yes yes we did skip a few numbers, mainly because it's a lot of effort to post to steam
check out the older posts on https://www.unitystation.org/blog
by Gilles
Weekly UpdateSet your own mood, its your bar after all
Bartenders, rejoice! We've added some new features to the bar that will allow you to truly make your workplace your own.
First up, weve introduced functional bar signs that you can customize. Simply unlock them with a valid ID card that has bar permissions, and then interact with the sign to change its graphics. There are plenty of designs to choose from, so explore and find the one that best fits your bar's vibe.
https://www.youtube.com/embed/UFwBZL_PDL0
Additionally, the jukebox has received a complete overhaul. Inspired by VA-11 Hall-A, the jukebox now operates using vinyl records. As the bartender, you'll find a box filled with all the classic tunes youve been enjoying so far inside the cabinet in your office. Next to the box, youll see a special key used to open the jukeboxs record tray. Once open, you can remove any records inside or add new ones from the boxor maybe even some youve found while exploring the vast universe.
https://www.youtube.com/embed/o3N8sbQwmMM
With these new features, you can now personalize the jukebox's playlist to match your own taste, giving your bar a unique atmosphere and making it truly your own.
Thanks to Autumn and Gilles for their contributions!
Sorted clothing slots
MaxIsJoe has brought some much-needed order to the chaotic clothing slots in your inventory. Ever since we made the slots dynamic with the introduction of the new body parts system, the clothing slots in the UI have been randomly sorted as a consequence of players not always having the same body partsyou wouldnt wear shoes if you didnt have feet, right?. While the body parts system has been a great addition, the randomness of the slot order was a bit of a mess for the user experience.
But not anymore! Slots are now consistently sorted in a fixed order, starting with the head and torso and ending with the limbs. This change makes it much easier to glance at your inventory and quickly locate the slot for that life-saving helmet.
A big thank you to Max for making this improvement!
Atmos might be Turing complete now
If not, its at least a lot closer, thanks to Autumns contributions!
Heres a quick rundown of the new features:
What does any of that mean? Honestly, I have no clueIm just a space clown! But Im sure some of you nerds will be thrilled to know that this is now possible
Surgery Just Got Real
Usually, when you cut someone open, its painful and messynot that I have a lot of personal experience, but Im guessing thats how it goes. For the longest time in Unitystation, though, doing surgery was merely an inconvenience, more like a walk in the park.
Well, not anymore! Thanks to MaxIsJoe, surgery can now be dangerous. Performing any surgical procedure can apply bleeding stacks to the patient (or victim), so youd better make sure they dont bleed out before youre done closing them up!
If youre unsure how to proceed, be sure to check out the new hover tooltips that guide you through the necessary tools and steps to successfully complete your procedure.
Nicotine effects
I can quit anytime, I swear. It helps me relax during work. What do you mean no smoking in atmos?
Well, thanks to MaxIsJoe, smoking isnt just a way to look cool like in the moviesit has actual effects now! Nicotine will give you a speed boost, so feel free to light up when you need that extra edge. But be careful with those drags; overdoing it might fill your lungs with toxic smoke and cause some damage.
Melee blocking
Thanks to Autumn, certain items now have a chance to block melee attacks if theyre in your active hand. This opens up the possibility for some epic melee fights and even the addition of shields! Existing items have been updated with this new property, so get ready for sword fights to be a whole lot more interesting!
Dual wielding
Prepare to exercise your right to bear arms, and the more arms, the better! Thanks to Autumn, dual wielding is now a reality in Unitystation. You can now equip a weapon in each hand and fire them simultaneously, doubling your damage potential. But why stop there? Tri-wield or even quad-wield if you can manage to get your hands on some extra armsand, of course, extra weapons!
https://www.youtube.com/embed/wwW2ixNYQxE
Jumpboots
Image by Kerw36 by Bod9001 Weekly Update Hello, everyone, and a warm welcome to our festive, albeit not-so-weekly, update arriving one month after our last touchpoint. First and foremost, we extend our heartfelt wishes for a joyful Christmas and a fantastic New Year to all of you during these celebratory times! As is tradition, we're here to unwrap some of the latest and most exciting additions to Unitystation. Over the past month, our team has been working tirelessly, and we're eager to share a glimpse of our progress and the new features you can anticipate in the future. However, remember that this is just a highlight reel; there's a lot more that we couldn't squeeze into this update. For those of you craving the complete picture, our changelog page is just the place to visit. So, without further ado, let's dive into the goodies that Santa has dropped off at Unitystation this Christmas!
Christmas is Coming Up So We Improved the Christmas Tree
Just in time for the festive season, Bod9001 has done some improvements to the Christmas presents system. Previously, the Christmas tree's presents would offer you items from a set list. This year, we're shaking things up a bit! Now, when you unwrap a gift from under the Unitystation Christmas tree, you could receive absolutely any item in the game. From something as coveted as a nuclear operative suit to something as simple (and maybe a bit disappointing) as an empty crisp packet. In the spirit of Christmas, you've got to hope you've been good this year so maybe you get something awesome!
Character Creator Improvements
For those who have navigated the character creation process in Unitystation, you're well aware of its quirks. The UI and backend, having evolved alongside the game, became a patchwork of new features shoehorned into a limited space, often leading to unexpected issues and a less-than-ideal user experience. But things are about to change, thanks to MaxIsJoe. MaxIsJoe has embarked on a mission to revamp the character creator from the ground up. This isn't just a cosmetic facelift; we're talking about a comprehensive restructuring. The goal is to create a more intuitive, user-friendly interface while enhancing its functionality. This means better organization, smoother operation, and laying a solid foundation for future expansions.
Cyborg Sprites for Janitor, Engineering, and Medical
Thanks to Bod9001, distinguishing between different types of cyborgs has just become a whole lot easier. Now, each cyborg, whether they're specialized in janitorial, engineering, or medical tasks, has its own unique sprite. This means no more guessing about the capabilities of the cyborg speeding towards you. If you find yourself dying in space, at least you can take solace in the fact that if a Janitor cyborg is on its way, you'll be tidied up in no time!
New In-Game Gizmo System
In the world of game design, gizmos are visual tools used in development environments to aid in editing and debugging. They are not part of the game itself but are used by developers to visualize components and object transformations, like positions, orientations, and scales in the game world. This makes them invaluable for fine-tuning and ensuring everything in your game is just right. The gizmo system here, created by Bood9001, helps to visualize the connection between objects such as APCs powering devices in the map, but most importantly, this paves the way for us to introduce the in-game mapping system so that the community can create their own maps in-game, without requiring any external editor like installing Unity Engine. We will dive deeper into what that means for Unitystation later, so keep reading!
Lavaland Atmosphere is Hostile Now
MaxIsJoe has brought a significant update to the Lavaland environment its atmosphere has now turned hostile, presenting new challenges and dynamics for various species. For most species, venturing into Lavaland has become a perilous endeavor, with the atmosphere being particularly detrimental to moths. However, lizards and ash walkers will find themselves more at home in this harsh environment. They are naturally adapted to these conditions, allowing them to roam more freely without the need for additional protective gear. Miners, a staple of Lavaland exploration, will face new challenges. While they can still traverse the area without gas masks, they'll gradually accumulate toxins over time. This adds a layer of strategy and urgency to mining operations, pushing players to plan their expeditions carefully. In terms of species-specific adjustments, lizards and ash walkers have received a balance update for consistency. Their body armor and trauma handling have been aligned, making their resilience more reflective of their natural abilities. This update ensures that their limbs function in sync with how their trauma is managed, making them better suited for Lavaland's hostile conditions. Additionally, we've introduced unique lungs for moths and lizards, each with distinct functionalities. Lizard lungs are now immune to Lavaland's toxic air, giving them an edge in survival. On the other hand, moths find themselves extremely susceptible to these harsh conditions, adding a new layer of vulnerability for them.
More Work on Map Saving
Bod9001 has been hard at work implementing the functionality of map serialization and deserialization. In simple terms, this is the ability to save and load maps from a friendlier format than Unity scenes. This will drastically decrease build times for the game, but most importantly, allow people to add maps in runtime. In other words, people will be able to add maps to their server that were not part of the original build of the game, increasing the moddability of the game and customisation capabilities of server owners. It also means maps can be made and saved in-game, without requiring the installation of Unity Editor! The system is mostly complete, and the focus has now shifted to improving the user interface. This will streamline how players interact with the new features, enhancing tools like the Variable Viewer and Tile Placer. Stay tuned for further updates as we continue to refine this exciting new capability in Unitystation! And that wraps up today's blog post! We hope you've enjoyed this sneak peek into the latest developments and are as excited as we are about what's coming to Unitystation. Don't miss out on the chance to experience these updates firsthand join us in our weekly playtest session happening very soon! For all the details, including times and how to get involved, head over to our Discord. If you're passionate about Unitystation and want to contribute to its growth and ongoing development, consider becoming a Patron. Your support plays a vital role in shaping the future of the game. A huge thank you to everyone in our community players, patrons, contributors, and friends. Your enthusiasm, support, and dedication are what keep us motivated and moving forward.
by Gilles Weekly Update Hello, crew! Welcome back to our sometimes-weekly update on all things Unitystation. Whether you've been floating with us since the beginning or you've just hopped aboard, we're thrilled to have you here. This week, we're especially excited to share some groundbreaking developments and yes, you guessed it right! We're unveiling the first iteration of the new faith system. But enough preamble, let's get to the good stuff!
Set your suit sensors to max, pls
Attention crew members! Strap in and get ready for some electrifying news. Thanks to the tireless efforts of MaxIsJoe, our jumpsuits just got a high-tech upgrade: suit sensors are now live in Unitystation! Wondering what these shiny new sensors do? Well, they're not just for show. These sensors, integrated seamlessly into your jumpsuits, come with varied settings to provide essential info. Whether you're the CMO keeping an eye on the crew's well-being or just a fellow astronaut wanting to keep tabs, these sensors have got you covered. Here's how you can customize your suit sensor: [olist]
Reactor balancing
Remember those sudden, round-ending blasts resulting from reactor meltdowns, often thanks to a stray clown wandering into the reactor room? Well, those days are now a thing of the past. Due to overwhelming feedback, Bod9001 has finely tuned the nuclear reactor's mechanics. The result? No more spontaneous explosions unless someone is going out of their way to cause one. Instead of the dreaded explosion, the reactor will experience a meltdown. This entails the cooling pipes bursting and releasing a massive amount of heat, leading to the literal melting of the reactor chamber. This process results in the formation of corium, closely mirroring real-life nuclear events. For those unfamiliar with the term, corium can be thought of as the aftermath of a reactor meltdown. Initially resembling molten lava, it eventually solidifies into a minable rock. However, don't be deceived by its static appearance chorium continuously emits heat and radiation until it's safely discarded. That being said, if your heart is set on creating a round-ending explosion for more... nefarious reasons, it's still possible. The secret lies in using a highly enriched uranium rod instead of the standard variant. But tread carefully: these rods are exclusive to traitors.
Windy with chances of head contusions
t's a scenario many of us have faced: you've wrapped up your space jog, and with your oxygen levels dipping, you're keen to get back to the safety of the station. You reach the airlock, ready for a smooth entry. But then, the relentless push of pressure greets you, playing a tug-of-war as you try to move forward only to be nudged back. It was always a jarring experience, making things look more glitched than they were. Thankfully, those days are behind us. Bod9001 has come to the rescue again, refining the mechanics of space wind. Instead of a mere nudge, space wind now gives you quite the toss. Note that in the gif there is a huge amount of gasses throwing the engineer around because of the reactor meltdown. Also note that wind flying time has been reduced now, but I still used this gif because I find it funny.
Fixed the radar not showing asteroids
Navigating space just became a tad safer. Thanks to JesterX666, the previously glitchy shuttle radars that turned a blind eye to looming asteroids have been rectified. Now, with fully functioning radars, you can confidently embark on your journey without the unexpected surprises from those stealthy space rocks. Safe travels!
Introduction of faiths
Last but not least, we have to talk about the introduction of the new faith system. Inspired by RimWorld, MaxIsJoe has been developing a new system with the chaplain as protagonist, and not only elevates the chaplain's role from mere cosmetic existence but also intertwines spirituality with gameplay for the entire crew.
So, What's the Faith System All About?
At its core, the faith system offers a doorway into the mysterious realms of SS13's occult and religious lore. But rather than being mere backstory fluff, this system is fully integrated into your day-to-day gameplay. Roles and Faith: As a chaplain, you now have the esteemed duty of preaching and inviting others to your faith. Fellow crew members can easily join a faith by right-clicking a chaplain and selecting "Join Faith". However, tread with caution: you cannot be a believer of two faiths simultaneously. Faith Properties: Each faith comes with its distinct properties, which might set gameplay goals for its followers. For instance, knowledge-based faiths might push crew members to gather as many research points as possible. Conversely, some indulgent faiths might challenge believers to satisfy insatiable appetites or remain inebriated. Divine Oversight: Gods of these faiths aren't just passive entities. Every six minutes, they assess the station and their followers. Please them, and you might find blessings showered upon you. But fall short, and be prepared to face their wrath in the form of curses.
What's on the Horizon?
The faith system is currently in its first iteration and promises more as the system matures. For example:
- Chaplains will be able to anticipate harnessing the power of faith, using points earned from their followers' actions to invoke miracles or secure rare items.
- While many faith properties already come with associated events, some are still in the development phase. The ultimate vision is for all faiths to boast unique styles and event dynamics based on point fluctuations.
- For those who wish to craft their own narrative, the future promises a feature where chaplains and players can design bespoke faiths, breaking free from preset confines.
Weekly update #25
by Bod9001 Weekly Update Hello, hello! It's been a little while a whole month, in fact since we last connected through our not-so-weekly update blog. Time flies, especially in the dynamic world of Unitystation, and this past month has been a whirlwind of activity. We've been busy bees, merging a plethora of fixes and continually identifying bugs during our Saturday playtests. It's been an intense but rewarding journey. In the midst of all this, we missed marking a significant milestone Unitystation's 7th anniversary on October 30th. Our apologies for letting that slip by; we definitely plan to make up for it next time and hope to celebrate this milestone with all of you! But let's not dwell on missed cake and candles. We're still riding a bit high on the celebratory spirit, and today, we're excited to share with you the most notable game improvements. Moreover, we're looking ahead at what the near future holds, including our aspirations and strategies for the much-anticipated Steam release. So, without further ado, let's dive into the latest news!
New away site: Valley
FunTimeDudeski has poured his heart and soul into a new away site map: Valley. Where every corner tells a story, and every path leads to a new adventure. Please make sure to check it out, and while you wait for the playtest, FunTimeDudeski has provided us with some lore to get in the mood, have a read! Mystic Valley is an exciting new awaysite for 2-20 players of all ages (though small children and the mentally feeble will certainly perish amidst its many rigors and perils)!
Features:
- A vast planetoid to explore via gateway (recommended for first-time explorers) or shuttle (Visit it at -4200, -69!)
- Progressive spawns as events are triggered
- A challenging dungeon that requires a team effort
- Documents and signs with flavor text and clues throughout
- Can be played RPG-style using what is found in the awaysite or charged into with the best equipment you can get your hands on
- An epilogue roleplay event
For The Captain's Eyes Only
A Nanotrasen Modular Offworld Reconaissance & Observation Nexus was deployed to an anomalous remote planetoid two years ago and ceased transmissions almost immediately after landing. Due to circumstances, a follow-up mission was not feasible. The remote site is equipped with a long-range Gateway system with a low-power passive bluespace monitoring signal. In the event of power loss or other catastrophe, the operator is instructed to route embedded backup power supplies to the gateway and activate its distress signal. Your station relayed an encrypted signal from this system two days ago. We have authorized gateway interface to recover the crewperson, assess the status of the site, and assist in the completion of its peaceful reconaissance mission.
Planetoid Report
[table][tr][td]Terrain at destination[/td][td]Mountainous with extensive cave formations and scattered artificial structures.[/td][/tr][tr][td]Mineral scans[/td][td]Low to moderate mineral yield potential.[/td][/tr][tr][td]Hostile lifeforms[/td][td]Local fauna, [CLASSIFIED].[/td][/tr][tr][td]Threat level[/td][td]Unknown.[/td][/tr][tr][td]Civilization[/td][td]Preindustrial.[/td][/tr][tr][td]Government[/td][td]NT analysts assume the primitive peoples of this region practice some form of monarchy, but initial monitoring of denizens' communications reveal the land has no king at present.[/td][/tr][/table]
improved Objective Management
Big news for Unitystation admins and players alike, courtesy of SerheyKr's hard work and our bounty program! We're excited to announce a significant enhancement in how objectives are managed in-game, especially for those thrilling antagonist roles. This latest update is a game-changer for admins. They now have access to an array of new tools, allowing for more dynamic and engaging gameplay. Admins can seamlessly manage objectives for all players aboard the station, giving them more power to create dynamic scenarios. But the real highlight here is the newfound flexibility in handling team objectives for antagonists. Admins can now not only adjust existing objectives but also craft entirely new custom objectives. These can be tailored for specific teams or individual players, including antagonists and ghost roles, injecting a fresh layer of strategy and unpredictability into each session.
A truly Robust admin sound player
In the latest effort to enhance the auditory experience in Unitystation, MaxIsJoe's newest improvement is music to our ears quite literally. Building upon previous efforts to rejuvenate and refine this feature, this update elevates audio control to an entirely new level. The admin sound player has gotten sweet new features, including:
- Local and global sound play: Play either for everyone or at a position.
- Advanced sound manipulation tools: Every single parameter of a sound can now be fine-tuned and adjusted. This means the power to shape every audio detail to fit the exact needs of any scenario or event.
MedHUDs and SecHUDs are finally here!
Hot on the heels of our recent introduction of suit sensors, we're thrilled to announce another pivotal feature from the classic Space Station 13 now implemented in Unitystation: MedHUDs and SecHUDs. Thanks Bod! For the security officers, the SecHUD is a boon. It allows them to quickly assess the declared role on someone's ID and their wanted status as per the Security Console registries. This instant information makes for efficient and effective security management. On the other hand, the MedHUD is a lifesaver for medical personnel. It provides them with immediate insight into the medical condition of anyone aboard the station. No more guesswork or time wasted in assessing patients with MedHUD, medical staff can see at a glance who needs help and how urgent their condition is. Medics, you might still need to chase down those crew members who prefer to run around instead of getting treated. But at least now, identifying who needs help is easier than ever.
A Mischievous Creature Has Arrived in the Station
Get ready for a delightful twist in Unitystation, thanks to the creative mind of MaxIsJoe. As a showcase of the advanced capabilities of their new AI framework, they've introduced an enigmatic new creature to the station through a random in-game event. Meet the Arials, playful cousins of felines, now set to sporadically visit the station and engage in light-hearted antics with the crew. As a bonus, they're leaving behind new plushies in the dormitories for everyone to enjoy. But a word of caution: try not to pet, hug, or bite these plushies too much! What makes these Arials so special, you ask? They are some of the first mobs to utilize the newly developed AI system, which remarkably elevates their functionality. These creatures aren't just simple NPCs; they're nearly as complex as players. They can perform emotes, require healing like any crew member, suffer trauma from injuries, and even face dismemberment. The level of sophistication doesn't end there. Unlike the older mob types that could merely move and occasionally attack, these new creatures can exist in various simultaneous states. This complexity significantly improves their behavior, making interactions with them far more dynamic and unpredictable. As for what the Arials are capable of doing well, we wouldn't want to spoil the fun. It's something you'll have to discover on your own during your adventures on the station.
Bestow the power of God
Continuing from where we left off in our last post about the intriguing new Faith system by MaxIsJoe, we're back with some exciting updates on its development and expansion. The latest enhancement in the Faith system is a real game-changer for chaplains. Now, by diligently fulfilling their spiritual duties, chaplains can earn Faith Points bestowed by the gods (or a singular deity, depending on the belief system in play). These points are not just symbolic tokens of divine favor they hold real power. Here's where it gets even more interesting: chaplains can use these accumulated Faith Points to purchase miracles from a specially designed Faith Points Shop. The range of available miracles spans from amusing, cosmetic effects to incredibly useful interventions. Whether you're looking to add a bit of humor to the station's daily life or seeking to gain an edge with some strategic power gaming, there's something for everyone. Keep in mind, though, the more potent the miracle, the higher its cost in Faith Points. But this is just the tip of the iceberg. The Faith system is set to further evolve, integrating more seamlessly into the unique gameplay loop of Unitystation. With these ongoing enhancements, chaplains can look forward to a more dynamic and impactful role, harnessing divine powers to influence the course of events on the station. Stay tuned for more developments in this divine gameplay element!
Steam release when
So as you might know already, our biggest goal for the longest time now has been finally releasing the game on Steam and I'm glad to tell you that we are right on track for it! A lot of the effort has focused on everything we need to achieve this goal, as we continue to add features on the side, most of work is now fixing critical bugs, improving our security and other backend systems. Recently, Bod has taken this previously abandoned attempt at migrating our authentication and persistence system to one of our own, developed long ago by Gilles. This is needed because our current system, Firebase, has given us more than one headache and also we want the flexibility of an inhouse open source system. The security system, that will scan all code for malicious or dangerous pieces of code, is almost ready to be merged and shipped to production. This, in conjuction with the new backend, will enable us to safely allow everyone to host their servers with their very own modifications! No more whitelisting the server list, no more limiting communities to use our vanilla version of the game. We intend the experience after releasing in Steam to be as polished as possible, and thus we simply can't tolerate communities not being able to fork the game and make it their own. That's why we have been taking so long. It is a monumental task to make sure everything is flexible enough but also secure. We're committed to keeping you informed every step of the way as we approach this exciting new chapter. And, of course, we eagerly await the day we can join you all for some Steam-powered Unitystation fun! That wraps up today's blog post. We've only scratched the surface of all the exciting developments happening at Unitystation, and there's plenty more to explore. For those of you who crave the full details, make sure to visit our Changelog Page to get the complete rundown of all the changes and improvements. As we close, our heartfelt thanks go out to everyone who's part of this incredible journey. To our patrons, contributors, and players your support and involvement mean the world to us. Your dedication and passion have fueled this wild and wonderful 7-year journey, filled with challenges, triumphs, and a lot of fun. If you're looking to stay more connected or want to support our project, don't forget to check out our Discord and Patreon. Join the conversation, be a part of our community, and help us keep the Unitystation dream thriving. Thank you once again for your unwavering support. Here's to many more years of space-faring adventures and community-driven success!
by Bod9001 Weekly Update Greetings to our cherished readers! Firstly, our sincere apologies for the hiatus since our last progress update. It seems like the clock has sped up, but rest assured, our silence was filled with intense work, dedication, and development of some remarkable new features. Before we delve into those, there's an elephant in the room we need to address the recent upheaval concerning Unity's new pricing model, which has been met with almost universal disdain across the web. We want to clarify a few things for our community. Firstly, this new model won't directly affect us because a game needs to cross specific thresholds in terms of annual revenue and install count for the changes to kick in. While we're currently outside the scope of these changes, we truly empathize with fellow developers who are impacted. Given the widespread disapproval, we anticipate that Unity's leadership might reconsider their stance. However, events like these understandably shake the trust we place in the platforms and tools we rely upon. Going forward, we'll be evaluating our commitments and associations with Unity more cautiously, and we advise other developers to exercise the same prudence. With that said, we're genuinely thankful for your patience and unwavering support. So, let's not keep you waiting any longer and jump straight into what we've been crafting behind the scenes!
Changeling
There's an unsettling presence in the dim corridors of maintenance. You pause, recognizing the familiar face of Joe, your coworker. But something's not right about him, is it? Thanks to the efforts of SerheyKr through our bounty program, a thrilling new antagonist now stalks the halls of Unitystation - the Changeling! These Changelings are no ordinary beings. They're cunning alien predators with the unique ability to reshape and alter their appearance, perfectly imitating any crewmember unfortunate enough to cross their path. The Syndicate, recognizing their unparalleled talent for stealth and impersonation, often recruits Changelings to pilfer critical items or eliminate significant personnel. At the heart of Changeling gameplay is the act of extracting DNA from players, enabling them to assume new identities. They can opt for a stealthy DNA extraction sting, leaving their prey alive but compromised, or go all in by absorbing their victim completely, leaving nothing but a lifeless shell behind. Upon collecting a DNA sample, Changelings can effortlessly switch between any of their last seven acquired identities. But that's not all their arsenal includes a suite of impressive abilities. They can feign death, entering a dormant state and rapidly recover from injuries; regenerate amputated limbs with ease; and enhance their vision, allowing them to pierce the murkiest shadows and even see through walls. Do note, these powers aren't unlimited; they consume chemicals, which they produce over time, so judicious use is advised! Dive into Unitystation and test out the initial introduction of the Changeling. Your experiences, moments of thrill, and suggestions will be pivotal in refining this exciting addition.
Think Fast, Chucklenuts!
MaxIsJoe has introduced a new dynamic to Unitystation with the implementation of working flashbangs. When detonated, players will experience a screen filled with a gray hue, simulating the temporary blindness caused by the device. This isn't the only scenario where players need to be cautious. Welding without the appropriate protective gear can produce a similar blinding effect. Constant exposure without safety measures can progressively damage the character's eyes, necessitating medical intervention at the med bay. The takeaway? Ensure you're equipped with the necessary protective gear when handling or exposed to such devices in-game. Safety first.
Mouse icons
Bod9001 has innovatively introduced a feature that displays the current intent on your mouse icon. The main objective behind this improvement is to aid new players in swiftly recognizing their active intent, as it offers a clearer cue compared to the intent square located in the bottom right corner. Additionally, Bod9001 incorporated functionality to showcase specific modifiers. For instance, holding down 'shift' will present the examine icon, 'control' will display the grab icon, and 'alt' will reveal the alt interaction icon. This enhancement aims to provide players with more immediate and intuitive feedback, ensuring clarity in their interactions.
Nostalgic Return of the Old Radial Menu
Long-time players might remember the radial selection system from before the initial public release 0.4. It allowed users to effortlessly select an item by simply holding down the mouse button and moving the cursor to the desired section of the screen. Due to a touch of nostalgia and recognizing its utility, Bod9001 has chosen to bring back this intuitive selection system. Now, it's integrated as a part of the right-click options that MaxIsJoe previously introduced. Whether you're an old-timer missing the past or a new player who prefers the old radial for some reaosn, you can find it in your settings.
whispering
At some point, the formatting for whispering broke and all your secrets were spread to everyone who was present. Well, actually it was just text formatting so they would have heard it anyways but not anymore! MaxIsJoe not only fixed the formatting but also introduced actually functional whispering, so you can only be perfectly heard by people in close proximity!
Refined spectator's mobs list
Ghosting around and looking for interesting things? We've got you covered! Previously, the teleportation list for ghosts was cluttered with numerous uneventful items, including dead bodies. We've streamlined this feature, and the list now primarily displays players, ensuring a more engaging spectating experience. So, float around and enjoy the enhanced view! Thanks, Bod9001!
Disable inbuilt Unity Analytics
In light of recent discussions around the Unity engine, we've taken a closer look at how data is handled. We became aware that by default, the game was sending analytics data to Unity's servers and you would have to opt-out of that feature. There is no way for us to know if this is the method Unity intends to use to count installations, but we still set it so it is automatically opted-out. That brings us to the end of this update. We genuinely hope you found it enlightening and that you're as excited about our developments as we are. Don't forget to participate in our scheduled playtest session every Saturday. It's a fantastic opportunity to experience firsthand what we've been working on, and, importantly, it's the one time in the week you can guarantee a lively player base. We extend our heartfelt gratitude to our patrons, developers, and players. Your continuous support is the backbone of this project, and without you, Unitystation would remain just a dream.
by Bod9001
Weekly UpdateChoose Your Preferred Font
Reading comfort can sometimes be a personal thing, and we're all about making Unitystation as user-friendly as possible. Thanks to the diligent work of MaxIsJoe, players can now personalize their chat experience by selecting from an array of font styles! This move comes in response to feedback from some of our players who found the default font a tad challenging to read or simply had a preference for something different. So, take a moment, explore the options, and tailor your chat to reflect your ideal reading style.
Maintrooms Balancing and Improvements
Our Maintrooms have seen quite a surge of activity recently, especially with players swiftly zeroing in on the high-value items. This fast-paced grab was becoming a little too easy, and as a result, AtnerNT has stepped in with a series of adjustments designed to enhance the gameplay experience:
[olist]Monitoring with Graphy
MaxIsJoe has taken another pivotal step towards improving our game's performance. Recognizing the need for real-time client-side performance data, especially as we approach our Steam release, they've integrated Graphy into Unitystation.
This tool enables us to actively monitor performance, providing invaluable data on issues like jittery frame rates and those pesky 1% lows. With the insights gathered, we aim to rectify these glitches for a smoother gameplay experience.
Old Style Right Click Menu
MaxIsJoe has taken note of player feedback and recognized a common preference for the traditional dropdown right-click menu as opposed to the more recent radial version. Understanding the comfort and familiarity many players associate with the classic style found in SS13, MaxIsJoe reintroduced the dropdown option.
For those who prefer the nostalgic touch, you can toggle to the classic dropdown style through the options menu. While it's now available for use, we'll be continually refining and polishing its design in future updates, ensuring an optimal gameplay experience for all.
Strengthening Client Security
Bod9001 has taken significant strides in bolstering the client security of Unitystation, drawing insights from the code scanning system found in SS14's hub. The main goals of this endeavor include:
[olist]
by Bod9001 Weekly Update Greetings, fellow spacefarers! We're back with our regular weekly blog, hot on the heels of our exclusive Xenobiology deep dive last week. We've got a plethora of updates to discuss, showcasing the variety of cool enhancements made to Unitystation since our last rendezvous. For the detail-devouring crew members among you, feel free to indulge in our comprehensive Changelog Page or join the #changelog discussion on our Discord. So, buckle up, as we prepare to plunge into the vast cosmos of this week's updates!
First Step To End Docked UIs
In response to popular demand for greater consistency in our game's diegetic UI, MaxIsJoe has dedicated time and energy into transforming the vending machine interface. Previously anchored to the top-right corner of the screen, the vendor UI is now a free-floating window that appears in the center of the screen, providing a more immersive and integrated interaction experience. To sweeten the deal, they've also added some appealing visual details to the interface. We will continue iterating this and moving the docked UIs to floating windows progressively, so we would like to hear your feedback on Discord!
Xenobiology Lab Overhaul on Ministation
Ministation's Xenobiology lab has received a major facelift, courtesy of AtnerNT. Wielding mapping tools with a keen eye for improvement, AtnerNT has successfully redesigned the Xenobio area, making it more visually appealing and functional for players. Now, scientists can study the mysteries of alien lifeforms in a more aesthetically pleasing environment, enhancing the overall gameplay experience on Ministation.
Improved Examine Messages for the Gateway
Responding to feedback from our player community, we've upgraded the examine messages for the Gateway. Now, they provide more accurate information about the Gateway's state through hover tooltips. Whether the Gateway is unpowered, has no connection, or is connected to another world, players will receive relevant, real-time updates. Importantly, when the Gateway is linked to another world, the name of that world will also be displayed. This is particularly helpful for players who join the game after the announcement from Centcom has been dispatched, allowing them to be aware of what lies on the other side of the portal and prepare their gear accordingly. Thanks to Gilles!
Much-Needed Balancing for Blob Ghost Role Introduced
We're pleased to welcome back Silver-8ce, who has returned after a year to contribute a significant balance improvement for the blob ghost role. In an effort to level the playing field, players who select the ghost role will now respawn as a random assistant, regardless of their prior role. This makes it more challenging for the blob and fairer for the crew, particularly as blobs won't automatically have clearance for the entire station as they would if they were a captain, for instance. This update also rectifies an unintended consequence which occurred if a player chose the blob role after dying as an ancient engineer. Previously, this would result in the player respawning in the ancient engineer's derelict, making it exceptionally difficult for the station crew to halt their growth We're excited to report that Bod9001 has been developing a significant feature that propels us closer to a Steam release of Unitystation. The new system being implemented will allow forks to bypass the need for manual build validation by our team. Instead, these can be uploaded directly, mitigating any security concerns we may have for users downloading the builds. Here's a quick breakdown of the process: StationHub scans the build for any malicious code or disallowed references. If detected, the system prevents the build from running or being installed. Several aspects still require fine-tuning to ensure a secure environment, and as such, it will take some time to fully implement. However, we're already poised to merge a new system for secure file access management post-playtest. This advancement is a considerable step towards ensuring the safety and security of our Unitystation community.
So Many Bug Fixes
It's been a particularly industrious time for us at Unitystation, as we've been hunting down bugs and squashing them left and right. The majority of PR's since our last update have been dedicated to identifying and rectifying various bugs, covering everything from vending machines vending items without power, to resolving issues with crafting Steamed Rice. While it may seem mundane, this process of constant refinement and bug fixing is essential in making Unitystation as stable and enjoyable as possible. Curious about the extent of our bug extermination efforts? The full list of resolved issues can be found on our Changelog Page. It's a testament to the dedication and hard work of our team, and we couldn't be prouder. That concludes our cosmic journey for this week! We hope you found the voyage enjoyable and enlightening. A heartfelt shout-out to all the stellar individuals who make Unitystation possible - our Patreons, contributors, players, and friends. To become part of our vibrant community, step aboard our Discord and consider joining our current playtest session! We're in-game right now, eager to do some spess things with you!
Weekly update #20
by Bod9001 Weekly Update Greetings, crew! Welcome to the latest edition of our weekly update blog post. This time, we are excited to focus on a recent addition to the game: Xenobiology. We want to provide you with an overview of this new feature. Xenobiology is just one of the many things we have been working on, and we will explore the rest of the changes in future blog posts. As always, if you want to dive into the details, you can find the complete list of changes in our Changelog Page. Let's now delve into the fascinating world of Xenobiology and discover what it has to offer!
Introducing Xenobiology
We are thrilled to announce the implementation of Xenobiology v1 into the game! With this new feature, players can now engage in the exciting world of breeding slimes, generating materials, and even creating new creatures and food sources. While the concept of Xenobiology may be familiar to those who have played other SS13 flavors, we have also incorporated some key differences and unique elements that we will explore in detail. Stay tuned as we delve into the intricacies of Xenobiology, discussing its mechanics, possibilities, and the exciting future developments planned for this feature. Get ready to embark on an extraordinary journey through the realms of Xenobiology in Unitystation!
Starting Setup
Let's take a look at the starting setup for Xenobiology in Unitystation. Your work area should resemble something like this: [olist]
Loading Monkeys into the Setup
Now that you have the monkey cubes prepared, it's time to load the monkeys into the setup. Follow these steps: [olist]
Splitting Your Slimes
Once your slimes have multiplied and it's time to split them, follow these steps: [olist]
Processing Perished Slimes
When your slimes have perished, you can still make use of their remains by following these steps: [olist]
Dealing with Aggressive Slimes
[olist]
by Bod9001 Weekly Update Hello there! Welcome to another edition of our occasionally-weekly blog post. Two weeks have flown by since our last update, but we're excited to share the wealth of cool and intriguing improvements we've implemented in that time. Remember, this blog post only offers a selection of the most significant updates. For a more detailed list of all changes, be sure to check out our Changelog Page.
Directional lights
We're excited to announce a shiny new feature courtesy of the collaborative efforts between MaxIsJoe and Bod9001 - directional lights! This exciting addition presents a cone of light that originates from a directional light source, like a flashlight. The angle and direction of the cone of light seamlessly shift to mirror the direction your character is facing. The result? A visually stunning and immersive lighting experience.
A Stomach-turning Addition
This feature might make you a bit squeamish! Our very own MaxIsJoe has introduced a visceral new element to the gameplay - vomiting. That's right, your characters can now throw up, either voluntarily through using emotes or involuntarily due to certain gameplay mechanics. Be forewarned - if your character's stomach is empty, they'll end up dry heaving instead, which momentarily stuns them. However, it's not all bad news. Vomiting can actually heal a random amount of toxin damage. Furthermore, certain in-game foods like moldy bread or burnt food can now induce vomiting. So, be cautious about what your character consumes!
Dynamic Reverb
Sounds are a key part of setting the atmosphere, and now thanks to the work of MaxIsJoe, they've become even more immersive. MaxIsJoe has implemented a dynamic reverb system that modifies the reverb of environmental sounds based on your location. This means the echo and ambiance of sounds will change depending on whether you're in a tight corridor or a vast, open space. This adds a whole new level of auditory depth to the gameplay, further immersing you in the game's environment. We might need to tweak numbers and calculations, but this is a great addition and we can't wait for your to hear the difference it makes!
Smooth Sailing
With this update, we wave goodbye to the days of jittery shuttle rides and erratic sounds, courtesy of MaxIsJoe. In previous versions, sounds would often become detached from their sources during shuttle movement, leading to an odd auditory experience. The movement of the shuttles themselves was also rather shaky, leading to unstable look and feel. In this update, MaxIsJoe has managed to iron out these issues. Sound sources now stay tied to their locations, even during shuttle movement. This means, for example, that if for some reason everyone in the shuttle decided to scream together, the horrifying sounds would stay attached to the sources and you would have to deal with that chaos instead of leaving it behind. So sit back, relax and enjoy the improved shuttle experience.
Ministation Mapping Improvements
Credit to CorruptComputer and MaxIsJoe for the latest enhancements to Ministation. The issue with disposals becoming depressurized is now resolved, ensuring smooth operation. Additionally, we've added a maintenance area to the surgery room for increased functionality. Some lighting tweaks to improve the mood and a brand new security checkpoint to arrivals. And let's not forget the snack lovers among us. The out-of-place botany machine has been replaced with a snack machine for your convenience. Thanks to CorruptComputer and MaxIsJoe for these improvements to the Ministation environment!
Slime Lab Progress Report
Thanks to the diligent work of Bod9001, we are excited to announce that most of the essential systems for our Slime Lab are now in place and ready for testing! Our slimes have been merged into the game, allowing for experimental interactions for those with admin permissions. However, be aware that we are still in the process of adjusting balances and ironing out potential bugs. We're looking forward to providing a more in-depth Slime Lab experience, with full integration expected by next week. Thanks again to Bod9001 for their hard work and dedication on this project! That concludes today's edition of our blog post. Please note that we've only highlighted some of the many changes we've made. If you're interested in a complete rundown, feel free to visit our Changelog Page or our Github for more details. Remember, our Discord is always open if you're looking to chat with us or other players. Plus, don't forget - we're hosting a playtest session right now! So why not drop in and give our new features a whirl? Finally, we want to extend a heartfelt thank you to everyone involved in the project - our patrons, contributors, and players. Your involvement makes all this possible, and we couldn't do it without you. Until next time!
by Bod9001 Weekly Update Hey there, space people! Welcome back to your favorite 'almost' weekly blog post, bringing you the latest news from the world of Unitystation. We realize it's been a bit longer than usual since our last rendezvous and for that, we owe you an apology. We've been knee-deep in fixes, improvements, and vital changes. Between that and the fact that some of these updates might not seem too flashy, we didn't manage to deliver our regular blog. But hey, every cloud has a silver lining! This week, we're making it up to you with not one, not two, but three weeks' worth of updates all rolled into one mega-post! So buckle up, we've got a lot to cover. Let's get this space party started!
UI Scaling
Ever found yourself squinting at your screen or felt like the buttons were just a tad too big? Well, we've got some good news for you. Thanks to the tireless efforts of our own MaxIsJoe, Unitystation now sports a fancy new feature UI Scaling! This update gives you the freedom to tweak and adjust the interface to your heart's content, ensuring that everything on screen fits just right, no matter what device you're using. Want to give it a shot? It's a breeze. Just hit the Escape menu, find your way to 'Settings', click on 'Display', and select 'UI Scale'. With these simple steps, you can say goodbye to any sizing issues and enjoy Unitystation just the way you like it. After all, it's your game, your rules.
Hot Reload: A Developer's Favourite
Hey, code slingers and game tinkerers! We've got something just for you. Ever wished you could change your code on the fly and see its effects without the tedious stop-start routine? Well, now you can. Introducing Hot Reload, right inside our editor! Our very own Bod9001 made this awesome find. What this means for you, the developers, is that you can tweak your code and instantly see its impact on the game, all in real time, no interruptions necessary. Sounds good, right? Not only does Hot Reload make your coding life easier, it also accelerates the development process. Now you can focus on bringing your ideas to life, with less waiting and more creating
Better Light
Our very own FuntimeDudeski has been stargazing and concocting some upgrades to the way your universe is lit. First up, they've added a bunch of new light sprites into the mix. This isn't just about making the place look more attractive - though, of course, that's part of it. These new sprites bring extra depth and dimension to the game, making your in-game experience even more immersive.
Crash Fixes
Our dev team has been hard at work exterminating various game crashes, with some quite humorous bugs arising from the deep, dark corners of the code. The most amusing (and particularly strange) one involved a monkey and a piece of broken glass... Imagine a scenario where a monkey, in all its innocent mischief, strolls onto a piece of broken glass and meets an untimely end due to the damage inflicted. In the process, it despawns. Now, if by chance, there happens to be any broken glass in someone's inventory, the mischievous monkey, now a ghostly apparition, would be sent to a hidden realm along with the glass, only to step on it again. The result? The poor monkey dies again, gets sent back to the hidden realm, and the loop continues indefinitely. This truly bizarre bug, which we've come to affectionately dub as the "Infinite Monkey Glass Shard Death Torment," has now been banished to the abyss from whence it came. Rest in peace, dear monkey, your torment is over.
StationHub Improvements
We've been giving our game launcher, StationHub, some attention and care, thanks to the efforts of our team member, CorruptedComputer. Firstly, the news tab within the launcher has received an upgrade. It now displays and links directly to the most recent updates from this very blog. Keeping up with the latest news and features has never been easier! Next, for our valued Russian players who encountered difficulties running the game when their Window's profile name contained Cyrillic letters, we've implemented a workaround. Now,[url=https://github.com/unitystation/stationhub/pull/206] you have the freedom to choose any path for storing your game installations within the preferences tab[ Our goal is to continually enhance the functionality and usability of StationHub. So, keep an eye out for more improvements in the future!
Balancing the Resonance Cascade
We're thrilled to see our daring researchers making the most of the recently introduced laser lab. At the same time, we also appreciate a station that's not riddled with hull breaches or teeming with nightmarish clown manifestations. In light of this, we've been carefully tweaking the parameters of the resonance cascade event. Now, only the rarest of items have the potential to trigger this chaotic chain reaction. Plus, these items must meet an elevated purity threshold before they can activate the cascade. This adjustment helps to ensure a balance between scientific discovery and station safety. Rest assured, we'll continue to monitor and refine the game mechanics to enhance your gameplay experience and don't forget to get away from the beam!
upcoming content xenobiology
A sneak peek into what's coming next Xenobiology! Our developer Bod9001 has been hard at work developing this intriguing feature. If you're not familiar with the concept, Xenobiology involves the breeding of slimes through a diet of... well, monkeys! Gradually, the breeding process gives rise to increasingly rare slimes, whose cores boast unique abilities when injected with substances like blood, water, or plasma. We are aiming for a gameplay experience akin to that of SS13 TG circa 2017, but with an innovative twist. Instead of utilizing a console for breeding and management, you'll wield a Vacpack Gun to gather up the slimes and, unfortunately, the remains of their meals. While there's still a significant amount of work to do, the progress thus far has been promising. Keep an eye on our updates for more information on this exciting new feature! And that's all for this jam-packed, three-weeks-worth update. We hope you enjoyed reading about the new developments as much as we enjoyed working on them. Remember, we're hosting a playtest right this very moment to showcase these latest features and improvements, so why not join us and experience them firsthand? Before we sign off, we need to extend our heartfelt thanks to the amazing community that makes all of this possible. To our patrons, developers, players, sprite artists, wiki editors, and everyone who supports and contributes to our project - your efforts and dedication are what keep us pushing forward. This grand adventure would not be the same without you. Here's to you, and to many more weeks of creation, exploration, and fun. We'll see you in the next update!
Weekly update #17
by Bod9001 Weekly Update Howdy, fellow spessmen, spesswomen and everything in between! Welcome to the 17th installment of our (somewhat sporadic, yet always insightful) weekly update blog posts. We took a little breather last week as we found ourselves deep in the nuts and bolts of some smaller, albeit still crucial, fix-ups. But guess what? We're back this week, not just with a spring in our step, but also with a bag full of neat enhancements and a shiny, new feature to boot! Let's not keep you waiting, jump in and discover what we've been up to.
Science laser Lab
Exciting news for our science enthusiasts: we've just launched the Science Laser Lab, a brand-new way to conduct your research. Note that this is the first playtest and will likely require some balancing, but we're eager to get your feedback. Here's the deal: your mission is to find rare items, place them on the plinth, and collect all of the laser light bouncing off them. Sounds simple? Well, there's a twist. The angles at which the lasers bounce off each item are random, adding a layer of puzzling and experimenting fun . Your task is to arrange the reflectors so they align perfectly with the collectors to capture the laser light. Currently, the items with higher rarity - and thus more research value - are the ones that require collaboration. We're focusing mainly on rare botany plants and elaborate foods for now, but we're open to expanding this range. Balancing the research rarity of items is something we're keen to refine further. We're eager to hear your thoughts and suggestions on which items should have more research rarity or how we could balance rarity. Don't hesitate to share your ideas on our official Discord! Big thanks to Bod9001 for introducing this innovative new feature. Happy researching!
How to Use the Science Laser Lab: A Step-by-Step Guide
Getting started with the new Science Laser Lab is simple! Here's a quick step-by-step guide: [olist]
Improving Player State Synchronization
Have you ever been thrown off by seeing a supposedly "dead" player standing as if they're alive and well? That's all about to change. With MaxIsJoe's improvements, the laying state of players is now synchronized properly. This means you won't have any more confusing instances of dead players appearing to stand up. A huge thank you to MaxIsJoe for his tireless efforts in refining our gameplay
Admin Sound Manager Upgrades
Got an ear for updates? Good, because we have one that hits just the right note! This week, we're amplifying our appreciation for MaxIsJoe, who has revamped the admin sound manager. This improvement enables admins to play any sound in the game. You heard it right any sound! Whether it's for setting the mood, signaling an in-game event, or simply for some unexpected fun, this upgrade gives our admins the versatility to shape the auditory landscape of the game. Brace yourselves for some surprising and delightful sounds in your upcoming gaming sessions!
New Alert for Nuclear Disc Teleportation
Attention crew! Here's a small but significant update that could drastically change your game strategy. Courtesy of MaxIsJoe, we've added action text for when the nuclear disc teleports back to the station. In the heat of the action, it's easy to miss small but crucial events such as this one. This feature was suggested on our Discord server, remember we interact there pretty much every day and your suggestion can help us improve the game! Join the Discord server and have a chat with us! And just like that, we've reached the end of this week's saga! We hope you had as much fun reading about our latest adventures in development as we had living them. As is tradition, we're holding a playtest right at this very moment! Dive in and get your hands dirty with all the shiny new features and improvements we've been talking about. Before we sign off, we have to pause and take a moment to acknowledge the awesome crew that makes all this possible. From patrons to developers, players to spriters, wiki editors to friendly supporters you all make this wild ride worthwhile. Without you, our voyage into the unknown wouldn't be the same. So here's to you, and to many more weeks of creation, innovation, and, of course, a whole lot of fun. Until next time!
Weekly update #16
by Bod9001 Weekly Update Hey crew, welcome aboard for the 16th edition of our weekly blog post! How are you finding the new cyborgs? We'll be refining that feature over time, but this week we've shifted gears back to working on other exciting features and essential fixes. As always, we're only highlighting a handful of the changes here; you can dive into the full list of updates on our Changelog Page. Let's see what's new in this week's haul!
Gibtonite!
Heads up, miners! It seems some mischievous entity has been hiding explosives in our rocks, introducing a new thrill (and challenge) to your mining expeditions. Meet Gibtonite, a volatile new material that adds an explosive twist to your mining adventures. Mining rocks concealing Gibtonite will trigger its fused state. But don't panic! You can defuse it using a mining scanner. Once defused, you can ensure further safety by using a pickaxe or drill to completely disable the Gibtonite. Gibtonite has three states: [olist]
Advanced Proto-kinetic accelerator
Janitors recently got a shiny new toy in the form of the "Advanced Light Replacer", a revolutionary item that makes the jaintor's job a little bit easier when replacing light-bulbs and also introducing a new feature to let them customize the station to their liking. But why should our floor scrubbing intern have all the fun? Miners get an upgrade for one of their under-used tools in their arsenal, the PKA. The new advanced variant is a lot meaner, powerful and useful. The APKA -as I'll call it from now on- is a fully lethal utility that is designed to let miners face the dangers of lavaland head-on while rivaling the Plasma Cutter's usefulness. The APKA can mine several tiles ahead from where it has impacted, allowing you to quickly dig tunnels. It also utilizes the Gibtonite's explosive capabilities to become a very effective self-defense/xeno hunting weapon. However, this upgrade does have its own downsides. For starters, it has a full 8-second cooldown between each charge to use. It has a wide AOE damage that can damage both ores and even the person wielding it if they're not careful with their positioning. It is not easily accessible and requires you to spend resources and time to obtain it. The APKA is not a replacement for the Advanced Plasma Cutter, as it is still much slower and less efficient. But it is a viable alternative for when cargo refuses to spend their credits on supplying their miners with better equipment, or when you need the extra stopping power to go against a nest of xenos.. or if you want a way to troll your fellow shaft miners during your shift over at lavaland. Big shoutout to MaxIsJoe for this exciting addition to the game. Happy mining, and remember to use your APKA responsibly!
Balancing
We have fine-tuned some gameplay elements to enhance your experience. First up, dead bodies will no longer generate toxins. We found scenarios where you'd take an organ or body part from a corpse in the morgue and then suddenly die due to the accrued damage/toxins weren't exactly fun. So, from now on, when a player is dead, their body won't produce any toxins, making organ or body part replacement a less hazardous affair. We've also adjusted the threshold for triggering random events. Previously, at least five players needed to be online for a random event to occur. We've reduced this requirement to just two players. This change should make the game more lively and interesting during times of low population.
The Most Crucial Fix Yet
Brace yourselves for this monumental update - our microwaves are no longer invisible! That's right, no more blindly fumbling around in your kitchen. Your culinary adventures just got a whole lot easier (and visible)! : P Enjoy your visibly heated treats! That's all for this week's blog post, folks! As always, we're celebrating a play test session in tandem with the release of this post, so why not jump in and join the fun? If you've got feedback to share, or if you just want to connect with our awesome community, hop into our Discord server. We've got a welcoming bunch of folks who are always ready to lend a hand to newcomers. Before signing off, we want to extend a huge thank you to everyone who's involved in this project. Whether you're a patron, a player, a contributor, a wiki editor, or any other member of our community, you're the reason we can do what we do. So, from the bottom of our hearts, thank you for making all of this possible. See you next week!
Weekly update #15
by Bod9001 Weekly Update
Map Vote Feature Added at Round End
Map voting at the end of each round! Thanks to Bod9001, players can now have a say in choosing the next map, instead of relying on random rotation. Now you can force everyone to play your favorite map every round (or try to).
Emagging Air Controllers
We're all for expanding the Emag's versatility, and now there's even more you can do with it! Thanks to AtnerNT, you can now use your Emag to break into air controllers and wreak havoc with the AC system. Get ready to explore new ways to cause chaos in-game!
Synchronisation Fixes
We've tackled some pesky synchronization issues, thanks to Bod9001. Now, you won't see weird visuals when other players are dragging items, and blinds will no longer be applied to your ghost when your body gets destroyed.
Exosuit Fabricators Now Linked to Techweb
Great news for science enthusiasts! AtnerNT has successfully integrated exosuit fabricators into the tech web. This means you can now research cyborg items, among other things, adding even more functionality and depth to the science aspect of the game. Happy researching!
Cyborg Lights Added
Good news for cyborgs working in the dark is a thing of the past! We've added lights to cyborgs, so they can now navigate and carry out tasks with ease, even in dimly lit environments. Let there be light! That brings us to the end of today's blog post. We're continuing our work on polishing the cyborg experience, and while it's already quite enjoyable, we're committed to making it even better. To stay connected, share your thoughts, and report any issues you may have encountered during the playtest, don't hesitate to join our Discord server. We're always eager to hear your feedback! We can't wrap up without expressing our immense gratitude to our patrons, contributors, and players. Your ongoing support and dedication make all the difference in the world. It's because of you that we're able to bring this game to life and continue to improve it. Thank you for being a part of our journey, and we look forward to sharing more exciting updates with you in the future!
by Bod9001
Weekly Updategreetings
Greetings crew, and welcome to our 14th weekly blog post update.
A lot of work but cyborgs are finally here, celebrate yay, further detail below
cyborgs!
after a decent amount of work cyborgs should be in the next build, note they are not finished and they require some playtesting to balance!
how do you get your hands on a cyborg?
how do you get your hands on a cyborg?
there are 3 ways,
A as a round start job/occupation there are only 2 slots for this
B getting a players brain and putting it into a man machine interface, and putting that into a fully built cyborg body
C building an artificial brain, putting that into a fully built cyborg body
how do you build a cyborg body
so, first of all you need a Exosuit Fabricator, loaded up with enough materials,
print out the cyborg chassis, cyborg torso, cyborg head, cyborg arms and legs, battery pack and artificial brain or man machine interface on which brain you're going to be using and finally the tool carousel you want the cyborg to use
and then you need to load some batteries into that battery pack, so print about 5 batteries from the autoLathe, and load them into the battery pack,
put all the parts into the cyborg chassis apart from the mmi/brain , for that you open up the cyborg head from surgery once it is on the chassis, and insert it, once everything is altogether you should have a cyborg!
note: you will have to manually link up the cyborg with by activating the mmi or artificial brain in hand and selecting the AI you want to link it to,
what's special about cyborgs?
cyborgs can survive in hostile temperatures and pressures perfectly fine, and do not require food,
however they do require recharging so make sure you have plenty of recharging stations in the station,
they have pretty much AA to everywhere on the station ,
however the downside is that they have a read-only inventory, of predetermined tools they can use, that is dependent on the selection they chose on round start or was installed to them by the Roboticist
Is still WIP
Experience of cyborgs may be buggy and inconsistent for example stunning still applying to cyborgs, but with your input will be able to squash those bugs and make it a great experience for everyone
copied from https://www.unitystation.org/blog/weekly-update-12
Weekly update #12
by Bod9001 Weekly Update Greetings crew, and welcome to our 12th weekly blog post update. Can you believe another week has flown by? Time really seems to warp when you are exploring the cosmos. Anyways, in this week update we have some small but not less important additions, and some more progress on cyborgs. While these are just a few highlights from our developers' recent work, be sure to visit our Changelog Page for a comprehensive list of all the latest changes. Also, remember that we have a playtest every week and you can join the fun right now! Leave the blog post for later, launch the game and have some spessman action.
Flora and Rocks Update
FuntimeDudeski has been hard at work sprucing up the game's natural elements, bringing a some long time neglected polish to flora and rocks throughout the space landscape. Players can now be one with the environment, as mob/object sprites are occluded when walking beneath tree canopies or branches. Additionally, prefabs for all potted plant varieties have been added to the project. Streamlined the inheritance of trees and rocks, paving the way for a more efficient game design. Mappers working in the Unity editor will also benefit from some quality-of-life improvements, making it easier than ever to create engaging and beautiful worlds.
Dynamic alerts
As we gear up for the arrival of cyborgs, Bod9001 has devised an ingenious system to enable dynamic alerts. This dev-friendly feature simplifies the process of adding new alerts, eliminating the need to modify the player UI for each addition. Now, all that's required is the creation of a new alert object, followed by instructing the system to display it.
Added Ukrainian & Serbian languages support
In our previous blog post, we highlighted DetectiveEnotsky's work on adding Cyrillic-script support, which we initially believed would cater to various nations sharing similar linguistic roots. However, we must clarify that the update solely supported the Russian language. In a continued effort to make the game more accessible to diverse players, DetectiveEnotsky has now incorporated characters for both Ukrainian and Serbian languages within the Cyrillic font. This enhancement allows even more Slavic players to enjoy the game using their native language. A big thank you to DetectiveEnotsky for their invaluable contributions!
Pipe Crawling
What's that sound? Could it be something lurking in the vents? Thanks to MaxIsJoe, players can now experience the thrill of pipe crawling. Players can struggle agaisnt the flow of the disposals loop and choose their own direction while exploring the narrow passageways. That brings us to the end of today's update. As always, we extend our heartfelt appreciation to everyone who has contributed to the project, players, developers, wiki contributors, and friends alike. Your support means the world to us. Don't forget to join us for today's playtest; we're eager to share the fun with as many of you as possible. See you in the game!
by Bod9001 Weekly Update Welcome to the 11th edition of our weekly update blog post! We hope everyone had a happy Easter day. This week, we shifted our focus back to regular features and bug fixing. We are also getting closer to implementing cyborgs, but there is still some work to be done. As always, please keep in mind that this blog post only covers some of the changes we've made this week. If you want to see the full list of changes, be sure to check out our Changelog Page.
Disposal Bins improvements
In the past week, MaxisJoe has been working on improving the disposal bins in Unitystation. One major change is that the disposal bins now require power to function properly. Additionally, a quality of life improvement has been added where clicking on rubbish bags will automatically dump them into the disposal bin. MaxisJoe has also made improvements to the hover tooltips on the disposal bins, making them more informative for players.
Cyrillic character support
DetectiveEnotsky has added support for Cyrillic characters in the game, allowing players to use them without any issues. This is a great improvement for our Russian-speaking players, Ukranians and any other slavs spessmen who use cyrillic script can now fully enjoy the game with their native language. Thank you, DetectiveEnotsky, for your contribution!
3D improvements
The 3D mode that was originally developed as an April Fool's Day joke but continues to receive support and improvements from Bod. In the latest update, Bod added a button that allows players to click on themselves while in first person mode, making it easier to see themselves in the game
Work in progress
The team has been making progress on setting up the UI for cyborgs. Players will now be able to have a tool carousel of selectable tools to use as a cyborg. Additionally, the alert system is being reworked to allow for dynamic alerts, which will eliminate the need for manually adding UI assets. This will also make it easier to implement charging and battery level alerts. We don't have pictures to show yet, but keep an eye on our discord to know all the latest news about the development of cyborgs! And that wraps it for today. Only left to mention that we just pinged everyone on our Discord server toady, so we expect a little bit more people than usual on today's playtest! We hope to see you there and have some fun with us! Also, if you want to support us, consider becoming a contribute to our Github. If you can't do either, just playing the game helps us a lot! So join us today or any other day, and join our Discord server to have a chat with us and the community.
by Bod9001 Greetings and welcome to the 10th edition of Unitystation's weekly update blog post. This week's update is going to be shorter than usual, as the main focus was on creating something fun to play for April Fool's Day. Despite the focus on the April Fool's event, there were still a number of important changes made to the game that are worth mentioning. Keep in mind that not all changes are covered in this blog post, but the complete list can be found on our Changelog Page or our Github repository. Without further ado, let's dive into the update and see what's new in Unitystation this week.
Introducing Unitystation's 3D Mode
For this year's April Fools' Day, we wanted to do something special for our players. That's why we decided to work on a new 3D mode for the game, and we must say it turned out surprisingly well! Although it's not perfect, it definitely adds a fun element to the game. We had a team of dedicated developers who spent countless hours working on this mode. And although this was a one-time thing, it's always exciting to see what we can do to improve the game's experience. In addition to the 3D mode, we also made many other changes that players will love. To give you a glimpse of what's to come, we'll be sharing more pictures in the near future. Stay tuned!
Engine content separation first steps
Our developer Max has been hard at work on implementing engine content separation, which involves separating the engine code from the game content. This is a crucial step towards making it easier to create custom code bases, and also protects against malicious code that may be added to a custom code base. Max recently made a pull request (PR) to merge some small steps towards engine content separation, which is an exciting development for our project. This is just the first step in what will be a long and complex process, but we're optimistic about the progress we're making. We'll keep you updated on our progress with engine content separation, and we're excited to see howthis will help us expand the capabilities of Unitystation [url=https://discord.com/invite/tFcTpBp] Thanks for reading this week's update blog post. It's been a fun week with our April Fools' Day surprise, and we're looking forward to what's ahead for Unitystation, especially with the upcoming Engine-Content separation framework. If you're enjoying the game and want to support us, there are a few ways to do so. contributing to the development, or simply playing the game and chatting with us on Discord. We appreciate all of our community members and their contributions to making Unitystation awesome. Stay tuned for more updates!
Weekly update #9
by Bod9001 Weekly Update Hello and welcome to this short weekly blog post update. Although concise, there are some great news we will explore today and as always, remember the full list of changes can be read on our Changelog Page. The blog post is only a highlight of the most colourful changes! Alright, let's just dive into it!
"Blood Brothers" Game Mode
MaxIsJoe has brought a new game mode to Unitystation called "Blood Brothers". This game mode is inspired by /TG/ but with a unique twist. The backstory is as follows: "You're a convicted criminal who has been experimented on while you were in prison. You've gained an unnatural ability to withstand more damage than any other humanoid can, and have formed a ritual with another inmate that gave you the ability to become a "Blood Brother". A shadowy figure took interest in your bond with your blood brother and has offered you a job on behalf of the syndicate in exchange for your freedom." In this cooperative game mode, at least two Blood Brothers start together with the sole goal of achieving at least 70% of their objectives to earn their freedom and to showcase their newly found capabilities to their shadowy employer. However, there are some unique challenges to this game mode:
- * Blood Brothers are linked to each other, and the death of one means the failure and death of all other brothers.
- * Blood Brothers start with an uplink that only has 8 TC, limiting the amount of immediate resources provided by the Syndicate for them.
- * If the total amount of greentexts is less than 70%, all Blood Brothers automatically fail.
Cyborg Progress Update
Bod9001 has made significant progress on the cyborg implementation since the last update. They have set up the battery system and custom cyborg UI, and all the limbs have been added. Currently, the team is focused on game balancing and reviewing the original Byond SS13 implementation of cyborgs. If you have any suggestions on how cyborgs should function, please feel free to share them in the Discord community. However, there is still a lot of work to be done, including adding recharging stations and implementing the all-access feature for cyborgs. The team is committed to bringing a unique and exciting cyborg experience to the game, and we are thrilled to share this progress update with our community.
Bloody Combat
MaxIsJoe heard your feedback and has made some changes to the combat system that will make it even more intense. One of the major changes is the addition of blood effects during combat. Now, every time you attack someone, there is a chance of blood splattering everywhere, even if you're only using your bare hands.
Fixed the Backrooms emptiness
We recently discovered an odd bug that was causing the Backrooms away-site to be completely empty, devoid of any content or labyrinth-like structures. It was just an empty room with no back. Fortunately, Bod9001 was able to identify the issue and fix it. Now, the backrooms are once again procedurally generated with their characteristic labyrinthine structure. Players can once again get lost in the depths of the backrooms and explore its mysteries to their hearts' content. **mysterious image here** What was that? ... Anyways, that's all for today's update! We appreciate you taking the time to read this post and for your ongoing support of the Unitystation project. Without you, none of this would be possible. If you want to contribute to the development of the game, consider contributing to our Github Your donations help us maintain our servers, pay bounties, and improve the game overall. Additionally, we welcome you to join our Discord community where you can chat with other players and developers, share your ideas and feedback, and stay up-to-date on the latest changes. Thank you again for your continued support and we look forward to seeing you in-game https://discord.com/invite/tFcTpBp
copied from https://www.unitystation.org/blog/weekly-update-8 by Bod9001 Welcome to the eighth version of our weekly update blog post! This week, our focus has been on refactoring the health system to make it more modular and easier to maintain. While this may not sound as exciting as some of our previous updates, it's an important step towards improving the overall stability and functionality of the game and it brings us one step closer to achieve cyborgs and other quirky living creatures! As always, we've made a number of other improvements and fixes across the game, which you can find listed in full on our Changelog Page. So without further ado, let's dive into the details of what we've been working on this week!
Protips!
MaxIsJoe has been busy finishing off the last few bits for the Pro Tips system. In this update, he's added a new UI for players to see all of the available pro tips in the game. Additionally, MaxIsJoe has included a few more tips focused on the Intentions system and resting starting time, which should help guide new players and prevent common mistakes. These improvements are part of our ongoing effort to make Unitystation more accessible and user-friendly for all players. We believe that these Pro Tips will help new players get started and feel more confident in their abilities as they explore the game, and so they don't walk out an airlock to the void of space in their first playthrough. We extend our gratitude to MaxIsJoe for his dedication to improving the player experience.
Networking package update
Bod9001 has recently updated our networking package to Mirror, bringing with it a range of back-end improvements. As part of this update, we can now use a system to network custom sprites directly to the client, providing a more immersive and engaging experience for players. To learn more about the full list of changes included in the Mirror update, you can check out the changelog on the MirrorNetworking/Mirror GitHub repository.
PogstationREDUX patch 2
LastCaptainBonk has been working diligently on improving Pogstation, with focus on polishing the reactor room and adding seats in the Evac area. For a complete list of changes, please refer to the changelog available at their PR page.
Integration of Modular Health System
We are excited to announce that the new modular health system by Bod9001 has been enabled for all players. This update brings us one step closer to introducing new creatures such as robots, cyborgs, and plasmamen. While the update does not introduce any new features, it is a significant refactor of the current health system. We do expect some bugs to arise during this process, so we encourage all players to report any issues they encounter through our issue tracker. Thank you for your patience as we continue to improve and develop Unitystation. That's it for this week's blog post. We hope you enjoyed reading about the latest updates and improvements on Unitystation. We want to thank everyone involved in the project, contributors, and players. Your support and dedication keep us going, and we couldn't do it without you! If you're interested in getting involved in the development of Unitystation, please consider joining our Discord server. It's a great way to connect with the community, get help, and contribute to the project in any way you can. Thank you once again, and we'll see you next week with more exciting updates!
Weekly update #7 by Bod9001 Greetings, and welcome to the latest edition of our weekly update for Unitystation. We're excited to share our progress with you, and we hope you'll find our latest developments to be just as exciting. This week, we've been hard at work addressing some of the issues and bugs that have been reported by our users.We've also been doing some refactoring to improve performance and optimize our codebase. As always, please keep in mind that this is just a small glimpse into what we've been working on, and we encourage you to check out our Changelog Page for the full list of changes. Thank you for your continued support, and we can't wait to share more updates with you soon! LastCaptainBonk has taken up the challenge of reviving and breathing some life into Pogstation that was a bit neglected for a while. He has been hard at work on a variety of improvements, including the addition of navigational signs and other features that have been added since the last time Pog was modified. We're grateful for his dedication and efforts to improve Pogstation and bring it back to rotation!
Trauma system cleanup
[url=https://github.com/unitystation/unitystation/pull/9671] MaxIsJoe has rolled up their sleeves and dived into the Trauma code, polishing and re-implementing the system. While some features are still a work in progress, you can already take advantage of the update. Although specific treatments for traumas are not yet available, an advanced regen mesh can help heal any traumas you may have. If you're experiencing bleeding, make sure to use gauze to heal the bleed stacks. It's worth noting that slash and piercing can cause bleeding, burn can change the color of your body parts based on the trauma level, and blunt can lead to internal bleeding. In addition, bullets now have the potential to cause bleeding. All in all, with all this bleeding, it seems that the janitorial staff will have their hands full! Give the updated system a try and let us know your thoughts.
The Kick on join bug has been fixed
For some time, players have been experiencing an issue where they were inexplicably kicked from the game a few seconds after joining. Fortunately, we have now identified and fixed the root cause of the issue. The problem was an invalid message that was being sent to the client, causing the stream of data to become offset and wreak havoc on all other messages. As a security measure, the client was forced to kick itself. Thanks to the hard work of Bod9001 and your reports, this issue is now a thing of the past. So, jump in and enjoy the game without any interruptions. With the bug now squashed, you can join servers without fear of being kicked out by a server gremlin. It's party time!
No more leaks: Phase 1
As we briefly mentioned last week, there has been some efforts put into fixing memory leaks that might affect the server performance. We're pleased to report that Havietisov, also known as Angry Sonic Dude, has successfully merged all of their changes into the repository. This is a major milestone in our efforts to make the server more reliable and long-lasting. However, we recognize that this is just the beginning. With so many mechanics involved in the game, fixing the memory leaks is an iterative process that will require ongoing attention. But we're committed to tracking down the leaking objects and resolving the issue.
Modular Health
We're thrilled to announce that our lead developer, Bod9001, has implemented a new modular approach to player health. This approach involves breaking down the health-related systems such as hunger and blood saturation into individual components that can be generated and assembled through a modularization process. This will greatly enhance the flexibility and customization of player health, making it easier to implement new features like cyborgs and their unique battery system. We want to emphasize that these changes are not yet active in the game, but we're excited to see how they perform in testing. We want to express our deepest gratitude to our amazing community of players amd contributors. Your support, feedback, and passion for the game keep us motivated and inspired to keep improving and expanding the experience. We invite everyone to join us for our weekly playtest every Saturday and to connect with us on our Discord server. We love hearing your thoughts, ideas, and stories about your adventures in the game. Together, we can continue to shape and evolve this wonderful space clown simulator. Once again, thank you for your ongoing support, and we can't wait to see you in the game!
copied from https://www.unitystation.org/blog/weekly-update-6 by Bod9001 Welcome to the sixth edition of our weekly update blog post! We've been hard at work this week fixing and refactoring various aspects of our funny spessman game. While we don't have much audiovisual material to showcase this week, we have made significant progress behind the scenes. As always, please keep in mind that these are just some of the noteworthy changes we've made. You can find a comprehensive list of all updates on our
Fixing memory leaks
Over the past month, Havietisov (also known as "Angry Sonic Dude" on Discord) has been diligently working to study and fix memory leaks on our server. Through his efforts, he identified a significant number of references from a previous round that were still being stored in memory, causing the application's RAM usage to increase over time. As of the time of writing, Havietisov has already submitted four pull requests, gradually improving the memory footprint and greatly enhancing the server's longevity and performance. We're incredibly grateful for his contributions to the project!
Separating Character Customization
In the latest update, NoooneyDude has been focused on improving the character customization system by separating some of the saving processes. This move is part of our effort to transition from using Firebase to Django for our account system. We've encountered limitations with Firebase and have also discovered that it's blocked in some countries due to its association with Google. By separating the character customization system, we're taking a step towards a more efficient and robust account system that can support our growing player base and particular needs. We appreciate NoooneyDude's efforts in this regard and look forward to sharing more updates with you soon!
Alien UI and evolution has been fixed
After the recent Mind Rework, aliens were a somewhat neglected. One issue that arose was a broken UI for evolving. However, we're pleased to announce that this issue has been resolved in the latest update. While the fix may still be a bit rough around the edges, we have plans to revamp all custom playable creatures such as AI, blob, and aliens. Our goal is to convert these elements to the new health system, being currently enhanced by Bod9001 to allow for even more flexibility and ease of extension. There are going to be more news about this new approach soon, so keep an eye on it!
Fixes and improvements to StationHub
CorruptComputer has been hard at work improving the Stationhub launcher, which is used to launch and join Unitystation games. Although the latest version has not been released yet, you can expect to see it soon with some exciting new improvements, including:
- No more intimidating debug console when opening the program.
- No more unused tabs on the graphical interface.
- Improved MacOSX build that can now be launched by simply double-clicking (although you will still need to allow it to run as Apple blocks any unknown app from running by default).
copied from https://www.unitystation.org/blog/weekly-update-5 by Bod9001 Weekly Update Hello and welcome to this last weekly update blog post of Februray. We have some exciting things to share with you, including some fantastic mapping contributions. We'll also give you a sneak peek into what's coming up next week (or maybe later, don't quote me on this!). As always, please keep in mind that this is just a highlight of the most notable changes from the past week. For a full list of changes, please refer to our Changelog Page.
Ministation has its own syndicate base
Thanks to the talented mapper AtnerNT, we now have a brand new syndicate base in Ministation! It's always a treat to see new and unique syndicate outposts for each station, and AtnerNT's contribution definitely delivers on that front. Who knows, maybe in the future we can even randomize which outpost you get for an added layer of surprise! Thank you to AtnerNT for their hard work on this.
Advanced Light Replacer!
With a bit of research you can now make the advanced light replacer. A powerful tool allows you not just replace broken lights with ease but also comes with a cool extra feature that lets you customise the light colour! Run around replacing broken lights like no one's business, improve the ambient of rooms and now you can make your dream disco! Thanks MaxIsJoe!
Outpost station update
We're excited to announce some updates to Outpost Station! Thanks to the hard work of PerfectTangent, the station now features public terminals, a protolathe, a blast detector, and tools for making explosives for toxins research. We understand how important it is to keep our maps up to date with new features, and we greatly appreciate PerfectTangent's contribution.
General improvements and bug fixes
Here is a list of other unsorted changes from this week.
- Highlander bug: Highlanders game mode will no longer get randomly picked midway through a round. Thanks to Bod9001 for fixing this bug.
- Disconnection issue: More work has been put into fixing the disconnection issue. Next week's playtest should help determine whether the issue has been resolved.
- UI hiding: You can now hide the UI by pressing F11. This is a great feature for taking screenshots. Thanks to corp-0 for implementing this.
- Full screen fix: When the game is in full screen mode, it will no longer minimize when you tab out. This is great for quickly checking Discord while the game is running. Thanks to Bod9001 for adding this feature.
copied from https://www.unitystation.org/blog Greetings, crew. Welcome to another weekly update blog post, where we highlight the most noteworthy developments from the past week. As always, remember that this is just a brief summary, and you can find a more comprehensive list of changes on our Changelog page or at our Github repository. Without further ado, let's dive in and explore some of the thrilling updates we've been working on this week!
Genetics!
After months of development, we're excited to announce the arrival of Genetics in our game! With this new feature, players can now assign both negative and positive mutations to other players. Additionally, the phyisical appearance of other players can be mutated and their body parts can even be changed to different species, opening up a whole new world of possibilities for creating unique and monstrous creatures. But let's dive into the specifics of how Genetics works. Introducing the Genetics console! You will be able to find it in the geneticist office. Interacting with it is quite simple, let's see it step by step. The console UI will look like the picture on the left and is composed by 3 main sections.
Targeting
The system targets body parts based on their name. For instance, if you want to apply a payload to someone's arm, inputting "arm" will target their arm. But be careful, because it will affect both right and left arms, since they both contain the term "arm". Although it's a simple and effective method, we are open to suggestions for better ways to handle body part targeting. So if you have any ideas, please don't hesitate to share them with us.
Mutations
There 3 types, mutations, customisation mutations (physical appearance) and species mutations. These sections will be populated by the mutations you can research (see next section).
Payload
You drag and drop boxes from the available mutations into the payload designer. These are all the mutation that will have an effect on the targetted body part. Once you are done playing god, you simply click the "Generate" button. It will generate a DNA syringe ready to use.
DNA farming
Well, how do I discover or research mutations to fill in the available list? You will need to get some DNA. There are currently 2 ways to do so.
- Amber ore. Mining can find this wherever they mine. All you need to do is insert it into the genetics console and it will give you DNA points to spare.
- Solving the DNA stabilization puzzle. Align all the sliders so the lines are purple. Finding the sweet spot wil also grant you DNA points.
Dino Eggs
So what do we want DNA for? Well to print dinosaur eggs, of course. Well maybe it isn't that evident, but keep reading. Having enough DNA points gives you the ability to synthesize a dinosaur egg. Place it somewhere safe, as it will hatch after some time and it might or not hatch into something dangerous and aggresive! Once the baby dino is born, use your mutation grabber to study the newly created lifeform and find out what they like to eat. Make sure to have great relationship with your local botanist, because these dinos have different diet preferences, from berries, subterranean food, vegetables or even meat. Feed your dinosaur, so it grows strong and big. Once they are in adult growing phase and their DNA is more stable, you can use your mutation grabber again and study the mutations they might have developed from the synthetic conception. Load your findings into the geneticist console.
Customisation mutations
Going back to the genetics console UI, the customisation mutations represent the physical appearance of a living thing. It is encoded in this format presented in the picture. By analising the crew, you can study the names and proper format of different phyisical appearances and apply them on the geneticist console. This feature is subject to be buggy and change as it is more experimental.
Species mutation
These represents the DNA composition of individual body parts. You unlock them by solving a puzzle, which will grant you a random specie out of the pool (Current puzzle is a sudoku, we are open for suggestions). Giving you the ability to morph body parts into any of the available body parts you have researched, even cross species! Yes, this means you can turn someone into a pile of kidneys and sell them to cargo. picture by Pixel_Mania#7430 Oh, the monstrosity!
A work in progress system
There are going to be bugs, some names aren't very descriptive and we will be revising pretty much everything. We just wanted to provide you with some more stuff to do in game, and also this way you can be part of the development! Let us know what you think about the genetics system, what would you improve, what you like. >
Emote window
MaxIsJoe introduced a new dynamic selection window that can be reused for pretty much anything, using the Emotes window as the proof of concept. Thanks to this window, accesible by pressing your local chat keybind + shift, you will be able to select an emote from the list without needing to remember the exact word that triggers it when you type it in chat. Giving you access to a huge list of emotes you can use to express yourself in game!
General fixes
Last but not least, here is a list of some other contributions we want to highlight.
- CorruptComputer has done some cleanup and tackling code quality. Thanks a lot!
- Cyborg body parts no longer come with free human body parts.
- Firelocks are visible again.
- Lankercool did their first contribution by fixing what light fixture drop when destroyed. Thank you very much!
a copy from https://www.unitystation.org/blog Greetings everyone, and welcome to our third Weekly update blog post! We are always thrilled to share with you the exciting changes and developments we've been working on. As always, we want to remind you that this blog post serves as a mere highlight of what has been accomplished this week. If you want to delve deeper into the details and older changes, be sure to check out our Changelog page. Without further ado, let's dive into some of the most exciting highlights of this week's update. New dinosaur sprites Sprites for Brachiosaurus, Saichania, and Stegosaurus have been added as neutral dinosaurs for the work in progress genetic system. The gameplay revolves around extracting DNA from amber to create an egg that will hatch into a dinosaur. As a player, you will be responsible for feeding and caring for your dinosaur until it reaches maturity, at which point it will reveal any mutations it may have. However, be warned, some dinosaurs may have a bit of a bite, so caution is advised. Get ready to embark on a thrilling adventure as you bring these ancient creatures to life! Janitor cart improvements Janitor carts have had a nice little polish. Enhancements include the ability to hold mops, helpful tooltips for new users to interact with the cart, dynamic sprite updates to reflect the state of the cart and some lovely splashing sounds to go with your cleaning. Mind that some some work is needed to be in feature parity with the original SS13's janitor cart, but this is some good progress towards that goal. By MaxIsJoe Cloning damage and mutations! Receiving cloning damage (after being cloned, for example) now has a 2.5% chance per body part of having a random mutation, whether positive or negative, when being cloned. This means that there is now a possibility that a player may emerge from the Cloner with different physical characteristics than before. This development has made the Cloner even more unpredictable, and highlights the need to be extra cautious when using this technology By Bod9001 Syringe Inject Time We have received feedback from players about the instantaneous nature of injecting another player with a syringe. In response, we have added a progress bar to the syringe injection process. The completion time for the bar will now depend on the level of armor the victim is wearing. Additionally, a warning message in red will display if a player is being injected by another player. So no more murderous medic instantly filling your heart with salt when you are trying to kill him as a traitor and making your assasination attempt fail miserably. By MaxIsJoe Fallstation mapping improvements CorrupComputer keeps their awesomeness streak by contributing a bunch of fixes to another map, this time it is Fallstation. Changes include: Making the HoP shutters respond to two independent buttons. Making HoP office less dark, by adding another well positioned light. Reassigning devices in HoP office to the right APC. Adding public terminals to all departments. By CorruptComputer And that's it for this week's blog post. Hunger for more? Remember the full list of changes, including older ones, are available in our Changelog Page. Your support means everything to us, and you can help us continue to improve the game by contributing on Github, To connect with other fans and stay informed on the latest updates, join our Discord community. We look forward to seeing you in the next update and playing with you during our playtests. Thanks again for your support!
[previewyoutube=6JR0Ah4L40g;full][/previewyoutube] Kept you waiting, huh? Take a look at our 4th developer update video! Progress continues as we relentlessly push towards version 0.7. Here's a sample of some of the latest working features:
- Space wizards! - torment the station with a slew of magical spells
- The Blob - play your own strategy game versus the occupants of the station
- New player UI - slick, shiny, and very robust
- More random events - from radiation storms to mouse infestations, things will be a lot more lively aboard the station.
- Ghost roles - Even in death, the fun never ends!
Don't forget to wishlist Unitystation to be notified as soon as it's out. See you on the station!
[previewyoutube=ukVYWJtyI4k;full][/previewyoutube] Watch our third update video! Here's a taste of what our developers have been up to.
- The Atmospherics rework - Real air vents, all across the station
- Crew PDAs - And for traitors, the Syndicate telecrystal uplink
- The Fugitive - A new antagonist role, always on the run
- Disease Events - Triggerable by admins, though not yet curable (or lethal)
- Updated Sprites - And lighting changes, just in time for Halloween
Unitystation will be released on Steam for free, and is scheduled for late 2021. Wishlist it to be notified as soon as it's out. See you on the station!
[previewyoutube=osho9CEADn8;full][/previewyoutube] Our new developer update video is out, made by Jack Trachea. Watch it to see some of the contributions to Unitystation since March. Here's a short overview:
Nuclear Reactors
Safe and fun if you know how (not) to operate them.
The Disposal System
Send trash (e. g. your co-workers) down pneumatic tubes.
Meteor Showers
And other events, occuring "randomly" or at the admin's discretion.
Exploding Lemons & Intoxication!
[Unintelligible]
...And More!
Such as mime spells and conveyor belts. We're planning to release Unitystation on Steam for free in late 2021. Wishlist it now to be notified when it's ready. See you on the station!
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Unitystation
Unitystation Community
Unitystation org
Winter 2021
RPG Simulation F2P EA
Game News Posts 27
🎹🖱️Keyboard + Mouse
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https://unitystation.org/
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The Game includes VR Support
- Processor: 2ghz Dual CoreMemory: 3 GB RAMNetwork: Broadband Internet connectionStorage: 1 GB available spaceSound Card: OnboardAdditional Notes: Requires a 64-bit processor and operating system
- Memory: 3 GB RAMNetwork: Broadband Internet connectionStorage: 1 GB available spaceSound Card: OnboardAdditional Notes: Requires a 64-bit processor and operating system
- Storage: 1 GB available space
- Processor: 3ghz Dual CoreMemory: 3 GB RAMNetwork: Broadband Internet connectionStorage: 1 GB available spaceSound Card: OnboardAdditional Notes: Requires a 64-bit processor and operating system
- Memory: 3 GB RAMNetwork: Broadband Internet connectionStorage: 1 GB available spaceSound Card: OnboardAdditional Notes: Requires a 64-bit processor and operating system
- Storage: 1 GB available space
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