Fixed old references to outdated lore in the code.
* qol: Changed the default setting for Save Organs and Save Markings to No in character setup
* Fixed ghosts being able to interact with NIFs.
* fix: useless light recalcs, which might even have caused darker than supposed areas
* Fixed wall behind a door in city warehouse.
* fix: multiple bugs in outdoor and turf open / space handling
* Fixed chairs ontop of vending machines in the train.
* fix: CI nanomap rendering
* Fixed there being no radio upstairs in the train.
* fix: xenoarch organ spawn


=2023-09-11=
=2025-03-30=


* Added a new patreon support button to the client!
* 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.
* Added a new space carp type: Puffercarps! These carps explodes doing a modest amount of damage in an area when it either gets too close or if it takes burn damage.
* add: Unusual gait positive trait for 2 points. This trait makes you move faster when your hands are empty.
* Added fruit spawners for mapping use, these spawn one of their respective fruit/vegetable/fungi/plant on their turf on map initialisation.
* add: Added mail options for entrepreneurs.
* Added a log note for when a solar grub matures.
* add: Added a new system for announcing horribly corporate appreciation days.
* Changed the tether's layout slightly, moving the redgate to near the elevator on the third floor and shifting the gym and pool rooms to the west to make space. Added a little seating area near it.
* add: Adds a vore belly to kururak
* Changed the shadekin empathy color to something unique, and more visible in dark mode than the changeling color. Also gives it a special font.
* add: next grep check to ensure space / tab sanity
* Changed hivemind languages so that they don't have to be in italics, but makes it so all the existing hivemind languages minus shadekin empathy are italicized.
* qol: You can now see what pronouns you are choosing for your character on setup.
* Removed all manually set d-tags on wires across all main station maps.
* qol: Temperature artifacts can no longer randomly spawn active.
* Fixed a placeholder image appearing on mobs that gib.
* 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


=2023-09-10=
=2025-03-23=


* Added a new redgate map: A moving train. This map has two z-levels and is 14 carriages long. Be aware that leaving the train in any way is extremely deadly, your body and all of your equipment will be lost. Be extra cautious around railings if you are a teshari!
* add: text surrounded by || text || will now be spoilered in the statpanel
* Added a new bluespace collar. A size can be set on the collar, and when a signaler is used to send a code and frequency to the collar, it changes the size of the person wearing or holding the collar. A signaler can be attached to the collar to modify it, this removes the ability to set a code or size, but the size is instead determined by twice the value of the code sent by a signaler.
* add: Added a new subtype of maint lurker spawns to each redgate map. These ghost pods spawn you in a similar way, but because they are guaranteed spawns, they do not allow you to use the redgate to leave. Any person with redgate access can give permission to these people simply by clicking on the redgate with an empty hand when they are nearby. This is explained to the redgate inhabitant on spawn and when they try to use the redgate.
* Added a whole bunch of bird body parts:
* add: The CHEM ANALYZER has been COMPLETELY reworked. Give it a look!
** The following hairs have been added: feather fan (nev), feather plume down (nev), feather plume up (nev), feather plume small (nev), feather halfmoon (nev).
* add: The belly visibility pref is now a client one, so you don't need to adjust it on a per-character basis anymore.
** The following ears have been added: feather horns (dual-color), nevrean party parrot plume(tri-color), feather fan avian ears.
* add: Added human compatible tesh ears and tail
** The following markings have been added: nevrean beak, parrot beak (nev), thin beak (nev), finch beak (nev), pelican beak (nev), pelican beak pouch (nev), toucan beak (nev), toucan beak tip (nev), bird of prey beak, small (nev), bird of prey beak, large (nev), heart face (nev), full head recolor (nev), top of the head recolor (nev), bird face cheeks (nev).
* add: item muffling in bellies
** The following tails have been added: feathered narrow tail, colorable, feathered narrow tail, 2 colors.
* add: Added Antimatter core RTG for POIs
** The following wings have been added: feathered winglets, wingarms, speckled, wingarms, 2 colors, large feathered wings, speckled, large feathered wings, tricolor
* add: Flamethrower now is more useful than spawning a few fire tiles. It's now an actual threat!
* Added a new subtype of ticket printer, which prints permits instead, as little pink tickets. These are not added to the end of round screen and have the name of the issuer on them.
* add: Adds a moderate and major version of sensitive biochemistry.
* Added 25 and 50 as output options to smartvendors.
* add: Makes some drugs like ambrosia extract have stronger negative effects if you have sensitive biochemistry.
* Added a crafting recipe to create new/replacement hull sheets at a cost of two base material sheets; 2 steel sheets = 1 steel hull sheet, 2 durasteel sheets = 1 durasteel hull sheet, and so on. Can be done up to 5 at a time.
* add: animation flick support to robot sprites
* Added new step triggers to cause instant death messages and qdel the person who steps on them.
* add: Zaddat now have security and Engineering specific subtypes they can choose in the xenowear loadout
* Changed Zorren to no longer regenerate blood from iron, they now require copper. Medical scanner guides have been updated to display this.
* add: Ghosts now have a button to enter the VR space if it's spawned in!
* Changed instances of "iron" pill bottle to replace them with the new blood regen pill bottle in containers and maps that are either NanoTrasen or Zorren related. Keeps iron bottles in other maps (mostly specific away mission rewards). Added copper pills to these bottles.
* add: Ghosts can now enter VR if it's spawned in!
* Changed the nevrean default body head (the original beaks remain as markings and are fully compatible with the new beak!).
* add: Adds the ability to TF into different creatures while in VR
* Changed the corvid belly marking to properly show it's groin.
* add: admin verb to modify the shift end
* Changed the fennec that naturally spawns in Rain City to no longer insta gib, reduced it's damage (it is still very high) and generally make it vornier by increasing it's pounce chance.
* add: option to export and import the soulcatcher settings
* Changed the "Wait 30 minutes to respawn" message to appear after the MOTD.
* qol: Voidsuit oxygentanks now no longer deploy into your suit storage slot, but are integrated.
* Changed the font of the teppi language and modified the words it displays to people who can not understand it.
* qol: Vox can put phoron tanks into voidsuits
* Changed the colour of sol common in dark mode.
* qol: Clamps the strength of mindbreaker. No more infinite hallucinations.
* Changed tables and walls to have a base icon state that allows you to use previously incompatible materials to build them, such as concrete to make tables.
* qol: updates server logs verbs
* Changed the colouration on zaprat ears tips.
* qol: Chem analyzer will give you MUCH more information now.
* Fixed the fifty-spawner and any manual spawns of durasteel hull plating silently returning standard durasteel sheets instead.
* qol: Teshari no longer have double slowdown from radsuits
* Fixed some neon sign sprites in Rain City.
* qol: Adds a greyscale / glowing effect for TF rays
* Fixed xenochimera body base suits not appearing correctly.
* qol: changing your scale under the VORE tab will autofill your current scale instead of defaulting to the minimum of 25
* Bumped actions/checkout from 3 to 4
* 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


===Additional Update===
=2025-03-18=


* Added warning messages to the upper floor of the train, so that if you attempt to fly from it, you'll be warned of impending death. The ground floor is still instant death!
* 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:
* Fixed a bug that caused all iron pills to contain copper.
** add: liquid bellies
* Fixed tesla examination information being missing.
** 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.


=2023-09-03=
=2025-03-16=


* Adds new job - [[Entrepreneur]]! On OOC level, it's a job designed to serve similar purpose to Entertainer, although with theme focused less on entertaining crew and more on servicing them with various 'private services'. It lacks any special loadout, access and doesn't have any special areas to it. 4 job slots, same as Entertainer. The new alt-titles for this job are:
* add: Adds gooborgs! Sprites by Toriate
** Lawyer
* add: You can now TOGGLE STOMACH GLOWING on borgs! If toggled on, your tummy will GLOW IN THE DARK!
** Private Eye
* add: Catborgs now have passive glowing parts if they are toggled on
** Bodyguard
* add: You can now adjust the transparency of your wings in the character editor and related.
** Personal Physician
* add: Adds a positive trait that allows you to have your genetics unable to be scrambled.
** Dentist
* add: Adds three new negative traits: One Life, Unsleeveable, and Unreviveable.
** Fitness Instructor
* add: If you have NO_DNA or NO_RESLEEVE(your genetics is trashed), slimes find you unappealing!
** Yoga Teacher
* add: Medical kiosk now informs you how to cure Dizziness and Jitteryness
** Masseuse
* add: Adds a nevrean plush with two variants, normal and security.
** Tradesperson
* add: AI law modules will show the laws they apply when examined
** Streamer
* qol: Goes through and gives plushies speech bubbles pertaining to what they are.
** Influencer
* 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.)
** Paranormal Investigator
* 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.
** Personal Secretary
* qol: Moves 'toggle extras' to a more conspicuous spot in the Abilities tab. (Dullahans and Gryphonborg have alternative sprites if used)
** Stylist
* image: modified the head states of DSI nevreans
** Fisher
* image: modified the torso states of DSI tesh and regular tesh
** Fortune Teller
* image: Fixed mailman's hat
** Spirit Healer
* maptweak: Added a couple of mail scanners and mail bags to all the maps
* Added a Game Master alt title to the [[Entertainer]] job.
* maptweak: touches every map and smashes it with a plasteel hammer to make it comply
* Added a variety of new tesla coils with unique properties and upgrades. To obtain new coils, just grab a regular coil board and slap it with a multitool to reconfigure into another type of coil. Process is reversible, so dont worry about misclicking wrong entry in the list. Those coils require same things as regular coil to build, with only a single capacitor. Their upgrades are also exact same, just upgraded capacitor, although they do get all special effects of their own from that.
* maptweak: TGMified 106 maps
** Standard - our good old red coil. It's only been slightly bit nerfed, to split functionale elsewhere - chains jumping off of it now lose power even if coil isn't connected to a powernet. Previously it allowed infinite chains as long as you used unconnected coils. Otherwise it functions same in terms of power production and the like.
* maptweak: Removed invalid d1 d2 edits for cables
** Relay - orange coil. As name implies, it takes away the feature of relaying lightning across from the standard coil. It does NOT produce power and only serves as chaining point. It also does have slight loss of power of 10%, but at upgrade level 3 it no longer loses power, and going beyond actually makes it amplify lightning coming through it a bit!
* maptweak: Removed area var edits and codified most of them
** Recaster - yellow coil. It serves as more long range lightning coil. It produces exactly half the power a normal coil would, and relays same amount of power to next coil in the jump chain as normal coil would. However, it has much higher range of zap jumps! From default 5, its actually...6. But it also increases by 1 per upgrade level, with 8 at level 3 and maximum of 10 at level 5! Power it collects is also amplified by capacitor upgrade level same way it would be for regular coil.
* fix: Fixes it so plushies now properly speak.
** Collector - green coil. It is a good finishing point for the chain. It collects energy much more efficiently, collecting all power in the lightning zap it recieves, and not bouncing it beyond anymore. Efficiency is 80% rate, over default coil's 50%, but this specific coil also increases with upgrades, to 90% at tier 3 and 100% full power conversion at level 5. Power it collects is also amplified by capacitor upgrade level same way it would be for regular coil.
* fix: Fixes the toaster from having the sus plushie sound.
** Prism - blue coil. The one for the books - this coil... by default is regular coil that produces half the power, like recaster, but without extra range. But as you upgrade it, you'll find it's true power. It splits one bolt into multiple with even power split among them (and one portion of power split goes towards Prism coil's own power production). Amount of bolts it outputs is equal to its upgrade level, so be careful to not upgrade this one too much. Power it collects is also amplified by capacitor upgrade level same way it would be for regular coil.
* fix: Fixed swarm mobs becoming walls on death
** Amplifier - purple coil. The weirdest one, for it does not produce power. It, in fact, consumes it! When a bolt jumps to it, this coil looks at its connected powernet's power supply. If there's enough power in the powernet, it consumes that amount and increases power of lightning chain by 50% of its current amount, before passing it through to next one. If there's not enough power, it passes it through still, but with loss of 25% power instead. So, how much power do we need to amplify a strike of lightning? By default, exactly 50% of its power... Which sounds terrible, but with upgrades that amount goes down to 25% at tier 3 and ~16% at tier 5. And that's a lot more value than 0-gain default, if you can make the power flow work for you!
* fix: map placed dirt now applies 50 to 100 dirt
* Added a new [[Gateways|redgate]] islands map. This consists of two Z-levels: An ocean with a few islands to visit, many with vore mobs on them. An underwater Z-level with lots of things to find hidden around the ocean floor, a little more sparse on vore mobs.
* fix: The various character transparency additions are properly added to character DNA now.
* Added 10 new wolftaur mobs, including 5 different colours with a nude and clothing version of each. They are retaliate mobs that are hard to escape from once they eat you and digest quickly.
* fix: Xenoarch organs no longer have the possibility of being rejected.
* Added a new underwater turf. Standing on this turf feeds you CO2 instead of air, suffocating you. It is a subset of water turfs, and therefore interacts with aquatic, which also allows you to breathe on these turfs. This does mean that you can use the "dive" ability of aquatic under the water too, but it can be treated as though you are swimming up above the sea floor.
* fix: Borg batons will no longer start looking like it has no cell.
* Added a couple of creative commons 0 sound effects for the ocean and underwater areas.
* fix: Fixed dullahans being in between two tiles
* Added a "diving" subset of the ocean turf, which allows you to dive down to the turf beneath it, or to swim up from below. Uses normal move up/down verbs.
* fix: Traits will no longer wipe innate species traits
* Added a bunch of underwater flora.
* fix: Fixed a number of duplicate structures and cleanables on maps for the map linter PR.
* Added a collapsed ships mast prop.
* fix: Fixed mantraps voring people who step on them when they're dead.
* Added a new variation of Fake_Sun that applies a new underwater weather effect and has only one option for the colour and brightness.
* fix: robot sprites broken by goo borgs
* Added a new "vorny" variation of the great white carp. This one is very hard to escape from and digests quickly, but is stunned if you manage to do so to give you a chance to flee.
* fix: All suits no longer have a 'toggle hood' button even if they have no hood to toggle.
* Removed random burn chance from cheap lighters.
* fix: Dullahans (among others) have proper offsets now
* Changed [[Guide to Paperwork|fax machines]] to allow you to climb onto tables with them.
* fix: Plushies will no longer lose their loadout name
* Changed catgirls, lamias and cookiegirls to have unique factions, so that they will actually retaliate when they have retaliate AI. This does not affect them in their normal passive AI state.
* fix: Plushies will speak in their given name in the chat properly.
* Changed the examination text of some [[Tesla_Engine|tesla]] components.
* code: Unit test forces coders to comply with proper offsetting of borg sprites
* Changed coils, grounding rods, and the generator 'core' unit to now use warning (red) formatting if unsecured.
* code: Robotic eswords and batons now count as robotic weapons and trigger appropriate sprites.
* Changed the tesla generator 'core' to no longer report its anchored status twice when examined.
* code: Slightly changed projectile code to check for lying down mobs instead of their density
* Changed emitters and chairs to be able to be rotated CCW as well as CW.
* 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.
* Changed using a folder or clipboard on a turf to now sweep up all loose papers on that turf.
* code: Gets rid of a few non-existent base paths by converting one of the paths into the base one. (plushy/therapy & plushies/squid)
* Fixed broken random item spawner in Rain City.
* code: end of file new line fix for grep
* Fixed runtime in serviceborg.
* code: changes the falling turf effect to turfs directly
* Fixed distress beacons blaring "REPLACE ME".
* code: Pockets have been completely reworked to not use randomly defined lists everywhere. They are now consolidated.
* Fixed fat naga using regular naga suit sprites, they now no longer have suited tails.
* code: tgui core to 1.8.2
* Fixed an incorrect reagent name, decafteapowder, causing runtime errors that could break the drinks system.
* 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=


=2023-08-25=
* 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 shark plushie.
=2025-03-02=
* Fixes a major bug with planet lighting.


=2023-08-24=
* 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


* Fixed Ian storms spawning Ians inside of dorms.
=2025-02-23=
* Fixed 'bad href token' message when trying to view a new fax.


=2023-08-22=
* add: Add a button to set gender of simplemobs
* add: lockpick sets can now be found as part of the contraband pool in maint items (useless on station though)
* add: lockpick sets can now be used to pick fence gates as well
* add: fence gates can have a lock_id set for use with simple_keys
* add: Reagent-removing 'Pruning mode' to the floral somatoray
* add: Vampiric crew now have a source of nutrition in the loadout under the Utility tab!
* image: resprited the basic lockpick set
* qol: Adds text to art canvas descriptions indicating their size
* qol: Changed nail polish's size to small
* code: Added w_class = ITEMSIZE_SMALL to nail polish, which was missing originally.
* code: disabled some testing logs by default (now require -DTESTING to be set while compiling)
* fix: build mode dropped items will no longer always gib
* fix: no more crashing as a ghost
* fix: pizza vouchers will no longer land with such speed that they gib any user, even if not emagged.
* fix: Snake tail no longer has a stray white void pixel following you 24/7 when facing south


* Added the ability to place micros inside of all [[Guide_to_Food_and_Drink|foods and drinks]], excluding those closed by wrappers or cans (it can be done after opening them).
=2025-02-16=
** Micros can also climb into food/drinks themselves, but for that they need to be 50% or lower size.
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.
** A new food vore preference has been added.
** Micros stuffed in food and drinks, if they and you have matching drop-pred/drop-prey prefs and both have [[Guide_to_Vore#Toggling_Digestibility_and_Other_Preferences|Food Vore]] (new pref) enabled, have a chance to get eaten with every bite/sip, increasing the less there remains and guaranteed on last bite/sip. They go into your default currently selected belly. Spoon/fork/spork compatible!
** You can examine food/drink to see if there are micros inside, how many and whom.
** Micros can instantly resist out, business as usual.
** If slicable food is sliced, micros are transferred to random slices.
** If food/drink is deleted for reasons other than consumption, micro is dropped. Not microwave-compatible atm, sorry.
* Added a new [[Gateways|redgate]] map: Rain City!
** This map is a large single z-level that is very densely packed with buildings and a lot of randomised loot.
* Added more variants of Pakkun's, bringing the total colours to 5, each with differences in their behaviour. All variants are now available as maintpred spawns.
* Added two new tails: ringtail (vwag) and raccoon tail (vwag). Both ported from skyrat.
* Added three new clothing options: A shortsleeve hoodie variant, a recolourable version of the Flame Dress, and a recolourable version of the Yellow Dress.
* Added a variety of neon signs, mostly for use in Rain City.
* Added new streetlights, city sidewalk slabs and road turfs, along with road marking decals.
* Added new options to the fake_sun object, allowing it to be used to simulate weather on maps that aren't a planet:
** do_sun - True by default - will apply lighting stuff when enabled
** do_weather - False by default - will apply weather stuff when enabled
** weather_visuals_icon - icon file containing desirable weather
** weather_visuals_icon_state - icon state in said file
* Changed Pray to have a TGUI window when the option is selected, and also gives a note as to when to/not to use the verb. Also made it so that prayers are logged for admins.
* Fixed outdoor turfs being dark forever when not lit by a sun.
* Fixed posters not being placed anywhere other than south on lateload maps.
* Fixed monitor heads not being able to change displays as a custom species.


=2023-08-20=
* '''The server is now on BYOND 516, older clients will no longer be able to connect. For more information on updating to 516, see instructions listed here: [[Installing Byond]].
* add: Adds a bunch of wings to the server from Chompstation:
** Cyber angel wing (colorable)
** bat wings (purple)
** Dragon wings, large, colorable
** xenomorph backplate, colorable
** xenomorph backplate, colorable 2
** xenomorph backplate (queen)
** Snail shell
** Xenomorph backplate (standard)
** Xenomorph backplate (royal)
** Xenomorph backplate (down)
** Cloaking Moth Wings with Eyes (Colorable)
** Aeromorph Jet Wings (Colorable)
** Moth Wings (Clockwork)
** Moth Wings (Monarch)
** Moth Wings (Luna)
** Moth Wings (Atlas)
** Moth Wings (Plain)
** Moth Wings (Redish)
** Moth Wings (Royal)
** Moth Wings (Gothic)
** Moth Wings (Lovers)
** Moth Wings (Whitefly)
** Moth Wings (Burnt Off)
** Moth Wings (Firewatch)
** Moth Wings (Deathhead)
** Moth Wings (Poison)
** Moth Wings (Ragged)
** Moth Wings (Moonfly)
** Moth Wings (Snow)
** Moth Wings (angel)
** Moth Wings (Colorable)
** Moth Wings (Luna, Colorable)
** Sect drone wings Alt. (To use with bodytype marking) Sect drone wings Alt.
** Taur wings (Draconian)
** Harpy arm-wings(Large)
** Sloog shell
* add: Added Trait Genetics to the game:
** fix: Fixes a server crashing issue with flip emote
** fix: Fixes Genetics and all the powers that came with it
** add: Adds Trait Genetics to the game. (Genetics can activate/deactivate traits)
** add: Various new traits up-ported (drippy, rad-resistance/immunity, Photosynthesis, Rotting Genetics, Incomprehensible, Less blood volume, slowdown EXTREME, low ** blood sugar, Agoraphobia, Loneliness, Glass Endurance, reduced biocompat, photosensitivity, haemophillia, pain intolerance, sensitive biochem, table passer,)
** add: Health analyzers tell you if someone is suffering from a genetic side effect and what to give to cure them.
** add: Allows cocoon weaver to change eye and skin color
** fix: Various small bugfixes up-ported from Chomp
** sound: Added some founds from Chomp for space inhale/exhale sounds
** refactor: Refactors how radiation code works to work with rad resistance/immunity.
** refactor: Genetic side effects edited NOT to be shitcode with spawns & sleeps. Made to use timers instead.
** code: Updated a LOT of files to be equivalent to their chomp versions.
** balance: Adjusted laser eyes to do 10 damage instead of 40 per shot, due to being spammable and nutrition being extremely high.
** balance: Chems that formerly fixed genetic damage now heal cloneloss instead of genetics, since the new system is incomparable with old genetic healing.
** add: People can be reset to their default with the resleever console, as it can print out a genetic injector that does NO radiation or genetic damage, just purely fixing them back to their default.
** code: A lot of the below were added because while updating the files to be 1:1 where traitgene changes occured, there were massive changes codewise.
** code: Autostrip steptriggers added
** code: Flare box now contains 14 instead of just 4 flares.
** code: Mind secure closets added
** code: Persistence doesn't do to_world anymore
** code: Removes a LOT OF VORESTATION EDIT COMMENTS as we are no longer a downstream.
** code: 'DO NOT USE' sprite_accessories will no longer appear.
** code: disk/data was removed and replaced with disk/body_record. Fluff item fixed with this in mind.
** code: Gets rid of RS comments that slipped into our code somehow.
** code: Save_character will now tell you you saved your character.
** code: Abandoned crates given dna injectors as possible loot. Teppi ray added. Alien junk prop added.
** fix: When an observer/dead is destroyed, it now properly gets rid of the visualnet blocked turfs.
** fix: choosing high blood volume no longer kills you on spawn
** fix: AI eye no longer hard deletes
** add: Last_breath_sounds added from CS. Touched human/human.dm
** fix: Rest-left Rest-right works properly
** code: Moving with broken limbs checks to see if you can feel pain before doing a pain emote
** code: Radiation cap increased to 5000 to account for rad resistant peoples.
** code: Radiation now is decreased by a rad_removal_mod.
** code: Shrinks & grows vars added. Not used here, but used downstream. Crit_mod as well.
** code: Monkeys no longer process if there is nobody on their Z level
** fix: Protean rig no longer hard deletes
** fix: PAI no longer gets stuck outside disposals
** code: new censor_swears proc.
** code: Polls now have the 'NEW' under them instead of next to them
** code: Brain moved from /new to /init
** code: Droplimb acid added
** balance: Immunorejection chems last much longer
** code: Adds a debug log if someone spawns with no DNA
** code: Resleeve designer can now add flavortext per limb
** fix: Resleever properly applys digi legs now.
** balance: Resleeve sickness is no longer a thing (you also do not get genetic mutations from the sleever)
** code: Psionic and wingdings fonts added
** code: Makes the SD MAP_OVERRIDE warning note that it is the SD not the tether
** code: Xenomorph references changed to Genaprawn like downstream, was included in a few files that were being changed.
** code: span_major_announcement, ooc_announcement and subheader_announcement addeed
** code: send_ooc_announcement proc added
** code: Gets rid of a spawn(0) in species generation
* add: dynamic light system for planets
* add: The resleever will now talk to you with a cute medical speech bubble when it makes a dna resequencer.
* add: Automatic changelog generation & compilation
* add: You can now use storage containers that is in another storage container
* qol: updates diagonal movement calculations
* qol: Gas artifacts and temperature artifacts can no longer be 'spam-toggled' and will instead only be aura artifacts.
* refactor: up-ports ghost orbiting refactor
* image: Added a few icon effects
* fix: IRC comms are disabled without a password set
* fix: signalers will now signal
* fix: firedoors checking the processing before being closed
* fix: Telecube will give the proper tech levels now
* fix: some ui issues on shield gen, gyro control and rust control
* fix: removed an extra overlay that shouldn't have been on the dual-colour thin vulp ears
* fix: Xenoarch gas effects will no longer have a 1/3 chance of not working when spawned in.
* fix: Gas artifacts no longer overpopulate the artifact pool
* fix: a 6 year old issue where any modifier could set your pulse to 0
* fix: door tag id inputs being too short
* fix: belly sprites not properly working in some cases
* fix: Micro cameras will now properly reset when micros are dropped
* fix: Injectors can now properly spawn on maps now.
* fix: Some issues with blood were fixed
* fix: Fixes various issues with genetics
* fix: You can no longer choose multiple autohisses at once
* fix: meteor gone projectile
* fix: muzzle flash lasting forever
* fix: body record disks being spawned in every box
* fix: Tequila is no longer spelt TequiLLa. Update your maps if they have it placed there manually!
* fix: Vents now properly hibernate instead of running 24/7
* fix: able to pick hair style again
* fix: Gases will no longer linger as microscopic values in pipes.
* fix: Fixes a 10 year bug where you wouldn't get your cult spells when turned into a construct.
* fix: Enabling and disabling the radiation immunity trait no longer breaks things.
* fix: runechat size multiplier offset
* fix: cyborg mats will never show up now
* fix: The chemmaster will no longer have ethanol turn into wine like Jesus touched it
* code: storage.js -> storage.ts
* code: Makes spells less garbage.
* code: Radiation now works differently on the backend.
* code: Adjusts the temp cap to be higher for engineers trying to make hellmixes.
* code: Gets rid of more sleeps
* code: Showers are more efficient on the backend
* code: Made a global blacklist for artifacts that should not spawn in global_lists.dm
* code: You can no longer place markings on your lungs (Unit test checks for improper bodypart areas)
* code: tgui 516
* code: moves the dependencies to 516.1655
* code: removes no longer needed spawns
* code: move runechat to a subsystem
* code: There is now a Unit Test to make sure reagents are valid.
* code: cleans up a lot of badly converted News
* code: Anything in the /mob to /human pathline qdels properly
* code: Changelog buttons now pointing to the autochangelogs instead of opening the wiki


* Added two new taur tails: Fox (Taur, 3-color) and Kitsune (Taur)
=2025-02-09=
* Adds the ability to put hats on catslugs.
* Merged Smite and Smite (Vore) verbs.
* Fixed Synthetic lizard tail (vwag) animation.
* Fixed paper disappearing when you try to stack them inside of your pocket.
* Fixed a random verb in Commands tab actually being a verb.
* Fixed a few random runtimes.


=2023-08-18=
* 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.


* Added a new seagul vore mob.
=2025-02-02=
* Added new personal emergency beacons, useful for times that you get stranded out of communication range from the station (such as the Stellar Delight leaving without you):
** Acts as a small distress beacon that can be activated on your person.
** Miners receive 1 in each equipment locker, and packs of 4 can be ordered via the supply terminal for outfitting expeditions or replacing spent beacons.
** These devices report area name and X/Y coordinates at time of activation to the standard distress signal levels when activated, prompting the user and having a short delay before activation.
** Once a beacon has been activated it's effectively 'spent' and can't be used again. Unlike a standard distress call, it does not repeat.
* Added a print to chat button alongside the view OOC notes option when examining characters, restoring old functionality.
* Added reset buttons for nickname and character record entries.
* Added the ability to late-load specific paintings.
* Removed the abandoned island redgate map pending a redesign.
* Changed OOC notes to in character setup to be three seperate buttons for the three seperate options. (Edit, likes and dislikes). This also applies to the set ooc metainfo verb.
* Changed the OOC notes window to only show likes and dislikes if they are actually set up.
* Changed the redgate and gateway map names to have a redgate or gateway prefix.
* Changed the zoo map to be 140x140, but it is not yet available as it needs more work.
* Changed how the OOC note window works so that it should behave more similarly to the character setup window.
* Fixed equip and unequip noises not playing.
* Fixed the remove_reagent proc removing all blood, and making it impossible to gain more.
* Fixed a disposal pipe leading to chemistry on the tether.
* Fixed the gravity events not interacting with gravity generators.
* Fixed vendor refills showing the wrong date.
* Fixed the ability to wrap things that are inside of other containers.
* Fixed silicon speech bubbles reverting to default.
* Fixed entering smolbrick buildings as they are deleted destroying your character.
* Fixed communicator list breaking.
* Fixed null entry in living mob list (hopefully).
* Fixed spin() causing the server to melt by adding a sanity check.
* Fixed promethean blob hat not retaining it's colour.
* Fixed pizza cargo orders appearing ontop of crates rather than inside of them.
* Fixed a missing tommy gun sprite.
* Fixed maint-pred ghost pods taking too long to initialise on maps.
* Fixed slimes not being able to latch onto people, as they would try to eat them on click instead. Eating people as slimes has been moved to alt-click to resolve this conflict.
* Fixed shadekin not being anonymised when phased.
* Fixed shadekin getting stuck in a half-phased state if phasing in and out too quickly.


=2023-08-14=
* '''MAJOR UPDATE''': Moved our UIs to tgui core. This means that the current UIs are now better optimised for BYOND 516 and not so much for 515, which may have some minor UI problems. It is highly recommended that everyone updates to the current most stable version of BYOND 516 (be aware that the lastest 516 build is broken), following instructions listed here: [[Installing Byond]].
** Added a warning message if clients are older than 516, warning them that the game will soon update to version 516 and that they will experience issues in the meantime, and eventually not be able to connect at all.
** Added warnings for people on clients 516.1652 to 1654 that they should use another version.
* Added a Deluxe bluespace bracelet that allows a variable toggle, this is available in the loadout for 3 points.
* Added an angler bulb ear.
* Added a new sneptail from Skyrat.
* Added a simple recolourable wrestling mask to the loadout for the upcoming event.
* Added some new [[lleill|whitespace/glamour]] features for upcoming events:
** Added a new stable glamour crafting material that can be used to craft various items.
** Added a new unstable glamour item, that has a few risky effects when used and picked up without protection.
** Added a new particle smasher recipe to turn unstable glamour into stable glamour.
** Added a variable for particle smasher recipes to have a chance not to consume an item.
** Added new items to the lleill transmute ability.
** Added new glamour bow and arrow items.
** Added new glamour turfs for whitespace maps.
* Added a visible tag to Bodybags when written on.
* Added a cable dir maptest.
* Added a bunch of missing taur sprites.
* Added in some currently unused mask sprites from downstream.
* Added some currently unused weather effects (starry_night, midnight, sandstorm, toxic_rain, downpour, downpourfatal, and acidfog).
* Changed Xenoarcheology in a bunch of ways:
** Massively lowers chance of the virgo beacon spawning
** Massively lowers chance of both guns and laser guns spawning in war digsites (The chances you would find a fully functioning gun is pretty low, honestly. This reflects that.)
** Lowers chance of finding the cult blade
** Adds human corpses to temple digsites, war digsites, and garden digsites
** Adds alien corpses to garden digsites and war digsites
** Adds robot corpses to war digsites and technical digsites
** Xenoarch guns can no longer erroneously choose a firemode and swap their projectile type
** Xenoarch guns no longer become laser rifles when battery is swapped
** Xenoarch guns have proper names now
** Xenoarch guns can no longer have pulse destroyer beams
** You can no longer accidentally nuke yourself with the cult sword
** The electric field artifact can no longer be rapidly turned on and off to nuke people
** The cult sword checks to make sure it has the proper lifeforce
** Actually properly gets rid of radiation+damage when you destroy an artifact. You instead now become jittery.
* Changed cost of base bluespace bracelet to 1 loadout point.
* Changed Robots so that they can now use their mining points to upgrade their scanner.
* Changed TF procs to be called from one centralised location, and added checks for nutrition and vore bellies.
* Changed more usr to user / src, please do report any bugs to us if things do not work as expected.
* Changed Examine_OOC from a proc to a verb.
* Changed a spot where query was supposed to be query_insert in the code.
* Removed all old inputs (converted to TGUI inputs).
* Removed old alert in favour of TGUI alerts.
* Fixed spontaneous rupture of lungs when breathing otherwise adequate amounts of air.
* Fixed proper alert not showing up when you're suffocating in space.
* Fixed missing qdel.
* Fixed a bad sql call.
* Fixed some runtimes pertaining to guns dividing by 0.
* Fixed Bodybags to show properly again.
* Fixed Crew monitor to now filter and show vitals properly.
* Fixed Tritium acting as slime jelly.
* Fixed another case where alarms could get stuck.
* Fixed Teshari pattern ears being missing from the ears selection.
* Fixed nearby computers to properly merge their icons.
* Fixed a bunch of taur sprites. They no longer make all your items go invisible.
* Fixed a crash on guns with 0 fire delay.
* Fixed missing longsword and sabre sprites.
* Fixed taurs being unable to be ridden.
* Fixed inventory missing sprites for some overcoats.
* Fixed [[zaddat]] to allow them to choose sprite accessories.
* Fixed compact shotguns not being able to rack the gun.
* Fixed computers not facing the right way.
* Fixed building camera consoles runtiming.
* Fixed a bug where projectiles could go into nullspace and runtime.
* Fixed a bug where tcomms would runtime trying to get their temperature after being destroyed.
* Fixed a bug where circuit boards would not del their datums properly.
* Updated compile_and_run.sh
* Updated rust.


* Changed some borg sprite names so that they don't better fit with the module name prefixed to them.
=2025-01-28=
* Updated the zorren lore blurb in character selection.
* Fixed the wrong category of HUD layer on new buttons.
* Fixed a succlet runtime.


=2023-08-13=
* Fixed dnaswitch artifact not being properly enabled.
* Fixed a to_world.
* Fixed database subsystem missing qdels.
* Updated librust_g.so


* Added 9 new [[Vore_Panel#Visuals|belly overlays]], all of which are colourable (some with multiple layers). The art was created by Homogenousrule, commissioned by Kashargul.
=2025-01-27=
* Added some unique bellies to lost and syndie borgs, as well as adjusting others for consistency.
* Changed Syringe Guns so that they can now be put into holsters.
* Added the new [[Guide_to_Vore#OOC_Notes|OOC notes]] panel to character setup.
* Fixed an issue with chemsmoke fadeout(?).
* Added the name of a [[Cyborg|borg's]] sprite to it's description when examined.
* Fixed some sprites for catborgs.
* Corpses from landmarks on pois, as well as AI controlled ones, monkeys or otherwise, now show lower in sorted all-mob-lists
* Fixes for xenoarch, including a stray debug message.
* Fixed an SMES being missing from the talon shuttle.
* Fixed some broken/missing markings, taurhalves, ears, and wings.
* Fixed teppi being extra aggressive towards micros.
* Fixed the Crew Monitor frequently returning BSOD screens.
* Fixed bellies default color selection for secondary/trinary using main default color.
* Enabled DNAswitch artifacts in xenoarch.
* Fixed new buttons not disappearing when prey fx is removed.
* Other miscellaneous back-end fixes.
* Fixed some overlays staying when switching from one fullscreen belly overlay directly to another.
* Fixed entertainment monitor icons missing on some maps.
* Fixed emagging causing borg modules to stack infinitely.
* Fixed an SQL injection error.


===Additional Update===
=2025-01-26=


* Fixed an error with the SQL injection error fix.
* MAJOR rework of [[Guide_to_Xenoarchaeology|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, <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.


=2023-08-11=
=2025-01-19=


* Adds the ability to customise the colour of a single body marking over the different body parts that it covers. This is done via a customise button next to each marking.  
* 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.
* A new field has been added to examines and [[Character_Creation#Character_Setup_Interface|character setup]]: Custom link. This 100 character space allows for you to include a link (or multiple) to character references or preference lists that is clickable upon being examined. This is not to be used for memes.
* Added ACE Security outfit (undersuit + armour) for security; undersuit is available in loadout uniform selector, full outfit available in officer and warden lockers.
* Merged dogborg modules into standard [[cyborg]] modules:
* Added silver and white jackboots to loadouts.
** All borgs now have a belly module, but only those with sprites made for it will have one visible on their body whilst in use.
* Added a craftable variant of the leash, made from a stack of cable coils (at least 3 cables in it).
** The boop module is now available to all borgs.
* Added linting for maps on github, ensuring that they're all checked for errors.
** The tongue module is now available to all borgs, but is no longer able to clean.
* Added some icons that were added downstream to prevent conflicts.
** Puppy jaws module has been effectively removed, but for dog, drake and raptor borg sprites, the universal crowbar tool now has the puppy jaws sprite.
* Significant update to virology:
** Other dogborg tools, such as paws of life and jumper paws, are still visible as flavour as resprited versions of other borg tools when you are playing as the dog sprites.
** Added Blob Spores symptom.
** Boozehounds now change belly colour by using the Customize Appearance verb.  
** Added vaccine bottles, sellable to CentCom in a freezer, made in the PanDEMIC.
** All whitelisted borg sprites have been transferred over.
** Added supply packs with normal and minor experimental diseases.
** Flavour text for dogborg modules will have been lost.
** PanDEMIC now takes syringes as well.
* Changed OOC notes to be a pop out TGUI window instead of text in the chat box:
** Mobs may be picked as targets with Bluespace Sneeze.
** The new OOC notes have three sections, general, likes and dislikes.
** Many symptoms that affected carbon now affect mobs too.
*** These new sections can only be edited whilst spawned in game at this time.
** All diseases will cure themselves eventually, as the body works up immunity.
** The character directory has been made compatible with the new format.
** Shuffled the list of cures for advanced diseases.
** Edit buttons are visible when you have your own OOC notes open.
** PanDEMIC consumes 5 blood when making vaccines now.
** Due to being a TGUI window, links in OOC notes will no longer be clickable. The new custom link field is intended to alleviate this.
** Reduced the health and damage of macrophages, adding more depending on the disease they're based on.
* Changed mentions of nitrogen to phoron in [[Supermatter Engine]] manual. Also updates relevant numbers (expected shots of 12-16), and expands some data on some features.
** Macrophages now shrivel up when killed, leaving behind some of their bits on the ground, or in someone's stomach if eaten.
* Fixed micros not being able to be properly holstered.
** 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.


=2023-08-05=
=2025-01-14=


* Added a new hotsprings map to the redgate! It's an open snowfield map with a few buildings and caves dotted about, but most notably, it has a few hotsprings outdoors and indoors! The map is uncomfortably cold, but the hotsprings are nice and warm.
* Added exclusive hull and armor types to Exosuit Fighters, with a faster top speed at the cost of reduced durability.
** The stardog is still the only redgate map for this weekend, but the others and the new one will be back soon!
* Added collision mechanics to Exosuit Fighters. Fly responsibly.
* Added the ability to shift your layer with Ctrl+shift+numpad+/-, letting you arrange your position above or below other mobs!
* Added a new enter sound effects and a special collision effect to Exosuit Fighters.
* Added a 5 minute cooldown to overmap mobs announcements so that they don't spam the radio.
* Added circular saw to sciborgs.
* Changed the colour of ranged LOOC for staff to differentiate it from local LOOC.
* Added color markings for the inner thighs that are made for digitigrade legs.
* Changed how description colours work so that they properly show up in dark mode.
* Added full chest fluff (vulp) and inner arms markings.
* Removed examine_vr and merged it's contents into the main file.
* Added a fat cowtaur option, along with a vwag toggle version.
* Fixed things so that the OM mob won't lose its map_z.
* 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.


===Additional Update===
=2025-01-08=


* Tether cargo has been remodelled.
* Fixed an issue with LOOC not working in some locations.
* Fixed old chat colours being broken in the previous update.
* 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.


=2023-08-04=
=2025-01-05=


* Added a new [[gateways|redgate]] map: The Stardog! It has a few unique features:
* Added leashes, which can be attached onto collars. Buyable in the Looty vendor. OOC Escape can be used to break out of the leash.
** An exterior and interior portion of the map. It's a vore map! Though it starts in a small normal room and you can just leave if you're not into it.
* Added mirrors to all resleeving and autoresleeving rooms.
** It's covered in a new fur turf! You can pet it.
* Added icon states for the black half-mask on vulp-base icons.
** If you emote on the stardog, people that are stood next to it will hear it like a subtle.
* Added consolidated versions of the campbell tattoos and modular longsock markings.
** Likewise, people speaking near the dog will be audible all across the dog map itself.
* Added the ability for science to build and assemble the Pinnace and Baron Fighter Exosuits.
** You can pick people up from the dog if prefs match, they'll be shrunk to 25% scale when you do so, because they're tiny on there.
* Added a landing gear to Fighter Exosuits.
** The dog also has lots of tall fur that can be cut down for harvesting, and vore mobs might appear from it.
* Added subsystem initialization returns.
** The inside of the dog has digestive enzyme pools that, if your prefs align, can digest you.
* Added missing CI scripts.
* Adds functionality to simple mob AI to allow it to be selectively hostile to people who's vore preferences line up, and a few new mobs that use this functionality:
* Added some icons from downstream for better mirrorbot compatibility.
** All of these mobs exclusively use the [[Guide_to_Vore#Controls|selective belly mode]].
* 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.
** It can also be configured to only be hostile to people who are below a certain effective size.
* Changed antagonism section of character setup, renaming it to Special Roles.  
** New mob: Abyss lurker, a blind creature that targets sounds.
* Changed most of the options in the antagonism section to be hidden as they're not used on this server.
** New mob: Abyss leaper, lunges at it's prey.
* Changed pull punches to do HALLOSS, and that still does pain.
** New mob: Gelatinous cube, slow and extremely deadly.
* Changed lobby music volume from 85 % to 35 %.
* Adds a couple of new variables relating to NPCs doing vore:
* Changed tgui-say colors for better contrast.
** faction_bump_vore - a variable on mobs, which when enabled, will allow them to eat members of their own faction via bump noms.
* 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.
** escape_stun - a variable on bellies, which will weaken the belly's owner by the number you give it when the belly releases something.
* 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.
* Added traumahound versions of [[Cyborg|tallborgs]].
* Changed intents to be defines more consistently.
* Added a new variable to areas: no_comms - makes the area act as a radio jammer, allowing Z levels to have parts of the Z where radios work, and parts where they do not.
* Changed some istype to the ismacros, so that it's easier to actually find the uses of those comparisons without complex regex search.
* Added a new overmap ship capable of docking with the stellar delight.
* Fixed a bunch of New() being called instead of Initialize().
* Added a 'Emote Beyond' verb to navigation screens. This allows one to send a subtle emote to any mobs that might be near the OM icon for the ship they are on.
* Fixed verdigris producing strange outputs for non square maps.
* Added preset relays to the inn map and the teppi ranch map.
* Fixed an init order in the vr monkeys.
* Added the ability to make automated staff request in fax TGUI.
* Fixed sample containers being able to hold more samples if you use the scoop functions.
* Moved Eggnog Town from the gateway pool to the redgate pool, since it fits there a little better, also modifies the maps a little bit so they work better, and makes the relay there be preset!
* Fixed invisible ore chunks.
* Merged faxmachine and faxmachine_vr files.
* Fixed a few initialize that have no return.
* Fixed an issue where a character could not remove their ID from an unpowered fax machine.
* 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.


===Additional Update===
=2025-01-01=


* Fixed ghosts being audible from the stardog.
* 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 stardog checking prefs on releasing prey.
** Rock, Paper, Scissors. Each player chooses one of those and the choices are declared at the same time.
* Fixed hostile dog mobs spawning on the stardog.
** Arm Wrestling. Players choose a strength and a roll is made that is weighted by the scale, larger characters have an advantage.
* Fixed new vore mobs being hostile even when their capacity is full.
** 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).


=2023-07-31=
=[[Changelog 2024|2024 Archive (click here)]]=


* Added a new craftable weapon that can be made from most materials: Staves! They are not particularly strong as weapons but have a few unique perks;
=[[Changelog 2023|2023 Archive (click here)]]=
** First, using it two-handed allows you to occasionally block/parry incoming melee attacks. This includes melee attacks from hostile simple mobs, not just players.
** Second, being on disarm stance increases the chance to block/parry and gives a decent chance to briefly weaken any opponent you hit (the tradeoff being that you still need to be wielding it and if you're in disarm stance your attacks deal half damage).
* Added recolourable fingerless gloves to the loadout. Found as a dropdown/selector with 'classic' black fingerless gloves.
* Adjusted colour balance of some underwear pieces (boxers, most tanktops, undershirt) to better match other underwears, and added HYPER briefs and boxers styled after the HYPER jumpsuit to the list of underwear options.
* Added a new EventKit verb: Manage Event Triggers
** Allows for the creation, deletion and teleporting to of new event landmarks.
** The Notification landmark, event_trigger, can be set to notify the creator when player character passes over it.
** The Narration landmark, auto_narrate, allows for automated messages when triggered, either directly to the player triggering it, or as a sound/emote in the visible area.
* Added the ability to add atoms to entity narrate whilst in buildmode. In AI mode, use ALT + middle mouse button to add the atom to entity narrate.
* Added new functionality to "MobSpawner" utility within Eventkit for staff: The ability to spawn mobs with custom AI settings!
** A toggle must be clicked (it must be green) for it to override default values
** Selecting a new mob from path will set AI settings to that mob's defaults
** There is no filtering on what AI types you may add to the mob, however most generic types are generally usable
* Added the means for staff to initialize new mob ai or modify existing ai type:
** There is a new option in the View Variables dropdown list called "Enable/Modify AI"
** This brings up a list of AI_holder types that can be applied to the mob.
** The user is then asked to choose a faction for the mob.
** The user then chooses harm or help intent for the mob.
** The user is finally asked whether they would like the mob to wake up.
** Moved the ai initialization proc out from mob/living/Initialize() into its own proc.
* Changed a variety of different types of underwear to be more white, so that they can be more easily recoloured.
* Changed entity_narrate to allow bold, italics and underlined formatting for all atoms.
* Replaced references in entity narrate with weakrefs, to allow for better handling of deleting the attached atoms.
* Fixed the diredog pAI chassis by moving it to 64x64.
 
=2023-07-23=
 
* Added 6 new types of tallborg chassis to dogborg modules, including belly sprites: MEKA, MEKA v2, NIKA, NIKO, K4T and K4Talt. Created by ghostsheep.
* Added a recolourable flannel jacket.
* Changed the coin press to a much simpler method of operation: it is now a basic hand-operated press that turns one ingot into six coins (loss of 500 material units in shavings/etc.) after two seconds, placing them at the user's feet. It will continue to process as long as your in-hand stack has sheets on it, and if you move away during the process it aborts.
* Changed the admin notification for a new player first joining the server to something less intrusive.
 
=2023-07-19=
 
* Added five new buttons to the UI:
** A small L button on the right that opens the "Check Known Languages" menu.
** A small P putton on the right that opens the "Set Pose" verb.
** An up and down arrow on the right side that activates the Move Upwards and Move Downwards verbs respectively.
** A U button above the hands (opposite the E button) that uses whatever is in your active hand on yourself, allowing you to do stuff like eat food whilst in a belly.
** [[https://user-images.githubusercontent.com/24854483/254420805-2ab209e3-3d8e-42d3-ab0c-20a909d0635e.png An image of the new options can be seen here.]]
* Renamed the verb "Subtle (Custom)" to "Custom Subtle", to prevent it getting in the way when autocompleting in the command bar.
* Fixed PDA records missing linebreaks.
* Fixed communicator weather app gibberish.
* Bumped TGUI's word-wrap from 1.2.3 to 1.2.4.
 
===Additional Update===
 
* Added a Twin Drills Long hair style.
* Added a cooldown to the 'use item on self' button.
* Added the ability for borgs and mice to use mouse holes.
* Changed "You're not holding anything to use." to "You're not holding anything to use. You need to have something in your active hand to use it."
* Reverted "Custom Subtle" to "Subtle (Custom)" as it was putting the custom subtle before the normal subtle option, making autocomplete less convenient.
 
=2023-07-17=
 
* Added two new UI elements and verbs: Autowhisper and Autowhisper mode.
** The verb counterparts of these elements are "Toggle Autowhisper" and "Set Autosubtle Mode" respectively.
** Autowhisper, the button on the left, is a simple toggle. When enabled, all say/me use will be replaced with whisper/subtle!
** Autowhisper Mode, the button on the right, allows one to configure the settings that subtle will use, using the new custom subtle modes. It also allows one to automatically use psay/pme if conditions are right. The setting must be set each round, but it will remember your settings for the round, and you can enable and disable that setting with a simple push of the autowhisper button!
** Using hotkeys for say and me with autowhisper enabled will still show your characters speech bubble, but the resulting action will be whispered or subtled.
** [[https://user-images.githubusercontent.com/24854483/253850083-253cf154-18d2-441d-a00c-203dfffaaf7b.png See an image of the new UI elements here.]]
 
=2023-07-16=
 
* Added a generic 'spacefish migration' event, this replaces active fish events. This picks a type of fish for the event, rather than having an individual event for each type of fish.
 
=2023-07-15=
 
* Added a new "Custom Subtle" verb, that allows you to do subtle posts in specific ways. Subtle messages using this verb are marked with a (T). This is a new verb and does not affect the normal subtle verb. It has the following options:
** Adjacent Turfs - literally normal subtle
** My Turf - subtle but only your own turf
** My Table - subtle that is sent to everyone adjacent to the tables you're adjacent to
** Current Belly (Prey) - subtle sent only to your current pred as well as everyone within same belly
** Specific Belly (Pred) - subtle sent only to prey inside chosen belly of yours
** Specific Person - subtle sent only to one person (chosen from list of people who could possibly have recieved your message in normal subtle).
* Added The One Pizza, made in the pizza by combining all of the ingredients of every other pizza type.
* Added a colourable giant bow headwear item.
* Added colour variety to lizards.
* Added black mice.
* Added altevian NPCs for event use.
* Overhauled the minitest submap to feature both the tesla and SM cores, side by side.
* Fixed new pAI chassis not being available.
* Fixed multi-taur saddlebags getting cut off.
* Bumped TGUI tough-cookie from 4.0.0 to 4.1.3.
* Bumped TGUI semver from 5.7.1 to 5.7.2.
 
=2023-07-10=
 
* Added the ability to make taller taur bodies that aren't limited to the height of human legs. No actual bodies using this have been added yet.
* Changed the birthday sound properly this time.
* Fixed TGUI input of the birthday system not submitting chosen dates.
 
=2023-07-07=
 
* Added a new birthday field to character setup:
** When your character's birthday passes, you will be given an option to increase their age by the number of years that have passed.
** This is entirely optional, you do not have to give them a birthday, and you can choose not to increment their age.
** The "Announce?" option makes it so that if you log in as a character on their birthday, it will be announced to the shift and a happy birthday message will play.
* Added markings styled off zorgoia! This includes ears, a tail, a taur body, and a fat taur body (no vwag toggle or loaf). Up-Ported with permission from the creator, Shadowfire117.
* Added the ability to make electrochromic window buttons (circuit from autolathe, frame on wall, like fire alarms), electrochromic (polarized) window multitool interactions actually work now.
* Added the ability to weld certain floor panels (mostly metals) back into place.
* Added the ability to make pretty bushes out of grass.
* Fixed Noble borg sprite eyes being misaligned.
* Fixed a bunch of chem name typos in the new health analyser guides.
* Fixed catwalk construction eating metal rods before completing the catwalk.
* Fixed celldrain and cellcharge having a global range proc.
* Fixed various oversights for effect paths being moved to rarities.
 
=2023-07-05=
 
* Health analysers now have a feature that gives basic instructions on how to treat detected medical conditions.
** This can be toggled with the 'Toggle Guidance' verb on the analysers.
** This is disabled by default on standard, improved and advanced health analysers.
** A new 'Instructional health analyser' has been added that has this enabled by default, with a new sprite and name that should hopefully stand out to new players that won't know to enable the guidance on other analysers. Otherwise, this analyser is identical to the standard health analyser mechanically.
** The new information requires the user to have medical access (but NOT ID changing access). This is to prevent job stealing from other departments that might see this information as an RP reason to know how to treat someone.
** The main goal of this addition is to help new players who do not have a mentor with them and may be overwhelmed by the looking up the medical system whilst under time pressure.
* Added a new "puzzlebox" to be used by event-runners and mappers alike: broken_drone_circuit! Given some simple var-edits, you can hide lore inside a drone brain for players to solve (or shock themselves with failing!).
* Added a new POI for the Debris Field.
* Reduced thresholds for brain damage to be detectable by health analysers.
 
= 2023-07-03 =
 
* Added four new pAI chassis, each with vore bellies: Dire Wolf, Horse (Lune), Horse (Soliel) and Dragon.
** Image: https://user-images.githubusercontent.com/131091897/249291798-9ac03f37-5849-4253-963c-2ba81e569a15.png
* Added Large number of clothes ported from citRP and 2 hairs & 2 gradients  from skyrat.
** Clothes: https://user-images.githubusercontent.com/75939194/249640570-f3a282c9-77fe-475a-9e07-f6ec51075473.png
** Hair/Gradients: https://user-images.githubusercontent.com/75939194/249642255-ff27aba1-4d06-4abb-8578-e86127e05385.png
* Added new Preference tab verb : Toggle-TGUI-Input-Lock for pressing enter in TGUI text input. This verb works the same as the button toggle in the character set-up, and persists.
* Changed Admin/GM tool "Entity Narrate" so that non-mob entities are prefixed with "The" when narrated through if they don't have a Proper Noun as a name.
* Changed Rascal's Pass Level 1 Café and Bar to each have a sink integrated to their countertops.
* Changed Redgate map "Innland" tavern accesses, removing them.
* Changed Mob spawning  for away missions. This does not affect present gameplay, but enables developers to define semi-random mob spawning on a per-area basis rather than be reliant on the away mission.
* Changed another feature for developers: fake suns are modified so it's easier to synchronize lighting across multiple connected Z levels.
* Changed BL-3/P mech accessory code moved to module/research/mechfab_designs_vr . This does not affect gameplay.
* Changed Contributing.md to reflect new state of server: we are no longer a polaris downstream; _vr files or /*Vorestation Edit*/ and similar are no longer necessary.
** Per discord announcement, goal is to refractor code to remove the bloat and clunkiness this former requirement introduced for easier readability in the coming future.
* '''Fixed:''' Shadekin & prometheans to now use user preference (default galcom) rather than unique species language as default language
* Fixed survivor pods by adding a preference under the special roles section (same area as "be pAI, maintpred") to enable/disable survivor pod ghost prompts.
** This will likely default to False for most users, if interested in spawning as a off-station character during Debris Field expeditions, it's recommended to review these settings!
* Fixed A.I (job role) and borgs so that they can no longer tip medibots through cameras.
* Fixed Synths when using the recharger not gaining appropriate amounts of nutrition.
* Fixed Objects crafted using material stacks that could not be recycled.
* Fixed Runtime errors regarding mobs being thrown into blast doors and from looking up in non-planetary outdoors resolved
 
===Additional Update===
 
* Reorganised the directory paths of many mobs to make more sense. This means that telesci mistakes may now also spawn mobs!
* Removed some round start spam about away mission stuff being spawned.
* Chickens now have sprites in the editor again.
 
=2023-06-25=
 
* A new Redgate has been added to map! This is a gateway that any of the crew can access that leads to a random map, but they are generally safe enough for all crew to explore without much preparation. Teppi and vore mobs are abundant on these maps.
* Added the ability to climb walls:
** Certain walls are now able to be climbed (marked by examining).
** Anyone can attempt to climb a wall, but if they do not have an [[Traits#Movement_Bonuses|appropriate trait]], they will fail 80% of the time.
** Traceur trait now also reduces the chance of failing to climb.
** "Climber, Amateur", costs 1 point for removing fall chance (all species can take)
** "Climber, Professional" that climbs faster, costing 2 pts (all species can take)
** "Climber, Natural" for 0 points (xenochim and custom only)
** Vassilians and Taj are master climbers
** Borgs and simple mobs can also attempt to climb walls. Catslugs have a special mechanic for climbing walls where they can climb very fast if they drop their spear.
** You can also attempt to climb down walls, but have a 75%+ chance of falling if it's not a climbable wall.
* Added various new decals for mapping.
* Added new sweatmax vendor options: More variations of Liquid Food, five flavours of Protein Packets, and water bottles.
* Added some altevian props for events and mapping.
* Changed sprites for protein shakes and shaker cups.
* Tweaked holobadge definition to have per-badge defined access rather than have it hardcoded into attackby.
* Tweaked holobadge attackby logic to use the newly introduced var for checking access. Using these, fixed IAA "Investigator" badge from not being usable by IAA.
* Replaced blast shutter with "thin gate" like rest of the shutters on the tether kitchen and added some additional firelocks.
* Significantly reworked sci-aerostat solars airlocks.
* Significantly reworks V2 outpost airlock and Aerostat (SD) ferry airlock, reducing their cycle time.
* Updated sprites for Vox prosthetics.
* Fixed teshari hardhat sprites.
* Fixed mining explosives no longer spawning mhydrogen/platinum.
* Fixed missing fur coat in loadout.
* Fixed mining satchels being able to pick up bluespace crystals by repathing them from obj/item/weapon/ore subtype to obj/item/weapon subtype.
* Fixed synthtaur sprite issues causing them to be naked.
* Fixed south-east sci-aerostat solar airlock starting Unbolted.
* Fixed the chemmaster dispensing options not working with the enter key and missing inputted values by reverting changes to Modal.js.
* Fixed some spelling mistakes.
 
===Additional Update===
 
* Update to a redgate map to prevent chickens suffocating in their spawn room, and prevent people suffocating in mines.
* Added an exception list to redgates to allow specified items to pass through. Initially, this includes ore boxes.
* Added a number of classic hardhat options.
* Replaced some GB wall lockers with painted ones.
* Added admin logging to morph and maintpred ghost pods.
* Fixes bug where climber, natural did not properly change their variables.
* Tweaked climbing custom_emote to be visible_message instead for more elegant handling.
 
=2023-06-18=
 
* Major overhaul of the [[Character_Creation#Loadout|loadout system]] aimed at reducing the now excessive clutter available in it, be aware that you may have to reselect some of your loadout options that have either moved or been added to part of a grouped option:
** Casual dress is now under its own "casual dress" category
** The Uniform Selectors tab has been renamed to just uniforms
** Selectors for all uniforms have been reduced to 1pt cost for consistency with other uniform costs (for some reason I had it in my head that certain uniforms cost slightly more because they had integrated armour or the like)
** Uniforms that were previously listed seperately are now only available through the relevant selector, but none have been (intentionally) removed
** Several items have been compressed down using selection menus where there are multiple (3+) similar items of a very similar type, for instance basic coloured gloves, softcaps, cowboy hats, leather jackets, and so on
** Departmental hat selectors have been added for Security and Medical since they had enough to warrant them
** A new EMT softcap has been added to mirror the basic Medical softcap
** Loadout no longer inexplicably excludes a particular brand of cigarettes
** In a similar vein, two brands are now no longer premium (that is coin-only) items in cigarette machines
* Added ability for multi-colored colorable belly overlays to exist.
* Added a new [[Vore_Panel#Visuals|recolourable belly screen]] created by VerySoft using the above feature, so that the shiny white parts stay shiny white even with colour.
* Added 3 new [[Frequently_Asked_Questions#How_Do_I_Give_My_Character_A_Taur_Body?|taur bodies]], all a variant of "Synthetic chassis - agile": Normal, Fat and Vwag Fat (which can use vwag to switch between the previous two).
* Added the ability to move through people who are intentionally pixel shifted.
* Changed ERP preferences to from "top" and "bottom" to "dominant" and "submissive" with partial "dom-pref" and "sub-pref" options added.
* Changed landmine sprites.
* Changed Belt, Webbing, Vest and Thigh Bag sprites.
* Added in the coffee cup screen to the coffee vendor.
* Adjusted altevian weapons so that the pistol now has less ammo and the rifle has more rounds to fire.
* Admin logs now list when a player enters disposals intentionally, when a micro is placed in them or by stumbling.
* [[Proteans|Protean]] and [[Promethean|Promethean]] blobs no longer move slower than base human speed, protean ones move very slightly faster.
* Removes KHI lore from character set-up options.
* Fixed meat pizzas not having the meat nutriment in them.
* Fixed the invisble alien saw and cyborg saw.
* Fixed PDA atmos scanner from showing gibberish.
* Fixed fire alarms showing "none" instead of N2, and made the naming more consistent.
* Fixed TGUI number input to accept decimals.
 
===Additional Update===
 
* 4 more of VerySoft's belly screens have been made colourable!
 
=2023-06-12=
 
* Added a new section to belly options on the [[Vore Panel|vore panel]] called [[Cyborg|Dogborg]] Controls:
** These options are only visible when the user is currently playing as a dogborg (this currently includes hounds, raptors and drakes).
** Toggle Belly Overlay Mode allows you to choose whether your vore belly sprite is displayed when prey is in your vorepanel bellies or the borg sleeper module.
** Minimum Prey for Vorebelly allows you to set the number of objects or prey inside of a belly to have the sprite show, this does not account for the size of the prey.
** Minimum Size for Overlay allows you to set the minimum size a prey must be to cause a vore belly to appear, these do not add up and at least one prey must be this size.
** Toggle Prey Override ignores the minimum size requirement for prey to show the belly, provided that the minimum prey override value is reached.
** Minimum Prey Override allows you to set the minimum number of prey required to trigger the Prey Override setting if it is turned on.
* Removed the Stellar Delight's extra exploration seating area that replaced the pathfinders office by moving the briefing room into it. Extra maintenance has been added to the area that the briefing room was moved out from.
* A new Cobra Hood (Large) ears has been added. The old cobra head marking and hair has been renamed Cobra Hood (small).
* Two new mermaid tails have been added, both of which are colourable: "Mermaid Alt. (Taur)" and "Mermaid Koi (Taur)". The latter has two colourable sets of markings.
* Added two missing options for the shark 'head' parts that were previously missing ("shark upper ears and fin alt style (Colorable)" and "shark lower ears and fin (Colorable)"), as well as spruced-up their sprites.
* Added Suit Storage sprites, Robotic Storage sprites, Robotic Storage console sprites and Suit Cycler sprites.
* Added new hard hat sprites.
* Ported the Cigar cases from /TG, as well as the cheap lighter sprites which now use a custom color/sprite randomizer, so there's plenty more options for your cheaper-than-dirt lighters.
* Ported over the Suit Cooler sprite from Baystation and added in a new Emergency Cooler Sprite.
* Various tweaks have been made to the space traffic announcements. These range from a more randomised time between chatter, and the potential for some internal command comms to leak out.
* Tweaked [[Traits|Long Predatorial Reach]]: Added two new buttons to trait panel when selecting Long Predatorial Reach that allow you to save the colour and mode between rounds.
* Extended the trait tutorial descriptions for Long Predatorial Reach.
* Added a new verb in the "EventKit" tab: Report Player Status. This verb provides a list of players in each area who are currently active and details how long it has been since they last acted.
* Added TGUI functionality for the entity narrate (interface) verb. This adds in a number of abilities including the ability to select multiple mobs and to choose whether to have them emote/talk loudly/subtly.
* Added altevian ramen and taco to altevian vendor.
* Added hand holes for a bunch of different outfits that were taken from servers where hands would overlay on the outfits.
* Various tweaks made to The Falls event map.
* Fixed the lighting around lighters.
* Fixed TraitTuorial spacing issues from TGUI update.
* Fixed an oversight of picnic blankets not being anchored.
* Mob Spawner should no longer print out debug messages or make the player move when using WASD.
* Minor fix to Rascal Pass's shuttle message to properly describe it's location.
* Updated the ticking logic inside of the lighting subsystem.
* Fixed some poorly written Suit Storage code.
* Improved BYOND 515 compatability.
 
=2023-06-05=
 
* Added new character parts:
** A left eye heterochromia marking.
** A turkey tail.
** Shark style head fins and ears, along with 3 new variations of the akula tail.
** Adds a new icon for the modern wrapped coat (pants).
* Power cell additions:
** Changed sprites for power/device cells and chargers.
** Added new 'random device cell' spawner for map makers to use.
** Added new 'crap' tier device cell that has half the charge value of a standard device cell.
** Added new Hyper Device cell which has a slightly better charge than the normal device cell.
** Added new Lead Acid Battery for a low tier mecha cell.
* Added four new admin verbs that allow staff to make mobs, objects and turfs emote:
** Narrate Entity (takes 3 positional arguments in form of narrate-entity "identifier" "mode" "narration" and makes the entity associated with the identifier say/emote that. This only works for those on personal list.
** Narrate Entity (Interface) does as above, but walks the user through picking each var. It's planned to create a TGUI interface for rapid narration by just selecting buttons that stay that way and on the screen, and the user can press a button to create a input that gets sent.
** Narrate Entity (Add ref) is a right click verb on all visible atoms & turfs and mob/living in view range that the user can give a unique identifier that does not show up in-game for easy referencing.
** Narrate Entity (Remove ref) removes refs to avoid bloat from no-longer-relevant entities at will.
* Added a new tab for staff called EventKit.
* Added a new Mob Spawner panel for staff that allows them to quickly spawn groups of any mob, with tweaks to the size of the group, the size of the mobs themselves and tweak their names, descriptions and flavour text prior to spawning.
* Added new functionality to buildmode that, when in AI mode, pressing MMB + shift on anything in the game screen enables all selected mobs to wander freely around their home turf. Alternatively, pressing MMB + CTRL turns off their wandering, prompting them to sit still until someone disturbs them.
* Added new logic for the bloodsucker ability where "Always Subtle" and "Subtle, Bleedless" options no longer place blood splatter on the ground.
* Changed bloodsucker subtle modes to use italics rather than bolds.
* Minor decal and sprite tweaks to crates.
* Changed the prosthetic fabricator sprite and included a charge meter.
* Updated the "Scug Picnic" Rascal's Pass POI to use the Picnic Blanket. Also cleaned it up somewhat to better sell the idea of "Cute scugs eating messily"
* Carbon/Human has a voice variable for voice changers and to not go unknown when the face is covered without ID, tape recorder now respects that.
* Added artists/genres to entries missing them in jukebox.
* Fixed a bunch of broken TGUI elements that got mangled during the recent TGUI update, including the chem dispenser and suit cyclers.
* Fixed mapgen errors from POI corpses by re-ticking corpse.dm.
* Fixed busted Trimmer sprite and Hydro Belt sprite.
* Replaced deprecated virology paths in map files with a new one.
* Weakrefs refactored and documentation expanded.
* Small general code cleanups.
 
=2023-06-02=
 
* Added a new picnic blanket item, which can be unfolded to fill upto a 3x3 area (accounting for physical space and not spilling over the edges of tables). It is available in the bits & bobs vendor.
* Added new colourable "elegant sandals" to the loadout menu.
* Medical and employment records are now scrollable when viewed through computers.
* Voidsuits have had some quality of life improvements. Altclicking the suit will now emergency release the tank or cooler attached, and there is also a now more visible toggle helmet verb for them.
* Added a new hydroponics belt.
* Harm intent injections with syringes will now at maximum waste 10u.
* Adds a new potential event map.
* Boozemats now have a new sprite that matches the new smartfridge sprites, also includes a tiny edit to the sprite of smart fridges.
* Changed the camera assembly sprite to actually represent what a completed camera will look like.
* Changed the thaler sprites.
* Changed the timeclock sprite.
* Changed a bunch of sprites for surgical tools, the operating tables and the bioprinter.
* Changed a variety of hydroponics sprites, including machinery and tools. Also places a spade in the hydroponics lockers.
* Changed inflatable barrier sprites.
* Fixed a flashing sprite in casino.dmi.
* Reworked transparency for missing limbs to now account for tails, ears and wings.
* The maw and butt posters will no longer spawn by default, but they can still be created at the custom posters in cargo.
* Made it possible to add checkboxes to TGUI elements.
* TGUI updated, most notable changes are:
** More conversion to TypeScript (for proper code completion, in-editor error line thingies, autodocs etc.), mostly for the core files
** Unit tests for some of the Core Files so if some of those are touched in the future, tests can be run to test out if those functions still works or output the expected things on specific input
** The "Kitchen Sink" has had it's pages updated (build tgui with 'yarn tgui:build' to get the development bundle and get a nice button to see it)
** Components synced with TG (due to general improvements and new features like a bit more fixed scrolling, etc., some UIs that are always visible like the vorepanel no longer have that "eye" icon)
** A bunch of new Components like FitText
** Some old unused functions were also removed from some components (literally having had no single use in any interface)
** Updated Yarn to 3.3.1
* Added a required_type to the mecha medigun.
* Fixes some small grammar issues.
 
=2023-05-28=
 
* Added a new category of uniform selectors to the loadout menu, which includes all the valid, role-restricted uniforms for a role under a single option. The intent of this is to provide easier selection of job uniforms in what is now an increasingly bloated loadout list. They also include many of the uniforms added last week.
* Added a new "Explain Custom Traits" verbs in the abilities tab. This opens up a list of traits that your character has and a description of each, and some tips on how to use them where it's relevant. These can either appear in a TGUI window, or be printed straight to the chat window.
* Smart fridges have a bunch of new sprites and overlays. Smart fridges look different from one another, and their contents appear to be themed around the type of smart fridge.
* Item banks have been placed next to both sets of elevators at centcomm.
* Added new ranger ponchos in 9 different colours, matching the neck gaiters.
* Added a new Baseball item. Much like a Tennis Ball but missing the fuzz.
* You can now use tape on a stun baton to disable the safety switch that turns it off when dropped. A screwdriver can be used to remove this tape.
* Added gorka suit options for all departments (and for pilots specifically). They are available in the new uniform selectors.
* Added the Martian Miner's Coat. It can be found somewhat-rarely in abandoned crates.
* Added new "colored glasses" that have pink and yellow lenses, and a "fizzle" function on alt-clicking.
* Brings more new clothes up to stat/coverage parity with existing uniforms.
* Added new sprites for ten candy bars, and added trash sprites for each.
* Ported over various TG bag sprites and added a virology bag.
* Minimum charge efficiency is now 10%, preventing synths from being unable to charge whilst still drawing power.
* Changed how gun reloading works to add a small reload time to ballistic weapons (still very fast) that requires you to stand still.
* Made the concussion maul a little rarer in abandoned crates.
* Fixed some lighting on the tether.
* Fixed the top conveyor of tether's cargo going in the same direction as the bottom one.
* Fixed ghosts being able to open containers by dragging onto themselves (which also made an accompanying sound).
* Fixed Drying Rack sprite.
* Changed how the sounds for Packaged and Canned foods is processed.
* Added some missing license headers.
 
=2023-05-21=
 
* Added a new global preference (defaults to disabled) that makes it so any TGUI text input will not auto-submit when you hit enter. If this is enabled, you will be able to use linebreaks in TGUI text boxes, but will have to mouse click submit. You can swap between this at any time in character setup and it will instantly apply.
* Added a new Global Vore Privacy [[Vore_Panel#Preferences|preference]]. If set to private, it will change the range of messages that show up when putting someone into a belly or expelling them from anyone that can see your sprite to subtle range.
* Added a new Toggle Vore Privacy setting in the [[Vore Panel|vore panel]] [[Vore_Panel#Options|options tab]], that allows you to override your global vore privacy setting on a per belly basis.
* Added new privacy and bleeding controls to the [[Traits#Diet|bloodsucker trait]]. The previous behaviour is the default and this must be configured each round. To change this, you simply use the bite ability on yourself, which brings up a list of options.
** You can use these options to set the default behaviour for every time you use the ability between always loud or subtle, have a pop up window every time you use it or change it to be dependant on your intent. If you choose intents or pop, your options will be as follows:
** HELP - Loud, No Bleeding
** DISARM - Subtle, Causes bleeding
** GRAB - Subtle, No Bleeding
** HARM - Loud, Causes Bleeding
* Added proper ears to all the vulp helmet on-mob sprites for a variety of commonwealth/bay suits that the crew is likely to encounter on a somewhat regular basis.
* Added a variety of bones that can be left behind after [[vore|digestion]] when 'leave remains' is active.
* Added a bunch of burnt circuits that can be left behind when a [[synthetics|synth]] or [[cyborg|borg]] is digested with 'leave remains' active.
* Added a smattering of clothes sourced from SR & TG. None of these are in the loadout, but many can be found in department vending machines or in lockers.
* Added a long snout marking.
* Added a set of pizza delivery uniforms (and visors) to [[Cargo Technician|cargo]] on Rascal's Pass in place of one of the cargo technician lockers in the cargo storage room.
* Corrected the color of the major bill's softcap. Added '_flipped' on_mob icon for the major bill's softcap. In-hand sprite for the major bill's softcap is now red as opposed to yellow.
* Fixed an issue causing major game lag when trying to repair a mech with nanopaste. This fix also added feedback and made advanced nanopaste more effective at repairing mechs.
* Fixed an issue with Rascal's Pass mapping that created an incorrectly assigned area, wooden floor, and floating console in cargo's storage room.
* Fixed missing sprites for smokables on zorren.
* Fixed a missing fire alarm on the Stellar Delight.
 
=2023-05-14=
 
* Empty or broken gas canisters can now be deconstructed by using a welding tool.
* Fixed a stray pixel in cmddressjacket.
 
=2023-05-11=
 
* Mobs that retaliate upon being attacked now have a system to forgive their attacker: '''If they are at full health''', they will cease attacking their retaliate target when the target rests, is weakened or stunned. Therefore, if you accidentally grab or disarm them, they will forgive you upon knocking you down or if you lay down yourself. However, if you've actually damaged them at all, or anyone else has, they will still attack to the death.
* Raptor [[Cyborg|borgs]] have been expanded to cover the full range of dogborg modules, they can be found under: Traumahound, Custodial Hound, Pupdozer, Service Hound (includes a V-4000 version that has a dumb tophat waistcoat and monocle on request.), Supply Hound.
* Added a new CSC Industrial Voidsuit, it is a slightly more resistant version of the engineering voidsuit that has an increased slowdown, and reduced atmospheric/temperature protection. It can be ordered from cargo as the Shipbreaker's Industrial Suit (inc. jetpack), and as it says, comes with a CSC industrial jetpack.
* Animal noms have been moved from the IC tab to the abilities tab.
 
=2023-05-07=
 
* Added three new bird themed markings: Secretary Bird Feathers, eye mask (anime eyes) and leg coverings (nev/rap).
* Added a whole bunch of body gloss markings that apply to individual body parts, allowing you to mix and match as suits you, rather than applying it to the full body only.
* Added a new tail called goat legs with tail, colorable.
* Examining the various tesla and singularity components (EB generator, field generator, grounding rod, tesla coil, emitter) will now report their anchored/welded states (as applicable) in text so that you don't have to figure it out by subtle changes to their sprites, by rubbing your face all over them, or by testing them with a wrench/welder.
* Added the shock maul to the list of weapons that mining drones ignore.
* Removed the visible emote from toggling AR hud to bring them in-line with other toggles.
* Removed duplicated Deathbell from the code, which was causing some issues that may have included getting twice as dizzy as intended.
* Removed a bunch of unnecessary punctuation from taste descriptions.
 
=2023-05-01=
 
* Added 18 new [[Speech_Bubbles|speech bubble]] options, including a wolf one, red panda ones, more slime colours, and a bunch of department themed bubbles.
* Added two more altevian foods, the Big Noodle Package and Triple Taco Tuck. Not currently in vendors.
* Added two new items to the loadout: Striped Dungarees and a Tiny Tophat.
* Added a "modern wrapped coat (coat)" option to the loadout that separates it from pants it usually attached to.
* [[Nanite_implant_framework#Medichines_(%E2%82%AE1250)|Synth medichines]] now inform medical when you are dying, giving them a chance to rescue you or inform robotics.
* Fixed altevian clothing not having the buffs and resistances that the human equivalents do.
* Agent IDs now check whether the user is the registered user for the purpose of keeping it's actions subtle. More of an edgecase fix.
 
=2023-04-23=
 
* Shotgun buckshot shells have been changed to fire a spread of projectiles that individually deal damage, instead of a weird pseudo-cluster projectile.
* Added an electromagnetic damage type, which directly damages mobs without also damaging their equipment or causing collateral damage. This is currently unused.
* Donuts with the word "chocolate" in their name now actually contain chocolate as a reagent.
 
=2023-04-20=
 
* Adds new Zaprat parts, electrical themed rodent bits, including: "zaprat ears (dual-color)", "bolt-shaped tail, dual color", "heart-bolt-shaped tail, dual color" and "Cheek Marks".
* Adds a new chocolate allergy [[Traits#Allergies|trait]], which gives you an allergy to all things cocoa.
* Adds a new emote with "*dook", which is a ferret dook.
* It is now possible to make one-way conveyor switches, this is done by wrenching it with it's service panel open.
* Small changes to the stun baton. It now turns off when dropped or otherwise released from the users hand. Fixes an issue that prevented them turning on below a certain charge level even when they had enough charge to be used.
* Cleaned up more instances of certain reinforced windows having massively inflated health pools. Mostly affected Tether Xenobiology wing, but applied to a couple other spots too.
 
=2023-04-16=
 
* Added a new weapon: The Concussion Maul. This heavy sledgehammer-like weapon must be wielded in two hands and charged up for maximum effectiveness, but can deal serious damage and send enemies flying with stunning force. It must be powered with weapon cells and only receives a very limited number of uses per cell. When charged, it can also be used to pulverize mineable rock walls and certain obstacles like grilles and barricades. It can rarely be found in abandoned crates. When used in disarm mode, charged hits gain additional knockback and stun duration. It can't inflict stun or knockback if used one-handed.
* Added two new [[Guide to Chemistry|chemicals]] based off of lipozine, but directly affecting your weight:
** Lipozilase: Drains both your nutrition and your weight directly. Removes 3lb for every 1u under normal conditions. Has a 30u overdose. Made with lipozine and diethylamine.
** Lipostipo: Drains your nutrition and increases your weight directly. Adds 3lb for every 1u under normal conditions. Has a 30u overdose. Made with lipozine, nutriment and fluorine.
* Autohiss can now be set to Full/Basic/None from the character menu, and by default, it is assumed Full. It will respect save/load and client connect/disconnect, meaning you no longer have to constantly toggle autohiss.
* Certain taur bodies now have a specific sitting (loafing) sprite for when using the rest verb.
* Adds the following taur suit sprites for wolftaurs and (original) nagas: Eng/Sec/Med Commonwealth, All departments of Talon/Refurb.
* Preferred Language can now be set. This allows a default spoken language other than Common to be set from spawn, allowing characters to simply join with the language they'd prefer speaking, rather than having to fiddle with "Set Default Language" every time they spawn.
* A new backend option has been added that allows simplemobs to be slowed down, or sped up, when injured. This is by default disabled but could be used in future for mobs made with it in mind.
* Allowed Raptor pAI to recolor 'eyes' (along with other coloured features of it's body).
* Adjustments to Rascal's Pass:
** Fixed all instances of super-tough reinforced windows (mostly in xenobio I think) and restored them to normal health values like all the other r-windows around them
** Fixed some old/misnamed instances of inset disposal units from the pre-auto-resleeving deposit days
** Moves the QM's office over a few tiles to make room for a small storage office with cargo tech job lockers + job clothing vendor
** Shuffles a few things in the QM's office around to account for the change in door layout
** Made the main table in cargo smaller for ease of moving crates around, shoved some of the package wrappers into a wall cabinet, and threw down some yellow 'put crate here' markings.
** Adds a firing range for Security.
** Adds a Thermal Regulator in Engineering.
** Scattered emergency fire lockers around the facility.
** Adds a couple Radiation lockers in engineering.
** A few little tweaks to medical (A sink added in chem, blast shutters, and improved lighting in the triage room and additional seating in the may lobby).
* Adjustments to the Tether:
** Adds Away Team headsets in the Pilots room, and in the prep room.
** Adds a Multi-Tool buffer with Tether telecomms added in the prep room.
* Fixed synths getting drunk from deathbell even without the ethanol simulator trait.
* Fixed simplemobs having a special ID slot to having a normal one. This solves a lot of issues preventing simple mobs with IDs from doing things that they should have been able to do.
* Fixed the new gaiter masks not appearing properly when attached to clothing.
* Fixed some Vox suits from having missing icons in Security.
* Adds PrettyBuild to Tasks for VSCode.
 
=2023-04-10=
 
* Hydroponics trays and soil patches will properly report when they (or their current plants) are overtaken by weeds, rather than saying that the newly-grown weed was overtaken by itself.
* Xenomorph eggs can no longer be dragged around.
* Containment field generators now emit a cool blue glow when actively generating containment fields. The containment fields themselves also emit light.
* Some markings have been ported up from downstream, along with the *roarbark emote.
* Space zones can now have hidden details until scanned, like ships.
* Pizza delivery visors are no longer invisible.
* AR glasses can now toggle their vision panes.
 
=2023-04-02=
 
*Added a Firm Body [[traits|trait]] to positive traits with a cost of 1. This trait prevents the character from taking damage up to a value of 10 from thrown objects. Anything above that will deal full damage.
*[[Unathi]], [[Vasilissans]] and [[Promethean|Prometheans]] have the firm body trait by default. [[Diona]] and [[Zaddat]] have a version that is half as powerful, preventing damage up to a value of 5.
*Tether's security shuttle now works properly.
*New crop jackets are available in loadout. They come in a modest variety of colors.
*Borgs are no longer completely stunned when hit with a Weaken effect (mostly affects dropnom interactions).
*AR HUD icons for security officers, the head of security, and talon guards have all been changed to a shield, rather than a weird lumpy gun.
*Wasp taur sprite improved, added ant taur and fat naga.
*Three new space creatures can appear in space lifesign events! One of them is passive! The other two are not. Have fun!
*Hitting cancel will no longer wipe flavor text or similar inputs.
*The giant rat in the Tether trash pit now has a random name/description.
*Xenomorph eggs have been reworked/overhauled and can be used as ghost pods.
 
=2023-03-26=
 
*Synthmorphs/FBPs have access to two new [[traits]], one of which allows them to gain energy from alcohol, and one of which allows them to actually get drunk (even to the point of blacking out). They do not need to be taken together.
*The Lore Codex name has been updated/corrected.
*Added recolourable demon wings.
*Added 'drone'/synthmorph versions of certain mobs for later POI use.
*Fixed errors with certain hologram sprites, and hologram position offsets.
*Fixed a couple of items being deleted when a promethean blob carrying them is killed.
 
=2023-03-21=
 
*Fixed some issues regarding mob speed that was broken in a previous issue, which changed how cooldowns on steps were calculated. The cooldowns have been modified roughly to fix this and may be tweaked more in future.
*Glowing on spawn now works as intended.
*Fixed a couple of emotes for pAIs.
 
=2023-03-19=
 
*The Welcome menu now displays the active/current map, and the View Game Updates button at the bottom is now a View Changelog button that leads to this page right here!
*Sanitization standards for the character directory and certain other interfaces/displays have been relaxed, so now apostrophes and other symbols should display properly in the character directory. You may need to resubmit/resave your OOC notes and flavour text, and character slot, for this to apply fully.
*Examining weapons and items will display some limited information about their combat effectiveness. This updates dynamically for weapons with multiple states (e.g. telescopic baton, energy sword), and also works for firearms so long as they're loaded.
*The special disposals chute that leads to the Stellar Delight's resleeving bay now functions as intended.
*The Stellar Delight now has proper signs for its Shuttle Bay, rather than generic black-scribble-on-white signs.
*Guest Pass terminals have been tweaked and bugfixed.
*Firework launchers now cause a delayed, rather than immediate, weather shift.
*Fog weather can now occur on certain planets.
*Several uniform-slot clothing items have had their coverage adjusted to more accurately reflect their sprites.
*Random cargo spawning has been adjusted with the addition of organ freezer crates, which can contain up to four random internal organs. Medical supplies will also come in freezer crates as well. This includes the Talon's cargo hold spawns.
*Cowboy boots are no longer implied to be made out of unathi hide.
*Quickchange flooring interaction (hold replacement tile in one hand and replacement tool in other, then click on the tile you want to replace with the replacement tile) now works on alternative platings.
*You can no longer use micros as snowshoes.
*Tether has had some missing pipes made un-missing.
*[Mirror] Sheet storage can now capped based on material types, but restrictions are not (currently) in place.
*[Mirror] The Rapid Piping Device ("RPD") can now be ordered by Cargo and is now standard-issue on Engineering Cyborg modules.
 
=2023-03-12=
 
*New vore mob has been added: Squirrels! They have lots of vorny text written for if you get yourself gobbled up by them.
*Added a new "square" speech bubble, similar to default but more corners.
*Reverts some skrell sprite changes that never worked.
*Ghosts can no longer rip open MREs.
*Admin intercom messages now work across Z-levels.
 
=2023-03-10=
 
*Adds Single Side Horn and Blade-Like Tail markings.
*Updates to succlets, giving them a dead sprite, changes various vore mechanics and lets them die horribly.
*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.
*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.
*NIFs can no longer be megablasted into massively negative durability by repeated EMP hits, such as getting hammered by ions or emp grenades.
*Added a check to make sure that cables are not consumed on a 100% repaired NIF.
*Fixed window bug on luxury yatch POI.
*Added ruptured spider eggs.
*Cleaned up so many to_chats so they use vchat filters, unsorted chat filter for everything else.
*Fix for small autoinjectors not working in the Ready-to-Use Medicine 3000.
*Stopped robots from getting spammed on different z levels from cellcharge anomaly, this also applies to APCs and SMESs getting charged across z-levels.
*Added framework to allow animations to be toggled in the preferences tab.
*Fixes an oversight with default emote retrieval.
*Projectiles properly set starting on themselves, instead of only in the fire proc.
*Fixed admin perms not being properly checked for Admin PM, adminhelp and asay.
*Fixed more admin HREFs.
*Resolved SDMM warnings.
 
=2023-03-08=
 
*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.
*Added a catslug spawner that spawns random catslugs, and adds it to a Rascal's Pass POI.
*Allowed the crafting of steel and dark floors with steel and white floors with plastic, making it easier to repair the Stellar Delight.
*New tip added about maint preds.
*Fix for speech bubbles getting stuck if you try to change your bubble whilst one is visible.
 
=2023-03-05=
 
*Added "snail shell, colorable" as a wing option.
*Added alternative unathi head shapes to markings.
*Added "Quintiple Unathi Horns" as a hair option.
 
=2023-02-27=
 
*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.
*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.
*Fixed some typos in the slime fertility agent.
 
=2023-02-26=
 
*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.
*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=
 
*Added a new machine that mass-produces autoinjectors and added it to [[Chemist|chemistry]] departments.
**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=
 
*Hotfix to stop tips from becoming spammy after 75 minutes.
 
=2023-02-12=
 
*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.
*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=
 
*Succlets, a fun new vore mob, have been added. For a full explanation of what these are, see: https://youtu.be/o3zGHNuQIN4
*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=
 
*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.
*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=
 
*Adds ability to customize temperature discomfort message:
**Editted in the VORE section of character set-up.
**Both pre-made and custom species may now choose up to 10 messages each for warnings while overheated or cold.
**If there are no custom messages, game falls back to defaults (which, if the pre-baked species lacks fluff, uses human)
*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.
*Stopped the slime docility potion being reusable.
*Simple animal flavour text will now show instead of desc, if set.
*Lowers frostbelle point value, increases rarity.
*Prevented the "cancel" option deleting everything when you are editting your character ad.
 
=2023-01-24=
 
*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:
**'''Global''' - The current behavior and default, unlimited range
**'''This Z''' - Only sends to people on the Z you are on
**'''Local''' - Sends only to default view range
**'''Subtle''' - Only adjacent
**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.
*Changed a whole bunch of lore/descriptions to match the current dating system (basically removed 240 years from them).
*Adds raptor variants of medical, science and security dogborgs, called Raptor V4.
*Fixed bug preventing timers from counting down.
*Powercells are no longer lost when upgrading a mining drill.
*Prevented fireworks being able to be loaded into the launcher whilst another is already in there, effectively deleting the first.
*Fixed jukebox not functioning.
 
=2023-01-22=
 
*Adds an option to [[Cyborg#Medihound|dogborg]] sleeper bellies to transfer the contents to the dogborg's normal [[vore]] bellies.
*Adds loaded dice to the  Bits and Bobs vendors, they can be alt-clicked to set their target number.
*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.
*Adds capture crystals to uplink.
*Swapped bluespace pouch for normal pouches in uplink.
*Small pouches are now slightly less cumbersome, large pouches slightly more cumbersome.
*Reduced storage of bluespace pouches to be consistent with bags of holding.
*Dirt should now properly transfer between shifts, rather than the station instantly becoming filthy.
*Added a white variant of the Zeng-Hu [[Synthetics#Prosthetic_Brands|prosthetic]], named Glacier, that can be easily recoloured.
*Added the following new underwear options:
**Panties, Thin
**Pantyhose, Ripped
**One Sleeve (top)
*Adds the [[Vore_Panel#Making_Back-ups|export button]] back to the [[Vore Panel|vore panel]].
*Adds 5 normal songs and 1 secret song to the jukebox.
*Duffle bags now have a new '''Adjust Duffelbag Angle''' verb, this switches their sprite to a tilted version, rather than the horizontal one.
*[[Proteans]] can now use DSI-Teshari prosthetics.
*[[Proteans]] now use select_bodytype, so eyes will properly adjust to their new form.
*Allows bodytype changing in records.
*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.
*Fixed laying down delay for dogborgs.
*Fixed the dogborg sleepers always having a greyed out "self clean" button.
*Buttons on dogborg sleeper modules now wrap with the window, rather than being cut off.
*Blobs, if they're ever used, can now do damage to mechs.
*Fixed some pathing bugs on a submap.
*Fixed the Frontier DMR to have the correct ammo cost and firing sound.
*Fixed ERT voidsuits back slots.
*Buffed armor values of ERT and Merc voidsuits.
*Nerfed armor values of Heartbreaker voidsuits.
*Buffed armor values of Asset Protection, Combat, and Military rigs, as well as the knockoff Breacher rig.
*Nerfed armor values of the genuine Breacher rig.
*Fixed stock promethean sleeves being printed invisible.
*Christmas is over. It's finished. Gone.
*Removed a few fireaxes that still lingered.
*Fixed dialogue spam with player narrate.
*Fixed [[Internal Affairs Agent|Internal Affairs Agents]] being unable to take the investigator holobadge (IAA) in their loadout.
*Fixed certain markings reseting/moving layer between shifts.
*Fixed boxing ropes (bottom) and boxing turnbuckle not blocking properly.
 
=2023-01-15=
 
*Added new system for markings that can override whole organs and new Generic Hooves using this system.
*All carpet types are now orderable via cargo, and all now have tile icons.
*Fixed a bug preventing the colourable qipao being properly colourable.
*Added a new [[security]] jumpsuit, the modernized security officer's jumpsuit, available in loadout and the security uniform vending machine.
*Fixed 3c being missing from overmap and 3b being duplicated on it.
*Adds a new spawning option for admins, dropping people in from the sky!
*Fix for the TF menu not appearing.
 
=2023-01-08=
 
*Adds angel-like halos as head gear.
*Maintenance on Hydroponics code, specifically vines and bees. (Some of these may not be relevant to our server and have been ported from upstream)
**Hive frames no longer get deleted and respawned.
**Honey extractor is dense, and has its own icon based on the nutrimat's colorscheme.
**Biomass vines more likely now that it accounts for "cuttings" as well.
**Vines now can fall, and creep up/down stairs.
**Sporing can now actually be acquired in mutations.
**Flamethrower projectiles now burn vines.
**Seeds can now randomize to be called "pits", which were used in other areas of plantcode.
*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=
 
*Replaces Rascal's Pass Jellyfish, Drone and Spacecarp events with a new Roaming Wildlife event:
**Less sudden swarm gank, more environmental hazard style event that is also more appropriate for map environment that is RP.
**Landmarks for wildlife spawns are scattered around surrounding areas.
**Can be both passive, hostile or retaliate.
**Spawns different sets of creatures on land and in water.
**Amount of both mobs and spawn locations depends on severity of event.
**Can and will fight 'naturally occuring' RP wildlife. Shenanigans can occur.
**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.
*Further changes to fishing code, un-nerfing a previous change by adding a new formula for how bait works.
*All non-gateway location spawns of teppi have been removed, this includes the stellar delight and rascal's pass.
*Added new "synthetic stilt-legs, colorable" prosthetic legs.
*Added a colourable variant of the "Gazer Eyestalks" wings.
*Fixed augment implants so you can't spam them, not particularly relevant here.
*Small edits to fire alarm positions on walls on the SD.
 
=2022-12-31=
 
*Fixed deadminned admins not being able to use LOOC from verb tab.
*Fixed error spam when equipping things to char setup dummies.
*Low snow season variant.
 
=2022-12-30=
 
*Adds seasons to the game! Rascal's pass now matches the seasons of the northern hemisphere on earth.
*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.

Latest revision as of 21:35, 6 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.

2025-04-06

  • add: explo chassis 'bulwark' (this is for compatibility with downstream, as we do not have exploration modules available here)
  • balance: Monkey gun adjusted to be mid-tier material cost.
  • balance: Deadringer slightly more invisible
  • refactor: Refactored some of the mail code, using mind instead of mob
  • qol: spawning carbon mobs is less laggy
  • refactor: dna datum cloning per organ removed in favor of a organ_data datum
  • fix: Blood runtime fix
  • fix: Deadringer runtime fix
  • fix: Deadringer duplication fix
  • fix: Deadringer now properly deathgasps at the right time
  • fix: Spawn: Arrivals will no longer make you spawn inside the landmark itself. (Removes landmark vore)
  • fix: Transit tubes properly spawn with air in them.
  • fix: Bingle properly shows the Ore Page now
  • fix: Talon spawn no longer runtimes
  • fix: Fixed mail thinking you're a different person after resleeving
  • fix: Fixed mail being sent to various crewmember's bodyparts (when a player is absorbed into a body part and has their name changed, the game would sometimes assign mail to things like "John Vore's Belly Fat")
  • fix: added vox to the unusual gait species exclude list (they were supposed to be there but I forgor)
  • fix: Fixed mail containing power tools disguised as common tools
  • fix: phased entities are no longer effected by weather effects
  • fix: planetary weather effects
  • fix: examine on admin spawned mobs
  • fix: liquid examine
  • code: update browser window
  • code: migrate vendor icons to icon forge
  • code: Fixes incorrectly checked flags in organ_data
  • code: update dependencies

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)