Melee executions allow for sharp-bladed weapons to ignore armor and inflict massive damage. Melee executions may be performed on yourself or targets that are incapacitated/cuffed. Custom burgers have been added, allowing for actual custom recipes that don't require something like a microwave. The thief beacon allows for thieves to steal items and not have to hoard them on their character all shift. This also allows for stealing animals and structures way more conveniently. DNA has been improved, as well as dozens of other great additions and fixes over the week. [previewyoutube=l2fMh9nXWR0;full][/previewyoutube]
This week brings some new reagents and reworked chloral hydrate. These new reagents include potassium iodide, which helps prevent radiation damage, and haloperidol, which removes stimulants and hallucinogens from your system. Drowsiness is also a new symptom and side effect where you may fall asleep at random; chloral hydrate also now makes you drowsy instead of knocking you out once you reach the unit threshold. The cutter machine allows for making more specific and decorated floor tiles. The PNG export tool allows taking direct "screenshots" of items and characters, which may be useful for content creation and other external uses. [previewyoutube=jmZ8Ma1jOpk;full][/previewyoutube]
This week brings major buffs to both syndicate and nuclear operative reinforcements. Nuclear operative reinforcements now are loaded up with a blood-red and a chest rig, just like a regular nukie. Syndicate reinforcements now have loadouts ranging from medical items to spy equipment. Atmos techs can now build pipes inside walls, giving them extra room for whatever projects they are working on. Dead space dragons will no longer despawn, meaning that anyone who got devoured won't disappear into the void. Botany also has new mutations that range from medicinal to lethal. As well as many bug fixes and other additions. [previewyoutube=x-Jv1Ed59IU;full][/previewyoutube]
This week brings a powerful new suit of armor, available only to nuclear operatives. It is a well-rounded suit that is not space-faring, meaning it must be used with specific plans in mind. Throwing has been changed to allow for significantly more precision when throwing objects and weapons. Bartenders now have to shake or stir specific drinks, giving a bit more variety in their bartending methods. [previewyoutube=OZ0FYfXZUE0;full][/previewyoutube]
This week introduces a bird-like species known as the Vox. The Vox must breathe pure nitrogen; otherwise, they will take hefty poison damage until they get pure nitrogen in their lungs. Salvage has received some new content in the form of "VGRoid." The VGRoid is a giant asteroid with hundreds of ore deposits and salvage expedition dungeons that generate on them. The aesteroids are filled with danger, but have more materials than you'd ever need to get through a shift. There were other balance changes and content additions during the week, such as several nerfs to nukies, some buffs to other antags and more. [previewyoutube=pu-61vWc9Ic;full][/previewyoutube]
The content freeze is over, and there were a number of notable PRs merged during the freeze and shortly after. Meteor swarms are now much more deadly and can breach through many layers of walls. Pipe stacking was removed, changing the way Atmos has to do pretty much everything. Many combat QoL additions were added, such as wielding autodropping items, shooting over stunned people, etc. Finally, there were a ton of QoL features and balance changes across various levels of content in the game. [previewyoutube=UH8xSq7t5yo;full][/previewyoutube]
This week brings a new station to play on; it is named Train Station. The train station features departments stacked in a linear fashion that resembles a train shape. The syndicate not only sends agents at the beginning of a shift but may also awaken sleeper agents in the middle of the shift. Chemists can now make an anti-rot reagent with a little help from botany to prevent crew members from perma dying. As well as new syndicate content, botany mutations, and science content over the week. [previewyoutube=crMkV4dRobI;full][/previewyoutube]
This week brings a new station to play on; it is named Oasis. This station features a large park at its center and a massive mining-themed perma brig that is not attached to the station, which leaves a lot of room for unique gameplay. Syndicate librarians may now purchase cane swords; syndicates in general may now purchase syndicats. Science has received some tech tree changes, with the cargo telepad being bumped down to tier two, as well as new tier three tech under the arsenal tree provides a portable recharger for all your mobile battery needs. [previewyoutube=dqL9HxPqtZE;full][/previewyoutube]
This week brings customizable role-specific loadouts. In the lobby, you can customize your loadout for every role, from jumpsuits to backpack types. Botanists can now grow their own personalized army through the form of killer tomatoes. The chameleon projector allows syndicate agents to blend into their environment by copying the appearance of nearly any object. As well as other content additions, bug fixes, and balancing tweaks over the week. [previewyoutube=aNxV6YsczaA;full][/previewyoutube]
When a crew member leaves this shift with a cryo sleeper, they will be removed from the crew manifest list, and an announcement will be left for everyone on the station to see. Botany now has a dispenser for their swabs, making it a bit easier to keep track of clean swabs. As well as other balance tweaks over the course of the week and numerous bug fixes. [previewyoutube=XdHg6SkypMo;full][/previewyoutube]
This week, anomalies have gained a fourth behavior. They may now transform and receive either positive or negative effects. The severity of the behavior will also affect point output. RCDs now feature many more choices and a massively improved UI for selecting options. And you can now favorite the positions of items in your inventory. [previewyoutube=vcatQyoag14;full][/previewyoutube]
This week brings a very useful tool for all janitors, the cleaner grenade. Once detonated, it will spread foam across dozens of tiles, cleaning them of any unwanted reagents. Rubber bullets are no longer unobtainable; this does not affect shotgun ammo, however. Stacked explosives now spread their damage to further distances rather than making a combined, smaller explosion. As well as other great additions such as arcade machines providing cool ambience and voicemasks letting you copy species speech sounds. [previewyoutube=uti8VhMQ-cw;full][/previewyoutube]
This week introduces new syndicate equipment in the form of throwing knives. They can be thrown quite rapidly and are reusable. Department doors now have unique wires, meaning that you can no longer test a random maintenance door and now know how to hack every door instantly. Lone nuclear operatives now start with 60 telecrystals, giving them many more options and a greater chance at actually detonating the nuke. [previewyoutube=Vl-Gvp2UDkg;full][/previewyoutube]
This week brings all the wanted/criminal status icons to the security hud. Security will have to keep track of each suspect's status and try their best to keep them up to date to stay informed on each case. Improvised shotgun shells can be made with common materials, allowing for makeshift ranged combat. Zombies have received some buffs and can now wide-swing. [previewyoutube=sxZokCAZbHQ;full][/previewyoutube] [previewyoutube=rgl0yetFAbw;full][/previewyoutube]
Shuttle consoles have received a big UI overhaul as well as a mechanical one. You can now FTL to places on the same "map" and pick precisely where you want to stop. Roles that aren't eligible to be other antagonists, like syndicate agents, can no longer be initial infected. Zombies are slightly more resistant to various forms of damage, extending their undead lifespan. As well as other item tweaks and changes over the course of the week.
Patch Notes
Additions
- New Nuke Detonation Song "Clearly Nuclear". - Salvagers can now pull in overgrown floral anomalies. - Lawdrobe has some new items and new ads! - Pod launches will now be offset slightly. - Added long hair with bundles! - Added bob 5 hair! - Water can now be scooped from water tiles, such as planetary rivers. - Added the paramedic's cap to the uniform printer. - Added clockwork structures and brass to build them with. - Glass shards can be added to flatcaps to create bladed flatcaps! - Welding masks can now be made in the Autolathe. - Monkeys and kobolds can now wear blood-red hardsuits.
Tweaks
- Zombies are now tougher to kill. - Evacuation shuttle arrives 10 minutes on green alert now. - Slimes can now drink FourteenLoko without harming their bodies. - The Syndicate is now supplying barber scissors in the Hristov bundle to make your disguises even balde- better. - Gas leak events are now 4 times as strong, and may leak water vapor. The fog is coming. - "Post light" updated. - Changed brick, wood, and web walls to be unable to conjoin with different walls. - Saving paper is on ctrl+enter again. Also there's a visible "save" button now. - Livestock crate and artifact container now can go under plastic flaps. - Rehydrated mobs (carp) now keep their forensics data from their cube/plushie form. - Changed the max volume of shot glasses from 7u to 5u to better represent drinking shots in real life - You can now tell if you are being drawn from or injected by a syringe. - Syringes now prevent injecting on empty and drawing on full. - Toggling your own internals no longer requires a delay. - Reworked shuttle consoles, including: manual FTL jumps, new map screen, fixed performance issues, new docking screen. - No more raiding the jani vend for galoshes, which are back to normal speed.
Fixes
- Diagonal windows no longer space you when in a pressurized environment. - Flasks can once again be put into dispensers. - Debug coordinates are now automatically enabled on the F3 overlay upon readmin. - Fix expedition FTL. - Arachnids are no longer perma-pied and can clean it off. [previewyoutube=hNr-ADlUHwg;full][/previewyoutube]
Secret has more options to pick from now, those new options being survival or revolutionaries. Bleeding is once again a more serious ailment in combat, requiring more attention to treat and recover from blood loss. As well as funny new syndicate items like the decoy kit, nice quality of life improvements requiring confirmation before accidentally round removing yourself with an implant, and more.
Patch Notes
Additions
- Inventories now show a secondary smart-equip star. - Breathing tritium or plasma now displays a HUD alert. - Added additional signage to help the crew navigate. - Added detective's rubber stamp. - Added recipe of handheld station map to autolathe. - 9 new colourful curtains. Can be crafted from carpets. - Added fill levels to bowls, chefs rejoice! - Moths can eat Nutribrick wrappers. - Syndicate Commanders now have a trench whistle, Avanti! - Snap pops have been added to the toy crate. - Added the Syndicate decoy bundle, a creative way to trick your foes. - Added grey stalagmites and made all stalagmites weaker and more fun to break. - Added lockable wall buttons and decorative frames for differentiating wall buttons. - Added PDA notifications in chat for new news articles. They can be turned off in the news reader program and are only visible to you. - Added salt as a new type of ore that can be mined from asteroids. Salt can be ground up for its base components. - Health analyzers will report if your patient is bleeding. - NT has finally perfected methods for infusing Plasma/Uranium into Glass! Windoors now have such varients! And Uranium Slim Windows exist! - GPS borg module now have handheld mass scanner. - Added a new T2 industrial technology "Space Scanning"! It includes a mass scanner console board, a Borg GPS module, and a new handheld mass scanner. - Added a NanoTrasen balloon toy. - Added new noses for humans and dwarves. - Carpets can now be placed on wooden tables to get beautiful new tables with tablecloths. - New white and cyan carpets. - Carpets can be collected from the floor and buthered into fabric. - Carpets can now be printed at the uniform printer. - New lobby art (of horror) - You can now make LED light tubes and LED light bulbs at an autolathe. - Added a live preview display to reagent dispensers. - Added juice that makes you Weh! Juice a lizard plushie today!
Tweaks
- Rev's reenabled - Nutribrick and MRE wrappers can now be put in trash bags - Picking up and dumping trash is less arduous for tiny, plentiful items, such as bullets. - Space heaters machine boards are now printable round start and can additionally be ordered by cargo. - Chameleon gear now only reveals its menu button to its wearer. - Acidifiers and microbombs now require confirmation before gibbing you. - There are now more ways to craft reinforced plasma/uranium glass. - Commonly used decals should no longer washout the details of the tiles below. - The smooth tail now has a second color layer to customize. - Big O2 tanks and N2 tanks no longer spawn in any departmental locker. Use tank dispensers to get them instead. - Nutribricks spawn in Survival Kits in place of Tinned Meat. - Changed the amount of plushies in the lizard plushie crate. - Thrusters and gyroscopes now supplied in crates via flatpacks. - Engineering structures orders in cargo now supplied via flatpacks (e.g. tesla & singulo generators, other stuff for them). - E-sword now lights plasma fires - The mass media consoles UI got overhauled. - Tweaked wallmounted objects can not be interacted with through thindows or windoors. - Decreased all bloodloss damage (as a result of bleeding) by 50%. - Decreased passive bleed wound clotting by 60% (now 0.33u per 3 seconds). - Bleed wounds will no longer heal so fast they do not need to be treated. Please see the medical guidebook. - Handcuff and handcuff replacements are faster to escape. You can allow your teammates to uncuff themselves! - Macrobomb implant price reduced 20->13 TC. - ERT medic PDA now has a health analyzer built in. - Traitors can now be asked to steal the CMO's Handheld Crew Monitor. - Self-uncuff damage has been removed, but attempting to self-uncuff now has a cooldown instead. - Removed the hands requirement to read paper. - Huge flora anomaly nerf - Satchels no longer have darkened space representing a gap, and is instead transparent. - Secret mode has become more secret, with the 4th option Survival added to the rotation. - Remove executions pending code rewrite.
Fixes
- Fixed issues where using the Quantum Spin Inverted would bug out the character's physics. - Fixed lobby music restarting after volume change in options. Lobby music is also not being looped by default - all lobby songs will play in shuffle mode. - Fixed all command and security roles not having cryogenics access. - Dragging objects over gas pipes no longer slows you down. - Lizards can now eat Nutribricks. - Disallow multiple antag roles per player. - You can now remove the rust from reinforced walls with a welder. - Cryo won't remove you from the new body if you chose a new ghost role before cryo deleted your old body. - Iron and copper no longer grant infinite blood! - Made NPC movement less janky. - Fix chat bubbles. - Diona can no longer split or reform to cure themselves of a zombie infection. - Fixed NanoMed vendor not being accessible from all directions. - Fixed a few small typos in ghost role information. - Fixed grid inventory occasionally messing with your item rotation. - Candy bowls function properly again! [previewyoutube=bRkCrRjaXQA;full][/previewyoutube]
Nanotrasen has cracked down on the zombie virus; all jobs that were previously ineligible for antagonist roles are now not able to be an initial infected. Janitor galoshes are now available in round, tritium can be liquified for flamethrowers, and the CMO has a handheld crew monitor once more.
Patch Notes
Additions
- Added Large Wooden floors. - Added handheld crew monitor back just for CMO. - Admins can now disable the bwoink sound if they don't want to scare players. - Added lilies which are mutated from poppies and are used to create spaceman's trumpets. - Added spaceman's trumpets which come from mutated lilies and can be ground up into Polypyrylium Oligomers which are just slightly better bic. - New pirate start sound! - The guidebook now contains a page for the Radioisotope Thermoelectric Generator (RTG). - Added Conducting Gloves to the uplink, they make shocks much worse rather than stop them. - A new UI theme, "Ashen", is now available to select in the options menu. - Liquid Tritium can now be used as a chem in flamethrowers. - Moths can now eat plushies with a distinctive sound!
Tweaks
- Changed emergency welder's fuel count from 25 -> 50 - Sorting of departments and jobs has been made consistent in various menus. - Galoshes now make you slower. - Galoshes are added to the Janidrobe. - Changed the syndicate assault borg to have a red flashlight. - Radio jammers now use 3 times less power. - Increased Xenomorph and Dragon blood level to 650u. - Updated names of several drink jugs to differentiate them from chem-specific variants. - Death Acidifer Price 2->4 - Nettles are now weaker than their deathnettle counterparts - Took the AdminPDA from the backpack and gave it it's own slot on aghosts! Also aghosts can smoke/wear masks now! - Changed uplink catalog - add syndicate hud to nukeops uplink/ - Standardized the contents of Dept. Heads dressers and lockers. - Dept. Heads are now guaranteed to have their respective winter coats in their dressers. - Standardized amount of huds in vendors and added new diagnostics eyepatch hud. - Happy Honk boxes can now hold normal sized items. - Deathnettles no longer penetrate hardsuit armor. - Rotten food is now less lethal to eat, and has a high chance to induce vomiting. - Explosive Technology changed to tier 2 arsenal and the cost has increased to 10 000. - Resprited Nettles & Death Nettles. - The mindshield outline now flashes! - Ore Crabs will now take structural damage. - vending machine UI improved. - Gave guidebooks to the 4 learner roles - Nymphs can now open doors and chirp. - Removed the ability for command or any antag-safe role to be initial infected in zombie mode
Fixes
- The Fire Extinguishers safety can now only be toggled when in range. - Fixed a typo when forcefeeding someone. - Fixed a bug where the centcom official/any job that is not supposed to have a preference option appeared anyway. - Fixed reagent slime ghost role description. - Fix some items that become bigger after turning in trash. - Fixed incorrect job-specific Uplink items being given on occasion. - Crops are now harvested with decimal amounts of nutriment, vitamin, etc.. - EVA helmets are now quick-equippable again. - Drink jugs can no longer be used by chemistry in place of a beaker. - now cryo pod health analyzer updates automatically! - Shoving other people is now more consistent. - Fixed selection behavior for player lists such as the ban panel or ahelp window. - Fixed timezone issues with the admin notes window. - Fix actions sometimes disappearing. - Drinks in the Solar's Best Hot Drinks menu now show their contents. [previewyoutube=reISm2shg0k;full][/previewyoutube]
The Diona species has evolved to spread three nymphs when their bodies are destroyed. One of these nymphs contains the brain, which is player-controlled. After ten minutes, that nymph can reform into a new Diona with the previous Diona's brain and memories. The shadow anomaly is a creepy yet mostly harmless anomaly ripe for studying; just don't listen to the whispers for too long. As well as several botany tweaks from the process of plant clipping to death nettle nerfs.
Patch Notes
Additions
- A new chest scar marking is now available to humans and dwarves. - New "tailed" hair. - Detectives are now supplied with a box of evidence markers, useful for marking evidence at a crime scene. - Massban Flag has been added to admin ranks - Diona are now able to split into three nymphs on death, and will control one of them. The controlled nymph is able to reform into a new Diona after some time. - Diona nymphs, small cat-like creatures, several of which make up a Diona. - New lobby art (of an Air Alarm blueprint). - Added new covers for the medical, security, and science guidebooks - Sound effects have been added for writing on paper. - Fax machines can now print text files from your computer. - Added an advanced remote signaler, with a range of 30 tiles. - Darkness is coming. A new shadow anomaly was added. - Drink bottles can now be opened and closed from the verbs menu, and some have been given tamper-evident seals. - Medical berets added to MediDrobe - Can now "tearfully smile" with the text emote :') and similar variants - Can now "wink" with the text emote ;) or ;] - Autolathes may now make empty air tanks. - Buyable Janitorial Trolley!
Tweaks
- Plants need to grow a bit before being sampled. - Seeds from sampled plants now inherit the sampled plant's health to discourage excessive sampling. - Diona now combust into flames upon being hit with significant heat damage. - t-ray scanners can now penetrate carpets and puddles - The firefighting door remote now has access to atmos doors. - Nuke has some more blinkenlights now. - Reduced energy shield's hp from 150 to 100. - Holosigns can now be placed at range. No more being eaten by force fields! - The anomaly synchronizer consumes much less power, and no longer causes the anomaly pulses when powering down. - Remote signallers are now limited to a 15-tile radius - Microwaves now tell you how much time is left when cooking. - Microwave UI enhancements. - Advanced topical meds now cost significantly less chemicals - Plague Doctor's hat and Witch hat (with red hair) have tag "Hides Hair" - All hoods have tag "Hides Hair". - Added more ways to "cry" with the emote :'( and similar variants. - You can now inspect people's ids and health through glass if you are within the details range. - Deathnettles are no longer able to bypass armor and don't do as much damage. - Resprited the CE's jetpack. - Ethylredoxrazine is more effective at treating drunkness. - Stun batons and stun prods now display their hits remaining. - Ammo is now tipped! - Lowered Reoccurence Delay for Ion Storm.
Fixes
- Toned down the newton cradle and added it to the bureaucracy crate for bored accountants. - EVA and paramedic suits now play sound when putting a helmet on. - Tails now stop wagging on crit. - Diona nymphs aren't deleted immediately after spawning anymore. - Fix some rounding issues with complex chemical reactions. - Damaging stacked glass sheets now gives an appropriate amount of glass shards. - Thindows no longer duplicate glass when broken. - Fixed disposals bins not automatically flushing after an item was inserted. - Death Acidifier implants not deleting items when activated - Disablers now fit inside the suit storage slot. - Microwaves UI now uses prediction for user inputs. - Alternate ammo now has the proper appearance when spent. - Fix decal error spam in the console due to a missing overlay. - Item size cannot be misinterpreted now. - Door remotes no longer have their 5G signals absorbed by mobs, machines, or Ian's cute butt. [previewyoutube=55wzHXAVABI;full][/previewyoutube]
This week brings several balance changes and tweaks. Health analyzers now continuously scan the vitals of whomever is being scanned, allowing for more precise treatments with less tedium. Beanbags now take three shots to stamina crit instead of two, making them much less effective at instantly stunning targets. Ambuzol now requires zombie blood to make, meaning that an outbreak already has to be occurring in order to make the cure. [previewyoutube=DVQRnxuvqzY;full][/previewyoutube]
The criminal records computer now lets security keep better track of criminals. Security can keep notes on every crewmember onboard the station, set warrants for their arrest, and keep track of who was released from the brig. New station variance can be found in the form of random spills, rusty walls, and broken lights. Wearing certain face and eye coverings together will now hide your identity, as well as other numerous tweaks, fixes, and additions. [previewyoutube=_G2LQpe3tSI;full][/previewyoutube]
This week brings tweaks primarily to the science and security departments. Several anomalies have gained additional mechanics or have been made easier to deal with in general. The detective is now independent from security, meaning they can now be an antagonist. Generators have a new UI indicating how much power the network they are on needs. As well as various bug fixes and improvements. [previewyoutube=6olBHRLAxkU;full][/previewyoutube]
The past two weeks have brought a bunch of new content and changes across the board. Ship guns of varying types allow for intense space combat and for salvagers to be able to mine from the comfort of their seats. Cargo must now physically interact with the trading station rather than ftling to it. Cryo sleepers allow players to exit the round in a more natural fashion and let job slots open organically. Reagents have been limited, meaning every drop of beer, to every drop of carbon can be precious. [previewyoutube=fUQHDikEtXs;full][/previewyoutube]
The syndicate has acquired cyborgs of their own. The assault borg is equipped with a light machine gun, a cryptographic sequencer, and an energy sword. They aren't cheap, though, costing 65 telecrystals. Science also received some new machines, one of them being the Flatpacker 1001. The Flatpacker allows you to construct machines in a flatpack to be unpacked at a separate location. The salvage magnet is undergoing some changes as well; you can now select the type of asteroid to mine. As well as numerous other changes and tweaks over the week. [previewyoutube=jI06Wz4ZFHU;full][/previewyoutube]
Merry Christmas, and Happy Holidays! Two new antagonists were introduced during the week. The thief is a minor antagonist whose goal is to steal various objects of various quantities and sizes. The Terminator is a mid round antagonist who is sent from the future to kill one specific person and die. Ore bags of holding allow miners to carry practically an infinite amount of ore, as well as many other changes over the week. [previewyoutube=hso4IICor_o;full][/previewyoutube]
This week brings a lot of new content. There are a bunch of new grenades available to both security officers and syndicate agents. Atmos has been rebalanced in various areas, such as destroying pipes, turning gas into a liquid, and removing the plasma gas miner. New DNA additions have created additional ways to uncover a crime scene, and many more additions, fixes, and quality of life improvements.
Patch Notes
Additions
- Added Poppy the Safety Opposum! - Chemistry now has vials, similar to bottles but are much more durable. - Added brother of cak - bread dog! 5 cognizine, sausage bread, animal heart, cooked spaceshrooms and 15 second in microwave = bread dog. - A variety of chemicals can now be decomposed via electrolysis or centrifugal force. - Added 9 new cargo bounties! - Lawyers, librarians and reporters now spawn with a luxury pen in their PDA. - Scientists can now fabricate faux grass planet and ice tiles with a tier 2 civilian services research! They're just as good as the real thing, while being removable. - Added tear gas grenades to the SecTech and security belts, use them to control riots. - Added smoke grenades to the syndicate uplink for 1 TC, they create a large smoke cloud to provide cover for your heinous activities. - Smaller explosions now make a distinct sound compared to larger ones. - You will now hear a reverbed explosion sound effect for explosions that are far away from you. - Explosion visuals now last slightly longer - Added 2 new artifact effect: attraction and repulsion - Added hypodart into uplink. It is capable of piercing armor and injecting up to 7u reagents. - Added the electrolysis unit and the centrifuge. These will be used for chemistry in the future. - Chaplains can smack their bible on water to create holy water. - Added Charges information to action tooltips for actions with charges - Added commands to upgrade actions. - Added the Action Upgrade System - used to upgrade specific actions! - Crusher Glaives can be made with the Salvage Weapons technology. - Discord bot Changelog now includes hyperlinks to the PRs. - Extended emergency nitrogen tanks can now be found on the station. - Added gas condensers. These machines are available at the circuit imprinter and can convert gases into liquids. Tasty! - Incendiary grenades, Shrapnel grenades, Cluster grenades and the Slipocalypse ClusterSoap are now available in the syndicate uplink, clowns also get a Clusterbanana in their uplink. - Stinger grenades and ClusterBangs are now available in sectech. - A new type of grenade has been developed, these grenades release a spray of bullets instead of exploding: Shrapnel grenade, Stinger grenade and Incendiary grenade. - Added a new "uneven" hair style. - Ninjas and Nukies now get new sprites for their pinpointers. - RD now has a custom-made lab coat. - Added the ability to toggle on and off the Discord Rich Presence. - Added a General settings tab, and moved a bunch of options into it. - You can drag items out of the inventory window to drop them on the ground. - CentCom has begun unceremoniously plucking Mothroaches out of Maintenance and selling them to nearby Space Stations after the discovery that they make decent pets. - Added the artifact crusher to research! Crush things today! - Added info to botany guidebook entry. - Familiar Garbs may now appear as maintenance loot. - Added yellow tinted jensen glasses that may show up in maints from time to time. - Beer goggles can now scan solutions. - Added cosmetic sunglasses to the clothesmate. - Arrivals is now stationed on a planet. - Added 4 new HUD themes: Plasmafire, Slimecore, Clockwork, and Retro. - Hardsuit helmets added to chameleon menu - Added black gloves to the clothesmate - Added two eye scar markings for humans and dwarves.
Tweaks
- Opossums have received some new sprites. Old sprites are still available to be spawned in by admins. - Everyone can toggle fire alarms now, not just atmos. - Resprited the Kammerer, Double-Barrel, and Enforcer shotguns using sprites courtesy of /tg/station. - Chefs get black pepper packets in their lockers. - Crayons boxes now hold a white crayon. - Chasms no longer spawn on lava expeditions. - Borgs can wear hats now. Time to get festive! - Cyborg jobs now start with a positronic brain. - Artistic toolboxes now have a filled variant that can be found in maintenance occasionally. - The flare gun now explodes, damages and stuns the player when used with wrong ammo - Open tanks will no longer make noise at very low release pressure. - Soap and rags can be used to clean evidence off of items, but leave evidence of their own.. - Melee weapons that deal blunt/slash/pierce damage transfer DNA - Implanters, syringes, hyposprays, medipens, and cigarettes transfer DNA. - Gibbed body parts contain their victim's DNA. - Reptilians no longer innately take 30% less heat damage. - Mercury poisoning now causes stuttering. - Acidifier now has a sprite effect. - Mothroach crates are now twice as expensive - Explosive banana peels are now more dangerous. - Plasma and tritium fires spread more slowly and are now more survivable. - Cybersun and centcom pens can now edit stamped paper. - Some jetpacks can be now worn in more slots. - Added fill visuals to Hot Chocolate - Pill canisters are slightly better than cig packs, go talk to the chemists. - Sec belt holds sidearms and sidearm ammo. - The syndie holster now holds the guns you always wanted it to. - Jar now fills. - Cig Cartons are slightly smaller. - Cigar cases can now hold Small items. - Pipes now have slightly bigger bowls! (30u) - Long guns are now actually long. - syndicate pens now come in suitably sized discarding boxes. - Mops are now larger! - Defibs are now larger! - Mayo Jar is bigger (50u) - Tritium and frezon can once again be sold for profit. - Removed Senior Researcher, Senior Engineer, Senior Physician, and Senior Officer. - Pumps, vents, scrubbers, and heaters now work faster. - Pacified players can no longer throw dangerous objects such as spears, bolas, and bottles. - Stations no longer produce limitless plasma. Plasma refills can now be ordered at cargo. - Removed the Handheld Electrical Propulsion technology and its associated item, tasers, from research. - Syndicate duffel bags heavily protect their items from explosions, and regular bags have minor protection. - Musician and Bartender now have cosmetic sunglasses. - The modernized HUD theme has been renamed to "Eris." - The default HUD theme is now Classic. The old default HUD theme still exists under the name - The kobold ear marking has received a new sprite. - Emergency light radius and energy is now much lower. - Emergency lights no longer make sound - Pipes now leak their contents when destroyed. Make sure to drain pipes before removing them.
Fixes
- Ejecting a tank from a canister will now try to put it in your hand first. - Fix map boundaries not pushing you back. - The guidebook now shows you if a chemical's recipe needs an alternative mixing method, such as a chaplain's blessing or electrolysis. - Fixed spray nozzle not getting ammo from the back pack tank. - A dying person's Last Words can no longer be sent to radio channels. - Fixed secret doors not requiring metal rods - Fix arrivals fog not actually blocking, no more free roaming. - Incapacitated mobs can no longer be shoved for a speed boost. [previewyoutube=Nj6DCHZjmos;full][/previewyoutube]
Inventory has been reworked to feature a grid-style inventory. You will now have to organize your inventory more effectively, and it will also slow down how fast you can interact with your inventory in general. The crew monitor UI was overhauled to be much more readable. New reagents that are designed to treat specific brute injuries and also cause brute damage. As well as a bunch of other balance tweaks and adjustments.
Patch Notes
Additions
- Added 7 new winter boots textures! - Added various gauze wraps to most species in the form of markings - Add color picker to color selection, e.g. for character colors. - Some knives now deal some damage when thrown - When viewing a storage container, the item that will be removed via smart-equip is now marked with a small star icon. - V and shift-V can now be used to open the bag and belt, respectively. - Adds a bed for the psychologist's office. - Hovering over an item in storage now shows a tooltip with the name. - Speed penalties for duffels and hardsuits now apply when held, not just when worn. - Added Razorium, which is basically liquid razor blades. - Added three new specialized brute healing chemicals and a guidebook entry on how to safely use them. - Adds snake meat and fancy snakeskin boots. - Adds Space Cobras, invisible at rest and venom blind. - Added a new lizard chest marking, an underbelly. - You can now make the storage window opaque with the "enable opaque storage window" toggle in the graphics menu. - Paper cups are now available at water coolers. - The rejuvenate command/verb resets all action cooldowns. - added medical doctor jumpsuits and skirts to the medidrobe - Added a new stomach for mice and "hunger thresholds" in mice's prototype - Added Nitrogen Tanks to Emergency Closets - Added Emergency Nitrogen Tanks - Paramedics are now available on Marathon and Barratry - Clowns can now craft the Banana Clown outfit. - Speech bubbles now display the name of whatever or whoever spoke them! The options menu has a setting to disable this outright, or add a background to the name for the sake of accessibility, for anyone who would like those options. - The storage window is now a fixed singleton above the hands. You can make it moveable by toggling "Static storage UI" in the controls menu. - Storage now uses a grid-based system. You can drag around items in your bag, left click to remove them, and use right click to rotate them while dragging.
Tweaks
- Moths that are turned into zombies will now prefer cloth instead of brains. - Adjusted welder blindness to be much less forgiving. - Updated the crew monitoring console user interface - Reduced MIDI audio range so it's easier to reduce the volume to a comfortable level. - Command staff has brig access. - Rat king generates more miasma to fill larger rooms. - Chemical explosions are powerful again. - The too weak space spider has been strengthened. - Pickaxes have a more accurate shape in storage. - Combat boots and friends use a slot for sidearms instead of a storage window. - Chloral Hydrate sleep effect will start at 11 units, down from 16. - The bubbles associated with emotes and LOOC now display exactly what the associated message prints in your chatbox. - Pun Pun can become a revolutionary again - Autolathes can now print the snazzy orange "sodium" and blue "exterior" light tubes. - Removed the spare paramedic clothes and EVA suit from the medidrobe
Fixes
- Animals now require a more reasonable amount of satiation before producing eggs, milk, or wool (unless they are undead) - Fix drag-drop interaction outline not updating properly. - Entities without hands (like mice and mothroaches) are now forbidden from operating Syndicate Bombs, C4, and other timed explosives. - Radiation now works again. - Fix crash on options menu while the game sim not running. - Fixed a bug where the audio slider can get saved at 50% audio with no sound. Unfortunately this means your audio sliders will reset. - Opening the chat channel selector works again. - Rat king no longer rummages from an infinite distance. - Rat king and his servants properly heal from miasma. - Interacting with a storage item now has context-sensitive logic based on whether or not the window is open or focused. - Fixed explosion resistance being ignored. - Speech bubbles for the living now again have names when fancy speech bubbles are enabled - Fix toggleable clothing still being interactable e.g. hardsuit helmets. - Fixed emagged medibots not injecting healthy people with chloral hydrate. - Predict helmet toggling. - Reverted duffel bags to their original storage capacity. - Ghosts now have speech bubbles again - Empty hot cocoa can go in trash bags - Fixed inadequate hunger in mice - Fixed Christmas tree bounding box - Doors can close over conveyor belts. - The jaws of life can now fit inside of regular toolbelts. - When ghosting from a critical state, the ghost command now kills with damage relative to current health instead of flat 200. - Included missing damage type localization for armor examination. [previewyoutube=5h_cH6y-iX4;full][/previewyoutube]
This week brings another station to the game. This station is called "Core." It features a singularity engine at the center of the station. It is a medium-population station. The Christmas event has started to bring both joy and chaos to this holiday season. You can Indiana Jones the nuke by hoping in a fridge; nukies can now choose to use a death acidifier to melt their bodies; audio has been reworked; and many other additions and fixes over the week.
Patch Notes
Additions
- Improvised explosive devices now have unreliable timers that can take anywhere from 0 to 60 seconds to explode. - Added sound effects for throwing/inserting into disposals, and when missing a throw. - Ash can now be created by burning oil. - Added sodium polyacrylate, an industrial desiccant. You probably should not consume this. - Added the microbomb implanter back to nukie uplinks. - Added the Death Acidifier, an implant that destroys your body and equipment without harming allies. - Lemon has been discovered to be a mutation species, lemoon, which could be grind for milk. - Nuclear operative agents now spawn with a PDA that can scan for injuries. - Core has been reworked and added back into the map pool. - Added a green central command cap like the captain's blue one. - Blood now has a sprite when placed in metamorphic glasses. - The HoP now starts with a pair of papercut-proof gloves. - An entry regarding cyborgs has been added to the guidebook. - Moth accent added! Buzzz!!! - Audio rework got re-merged, the changelog has been re-posted here for brevity.
Tweaks
- Speed boots give a much more pronounced speed boost. Research them today! - Roller skates are slower and have less friction and acceleration. - CentCom officers now finally have a jumpsuit that matches the ever stylish green hue of CentCom equipment. - Skeletons now regain more health when coming in contact with milk. - Replaced the Engivend's individual inflatables with the boxed version. - Remilia's sprite made larger and more detailed - Plant chemical mutations can no longer produce any reagent in the game. - Ambrosia Deus and Koibeans's chemical amounts have been reduced. - Mothroaches and rats cannot pull items anymore. - Mothroaches have been vaccinated to be weaker and slower. Also, they are more valuable! - Cyborgs can now speak while in a Critical state. - Nukies have exchanged microbomb implants for Death Acidifiers. - Recognizable solutions now appear sorted by volume first, then by name - The senior physician beret now matches their outfit more. - Skeletons are zombie immune now. - Update MIDI audio every frame rather than every 1/10 seconds to fix positioning and occlusion weirdness. - Remove the Captain's spare gloves from his locker. - When Revolution rounds end each headrev has their number of converted people shown. - The Captain's Carapace no longer has a 10% movement speed penalty. - Refrigerators are now nearly immune to explosions and even nukes. - Changed audio attenuation from InverseDistanceClamped to LinearDistanceClamped so it's smoother. You may need to adjust your master audio volume. - Removed artifact spam on roundend due to the ensuing lag.
Fixes
- Fixed ninja calling in a dragon not actually spawning a dragon. - Potentially fix audio filters. - Tacos can be eaten by Lizards now. It's fricken Taco Tuesday! - Agent ID not longer resets name when changing its appearance - Fix remaining audio left-right transitioning too quickly. - Fix getting stuck between tables. - Fix left-right ear weirdness caused by floating-point imprecision on audio positioning. - Fix doppler effect on shuttles by also setting player's velocity in the audio API. - Fix some sound sources not playing positionally (e.g. glass breaking). - Fix audio not playing during weather. - Fix global audio not being global. - Fixed riot shield audio and popup spam - Fix ambient audio not playing. - Fixed janitorial items (wet floor signs, spray bottles, light replacers, and plungers) not fitting in the janitor's trolley. - Gibbed mothroaches won't drop all normal moth species parts, just animal organs. - Revenants can no longer emag evac to instantly launch the shuttle. - Fix ahelp audio. - Audio can now start at an offset so if an audio source comes into range so it won't play from the start. - FTL sound should no longer persist as it's attached to the shuttle instead of being global. - Grid audio will now attenuate properly over distance and won't be ear rupturingly loud. [previewyoutube=7c5N6vGFyt8;full][/previewyoutube]
A new byproduct of bananas is a psychedelic reagent named "bananadine." You can now construct shuttle walls that have the unique property of reflecting projectiles. Additionally, you can now wear the sentient cakecat on your head; call it a cake cat hat. There were also a ton of engine updates and other non-general player-facing changes you can view on GitHub.
Patch Notes
Additions
- The ability to put a cakecat on your head. - Bananadine is now a psychedelic that can be obtained by grinding baked banana peels, which can be obtained by microwaving banana peels.
Tweaks
- The reagent "egg" is now known as "cooked egg" - Shuttle walls and windows can now be constructed. - Disposal traversal damage is disabled for now.
Fixes
- You must now unlock a cyborg's panel to access it - Fix being unable to FTL dock to planets. [previewyoutube=2aIS0Q43yQk;full][/previewyoutube]
A new station joins the game, named Atlas Station. It is a low-pop map that features closely connected departments. Pet carriers allow you to pick up your favorite companions (including people) and quickly transfer them to a new location. As well as a bunch of other tweaks and fixes not included in the video.
Patch Notes
Additions
- Goats now grow wool which moths can eat. - Atlas Station is back for lowpop rounds! - Cybersun has begun naming their operations to make them easier to remember. - Added another mining song by Derflerp, Voyage Neverending. - Artifacts now have a chance to spit out both medicinal and poisonous foam. - Added the disposal signal router which is controlled by signals instead of tags. - cloth can be crafted from cotton (made from cotton bols) - Animal carriers can now be found in the maintenance or bought in cargo. They are useful for carrying someone heavy in your arms. - Now chefs can make a cake cat. You will need: 1 Cake plain, 1 raisin snack, 1 animal heart, 5u cognizine, 15u milk, 15 second in microwave. And new sweet ghost role CAK is created! - The round end summary screen now lists the syndies in custody. (Cuffed on the shuttle)
Tweaks
- The Ripley APLU is now Tier 1 Industrial - Zombified mice and other small animals no longer spread zombification - Tweak biome generation on planets to make floors more varied and add stalagmites to caves. - Shuttle Call Time reduced to 3 minutes from 10 minutes for NukeOps gamerule - Reduced IED's damage from 90 -> 45 - Dragging actions to the action bar now shows an empty slot where they can be added. - Made it so you can unbuckle players from Vehicles IF they are in incapacitated (crit or dead). - Kettle's exterior airlocks are now far less likely to end up bolted, but must be configured manually now. - Removed the ability to link IEDs to a remote signal. - Added 5 minute initial timer to gateway + bump new portal generation from 45 minutes to 75 minutes. - The action bar is now positioned along the top of the screen - The action bar now dynamically expands to the amount of actions present. - Explosions now damage items in containers like backpacks or equipped items. - Expedition timer bumped from 7 minutes to 11 minutes. - Make space ambient music more likely to play by reducing the required space range.
Fixes
- Fixed explosions deleting body parts and organs inside people. - Moths can no longer eat welding masks. - Fixed artifact crafting requiring separate stacks and wasting. - Fixed action bar overlapping vote box in separated HUD. - Clicking actions in the HUD no longer triggers them multiple times. - You can no longer unbuckle yourself while you are incapacitated. - Fixed an issue where clicking an action would interrupt hovering, making it awkward to click multiple times. - Fixed actions sometimes gaining phantom cooldown - Fixed clang sound not playing when traversing through the disposal system. - Science built cyborgs can now emote - Fixed thrown entities physics being set to sleep if the throw was stopped by colliding with something - Fixed flammable object collisions being processed twice. This may affect how fires spread. - Fixed candle in-hand sprites not updating when the candle is extinguished. - Fixed the action bar not displaying the correct hotkeys for actions. - Muting the station news notification on your PDA now works again. [previewyoutube=IZKdFuUXSNM;full][/previewyoutube]
Over the last week, cyborgs have received numerous changes, from quality of life to crafting cost reductions. Borgs are now more sturdy, much more resistant to tampering, and, in general, provide more assistance in communication. The space sharkminnow joins the carp family; they are rather sturdy, hit hard, and have unique healing capabilities. As well as other great quality of life improvements and additions. [previewyoutube=-ctcBlJAmqQ;full][/previewyoutube]
Patch Notes
Additions
- Added space sharkminnow from the carp family. - Added bloodsuckers animal organs to heal by drinking blood. - New Thief figurine! New void cloak! - Added a Puppy Ian, Awww - Puppy Ian can be randomly chosen to be hops pet along with the other corgis. - Added a puppy corgi crate, it contains a single puppy for hard times. It can be ordered by cargo. - Added Kittens - LOOC messages will appear on top of your head to be more noticeable. - For anyone who does not like LOOC messages appearing above people's heads, just disable it in settings! - cotton seeds are now available from the MegaSeed Servitor. - Nitrile gloves have got their own sprite. - Arachnids can now weave a simple shield made out of silk. - Added directional window cracks when damaged. - Added speed boots! When powered, this research tech allows you to run significantly faster. - NT found clown and mime lockers in its stockpiles.
Tweaks
- Raw eggs are no longer safe to eat, you have to make a dish or boil them first. - Entry-level cyborg modules for each chassis are now craftable by default. - Made stasis beds actually buildable now. They require 2 steel, 3 wires, a capacitor and manipulator (and of course the board). - Entry-level cyborg modules for each chassis are now craftable by default. - Reduced material costs for cyborg limbs, MMIs, positronic brains, and cyborg modules. - Cyborgs are much more resilient and no longer crumble immediately upon death. - Borgs have had a QOL pass, they are access locked now. - Cats now deals piercing damage instead of blunt - Reduced clicks needed to dispense vending machine items - Changed electric grill sprites - Arachnids now produce silk more efficiently. - Arachnids are now the only species that can craft with silk. - Arachnids now have two additional pocket slots. In exchange, they no longer have slower hunger. - Lizards rediscovered their hunger for crayons.
Fixes
- Fresh harvested corn can actually be ground for cornmeal now. - Fixed FOV and light rendering not being re-enabled when players stop spectating as a ghost. - Fixed being unable to re-add the storage implant action the action bar once it has been removed. - Fixed radiation interrupting actions. - Bees can no longer turn into zombies. - Plants can no longer grow without sufficient water and nutrients. - Fixed spectating a player in a replay not following the spectated player when they become a ghost. - Microwave contents will be ejected on deconstruction. - Fixed a bug where the stasis bed getting deconstructed would delete the player laying on it. - Fixed the strip menu for Arachnids. - Fixed issue getting stuck while vaulting in space - Fixed a spelling mistake in the description of the emergency medipen. - Characters with the pacifist trait will get their pacifist trait removed as soon as they turn into a zombie. - The cloning pod and medical scanner can now fit through vertical doors. - Janibots and medibots health status on the inspection menu uses proper "robot" terms (will say they are dented etc) - Janibots and medibots cant bleed oil anymore
This week brings the storage rework. Items now follow standard sizes ranging from tiny to ginormous, rather than having specific values assigned per item. The anomaly synchronizer has tons of potential for automating anomalies for either good or nefarious purposes. Thieving gloves are now even better at their job, making stealing items much easier. Plus tons of other great additions over the week. [previewyoutube=6AMvznNPwNA;full][/previewyoutube]
Patch Notes
Additions
- Micoreactor powercells can be researched under the Tier 3 portable Fission technology, they slowly recharge on their own. - IEDs can be crafted in desperate times to make a small explosion. - Added syndicated hud and syndicate visor for nuclear operatives - Adds three new mobs from the Living Light family. - Paper is now lathable from the sheet-meister 2000. - Crates of paper can now be purchased from the cargo request computer. - Added the anomaly synchronizer. It allows you to link anomaly activity to triggers on different devices. - CentComm allocated funds for the purchase of notice boards for kitchens. - Blood when consumed metabolizes into uncooked proteins, and sates the thirst of non-humans. - Non-humans will have a small amount of hunger sated when consuming uncooked proteins. - Humans will feel sick when they metabolize uncooked proteins. - Candles can now be found in PietyVend. - Getting turned into a rev will now play the rev antag sound effect. - When the anomaly explodes, a very expensive core falls from it. Be sure to sell it in 10 minutes before it becomes useless. - Arachnid and other Blue (hemocyanin) blooded creatures now require copper to treat bloodloss instead of iron and brute medkits contain 2 copper pills and 1 less iron pill. - Soap and water now makes soapy water which can clean dirt off of floors. Also please don't eat the soap, it's not good for you. - Added the glockroach admeme. - Added cockroaches. Expect to see these mapped into - Added pea plants. - Belts now function on a slot based storage system rather than a volume based one. - Storage containers can now block large items from being inserted into them, regardless of the space available.
Tweaks
- Chemistry bags had their storage rebalanced and can now hold beakers. - Livestock crates are no longer airtight. - Aspid station has had its cargo department expanded. - The sheet-meister 2000 research unlock has moved from the civilian services tree to the industrial tree. - The access configurator now has a proper sprite. - Radiation Shutters (and some other things) are now better at keeping out radiation. - You can now drag and drop to enter mechs. - The senior physician now spawns with a medical beret. - Changed vomit probability for soap to 20% and soapy water to 10%. - Increased the capacity of Bags of holding. - Thieving gloves now hide the entire pickpocketing action from other players, not just the popup. - Survival boxes and medkits can no longer hold more items - Many items have had their sizes adjusted. - Standardized item sizes into regular categories. - Made thindows slightly thicker (0.03m to 0.13m) to reduce instances of tunneling through them at high speeds. This only affects the outer edge so you can still move through two parallel thindows on the same tile.
Fixes
- Fixed certain objects not fitting into crates and lockers due to the angle of space itself. - Mice no longer eat soap. - Fixed hotplates and some other devices not working. - Bicaridine, Dylovene, and Crytobiolin now metabolize at the same rate for all species. - Fixed accidental crayon graffiti when writing on paper - Critical vaccinated crew no longer immune to zombie fists - Fixed needing to manually deselect to switch between borg modules. - Fixed being able to sell the same bounty multiple times. - Moth Head (Moonfly) marking texture is no longer rotated incorrectly, causing it to appear offset from the player - Reptilians can now eat rat kebabs. - Tank pressure can no longer be set below zero - Fixed nukie medics not spawning with their hypospray. - Fixed the food cart not being able to hold anything. - Fixed the ore bag being unable to collect items when there is still room. - Fixed missing max size text in storage UIs - Slimes are fully immune to Nitrous Oxide again. - Smoke now properly transfers reagents when inhaled. - Despite being just as effective as the head, you no longer hit people with the handle of fire axes. - Fixed the issue where mice were cannibalizing fallen brethren.
Ion storms have arrived to fry borgs laws and even give them new ones. Some syndicate agents may be tasked with hijacking the emergency shuttle, ensuring no Nanotrasen employees return to CentComm. Bolas have been nerfed to not be nearly as effective for stuns, but they are still great for slowing someone down. [previewyoutube=xkN_ZqLRx9M;full][/previewyoutube]
Patch Notes
Additions
- The bee plush can now be worn on your head. - Stats menu on Character setup for total and role playtime. - CentComm staff will have undying loyalty to Nanotrasen. - CentComm staff will have their proper ID icons on security's sechud. - Increased funding in an undisclosed NT Operative Squad. - Foam and smoke can now transfer chemicals when inhaled. Wear internals to avoid this. - Ion storms have appeared and are causing malfunctions in cyborg law modules. - Headrevs now have their own music on spawn, credits to A-Guy on youtube - New compact AI chips may be powered via potato batteries. - Potato batteries can be built by crew. - The Syndicate's chefs are now offering snack boxes for only 1 tc. Usually contains a toy, drinks and food. - Skeletons can now heal by pouring milk over themselves - Syndicate have issued a new challenge objective for traitors with shuttle hijacking
Tweaks
- Flannel jackets now keep you warm. - Bolas no longer deal stamina damage if youre already ensnared. - Returned old bola recipe/ - Nerfed bola stamina damage from 80 to 55 - You can break out of bolas while moving. - The space lube recipe now produces slightly more lube, but can overflow its container. - Nanotrasen improved the health analyzer UI! - Cut funding from ERT weaponry. They'll likely be seen using standard security-level weapons. - Bodies of dead players who have taken a ghost role now show as "departed and moved on". - Tofu creation no longer consumes the enzyme. - Ghost burgers require 1 ectoplasm instead of 1 ghost sheet. - Bacon burgers require 1 bacon instead of 3 cutlets. - Roundstart borg jobs get funny names. - The anti-slang system allows for more leeway with certain phrases now. - Changed the damage of the double bladed energy sword to 17 heat + 17 Slash (The Double Bladed energy sword use to deal as much damage as an energy dagger.) - Tile-prying do_after is now predicted.
Fixes
- The PDA will now ring again, when a station article gets published. Reporters Rejoice! - Fixed nuclear operatives sound not being played at round start. - The medical ERT members have had their hardsuits refitted with proper armor. - Cut funding from ERT uniforms, they no longer have built in armor. - ERT funding has been improved. Expect specialized ERT units to be able to provide more assistance related to their role. - Fixed foam dissolution animation. - Fixed being able to give pAIs implants. - Ribs and Mcribs now give back skewers when eaten. - Fix docking UI not showing other grids. - The search bar in vending machines now works. - Medical cyborgs' stethoscopes can no longer be fed to moths to obtain a free hand. - The supply radio channel can be used with ":u" again. - Fixed anomaly locators frantically beeping when they first enter detection range for an anomaly. - You can actually grind corn into cornmeal now. - Fixed the "examine" trigger for artifacts not having a hint. - Fix climbing in the same position (e.g. exiting from medical scanners) sending you to the farplanes. - Stuttering trait stutters are less common. - Ore bags now pickup artifact fragments as well as ores - Fixed activating artifacts with magboots.
The quartermaster has been granted a digital cargo request board, letting them have greater control over what gets shipped to the station. The syndicate has taken great interest in this item, however. Also this week brings stun baton nerfs, c4 buffs, grille tweaks, as well as dozens of bug fixes and various tweaks. [previewyoutube=ndVrg5xkwFI;full][/previewyoutube]
Patch Notes
Additions
- Added a new Steal objective for traitors, as this new fancy clipboard has access to most of Nanotrasen's accounting details! - Added the Requisition Digi-board, a wireless cargo computer (and high-capacity clipboard) for the Quartermaster's Locker. - Added a s-social anxiety trait that m-makes you st-stutter your w-words when you t-talk. - Common internet slang now gets replaced in IC chat. (example: brb --> be right back) - Added dart game! - Added various types of Tacos - Added Taco shells and recipe - Added Tortilla doughs and variants. - The AME controller now shows the current load and maximum capacity.
Tweaks
- Replaced wielding do_after with an interaction cooldown. - Emitters now destroy rocks in 1 hit like crushers and PKAs, you can use them for laser mining. - Meats now cook based on internal temperature. Don't make steak in a plasma fire unless you want to scorch the outside before the inside can even cook. - C4 now costs 2 TC instead of 4TC, the bundle costs 12TC instead of 20TC - Atmospheric technician's casual jumpsuit was resprited. - Electric shocks now scale with the amount of power in the cables instead of the type of cable. - Changed naming of the original taco to soft shell taco - The grey stick that shows up when you wide swing a weapon now looks like the weapon used. - Spears and arrows can now only hold up to 2u of liquids instead of 5u. - Pneumatic Cannons can no longer shoot arrows. - Stun batons now take three hits to stun and have had their battery use dropped by half. - Uranium crabs are more radioactive!
Fixes
- Fixed a bug that caused items to get stuck to vehicles when unequipping clothing. - Fix tile placement mispredicting and flickering. - Players can no longer telekinetically pry open doors while they are not under the effects of gravity. - Fixed the expeditions console not showing any expeditions - Fixed shuttle thrusters and gyroscopes being disabled by default. - Fixed not being able to use the help command to see another command's help text. - Fixed not being able to run server commands without >. - Fix replays not starting. - You will no longer be picked as a head revolutionary if you have not checked it in the antag picker. Note you can still become a revolutionary if someone converts you. - Being gibbed through normal means will no longer delete all items on the body. - Temperature alerts are now more accurate for different species. - Fix vaulting mispredict. - Fix item drops mispredicting. - Fixed being permanently cuffed if you transformed into a zombie with cuffs on. - Fixed duplicate gib sound when the material reclaimer processes a mob. - Fixed material reclaimer sound error when processing something. - Behonkers are fixed (in combat use right click to fire laser) - Secure crates are now weldable!
This week brings a wonderful quality of life improvement for radio commands; no longer will accidentally pressing shift ruin your radio message. Vaulting tables no longer rubber bands you, and igniters allow for more practical and efficient fire starting. [previewyoutube=Vh_MDwMfm3k;full][/previewyoutube]
Patch Notes
Additions
- Added the igniter for sparking flames, can be found in the vendomat and robotics vendor or produced by science. - Added chem dispensers to barratry. - Added mindshields to meta station armory. - Added the igniter for sparking flames, can be found in the vendomat and robotics vendor or produced by science. - Animals now give cute hearts when you pet them. - Reptilians can now choose to have floppy kobold ears. - The nukie ship now has syndicate access airlocks. - Added replay_toggle_screenshot_mode command, which toggles the HUD in replay mode to look similar to ingame. - Added toggleselfghost command, which toggles being able to see your own ghost. - Crabs will seek out food to eat now. - Added the sensible suit and skirt. - Added the CuraDrobe. - Reenabled Kudzu (again) (for real this time) - Contributors are automatically updated now once a week in the credits section. - Added flannel jackets, find them at your local winterdrobe or dark maint corridor.
Tweaks
- All non-high-security airlocks can now be pried open by hand when unpowered, albeit much slower than using a crowbar. - Reduced the bombsuit helmet's explosive resistance. - Increased the stability of the AME, it now takes about three minutes for the AME to overload. - Increased containment field duration after power loss. - The radiation collector has been updated to provide better visual feedback on its status. - Revamped the Paramedic Void Suit sprite. - Carbon dioxide poisoning is now more deadly. Victims of carbon dioxide poisoning now gasp visibly. - Changed unary devices such as scrubbers and vents to not be able to stack with each other - Rehargers can be examined to show the charge of the battery or weapon inside. - Ninja uncloak after attacking with melee weapons. - Organs now contain uncooked proteins instead of edible nutriment. Animals will be able to consume this. - Resprited the librarian jumpsuit. - Using capital letters for your department specific radio channels will work now!
Fixes
- Fixed librarians, lawyers, ninjas and nukeops having their starting in-hand items dropped on the floor. - Fixed explosion resistance from clothing/equipment not being applied. - Potentially fix (or hopefully at least reduce) electrical anomaly lagging everyone on supercrit. - Buckling is now predicted. - Fix buckle sound not playing. - Vaulting tables is now predicted. - Fix expedition faction sometimes not aligning with the mission faction. - Fix shuttles sometimes clipping planet marker entities such as ore. - Lizards can eat organs again! - Fixed the librarian not having their own jumpskirt. - Dionas are actually the same speed as other species now. - Fixed kudzu, foam, smoke, and puddles spreading at extremely high rates. - Brains now function properly when inserted into an MMI.
A new antagonist can be found on the station. They are revolutionaries with the goal of overtaking the station by killing all of the command staff. Two new anomalies have been discovered. One makes rocks that can be mined to sometimes reveal a living rock creature inside. Liquid anomalies can contain a wide variety of reagents, from drugs to deadly toxins. Lizards have also received some tweaks as well as other changes over the past week. [previewyoutube=UQ4wOxFmZKA;full][/previewyoutube]
Patch Notes
Additions
- Certain mobs will now fight back when provoked. Try not to get robusted. - Now the Secret Doors can be welded shut. - Beer anomaly added! And no, it's an anomaly of omnizine. Hmm. No. It seems to be capable of - producing ANY substance. - Monkey's are now able to equip gas masks. - Onion rings! - Rock anomalies have been detected by nanotrasen scientists. - Added the Revolutionaries gamemode. - Added Head Revolutionaries and conversion for the flash - Added Rev status icons. - Added Mindshields. - Clipboards are now available to the Head of Personnel and Quartermaster. - Pizza recipes now require flat dough. Get a rolling pin from the dinnerware vendor.
Tweaks
- Updated the PDA ringtone UI to have a small delay between sets. - Diona now move at the same speed as other species. - Humanoid species now passively regenerate small bruises and burns. - Traitor gamemode is rarer, nukies and revs are more common - Tarantulas now inject real toxins into victims and they can pass through armour. - Reptilians have received a minor rework. Notable features include a diet restriction to only meat, fruit and pills, and the ability to pull objects using their tail. - The Clothesmate now dispenses berets. - Syndicate bombs collide again. - The trees and rocks are now rotating to follow the camera. - The syndicate has begun to recruit more experienced people into the ranks of nuclear operatives. (Roletimers for nukies) - The north star gloves have had their damage changed back to 8, as was originally intended.
Fixes
- Fixed not being able to sleep on a bed. - Fixed not being able to throw items into disposals from close up. - Fixed wire panels on bombs and vending machines not opening correctly. - Slimes no longer rot again. - Fixed access while riding vehicles and mechs. - Cyborgs can toggle their flashlights again. - The omnitool (advanced tool cyborg module) can pry airlocks and firelocks again. - Plant species mutations correctly mutate reagents. - The immovable rod gibs you instead of deleting your character again.
Speech can now be forced out when getting hit, stunned, slipped, or critically injured. An electric grill allows the chef to cook raw meat at very high speeds, and medical borgs can now be crafted advanced treatment modules for more rapid and precise treatment. As well as dozens of fixes, tweaks, and other additions over the week. [previewyoutube=N1Zz7WI9VWU;full][/previewyoutube]
Patch Notes
Additions
- Volumetric pumps now indicate if they can't pump. - Being damaged, being stunned, or going into crit will now force you to send whatever message you were typing, if it was in local/whisper/radio. You'll sometimes find yours-AUGH - Necropolis Wall. - Mine Wall. - Signs for Mine Wall. - Mappers can now place airlocks that can be pried open while unpowered without tools. - Eyeglasses are now available from the ClothesMate. - The wet floor sign can now be worn as outer clothing. This now gives syndicate janitors access to a suicide vest in form the wet floor sign mine. - Four new lizard horn markings! - Added a new sprite for Syndicate implanters. - Added the electric grill for cooking steaks quickly, research food service to make them. - Nuclear operative medics now come with a custom hardsuit. - Science can now research practice ammunition for security. - Added new sprites for slime organs. - Added the advanced treatment cyborg module. - Added two new medical tools for the borg. The borghypo and borgdropper. - Added the wide-spectrum anomaly locator. - Winter boots are now available in the Winterdrobe. - QM now has a mantle, available at HoPs uniform printer. - Nanotrasen suppliers now carry restocks for ChefVends and condiment stations. Order them at your nearest cargo depot. - Pressing F11 now toggles between full-screen and windowed modes.
Tweaks
- Space dragons get a proper greentext in the round end summary, along with objectives in the character menu. - Kettle's medical ward was reworked. - Changed the player actions panel to ask for confirmation when kicking and respawning players. - Tweaked archaic issues to fix capitalization issues, and removed the replacement for 'request' for consistency. - The health alerts now have text to help discern how gravely injured you are. - What moths consider as food is now more consistent. - Interaction outlines have been slightly reworked, and feature finer artistic control. Edge cases no longer result in interaction outlines being faintly visible in pitch black areas, out-of-range outlines - are far less visible in dim conditions, outlines now properly fade when over a fullbright backdrop like parallax, and outlines now do a much better job at fading with penumbras. - Syndicate bomb no longer has anomalous properties. - Fire extinguishers now use less fluid per burst and launch the user farther in low-gravity. - The health analyzer no longer shows zero-damage groups. - Space ninjas now have random appearances. - Small firearms now fit in boots. - Slime mobs now breathe nitrogen too
Fixes
- Holofans can now be destroyed by explosions. - Fixed cognizine not creating ghost roles. - Fixed the true name of disguised players being shown when electrocuted. - Fixed skeletons spawning in folded containers. - Fixed AHelp progressively gaining more panels. - Fixed the HoP's id card computer not opening. - Fixed not being able to choose a role that you were unbanned from in the same round without reconnecting. - Fixed everyone being bald. - Arcade machine maintenance panels can be opened again. - Pun Pun now shows on crew monitoring. - Bingus is no longer fuzzy. - You can now pet Runtime instead of petting >the< Runtime. Also, Smile is now a girl. - Fixed getting moved briefly when closing a crematorium that you are standing over. - Fixed there being no confirmation for role bans. - Nocturine and welder blindness work again. - People and animals no longer have two hearts, livers, sets of lungs or kidneys. You probably didn't need the extra pair anyways. - Fix prying door hacking protections. - Plant species mutation no longer resets other mutations. - Telescopic shields no longer glow in the dark while deployed. - Space Cats no longer suffocate in space.
The rat king has been reworked, allowing the king much more control over his army. Salvage has been tweaked massively to feature a faster pace with more loot in the dungeons. Bows and arrows join the makeshift arsenal, and harm mode receives massive QoL improvements. [previewyoutube=zomRv7_Q1AI;full][/previewyoutube]
(Sep 10 - 17) The syndicate coalition has developed a powerful bomb that can destroy entire departments. It can be disarmed if you are brave enough to try. Botany plants can now mutate into entirely new variants, and a bunch of general QoL from botany to security. [previewyoutube=10jMq09tf1M;full][/previewyoutube]
(Sep 3 - 10) A new antagonist known as the space ninja joins the station; their goal is to stealthily steal research data, blow up a designated area, and hack a bunch of doors. Also over the week, new botany mutations and mechanics were introduced, as well as other great quality of life like automatic magazine packing and more. [previewyoutube=MlixeQfOb3M;full][/previewyoutube]
Read the latest progress report on our website!
This progress report was posted to our website the 25th of May. Sorry about the delay bringing it to Steam
Due to shortcomings in Steam's announcement system we have decided to simply start linking to our website for progress reports. We're sorry if you preferred reading them in Steam directly, but we feel this makes for the best reading experience.
View the progress report on our website!
Read this progress report on our website to view videos!
Official Forums
Space Station 14 now has an official forum! You can login to it with your SS14 account. The forum will mainly be used for ban appeals and other administrative stuff so it's pretty barebones for now. If it gets enough activity we'll add more general forums and stuff. Please read the rules before posting.
Content
Physics Rework
Contributed by metalgearsloth and Acruid. A huge thanks to metalgearsloth for slaving over a complete physics rework for SS14. If you want to see the technicalities of it he's done a detailed write-up in the technical section but here's a few examples to demonstrate the advantages of the rework. Circle colliders for players (This means you won't need to be pixel-perfect when going through airlocks and doorways). https://spacestation14.io/video/pr_26/circle.mp4 Items can rotate when thrown and bounce. https://spacestation14.io/video/pr_26/throw.mp4 Pushing is less jittery. https://spacestation14.io/video/pr_26/pushing.mp4 Explosion in zero-gravity. https://spacestation14.io/video/pr_26/gravity.mp4 Again, this physics update is huge and most of it won't be noticed by players so send metalgearsloth and Acruid hugs and kisses.
New Chatbox
Contributed by chairbender and ike709 https://spacestation14.io/video/pr_26/chat.mp4 A myriad of improvements have been made to the chatbox: - It's resizable now! - Rather than using message prefixes for channels, you now cycle channels with Tab or the channel's hotkey. - Chat channels can now be filtered, allowing you to opt out of hearing whines of "i ded pls restrt" and "ick ock".
Viewport Improvements
Contributed by 20kdc, Zumorica, and PJB3005 https://spacestation14.io/video/pr_26/viewport.mp4 These improvements to the viewport will eliminate the advantage people with bigger monitors got. Essentially it scales the view of the game so that everybody can see exactly the same amount of tiles.
HUD Inventory and Themes
Contributed by Swept and ike709 https://spacestation14.io/video/pr_26/hud.mp4 The inventory popup window has been replaced with an on-HUD inventory inspired by Goonstation. The ID and storage slots are always visible, while the top row of the inventory is toggleable with `I`. With the addition of the HUD inventory (and much bikeshedding) comes the addition of HUD themes, which currently only changes the inventory icons. Current themes include: - Default: A color-shifted version of Goon's HUD icons - Classic: SS13's classic Midnight HUD, for those who fear change - Modern: A modernized take that more closely matches the rest of SS14
Firey Stuff
Contributed by Zumorica https://spacestation14.io/video/pr_26/fire.mp4 You can now spray yourself with flammable chemicals and ignite yourself using a welding tool or an igniter.
Materials
Contributed by Swept
In-game Changelog
Contributed by PJB3005 https://spacestation14.io/video/pr_26/changelog.mp4 Added an in-game changelog, so you can view new features in realtime! The changelog button will notify you whenever there are unread changes.
Info Window - Rules/Tutorial
Contributed by Swept https://spacestation14.io/video/pr_26/rules.mp4 All fun has been removed from the game and replaced with rules, which are viewable in the information window, accessed with F1. These rules only apply to the official servers; community servers are welcome to moderate themselves however they see fit. Bans from official servers do not apply to community servers, nor vice-versa.
Slimepeople & Vox
Contributed by Zumorica and PJB3005
As a proof-of-concept for future codebases, slimepeople and vox have been added. However, these are currently unplayable and will remain so for the forseeable future. While we wish to support whatever kinds of species other servers want, we have no desire to include "human reskin" species on our servers that are not significantly different from a gameplay perspective.
Food
Contributed by Swept
All the food in the codebase was ripped out, reimplemented and reorganized. This added a ton more food content but also makes adding recipes much easier. NOTE: As of this progress report, lots of recipes for this food are still unimplemented.
Ghost Roles
Contributed by Zumorica
Ghost roles have been added, allowing unrobust players to return as a mouse or a CentCom Official. For moderation purposes ghost roles are currently created solely by admins.
Station Ambience
Contributed by tmtmtl30 https://spacestation14.io/video/pr_26/ambience.mp4 SS13's background hum has been added to SS14. It can be disabled in the settings.
Lobby Music
Contributed by Swept and ike709 Our new mixtape just dropped, with the hottest license-compliant beats available. Here's a list: - Sector 11 (thunderdome.ogg) by MashedByMachines - Endless Space by SolusLunes - Space Asshole by Chris Remo - Absconditus by ZhayTee - Atomic Amnesia MMX by kliksphillip ### Map Changes - Added a library *Contributed by ike709* - Hardened chemistry with reinforced walls *Contributed by Swept* - Hardened the station exterior with reinforced walls *Contributed by Swept* - Added a bar backroom *Contributed by BulletGrade*
Rollerbeds
Contributed by Topy https://spacestation14.io/video/pr_26/rollerbeds.mp4 Rollerbeds have been added allowing better transport of injured station personnel.
More Smokeables
Contributed by Swept
You can now grow weed and cannabis and roll it into joints/cigarettes! There's also a lot more cigarette types in vending machines.
Context Menu Improvements
Contributed by daniel-cr
The context menu has been improved, making large stacks of items easier to manage.
Votes
Contributed by PJB3005 https://spacestation14.io/video/pr_26/vote.mp4 Players can now vote to restart the round (i ded) or change the next round's gamemode.
Better Admin Panel
Contributed by lzimann, DrSmugleaf and metalgearsloth
You can now kick, ban and teleport to players from the admin panel.
Health Overlay
Contributed by DrSmugleaf https://spacestation14.io/video/pr_26/health.mp4 A simple command which displays health-bars over players heads. Useful for testing and admins.
Vending Machine Advertisements
Contributed by Visne https://spacestation14.io/video/pr_26/ad.mp4 Commercial vending machines will now advertise their products every once in a while.
Tiny things
- Holiday system added. The game can now run special events on certain dates and give messages like "Merry Christmas". Contributed by Zumorica
- Gas leak event. Contributed by metalgearsloth
- Inflatable walls. Contributed by ShadowCommander
- Stacked sprites now can be visualized. Contributed by Ygg01
- Additions to banning system like hardware ID bans. Contributed by PJB3005
- Admin menu now can set temperature and add gases. Contributed by metalgearsloth
- Airlock construction. Contributed by ShadowCommander
- Extended gamemode. Contributed by Zumorica in less than 2:30 minutes
- You can customize your eyes color now. Contributed by Rember
- There is now a toilet on the station. Contributed by Macoron
- Clown cannon. Contributed by Zumorica
- Unified the server/client consoles. Contributed by Acruid
- You now spill whatever is in your hand when falling. Contributed by Clyybber
- Latejoins are now announced via radio. Contributed by ike709
- Verb icons. Contributed by Swept
- Ghosts can now spook players by flickering lights. Contributed by Macoron
Technical details
Fluent Localization
Contributed by RemieRichards We replaced our localization system's backing library, NGettext (a .NET gnu `gettext` port), with a .NET implementation of Project Fluent. Project Fluent is Mozilla's modern localization system, which allows for among other things, asymmetrical localization; Asymmetrical localization is important if we want to fully support languages with grammar that differs greatly from english. Something like `gettext` simply swaps out a source message with a translated message, this isn't very scalable outside of simplistic examples ("Hello" -> ""). This can unfortunately lead to source grammar and source concepts leaking into target languages, which at best leads to unnatural translations and at worst complete gibberish. One major consequence of this change is that **all** localized text is now stored outside of C# code, *including the source language, english*. This shouldn't be a major obstacle as generally localization is a write-once affair and for ease of contribution localization can be temporarily skipped, simply passing through source text verbatim, while also displaying a warning in the game's log so we know to come back to it later. We've also got plans to build some roslyn analyzers to make working with localization even easier, with things to look forward to like automatic scanning for missing translations in a particular language (imagine english implements the message `hello-world` as "Hello World!", but the french translation files have no entry for `hello-world`) Check out our [localization guide](https://hackmd.io/@ss14/localization) and have a play on project fluent's interactive playground!
Physics rework
Contributed by metalgearsloth Our previous physics iterations were notoriously unstable so we went to the effort of integrating Box2D into the engine (specifically basing it off of the Farseer dotnet port). We've also taken pieces from Box2D itself and forks of Farseer (Velcro and Aether2D). The reason for this is to take the best pieces of each for the engine to suit SS14's needs. In the future we'll also look at multi-threading critical parts for further performance increases. It is by no means finished yet but the features currently include:
- Circle colliders for players
- Items now have collision without tanking server performance
- Items can rotate when thrown and bounce
- Weightlessness rubberbanding is fixed
- Pushing is less jittery
- Running along walls is slightly less jittery (more work to be continued)
- Preliminary work for driving the station performantly
Serialization v3
Contributed by PaulRitter and DrSmugleaf Our serialization system has been revamped to make it easier for developers to create new components and prototypes and add content to the game. Previously, each property needed at least one line of code (or at worst more than a dozen) to be written for them to be read from and written to YAML files. Now, the same can be done by writing `[DataField("propertyId")]` above each of them. Everything else is handled in the background automatically, and more performantly than before. This also enables us to lint our YAML files for errors, typos and invalid data, avoiding unnecessary bugs that were cumbersome to spot manually. It also makes a YAML/prototype editor possible if needed in the future, as you can easily access and validate each property used by a component, prototype, or any other kind of data definition.
Pseudo Airlock Prediction
Contributed by tmtmtl30 Essentially with prediction and airlocks you used to just teleport to the other side of an airlock when going through it. Now you just go through effortlessly and it looks great!
YAML Hot Reloading
Contributed by DrSmugleaf and InquisitivePenguin https://youtu.be/5QrNRLp5miM Entities (stuff like walls, objects, players etc.) are composed of a set of components (stuff that defines if it's a food, tool, etc.). Our entities/prototypes are defined in YAML while the components are coded in C#. With YAML hot-reloading, we can modify things in the files for anything that's defined in YAML (Pretty much everything) and have it auto-update in game. Kinda like Garry's Mod. This is super cool and will cut down on development time even more, since before you'd have to rebuild and restart the server if you messed up one line of YAML. In SS13 coding terms, this is like reloading an item dm file while the server is running and seeing the effects immediately.
RobustToolbox improvements for other games
Contributed by Zumorica https://spacestation14.io/video/pr_26/pong.mp4 RobustToolbox, the game engine that SS14 uses, has been improved in a variety of areas to better support other games that may want to make use of it. For example, it now supports singleplayer games! To aid development of new games, singleplayer and multiplayer templates have been created. Making use of these, we've created Robust Pong, an example online game for anyone looking to learn how to use the engine. You can even try it out yourself by connecting to it on the hub! We want to make RobustToolbox a game engine that allows you to **B**uild **Y**our **O**wn singleplayer or **N**etworked **D**ream games, and as such we will continue improving it in order to bring it to higher standards.
Credits
The contributors since the last progress report were: 20kdc, Acruid, AJCM-git, BingoJohnson, bryce0110, BulletGrade, chairbender, Clyybber, collinlunn, daniel-cr, drongood12, DrSmugleaf, Elijahrane, Fortune117, GraniteSidewalk, ike709, Injazz, komunre, lzimann, Macoron, ManelNavola, MehimoNemo, metalgearsloth, mirrorcult, NIXC, Nukeuler123, PaulRitter, Peptide90, PJB3005, PJBot, Rember, RemieRichards, ShadowCommander, Silvertorch5, SweptWasTaken, TaralGit, tmtmtl30, UnderscoreX5, Visne, WlarusFromDaSpace, Ygg01, Zumorica Many thanks to everybody who contributed. We couldnt do this without you! And Geoff
Read this progress report on our website for better videos!
Playtest
Were proud to announce that Space Station 14 is now available through the new Steam Playtest feature. Originally we were planning to do a full release through Early Access, but we felt that a more limited release was a better match for the current state of SS14 development. To gain access, simply visit the SS14 store page and click Request Access. Youll be added to the pool of people who are waiting, which we randomly draw from when we feel we could use more players.
If you dont receive access immediately, just be patient! More users will be added over time. We dont currently have a set date for a wider Early Access release, it depends on how well the playtests go and how quickly more content is added. Much work went into last minute preparations to get ready for Steam; combined with exams, the devs all playing Factorio, and the holidays, this progress report is relatively light. But we still have some new treats!
Progress!
[h3=botany]Botany
Contributed by Zumorica Botany is in! This includes trays, seeds, planting, harvesting, nutriments, weeds, pests, and plenty more! Botanists can finally supply the station with drugs food, making the station even more self-sufficient. As a bonus, adding new plants is trivial and doesnt require writing any C# code.
[h3=ui improvements]UI improvements
[h3=action hotbar]Action Hotbar
Contributed by chairbender, building on earlier work by ShadowCommander We now have an actions hotbar! The idea is this hotbar will be used for all common actions you may need quick access to, from toggling your helmet light to wizard spells. The layout of the hotbar can be re-arranged if you feel so inclined. There are some minor things that have to be added like allowing you to save layouts between round, but for the most part its very solid already.
[h3=alerts system and ui]Alerts System and UI
Contributed by chairbender What was previously known as status effects has been expanded into a more general alerts system, which allows contributors to easily define and modify the alert icons and tooltips.
[h3=minor-ui-things]Minor UI Things
- Improved top menu buttons Contributed by chairbender
- Improved Inventory / Hand Slots UI Contributed by chairbender
- Improved job preference menu Contributed by Rockdtben & DrSmugleaf
Contributed by PaulRitter Added a general framework for antagonist objectives, and a basic implementation of the traitor gamemode. Traitors get objectives at roundstart and complete them over the course of the round, which can only end via a shuttle call. On roundend, all players will see who the traitors were, what objectives they had, and whether they completed their objectives. Implemented objectives so far are:
- Steal the Captains ID
- Die a glorious death
- Survive
- Kill a random person
[h3=traitor-deathmatch-gamemode]Traitor Deathmatch Gamemode
Contributed by 20kdc, with PDA redemption machine sprite by Tomeno Expanding upon the new traitor mode, this gamemode is essentially a free-for-all, but with traitor uplinks for everyone to spice things up. [h3=improved-admin-menu]Improved Admin Menu
Contributed by Exp111 The admin menu was mentioned in the last progress report but its gotten some new features added. Click here for video [h3=magboots]Magboots
Contributed by PJB You now have magboots. They help you avoid getting thrown around the place by airflow. Click here for video [h3=gas-tanks-and-internals]Gas tanks and Internals
Contributed by Creadth and Zumorica You can now avoid dying in vacuums. At least from the oxygen loss.
[h3=gas-canisters]Gas Canisters
Contributed by clement-or, help from 20kdc and ike709 Gas canisters now exist, ripe for plasma flooding. Click here for video [h3=morticians-menagerie-(all-the-crematorium-stuff)]Morticians Menagerie (All the crematorium stuff)
Contributed by RemieRichards The Traitors [strike]murderbone victims[/strike] targets wont be left littering the halls, because the morgue is now fully equipped with functioning morgue trays, body bags, and a crematorium. Click here for video [h3=trash-bags-&-pickup-animations]Trash Bags & Pickup Animations
Contributed by RemieRichards Now you can pick up trash and steal any other valuables on the ground, in style! Click here for video [h3=eris-power-cells]Eris Power Cells
Contributed by brndd Ports Eris-style power cells. They come in three distinct sizes, S, M and L, each size having more charge than the last and fitting into different kinds of devices.
[h3=lord-singuloth]LORD SINGULOTH
Contributed by unusualcrow, PaulRitter, and PJB We teased it last time, and now its here! The singularity returns as the latest and arguably greatest engine, with the particle accelerator, containment field, and radiation collectors already implemented. It is capable of going through the station like a hot knife through butter, so beware of sabotage! All hail Lord Singuloth!
[h3=gibbing]Gibbing
Contributed by Zumorica Humans can now be gibbed into a pool of blood, organs, and other fleshy goop. [h3=upgradeable-machines]Upgradeable Machines
Contributed by Zumorica Similar to SS13, there is now a general framework for upgradable parts in machines. Click here for video [h3=disarming]Disarming
Contributed by Zumorica Tiders can now liberate harmbatons from Security Officers! Disarming has been added as an action to the new action hotbar. Click here for video [h3=cigarettes-and-matches]Cigarettes and Matches
Contributed by Ygg01 You can now roleplay as a hardboiled, chainsmoking noir detective. Click here for video [h3=cargo-telepad]Cargo Telepad
Contributed by GraniteSidewalk Although shuttles loom on the horizon after the upcoming physics rework is finished, we thought itd be nice to add a placeholder to Cargonia. Incoming cargo crates will now be beamed to a tele-pad adjacent to the computer, rather than just appearing out of thin air. Click here for video [h3=signs-and-plaques]Smoke and foam chemical reactions
Contributed by Radrark Chemical reactions can now result in smoke or foam, just like in SS13. Click here for video [h3=instrument-improvements]Instrument Improvements
Contributed by Zumorica The instrument UI now has a slider that can be used to rewind or fast-forward the playback of the MIDI song youre playing. Also, other players' instruments should sound better now.
Tiny things
- Containment field emitters emit soft light now. Contributed by 20kdc
- Wall lights are now buildable. Contributed by Macoron
- Light bulbs are now destructible. Contributed by ZeWaka
- Kitchen knife and sliceable foods. Contributed by mirrorcult
- Rounds have time limits now. Contributed by DrSmuglive
- Disposal units flush air now. Contributed by DrSmuglead
- Cow tools have been added. Contributed by PaulRitter
- Now the options menu has a slider for master volume. Contributed by ManelNavola
- PDA now has a pen. Contributed by exp111
- Added suicide for Crematorium and Recycler. Contributed by ManelNavola
- Pulling and grabbing merged (pulling takes up a hand now). Contributed by DrSmuglaught
- Flashlights for hard hats and hardsuits. Contributed by Macoron
- Live preview for the character creator. Contributed by metalgearsloth
- More belts and welders. Contributed by SweptWasTaken
- Replaced the cev-eris maint airlocks. Contributed by SweptWasTaken
- Many crates have been filled. Contributed by SweptWasTaken
- Many lockers have been filled. Contributed by DmitriyRubetskoy
- Lockers now enforce access restrictions. Contributed by brndd
- Context Menu improvements. Contributed by daniel-cr
- Window breaking is now prettier and makes a sound. Contributed by brndd & Macoron
- You can now feel hypospray-supplied tiny pricks. Contributed by PJB
- You can now rig power cells to explode by injecting phoron. Contributed by PJB
Technical stuff
Mapping Merge Driver
Contributed by 20kdc & DrSmugleaf We now have a merge driver to automatically resolve conflicts in map edits. This should make it easier to work on map files concurrently.
XamlUI
Contributed by PaulRitter We have laid the basic ground work for allowing UIs to be defined in XAML. Compiling XAML files to IL and generating necessary code behind is now possible, thanks to XamlIL and other various bits of code from Avalonia UI. [h3=cargo-telepad]Sandboxing
Contributed by PJB When you connect to a server, the launcher has to download code from that server to be able to execute the game. That code is now sandboxed so you cant just get malware by connecting to sketchy servers anymore. Sandboxing is currently implemented by verifying the IL of all loaded assemblies and checking all referenced members against a massive whitelist.
Credits
The contributors since the last progress report were: 20kdc, Acruid, AJCM-git, BananaFlambe, bhespiritu, brndd, chairbender, Clyybber, ColdAutumnRain, collinlunn, DamianX, daniel-cr, DmitriyRubetskoy, DmitriyZodiak, DrSmugleaf, DTanxxx, exp111, Git-Nivrak, GraniteSidewalk, ike709, JohnGinnane, juliangiebel, kira-er, komunre, LetterN, lzimann, Macoron, ManelNavola, Markek1, metalgearsloth, mirrorcult, moonheart08, namespace-Memory, Nukeuler123, PaulRitter, PJB3005, Radrark, RedlineTriad, Rember, RemieRichards, Rich-Dunne, rneuser, Rockdtben, SaphireLattice, ShadowCommander, SweptWasTaken, Tarlan2, tmtmtl30, Tomeno, Ygg01, ZeWaka, zionnBE, Zumorica
Updated the launcher to have better DPI scaling. Also reduced disk usage slightly. Yeah that's about it. This changelog doesn't involve anything for the actual game servers.
It's live
Space Station 14 is now open for playtesting! You can help us playtest the game by using the button on the Steam store page. We'll randomly pick a number of people from the pool to let in when we [strike]feel like it[/strike] need more players. You'll get an email when we invite you, so there's no need to spam F5 on your steam library to see if it shows up.
What you can expect
We're still a long way off from having full rounds with proper antagonists, deep mechanics, and all that jazz. Which is why this is a playtest and not a normal release. But we still have something to show for ourselves! The two gamemodes we have at the moment are Traitor deathmatch, where everyone is a traitor with an uplink, and Suspicion on the Space Station, a social deception gamemode inspired by Trouble in Terrorist Town. They won't be the main gamemodes you'll play in a year or two, but they're good enough for now. We also can't guarantee that the game will be particularly stable just yet. You might run into the occasional frame drop, networking jank, or worse. We'll iron these out over time.
Plans for the playtest (read this)
We do not have the content to keep people amused 24/7 on our servers just yet (see above). So instead we are organizing proper playtesting events each weekend. Getting everybody together at set times makes sure we can fill the servers to have a good few rounds, and being every weekend means there will be a good week of extra content and fixes every time to keep stuff somewhat fresh. And also admins monitoring the servers. That too. Servers will remain up outside these sessions but will probably be a ghost town. The current schedule is as follows: Saturdays and Sundays every weekend, at 3 PM EST both days (12 PM PST, 9 PM CET, For other time zones you can check here). The sessions will last for as long as people keep playing. We are planning to incorporate a screen for this into the launcher, so that you can more easily keep track of this (and also so people who aren't reading this announcement get the message...)
Read this progress report on our website for better videos!
Barebones rounds!
Throughout the years, weve put a lot of work into developing the engine and framework necessary for Space Station 14 to have playable content. Last year, we transitioned to developing player-facing features and gameplay in earnest, and weve made a lot of progress in that short timespan! SS14 now has playable, albeit barebones, rounds. As we add more features the number of complex interactions grows, and so does the need for testing the game with real players. Help us by joining our Discord to get the Tester role, and well notify you whenever we put a bunch of people together for a playtest!
Clarification about the Steam release
Were all excited for SS14s upcoming Steam release, and were grateful for the communitys enthusiasm, but we also want to temper some unrealistic expectations. SS14 isnt finished, and wont be any time soon. Were launching on Steam mainly as a way to make it easier to discover, download, and play the game. The Steam release doesnt mean the games done, or that it has most of the features youd expect in a remake. Dont forget that were only releasing into Early Access. So while SS14 is already playable, we dont expect or encourage players to jump from SS13 to SS14 yet, nor do we expect our servers to be populated outside of playtesting events. And if youd like to help playtest, ask for the Tester role over on our discord. Anyway, lets see the new features weve added!
New content!
[h3=atmospherics]Atmospherics
Contributed by Zumorica Click here for video Click here for video Click here for video The atmospherics simulator remake finally has atmospherics! Its inspired by monstermos, and were calling it zumos, in honor of its developer, Zumorica. It performs much better than SS13s LINDA and ZAS atmospherics systems - you can burn down the entire station without grinding gameplay to a halt. Heres a non-exhaustive highlight reel of what SS14s atmos currently entails (contributed by Zumorica unless otherwise noted):
- Explosive decompression, gas spreading/mixing, and space wind.
- Pressure damage and spacesuits.
- A variety of gasses with different effects and reactions (tritium fires, anyone?).
- Fire, fire damage, and heat conduction through walls.
- Firelocks. They also prevent decompression.
- Gas analyzer. exp111
- Pipenet, pipes, and pumps. collinlunn
- Breathing. DrSmugleaf
- Oxygen tanks and masks. Credath
- Fire extinguishers and cabinets. SoulSloth and Zumorica
Contributed by ancientpower Click here for video While it still needs some polish, the classic building block engine is now in the game as the second power source (after solars). Just like in SS13 it can be expanded indefinitely to produce more power. It even comes with fancy lighting effects! [h3=pulling]Pulling
Contributed by InquisitivePenguin and DrSmugleaf You can now pull objects and players, just like in SS13. Click here for video [h3=pointing]Pointing
Contributed by DrSmugleaf You can now direct other players' attention by pointing at things. Click here for video [h3=mob-improvements]Mob improvements
Contributed by DrSmugleaf and GlassEclipse We laid the groundwork for a more comprehensive medical system, with mob code receiving an extensive variety of improvements. Three of the biggest changes are mob presets, body parts, and mechanisms: mob presets make it easy to add nonhuman species, body parts are their own entities that players can perform surgery on, and mechanisms represent organs or other devices within the body, each of which has its own custom behaviour. [h3=more-hands]More hands
Contributed by DrSmugleaf Mobs can have more than two hands.
[h3=more-construction-improvements]More construction improvements
Contributed by Zumorica We completely reworked the backend system for construction. This makes it much easier for contributors to add construction steps to things, as well as making construction steps more versatile and providing more detailed feedback to players.
Click here for video [h3=climbing]Climbing
Contributed by nke You can now click and drag yourself (or others) onto a table or other climbable object. Tables will never be the same. Click here for video [h3=stripping-menu]Stripping menu
Contributed by Zumorica You can now strip items from other players. The current UI is a placeholder, but a new inventory-like UI is currently a work-in-progress. Combined with the newly added handcuffs, Security can now keep the greytide in check! Click here for video [h3=handcuffs]Handcuffs
Contributed by nke We added handcuffs and makeshift cable cuffs to the game. To handcuff someone, you and the target both need to stand still with no interruptions for a short while. It takes less time to cuff stunned players, and youre gonna need extra cuffs for people with more than two arms. Click here for video [h3=station-events]Station events
Contributed by metalgearsloth Random events can now occur on the station, or be triggered by admins directly. At the moment only a powergrid failure, bolts-down event, and radiation storm have been implemented though the system is in place to easily add more. [h3=disposals-and-conveyors]Disposals and conveyors
Contributed by DrSmugleaf and juliangiebel You can now dump trash as a janitor and provide the clown with expedient transit out of the captains office using the disposals system. We also have conveyor belts!
[h3=admin-menu]Admin menu
Contributed by exp111
Our admins have been itching to inflict abuse on innocent players, and were fulfilling their darkest wishes with this button pressing UI. The visuals arent final, but we cant say the same about the tyrannical bans that the admins will inflict. [h3=do_after]do_after
Contributed by metalgearsloth You know the task bar from SS13 that appears when youre cuffing someone, or vaulting a table, or welding a door shut? Known as do_after from SS13 code, its an important part of many upcoming features involving interruptable tasks, and we finally got around to implementing it in SS14. [h3=machine-linking]Machine linking
Contributed by ShadowCommander Machines can now be easily linked together. A practical example of this would be linking conveyors to a conveyor switch. [h3=cloning]Cloning
Contributed by SoulSloth If you thought death was going to let you escape a round of SS14, youll have to try harder, as our new cloning machines will drag you back to life against your wishes. Click here for video [h3=handheld-radio-and-headsets]Handheld radio and headsets
Contributed by Bright0 A basic (and non-final) implementation of telecomms has been added, with both handheld radios and headsets. Currently, Common is the only channel. Click here for video [h3=accent-system]Accent system
Contributed by exp111 Speech can now be automatically modified for things like slurred speech while drunk, lizardpeople hissing, etc.
[h3=spray-bottles]Spray bottles
Contributed by exp111 and Zumorica The [strike]Clown[/strike] Janitor now has another tool in their arsenal, and can now spray things with chemicals. Click here for video [h3=lantern-flashlight-improvement-emergency-lights]Lantern, flashlight improvement, emergency lights
Contributed by SoulSloth and juliangiebel The lantern has been added, featuring a soft yellow glow. Flashlights will now flicker when their battery is going out. Emergency lights will now be activated when the station loses power. Click here for video Click here for video [h3=glowsticks-and-flares]Glowsticks and flares
Contributed by nke Glowsticks and flares have been added. Glowsticks last a long time with a weaker glow, while flares last a shorter duration but are much brighter. As a bonus, its now easier for contributors to define lighting effects for items. Click here for video [h3=signs-and-plaques]Signs and plaques
Contributed by Swept Signs have been added to the Saltern directing you to the various departments.
[h3=rcd-improvements]RCD improvements
Contributed by ike709 The RCD now has feature parity with SS13, minus the radial menu. Walls, floors, and airlocks can now all be created or destroyed by the RCD. Try not to immediately vent the station. Click here for video [h3=cream-pies]Cream pies
Contributed by Zumorica The Clown can now [strike]assault[/strike] entertain crewmembers by throwing pies at them. [h3=particle-accelerator]Particle Accelerator
Contributed by unusualcrow and PaulRitter A fully constructable particle accelerator.
[h3=crayons]Crayons
Contributed by exp111 Bringing the classic acts of vandalism (and sometimes even art) to SS14! Now with a proper UI and pixel-based placement.
[h3=space-villain-game]Space-Villain-Game
Contributed by PaulRitter A simple game to kill time in the bar.
[h3=nanotrasen-block-game]Nanotrasen Block Game
Contributed by PaulRitter Click here for video Nanotrasen Block Game is a wacky new game for employees to play during their break. There are separate leaderboards for the current round and all-time*. Challenge your compatriots and become the best NBG player in the star system. *Persistent highscores are not currently guaranteed to persist due to potential database changes. [h3=more-furniture]More furniture
Contributed by SweptWasTaken
Tiny things
- Closed soda cans spill if you throw them around too much. DrSmugleaf
- Cursed lockers that teleport you to other lockers on the station. Zumorica
- Examine window feedback for a constructions next step and for when things are powered. Kmc2000 and exp111
- Slipping moves you forward some tiles now. DrSmugleaf
- AI mobs now have simple visual health states like critical and dead. metalgearsloth
- Item status for all weapons. exp111
- SSS gamemode improvements, like a HUD button that displays your role and allies, all airlock access, an overhead label to mark your fellow traitors DrSmugleaf, Visne and more?
- You can weld doors now. metalgearsloth
- Memory leek. Swept
- Ghost teleporting. NuclearWinter
- You can now use mouse-click for melee attacks. Zumorica
- The lobby now shows which players are ready. exp111
- Inventory slots show if current held item fits. StrawberryMoses
- Ported additional Security outfits. StrawberryMoses
- More simple mobs. Ian, space carp, etc. Swept
- Added factions to AI mobs. metalgearsloth
- Examining a container with reagent(s) in it will now have colored text that has a physical description of the substance. nke
Technical details
[h3=authentication]Authentication
Contributed by PJB We now have a proper system for user accounts and authentication for those user accounts. Everything is basically working, except that were still waiting on Silver to get back to us about noreply emails so that we can send out email confirmations to allow you to actually register accounts. Because of this, no auth server is currently up and the official game servers are still on auth-optional mode for the time being. Authentication also brought along various other improvements like proper bans (both IP range and user ID) and proper encrypted game server connections (when youre authenticated properly). And no, were not sending your password to the game servers like BYOND does. Nobody tell Mojang I [strike]stole[/strike] was heavily inspired by the authentication sequence used by Minecraft. [h3=opengl-es2-support]OpenGL ES2 Support
Contributed by 20kdc The game can now run targeting OpenGL ES2 as graphics API, optionally via ANGLE on Windows. This basically means that itll run on literally any potato laptop made in the last decade and a half, probably.
Future content
[h3=lord-singuloth]Lord Singuloth
Yes, it can eat a hole through the station.
[h3=disposal-mailing]Disposal mailing
Click here for video Click here for video
Credits
The contributors since the last progress report were: 20kdc, Acruid, AJCM-git, ALMv1, AlphaQwerty, ancientpower, Bright0, clement-or, collinlunn, creadth, DrSmugleaf, DTanxxx, exp111, FirinMaLazors, ike709, j-giebel, janekvap, juliangiebel, Kmc2000, lajolico, MemeProof, metalgearsloth, nuke-makes-games, Nukeuler123, PaulRitter, peptron1, PJB3005, Qustinnus, Rember, RomanNovo, sentient-ai, ShadowCommander, SoulSloth, StrawberryMoses, SweptWasTaken, TheCze, unusualcrow, Visne, Zumorica. Many thanks to everybody who contributed. We couldnt do this without you!
Read this progress report on our website for better videos!
New hardware, new server
Wed like to thank all our generous patrons for enabling us to acquire better hardware for our servers. If you would like to support Space Station 14, consider contributing to our Patreon. The collected money has been used to rent a much more powerful dedicated box for our new server, EU West 2. Were still looking into hosting in the US and moving our infrastructure over; suggestions appreciated.
Movement Prediction AKA Lag-B-Gone
Contributed by PJB Movement prediction is now in. That means you will experience 0 lag when moving around the station, even if the server is on the other side of the planet. This even works with lower server tickrates thanks to sub-tick input handling. While I will post a video here, the impact of this feature doesn't communicate that well over one. join one of our servers and experience it yourself. Its glorious. Movement Prediction It still needs a lot of work, of course. If you try to move through doors you will notice some jumping due to how the system works. These issues will be ironed out over time but some effort is needed to move the code to shared and have it fully supporting reconciliation (the doors use timer callbacks right now which are completely incompatible with netcode) In the future, far more interactions, ranging from stuff like inventory manipulation to most machines, would ideally be predicted. This will be work but its very possible, especially with more experience working with the systems. The architecture were using for the prediction system is the same one as described in the previous progress report.
New content!
Unarmed Combat
Contributed by ShadowCommander You can now punch people. What more is there to say?
Click-dragging
Contributed by chairbender The framework for click-dragging has been implemented. Currently, it is only used for dumping a container and buckling. More behaviors will of course be added over time.
One of the core problems with clickdragging in SS13 is that its both finnicky (pixel hunting) and unclear what you can drag where. Of course, we aim to solve both of these issues. As you can see from the video, all objects you can drag onto are highlit now. For figuring out that it can be dragged at all we do have some plans but theyre not concrete yet (hint: it involves the right-click menu).
Buckling
Contributed by DrSmugleaf You can now buckle yourself to a chair.
Please refrain from noclipping out of reality with them, thanks.
Weapons Rework
Contributed by metalgearsloth A large amount of weapon types, weapons, ammo types, and ammo have been added.
A lot of weapons
Power Rework
Contributed by collinlunn Power has been reworked from the ground up, and functions a bit differently compared to SS13. The biggest difference between this new system and SS13 is that APCs are not wireless anymore. Dont worry, we have our reasons and will make sure it doesnt become a clunky mess. Wireless APCs are problematic as they depend on areas. If youre not aware, in SS13 the station is manually divided into areas at map creation time, and these areas subdivide the station for APC power, fire/air alarms, etc This is an annoying inconsistency for gameplay because players often can not interact directly or nicely with these areas. Our idea is that every room is filled with LV wires that define the room. The room name (e.g. Robotics) on the APC defines the room name every machine is in. This same cable network would be used for stuff such as vent control via air alarm, etc Obviously, we recognize that manually laying a cable to every individual powered device would be extremely tedious. In actuality the LV wires act similar to Rimworlds power cables: machines can still connect to them remotely from a couple tiles range, and well draw a tiny sub-floor cable to indicate the connection. We also intend to make every aspect of laying cables as smooth and hassle free as possible to solve any minor nuisances that might result from this, though thats for the future. Outside of the earth shattering gameplay redesigns, we intend to give the power grid a slightly nicer hierarchial grid of HV -> MV -> LV aswell. Who doesnt love seeing 5 different cable/pipelines running through maintenance? The power rework has a well-grounded framework so future stuff like separate data networks and extra cable types should be an absolute breeze to add to the game.
Construction/Deconstruction Improvements
Contributed by Acruid Construction and deconstruction have been overhauled, and are being continually improved. Most things dont have unique deconstruction steps yet, but thatll be easy to change. Construction
Antag and Latejoin Preferences
Contributed by ike709 Like in SS13, players can now set their preferences for all of the different antags. Players can also choose a job when they join a round that has already begun.
Slips, banana peels, and soap
Contributed by Zumorica The Clown now has everything they need to [strike]annoy[/strike] entertain the crew with [strike]lame[/strike] hilarious pranks.
Janitor Gameplay
Contributed by metalgearsloth, DrSmugleaf, ike709 Puddles, trash, the mop. The janitor will feel right at home! Janitor Gameplay
ChemMaster 4000 and pills
Contributed by ike709 Added the ChemMaster 4000. Chemists will now be able to separate a beakers contents and produce pills and bottles. Their reagents will be metabolized, which paves the way for medicine, poison, drugs, and more goodies.
New Utility AIs
Contributed by metalgearsloth Last time we talked about the WIP utility AIs, now the system is done and we implemented some as examples, like xenomorphs and mimics.
Flash
Contributed by TheDracheX Security has a new method of subduing criminal scum: Flashes.
RCD
Contributed by Kmc2000 Added the RCD. It can only build walls at the moment because it was added before deconstruction, but thatll be fixed soon.
Neck slot, cloaks and bedsheets
Contributed by Swept The neck slot has been added, as well as cloaks.
Airlocks Bolts & Wires
Contributed by exp111 Airlock bolts and a few other wires like safety and AutoClose have been implemented. Dont get crushed!
Fancier Cooldown Circles
Contributed by Tomeno, Zumorica The item cooldowns are now even fancier than before, changing color during their progress and flashing white when theyre done.
They also apply to status effects at the right of the screen now, so you get a nice visual indicator of how long your stun lasts.
Improved Click Detection
Contributed by PJB3005 Click detection on objects in the world has been significantly improved by basing it off the texture of the object. This is similar to how BYOND does things, but wed be fools to copy it blindly. Everybody is familiar with the absolute pain of clicking on things like cable coils in SS13. So we have two solutions for this problem: [olist]
In-Game Credits
Want to get immortalized in a shitty 2D spacemans game? Join SS14 today, your name will be piled on with the rest of the contributors in our new credits window!
[strike]Maybe youll even be the one to contribute a proper fill layout option for RichTextLabel so that list looks less awful.[/strike] [h3 id="minor-things"]Minor things
- Fuel tanks explode now when interacted with a lit welding tool. Contributed by Jackw2As.
- Admins have their own chat channel. Contributed by ike709.
- Headbutt sound when you try to open an airlock without hands Contributed by DrSmugleaf
- Toys, carvings and fluff items Contributed by Swept
Future content
Right now we have many important features in the works like atmospherics, disposals, authentication, the action hotbar, pulling, pointing and more all coming soon(TM). Heres a teaser:
Technical details.
Grafana and Stats
Contributed by Redline & PJB3005 The server now supports logging various metrics that can be turned into some very fancy graphs:
P.S.: I hate Docker.
Clyde Refactors
Contributed by PJB Work is undergoing to make it possible for the renderer to display multiple viewports at the same time. What does this allow us to do? See for yourself:
Credits
The contributors since the last progress report were: Acruid, aeosynth, AJCM-git, bhespiritu, Bright0, chairbender, Clyybber, collinlunn, ComicIronic, DamianX, DeanHU, DrSmugleaf, exp111, F77F, GlassEclipse, Hugal31, ike709, InquisitivePenguin, Izimann, Jackw2As, Kmc2000, MemeProof, metalgearsloth, meuser, PJB3005, RemieRichards, remove32, ScumbagDog, ShadowCommander, SoulSloth, SweptWasTaken, Tomeno, Tyler-IN, Visne, zamp, Zumorica. Many thanks to everybody who contributed. We couldnt do this without you!
Read this progress report on our website!
Space Station 14 is on Steam!
You're reading it right here in fact! It's finally here. I can't express how much seeing that Steam store page pleases us. It's quite baffling how difficult it was for us to write the descriptions on the store page. It took us multiple rewrites and a lot of discussion to get to the descriptions we have now, and I'd say they're basically perfect. There's not much more to say about the Steam store page though, but here's a quick Q&A in case you have any, well, questions:
- Will I need to use Steam to play SS14? Nope! We will always keep supporting standalone versions of the game. While we do recommend you to use Steam for various reasons (auto updates, faster downloads, more convenient to install, no AV software problems), the option is fully up to you.
- Will SS14 be free on Steam? Yes, 100%!
- Will the Steam release support multiple codebases? We will try our best. While there is a chance that Steam's review team turns it down due to technical reasons, this is very unlikely due to our architecture being sanely sandboxed and such.
- Why didn't you mention SS13 on the store page? We tried to get partnered with Discord in the past for that sweet vanity URL and such. The problem is that Discord thought we were some silly fan game of SS13 and refused. We didn't want to risk *anything* of the sort with the Steam release so decided to play it safe for now. We may amend the description later to add it when we have people actually playing the game, though.
- Why can't I download it yet? When we wrote the previous progress report we said that you would be able to download the game immediately from Steam. After thinking about it a bit we decided to postpone the actual public Steam release until the game is "playable", i.e. you can have a full round of spessmens in it. Obviously the game will not be finished by then (it's tagged as Early Access for a reason) but we do intend for it to be playable.
Credits to wasteroforange for the amazing art, she knocked it completely out of the park compared to our initial ideas for the art.
We're on Patreon!
Become a patreon! Along with the Steam release, we also have a Patreon now! We intend for the money coming from Patreon to mostly go to practical costs like hosting, artwork, and other such things that we can't just code in our free time. We'll have to see what to do with any leftover money. Bounties are one option, although none of us really are warm on the idea of having to manage those. Some ground rules:
- We will be completely transparent about where every single penny goes.
- People that get to decide on bounties do not get to claim them, if/when we do them.
In And Out
Showing off some of the new content in this progress report, in a nice clip.
New Content
Proper map in-dev - Saltern
Contributed by PJB3005, AJCM-git
We are working on a proper map that we intend to be suitable for full games. We decided to keep the map relatively small for now, figuring that we would have relatively low player count. This also means many departments like hydroponics do not exist, since we don't currently consider them to be a big priority gameplay wise. The map is called Saltern, which we picked after a lot of careful consideration (Discord message link). Development of the map was initially started because we needed a scene to take screenshots for the Steam store page. We figured we'd need a semi-logical place to take the screenshots and didn't have a map yet, so we just started making one!
Basic Gamemodes
Contributed by Zumorica, PDA by Memory We have added a new gamemode to the game, Suspicion on the Space Station, or SSS for short. This gamemode is similar to the infamous Trouble in Terrorist Town. We decided to work on this as a placeholder for a proper gamemode until we have more systems fleshed out, because real SS13 traitor gameplay isn't all that interesting if the crew has nothing to do *but* look for you.
Physics Rewrite & Gravity
Contributed by InquisitivePenguin We've rewritten a large part of our physics engine! Expect more realism and smoother performance. The new engine correctly uses impulses and forces to do calculations, which opens the door to future systems like pulling which were not practical to implement with the old physics engine. There is now also proper gravity, with fully breakable gravity generator and pushing off walls in zero-g.
Stuns
Contributed by Zumorica You can now stun those darn greytiders as a security officer with your trusty stunbaton! When you get stunned, you can see how much time you'll be stunned for on the right.
Solar Panels
Code contributed by 20kdc with suggestions by RemieRichards, ComicIronic, and PJB3005. Sprites imported from CEV-Eris. The current state of the station uses magical generators. They're definitely nice for testing, but they're also quite cheat-y. Luckily, SS13 does have a relatively easy-to-implement power source that isn't much in the way of a station liability: Solar panels. There isn't much fancy to say about these, but the UI for the controller uses textfields rather than the relative +/- used by SS13. Additionally, to the right there's a view of the position of the panel and sun.
There are still some improvements to be made, like proper solar trackers, but those are waiting on a rewrite of the power system to allow better connectivity of this stuff.
Wire Hacking Interface
Contributed by PJB3005 The new wire hacking interface has been completed. We previewed a mockup of this interface many months ago in PR #19, but it's finally done and in-game. It looks amazing and I'm very proud of it.
Fancy Right-Click Menus
Contributed by PJB3005, Zumorica The right-click menu is something that every SS13 player hates. In general, it's extremely sluggish to use but also often the only option. This is not a trait specific to right-click menus; the problem lies solely with the inability to customize them to fit SS13 better. We are convinced that the classic right-click menu is far superior than trends such as radial menus, if implemented well (of course). We now have a new & improved right-click menu that should be an absolute joy to use, and definitely so compared to BYOND. The previous one we had was an absolute placeholder, this one not anymore.
There is of course more than meets the eye. You can now directly do various actions like clicking, activating, or examining the objects listed in the right-click menu by just pressing the same button in the entity list! This is incredibly useful and it basically merges the best of both worlds of the right-click menu and alt-click menu that many SS13 codebases have.
Ghosts
Contributed by Zumorica Ghosts have been finally added to the game, including the classic deadchat! You can even return to your body under certain conditions.
Spess Bartending Action
Contributed by Injazz
You can now create drinks with fancy sprites just by pouring right stuff with right proportions into drinking glass! Just like in SS13! And now we're planning to port way better bartending (my personal opinion) - from Goon!
Kitchen Dept presents: Microwave
Contributed by Memory https://spacestation14.io/video/pr_22/wzhzhzh.mp4 There is now a microwave, and we are incredibly pleased with the sound it makes.
Audio Occlusion
Contributed by Clyybber https://spacestation14.io/video/pr_22/occlusion.mp4
Instruments and MIDI
Team project by Zumorica, PJB, Q, and probably others Ever wanted to connect your keyboard to the computer and play soothing music to your fellow crew members? Well, now you can! We have finally finished adding instruments with MIDI support! Whether you want to play a MIDI file or use a physical (or virtual) MIDI keyboard, instruments allow you to play your own music. Your dream of performing a delicate piano recital to the entire crew can now come true! It even supports pitch bending and control change! https://www.youtube.com/embed/_Tocsb8N8eA Furthermore, thanks to using a full blown synthesizer for MIDI, you can create and add custom instruments, such as the classic gilded bike horn. https://www.youtube.com/embed/2zwbZ3lcAZ0 You may also recall that we teased this feature many months ago. It has now finally been deemed stable enough for general play.
Enviromental suicides
Contributed by Izimann https://spacestation14.io/video/pr_22/microwave.mp4
Emote improvements
Contributed by Hugal31 A small quality-of-life improvement: emotes now show with the rest of the speech. The mime will surely appreciate.
Better Cooldown Animations
Contributed by Tomeno The cooldown animation on items has been improved. It's silky smooth now and has a much cooler donut shape.
Smart Equip Shortcuts
Contributed by Hugal31 You can now press Shift+E and Shift+B to smart equip stuff to and from your belt/backpack respectively. When your hand is full it'll put the item in, if it's empty it'll pull out the last item you put in. This makes it way easier to "drop" tools into your belt, and it makes backpacks very useful as a quick place to stash something to free your hands temporarily.
Equip Error Messages
Contributed by Hugal31 In our neverending quest to make the game more approachable for new players, it now tells you why things don't fit in inventory slots.
Tool Refactor
Contributed by Zumorica Tools have been refactored to make them much more modular. Thanks to this, you'll be able to have tools that can act as a screwdriver and wrench at the same time, or have multi-tools that can switch between different tool "behaviors". The Jaws of Life and Powered Hand Drill have also been added to the game, with fancy tooltips!
Combat Mode Controls, Now Way Simpler
In the previous progress report, we were talking about how we "fixed" combat mode controls by making it so that you have to hold your mouse for a tiny bit to do a full "swinging" attack. Since then somebody on Discord suggested just using spacebar instead and... yeah it's just spacebar now. No holding stuff. Spacebar is a swing attack if you're in combat mode. Simple huh. When designing the combat mode controls I didn't want to use a key on the keyboard because there was no immediate room around WASD to put such an important combat button. That's probably what got me to completely rule out the keyboard, and it's probably why I fixated on using the mouse, and the resulting "hold mouse down" scheme. Sometimes all it takes is somebody else with a completely different mindset to get you to realize the simple solution, huh...
Limbs, Organs, and Big Plans
Contributed by GlassEclipse
The backend for the body system has been added, and it is more robust than ever! In SS13, many things were hardcoded - humans couldn't have vox lungs nor robotic arms fused onto their bodies. With this new system, that is no more. Humans, robots, and animals are all the same - every body is modular to an extreme. Install batteries to power the EMP field generator in your arm, or replace your legs with superspeed xenomorph walkers. Servers can even choose to support having extra legs - or even extra legs attached to the end of your extra arm protruding off your extra leg (no visuals, unfortunately). (obviously none of these advertised features are in yet, but they will be doable with the system and eventually will be, probably!) The UI is still a work in progress and the system is still being developed, but currently the system is about 35% done. Surgery is functional and is more similar to Baystation than TGstation, but any fork off the main can change that themselves (of course!).
Utility AI (still WiP)
Contributed by metalgearsloth https://www.youtube.com/embed/M_LWWPOS2QY Metalgearsloth has been working on a fancy AI system based on an "Infinite Axis Utility System", also known as Utility AI. Traditionally SS13 AI are Finite State Machines (FSMs). This means there are a few states they can be in and they can switch between these states with hardcoded condiitons. FSMs make complex behaviors difficult to implement so a more robust AI system was chosen for SS14. In Utility AI, each action an AI can take is given a score, and the action with the higher score wins. These scores are very flexible and can be calculated from many different inputs and such. This system can also be used for individual targets for actions. For example, if an AI has 5 different guns in front of it, it could assign each gun a score based on statistics like fire rate or damage, and then pick up the one it prefers. These weights could be modified or take into account other factors, e.g. don't pick up a gun we don't have ammo for. This can be used for any action the AI can take, e.g. selecting food based on its nutritional value, selecting a target based on its health, etc. The basic system has been implemented, but not yet merged. A lot of work is still necessary to refine the system and make it great for gameplay.
Skub
skub
# Technical details for developers
RSI Editor
Contributed by ComicIronic The Robust Station Image format is SS14's custom spritesheet format. Supporting a simple, well-designed format is good for coders and content creators, but not so good for tooling. Up until now, RSIs have been missing a GUI for editing sprites and previewing animations. That's why we made the RSI Editor, a cross-platform GUI application. It has lots of the features of Byond's DMI editor, and should help spriters translate existing DMIs into RSIs, as well as create new ones.
Scripting
Contributed by PJB3005
We've integrated a C# Interactive prompt into the client and server, allowing you to run arbitrary C# code. This is an amazing debugging/development tool. It is, however, only limited to being a development tool for security reasons.
Server Hosting Documentation & Software
Did you know that all our server hosting software and documentation is completely open source and decently documented? If you would like to host your own server, we have written out a tutorial on server hosting. There's even a guide for "quick private server for friends"!
Client-Side Prediction
Contributed by Acruid and PJB3005 Currently, you will notice that there is quite a bit of lag when playing on the public servers. This is because movement is fully server side, so it takes at least your ping to the server before you actually see something move. This is obviously terrible for gameplay and it's one of the reasons BYOND is so awful. Of course, there is a solution: client-side prediction. When you start moving you want the client to immediately do it locally, while also sending the exact inputs to the server. Then the server will replay those same inputs and if everything goes right, the client and server should have you move in the exact same way and have you stop at the exact same position. Of course, that's "if everything goes right". When do things not go right? Well you have to keep in mind that you're on a server with a bunch of other people, and there is a bunch of lag in both directions. If you get stunned as you start moving, the server will just stun you and keep you in place. But your client won't know that you got stunned for maybe another 50 milliseconds, due to network lag! Yet, it already started moving! The client should realize "oh crap, I should not have moved" as soon as the server tells it "you got stunned". This is called server reconciliation, and it's where it gets tricky. You have to realize that it went wrong, and you have to be able to fix it. For something like movement this is relatively easy. You can keep track of past positions and re-play the movement inputs if anything desynchonizes. For some more complex code like inventory interactions? You can easily do stuff like picking up an item and sticking it in your backpack, all inside prediction, if you're fast enough. Keeping track of these kinds of interactions nicely is basically impossible, but we still want to predict them! As an example of this going wrong, in Minecraft you can easily run into these kinds of issues due to its poor netcode. Ever broke a block on your client, but it didn't drop anything and trying to walk into it results with your client glitching out? That's because the client thought it broke the block, the server didn't. You can't walk into the empty space, because the server doesn't let you walk into walls. To the client there's no wall though! The client doesn't have correct reconciliation to correct for this error and the workaround is usually that you have to manually try to place a block in the empty space. In Overwatch they designed a custom flowgraph based scripting language to handle this for high-level code like abilities. Kind of outside our realm of possibility. The architecture we have currently settled on is to simply reset the whole client side game state every time a server update comes in, and then re-play all predicted inputs that have yet to be acknowledged by the server. Checking what was made dirty is easy, the server netcode already does it. Resetting the state is easy, the client netcode already does it. Replaying input is easy, we can hook all input! Something I should note is that the client has to run ahead of the server. There is still a network delay to sending input to the server, so we want to run the client at the same tick that the input arrives at the server. This is ahead of the server in real time. To make matters worse, the client is actually behind the server on the information it has (the delay is two-way). This means that we have to constantly rewind and fast-forward time itself on the client, and how much we rewind time is based on your network latency. SS14 now does time travel. And, this is where having a custom engine is *extremely useful*. We have complete control over the game loop, timing, network game state system, reconciliation, *etcetera*. Doing these kinds of things would be extremely difficult in other engines or systems that are not flexible enough. The hardest part, I suspect, will be the performance concerns of resetting the client constantly. Currently the game server runs at 60 TPS (partially because a lack of prediction/interpolation would otherwise result in choppy movement). This means the entire game has to be reset 60 times per second. If you have 1 second of ping (unrealistically bad networking, but an easy example), the client now has to reset and replay 60 ticks every tick, resulting in 3600 ticks per second. Ouch. The good thing is that there is very little actual heavy code running on the client, and we can do optimizations to special case whatever we need to exempt from this processing. There are also concerns like how to handle sprite animations (they'd get reset 60 times a frame so their animations wouldn't progress correctly without special code) but I'm sure we can figure something out. Currently, the basic framework for prediction is implemented, but nothing is written to support prediction yet short of... the combat mode button on your HUD. (it was easy to test with, ok?). I am hoping that by the next progress report we have full movement prediction and also prediction on various interactions like picking stuff up.
Keeping traditions alive
Contributed by Memory
I Forgot to Install CS: Source
Contributed by Swept, PJB3005
The "missing texture" sprite has been replaced with something a bit recognizable.
Fixed-Point Reagents
Contributed by PrPleGoo Reagents now use fixed-point decimals to store their reagent counts. This means no more 2.411421e-10 in your beaker. A minor technical improvement over SS13 but quite a positive one. # Credits The contributors since the last progress report have been (by their GitHub alias): 20kdc, AJCM-git, boiled-water-tsar, CakeQ, CC-4477, chairbender, Clyybber, collinlunn, ComicIronic, Decappi, FL-OZ, Fouin, GlassEclipse, Hugal31, Injazz, InquisitivePenguin, JiimBob, lzimann, metalgearsloth, Moneyl, Macoron, partyaddict, PaulRitter, PJB3005, PrPleGoo, RemieRichards, SamV522, ShadowCommander, SweptWasTaken, Tomeno, Zumorica. Also special thanks to everybody else like the people providing feedback in Discord. Every little bit is appreciated!
Space Station 14
Space Wizards Federation
Space Wizards Federation
Fall 2021
Indie RPG Simulation F2P Multiplayer Coop EA
Game News Posts 59
🎹🖱️Keyboard + Mouse
No user reviews
(0 reviews)
https://spacestation14.io/
https://store.steampowered.com/app/1255460 
Every round, you control a custom character as one of dozens of crew or enemy roles. Whether you're the janitor mopping floors, a doctor healing the wounded, or a hostile agent sowing chaos, your job provides you with the tools, access, and knowledge to perform your duties, interact with others, and take your place in each unique round.
Tension builds as random disasters, enemy roles, and crew incompetence strike the station. Maybe there's a massive hole to space where the medical bay used to be. Maybe the captain went missing, leaving the rest of the crew to fight over who should take charge. Or maybe the clown just annoyed the wrong security guard and got undeservedly thrown into permanent confinement.
What you do in all these varied situations is up to you, and the same goes for your fellow crewmembers. Maybe you'll try to chase down the antagonists and bring them to justice, sacrifice yourself to save your fellow crewmembers, or just sit idly by in the bar serving drinks without a care in the world
With dozens of other people on the station, and in-depth game mechanics, each round aboard Space Station 14 is completely unique, and only limited by your own actions.
Beyond Space Station 14
Space Station 14 is designed from the ground up to be extremely extensible. Community servers can change the game to provide wildly different experiences, from small changes to game mechanics, a different roleplay atmosphere or even completely different, unique settings.
Furthermore, anybody can contribute! Space Station 14 is completely open source, so if you ever feel like helping out, we'll be glad to have you!
- Memory: 2 GB RAM
- Graphics: OpenGL 3.3 or greater
- Storage: 512 MB available space
- Memory: 4 GB RAM
- Graphics: OpenGL 3.3 or greater
- Storage: 1 GB available space
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