Changelog

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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.

2023-10-30

  • Added a check on the "Default" robot flavour text for players joining as robot. Default is overwritten by module specific text, but anyone setting those specific ones up most likely has a default one anyway.
  • Added a check for OOC notes texts for ghosts trying to activate a ghost pod or getting ghost even popups. Mice and drones have not been included for either as some players prefer to play them sneakily.
  • Added a new broad palmate antler, plus the option to have it with deer ears.
  • Added a button to interface to rename fax message.
  • Added a bunch of british snacks! Wine gums, pasties, sherbet saucers, custard creams, bourbon biscuits, sausage rolls, scotch eggs and 'shrimps and bananas'. There is currently no normal way to obtain these, but one will be added in the near future.
  • Added a toggle that hides subtles on the receiver's end, regardless of the sender's preferences. This overrides admin status as well, so admins/staff can opt out of seeing subtles.
  • Changed bundle naming logic to be general.
  • Changed webhook so that staff on discord are notified when someone presses "handle" on an ahelp.
  • Fixed constant runtimes in mob.dm related to timestamps.
  • Fixed antlers (large).

2023-10-22

  • Fixed the jaffa cake crate containing no boxes of jaffa cakes.

2023-10-15

  • Added a new option to humanoid mobs in vore belly contents: Health Check. This option gives the pred a percentage health reading of their prey and informs them if their prey is currently unable to see or send emotes.
  • Added Jaffa Cakes. They can be either bought from Sol Snacks vendors in boxes of 12 or ordered from cargo for 10 boxes. They can be made in the oven, 6 at a time, with 1 orange, 10 cocoa and 15 cake batter.
  • Added docking codes to the tether's bridge.
  • Removed docking codes from HOP/SM office.
  • Changed timestamps to properly allow for message filtering.
  • Fixed underlining breaking subtle formatting.

2023-10-11

  • Added a new proc that imitates the leapers lunge attack, which can be given to mobs to use as an ability when player controlled.
  • Added the lunge ability to player controlled scel.
  • Added a new preference to display to others when you have throw mode active, called throw mode, which defaults to quiet. When turning on throw mode, a message will be displayed to characters that can see you to inform them you are about to throw or prepared to catch an item. In quiet mode, these messages are only display when your intent is set to help. In loud mode, these messages display regardless of your intent. These preferences can be found in character setup and the preferences tab.
  • Added a filter function for Psay and Pme messages to no longer have them under unsorted messages to easily integrated them into a scene tab.
  • Changed the general radio comms to a slightly brigther green in dark mode to make it easier readable on some screens.
  • Fixed scel going invisible when they eat more than one prey.
  • Fixed scel automatically and randomly using special attacks when controlled by a player.
  • Fixed using a folder/clipboard on a paper that you're holding in your inactive hand not correctly removing the paper from your hand.
  • Bumped stefanzweifel/git-auto-commit-action from 4 to 5.

2023-10-09

  • Added a new vore mob: Scel. These mobs designed and owned by Kira72 and sprited by Uncle_Fruit. The mob is a large snake-like creature with black skin with patches of glowing neon. They the ability to both lunge and grab people with their tongue to eat them. They will rarely appear as a random mob spawners such as the redgate, but are also available in the maintenance predator list.
  • Changed conveyor belts so that they can be set to a higher speed.
  • Fixed transforming tools being unable to interact with the item back and particle accelerator.
  • Fixed a couple things that were missed with the recent tool refactor.

2023-10-04

  • Changed borg belly overlays to be controlled by both sleepers and vore panel bellies. This also allows for multistage bellies to be used.
  • Changed a lot of the wording on the existing altevian items in game. Shortens stuff while improving the flow of the descriptions.
  • Changed adminbus ship to have more power.
  • Fixed belts and pouches not being able to hold power tools.
  • Fixed compile bug with deployable ships.

2023-10-01

  • Added a new raptor vore mob that comes in 6 different colours!
  • Added raptors and bats to maint pred options.
  • Added the raptors, bats, vampires and succubi to the semirandom vore mob list.
  • Refactored tool typechecks, refactored transforming tools and makes Altevian wrench into one.
  • Fixed the alien ship being very radioactive on the islands redgate map.

2023-09-24

  • Added the ability to access the vore panel from the log in screen! This does not work as a ghost, and it does not currently load vore belly visuals.
  • Added eight drink-type soup reagents (to go with existing snack-type soups) plus a base generic soup. These soups are all selectable for the vacuum flask reagents list. Also converted most of the snack-type soups to have the new soup reagents added during creation.
  • Added clothing slowdown to examine.
  • Added an additional room to the fantasy dungeon, alongside a new mob, item spawner and turf to decorate it.
  • Added an in-character note just inside the fantasy redgate, placed by central command, reminding the crew not to bring deadly weapons back to the station.
  • Removed a duplicate recipe for creating chicken noodle soup in the microwave.
  • Changed the loadout of research borgs to remove the Surgical Scalpel and Circular Saw, whilst adding the Hemostat and Surgical Drill. This will allow them to install NIFs again.
  • Changed the health of vampires to make them a bit more resistent to weapons found around the village.
  • Changed squirrels, bats, peasants, sheep, succubi, vampires, wolfgirls and wolftaurs to stopped fighting once in a vore belly. Passive mobs have also had this applied to them, so that they will also stop fighting when eaten if they have been spawned via a retaliate mob spawner (such as those found in redgate maps).
  • Changed some existing examine data to cut down on the number of lines, and provide more accurate/useful values (for example, atmos voidsuits weren't showing as protecting from extremely high temperatures when examined, as their temp protection exceeds 30,000).
  • Fixed wolftaurs, vampires and bats not having their death and resting sprites when not spawned via a randomiser.
  • Fixed dungeon walls having a broken sprite when opened.

2023-09-23

  • 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:
    • Added a selection of fantasy props.
    • 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.
    • 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.
    • Added a new reagent that polymorphs the drinker into a random creature.
    • Added a chest version of crates.
    • Added wooden wall lockers.
    • Added random spawners for fantasy items, potions, ingredients and bases for mapping.
    • Added hedge and wooden fences.
    • Added an old fashioned resprite of the oven.
    • Added a cooking pot resprite of the microwave.
    • Added wall torches.
    • Added barrel version of water tanks, beer tanks, wine tanks, blood tanks and a kettle resprite of a coffee dispenser.
    • Added a wooden tub bath.
    • Added 19 new vore mobs: 2 Catslugs, 6 succubi, 1 cryptdrake, 4 vampires 5 peasants and a bat.
  • Added two new tails: Clubtail and spike tail. Dual-colorable.
  • Added new ears: Triceratops Frills. Dual-colorable.
  • Added five new markings: Dino horn, stegosaurus plates, triceratops beak & horn, and a backsail.
  • 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. Only usable for mapping/events at the moment.
  • 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.
  • Updated docker file:
    • 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.
    • Changed the remote origin of the rust-g repository to use the vorestation fork instead of the original tgstation repository.
    • Changed the rust_g output of the compiled file to use the new format and direct location which the game looks for first.
    • Swapped the copy order of the vorestation files and the librust_g.so.

2023-09-17

  • 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.
    • Promethean blood reagent is now slime jelly.
  • 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.
  • 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.
  • Added a 'Health & Damage' section in the mob spawner.
  • Changed the puffercarp catalogue entry.
  • Fixed d-tags on wires across a large range of maps.
  • Fixed old references to outdated lore in the code.
  • Fixed ghosts being able to interact with NIFs.
  • Fixed wall behind a door in city warehouse.
  • Fixed chairs ontop of vending machines in the train.
  • Fixed there being no radio upstairs in the train.

2023-09-11

  • Added a new patreon support button to the client!
  • 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.
  • Added fruit spawners for mapping use, these spawn one of their respective fruit/vegetable/fungi/plant on their turf on map initialisation.
  • Added a log note for when a solar grub matures.
  • 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.
  • Changed the shadekin empathy color to something unique, and more visible in dark mode than the changeling color. Also gives it a special font.
  • 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.
  • Removed all manually set d-tags on wires across all main station maps.
  • Fixed a placeholder image appearing on mobs that gib.

2023-09-10

  • 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!
  • 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.
  • Added a whole bunch of bird body parts:
    • The following hairs have been added: feather fan (nev), feather plume down (nev), feather plume up (nev), feather plume small (nev), feather halfmoon (nev).
    • The following ears have been added: feather horns (dual-color), nevrean party parrot plume(tri-color), feather fan avian ears.
    • 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).
    • The following tails have been added: feathered narrow tail, colorable, feathered narrow tail, 2 colors.
    • The following wings have been added: feathered winglets, wingarms, speckled, wingarms, 2 colors, large feathered wings, speckled, large feathered wings, tricolor
  • 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.
  • Added 25 and 50 as output options to smartvendors.
  • 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.
  • Added new step triggers to cause instant death messages and qdel the person who steps on them.
  • Changed Zorren to no longer regenerate blood from iron, they now require copper. Medical scanner guides have been updated to display this.
  • 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.
  • Changed the nevrean default body head (the original beaks remain as markings and are fully compatible with the new beak!).
  • Changed the corvid belly marking to properly show it's groin.
  • 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.
  • Changed the "Wait 30 minutes to respawn" message to appear after the MOTD.
  • Changed the font of the teppi language and modified the words it displays to people who can not understand it.
  • Changed the colour of sol common in dark mode.
  • 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.
  • Changed the colouration on zaprat ears tips.
  • Fixed the fifty-spawner and any manual spawns of durasteel hull plating silently returning standard durasteel sheets instead.
  • Fixed some neon sign sprites in Rain City.
  • Fixed xenochimera body base suits not appearing correctly.
  • Bumped actions/checkout from 3 to 4

Additional Update

  • 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!
  • Fixed a bug that caused all iron pills to contain copper.
  • Fixed tesla examination information being missing.

2023-09-03

  • 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:
    • Lawyer
    • Private Eye
    • Bodyguard
    • Personal Physician
    • Dentist
    • Fitness Instructor
    • Yoga Teacher
    • Masseuse
    • Tradesperson
    • Streamer
    • Influencer
    • Paranormal Investigator
    • Personal Secretary
    • Stylist
    • Fisher
    • Fortune Teller
    • Spirit Healer
  • Added a Game Master alt title to the Entertainer job.
  • 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.
    • 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.
    • 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!
    • 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.
    • 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.
    • 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.
    • 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!
  • Added a new 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.
  • 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.
  • 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.
  • Added a couple of creative commons 0 sound effects for the ocean and underwater areas.
  • 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.
  • Added a bunch of underwater flora.
  • Added a collapsed ships mast prop.
  • Added a new variation of Fake_Sun that applies a new underwater weather effect and has only one option for the colour and brightness.
  • 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.
  • Removed random burn chance from cheap lighters.
  • Changed fax machines to allow you to climb onto tables with them.
  • 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.
  • Changed the examination text of some tesla components.
  • Changed coils, grounding rods, and the generator 'core' unit to now use warning (red) formatting if unsecured.
  • Changed the tesla generator 'core' to no longer report its anchored status twice when examined.
  • Changed emitters and chairs to be able to be rotated CCW as well as CW.
  • Changed using a folder or clipboard on a turf to now sweep up all loose papers on that turf.
  • Fixed broken random item spawner in Rain City.
  • Fixed runtime in serviceborg.
  • Fixed distress beacons blaring "REPLACE ME".
  • Fixed fat naga using regular naga suit sprites, they now no longer have suited tails.
  • Fixed an incorrect reagent name, decafteapowder, causing runtime errors that could break the drinks system.

2023-08-25

  • Added a shark plushie.
  • Fixes a major bug with planet lighting.

2023-08-24

  • Fixed Ian storms spawning Ians inside of dorms.
  • Fixed 'bad href token' message when trying to view a new fax.

2023-08-22

  • Added the ability to place micros inside of all foods and drinks, excluding those closed by wrappers or cans (it can be done after opening them).
    • Micros can also climb into food/drinks themselves, but for that they need to be 50% or lower size.
    • 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 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 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

  • Added two new taur tails: Fox (Taur, 3-color) and Kitsune (Taur)
  • 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 seagul vore mob.
  • 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

  • Changed some borg sprite names so that they don't better fit with the module name prefixed to them.
  • 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

  • Added 9 new belly overlays, all of which are colourable (some with multiple layers). The art was created by Homogenousrule, commissioned by Kashargul.
  • Added some unique bellies to lost and syndie borgs, as well as adjusting others for consistency.
  • Added the new OOC notes panel to character setup.
  • Added the name of a borg's sprite to it's description when examined.
  • Corpses from landmarks on pois, as well as AI controlled ones, monkeys or otherwise, now show lower in sorted all-mob-lists
  • Fixed an SMES being missing from the talon shuttle.
  • Fixed teppi being extra aggressive towards micros.
  • Fixed bellies default color selection for secondary/trinary using main default color.
  • Fixed new buttons not disappearing when prey fx is removed.
  • 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

  • Fixed an error with the SQL injection error fix.

2023-08-11

  • 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.
  • A new field has been added to examines and 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.
  • Merged dogborg modules into standard cyborg modules:
    • 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.
    • The boop module is now available to all borgs.
    • The tongue module is now available to all borgs, but is no longer able to clean.
    • 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.
    • 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.
    • Boozehounds now change belly colour by using the Customize Appearance verb.
    • All whitelisted borg sprites have been transferred over.
    • Flavour text for dogborg modules will have been lost.
  • Changed OOC notes to be a pop out TGUI window instead of text in the chat box:
    • The new OOC notes have three sections, general, likes and dislikes.
      • These new sections can only be edited whilst spawned in game at this time.
    • The character directory has been made compatible with the new format.
    • Edit buttons are visible when you have your own OOC notes open.
    • 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.
  • 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.
  • Fixed micros not being able to be properly holstered.

2023-08-05

  • 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.
    • The stardog is still the only redgate map for this weekend, but the others and the new one will be back soon!
  • Added the ability to shift your layer with Ctrl+shift+numpad+/-, letting you arrange your position above or below other mobs!
  • Added a 5 minute cooldown to overmap mobs announcements so that they don't spam the radio.
  • Changed the colour of ranged LOOC for staff to differentiate it from local LOOC.
  • Changed how description colours work so that they properly show up in dark mode.
  • Removed examine_vr and merged it's contents into the main file.
  • Fixed things so that the OM mob won't lose its map_z.

Additional Update

  • Tether cargo has been remodelled.
  • Fixed old chat colours being broken in the previous update.

2023-08-04

  • Added a new redgate map: The Stardog! It has a few unique features:
    • 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.
    • It's covered in a new fur turf! You can pet it.
    • If you emote on the stardog, people that are stood next to it will hear it like a subtle.
    • Likewise, people speaking near the dog will be audible all across the dog map itself.
    • 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.
    • The dog also has lots of tall fur that can be cut down for harvesting, and vore mobs might appear from it.
    • The inside of the dog has digestive enzyme pools that, if your prefs align, can digest you.
  • 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:
    • All of these mobs exclusively use the selective belly mode.
    • It can also be configured to only be hostile to people who are below a certain effective size.
    • New mob: Abyss lurker, a blind creature that targets sounds.
    • New mob: Abyss leaper, lunges at it's prey.
    • New mob: Gelatinous cube, slow and extremely deadly.
  • Adds a couple of new variables relating to NPCs doing vore:
    • faction_bump_vore - a variable on mobs, which when enabled, will allow them to eat members of their own faction via bump noms.
    • escape_stun - a variable on bellies, which will weaken the belly's owner by the number you give it when the belly releases something.
  • Added traumahound versions of tallborgs.
  • 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.
  • Added a new overmap ship capable of docking with the stellar delight.
  • 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.
  • Added preset relays to the inn map and the teppi ranch map.
  • Added the ability to make automated staff request in fax TGUI.
  • 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!
  • Merged faxmachine and faxmachine_vr files.
  • Fixed an issue where a character could not remove their ID from an unpowered fax machine.

Additional Update

  • Fixed ghosts being audible from the stardog.
  • Fixed stardog checking prefs on releasing prey.
  • Fixed hostile dog mobs spawning on the stardog.
  • Fixed new vore mobs being hostile even when their capacity is full.

2023-07-31

  • 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;
    • 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.
    • [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.
    • [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.
  • Added Large number of clothes ported from citRP and 2 hairs & 2 gradients from skyrat.
  • 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 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 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 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 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.
  • Protean and 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 called 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 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 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 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 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 digestion when 'leave remains' is active.
  • Added a bunch of burnt circuits that can be left behind when a synth or 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 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 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 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.
  • 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 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 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 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 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 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 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 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 [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 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 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 prosthetic, named Glacier, that can be easily recoloured.
  • Added the following new underwear options:
    • Panties, Thin
    • Pantyhose, Ripped
    • One Sleeve (top)
  • Adds the export button back to the 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 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.
  • 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 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 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.
  • 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 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 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

  • 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.
  • 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.