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Automatic changelog compile [ci skip]
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actions-user committed Jan 27, 2024
1 parent da754c3 commit b1a7972
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ArcaneMusic:
- refactor: Stock market events are now their own objects, and are handled by the
stock market individually.
2024-01-27:
1393F:
- bugfix: Blueshift had some fake belts in EVA and gateway, they have been replaced
with real toolbelts
13spacemen:
- bugfix: The hub time should be accurate for servers with different timezones
Ben10Omintrix:
- refactor: airlock controllers now use tgui
Ghommie:
- rscadd: Shields (and pillows) can be used to shove people around the same way
barehanded right-clicking does. Xenos and borgs can actually be moved this way.
- rscadd: Added a new MODsuit module, the bulwark module, which prevents knockdown
and staggering from shoving, and getting pushed away by thrown objects. Inbuilt
for the safeguard MODsuit, but one might also it in the black market.
- refactor: Disarming has been refactored. You can now shove simple critters onto
tables and into bins and closets
- balance: Shields now take their own armor values and the armor penetration of
the attack they blocked when damaged. This means shields are a bit sturdier
now.
- balance: Riot shields can tank a lot more damage against melee weapons, but less
against bullets.
- qol: strobe shields can now be used to bash people while combat mode is on.
Isratosh:
- bugfix: Missing fire alarms added to several rooms on Birdshot
- bugfix: Kidnapping traitor objective now properly returns the victim to the station
with their items
JohnFulpWillard:
- bugfix: The library console's category search box now displays the category being
searched.
- refactor: Newspapers now use TGUI.
- bugfix: Fixed the newscaster's wanted section showing a non-existent photo.
JohnFulpWillard, Unit2E teaching me the TEG:
- bugfix: The TEG now works again (still unobtainable by regular means though).
- bugfix: the TEG and its circulators can now be rotated counterclockwise again.
- refactor: The TEG now uses a TGUI interface rather than the old HTML one.
LT3:
- bugfix: Fixed alignment of RPG titles
LemonInTheDark:
- bugfix: Icebox will no longer spawn a fuck ton of plasma after gibonite blows.
YW besties
Melbert:
- bugfix: Click CD applies to looking up and down correctly.
- bugfix: Fixed AIs who shunt to APCs causing their laws to be deleted.
- bugfix: You can no longer neck snap anyone with martial arts assuming you've got
someone in a tight grip.
OrionTheFox:
- image: the T-Ray Scanner, Geiger Counter, and Gas Analyzer have been resprited
(by TG)!
Paxilmaniac:
- balance: The times that many colony lathe designs take to print have been changed
to better reflect what the resulting items are
- bugfix: Ration printers are no longer pixel shifted way too high up
- qol: All of the colony lathe appliances that printed as full machines that then
got randomly pixel shifted now print as just the items that deploy them.
SyncIt21:
- qol: 'adds more examines, screentips & balloon alerts for cryo actions,
cryo can be pried open with a crowbar when there is no power to free
someone trapped inside'
- qol: 'cryo auto turns on immediately without a 2 second delay & without
needing auto eject mode on'
- bugfix: 'ejecting beaker from cryotube will put it in the players hand & not
drop it on the floor'
- bugfix: 'mobs & other stuff now render on top of cryo tubes and not bottom
of it'
- bugfix: 'cryo checks for if the mob is on the same turf as cryo is now
fixed, i.e. you can no longer close the machine on yourself'
- code_imp: 'removed unused vars from cryo, autodocs vars, removed unused
`transfer_amounts` from some chem machinery ui'
- refactor: 'removed unused icon states for cryo tube, cryo no longer
processes round start and it''s UI is now typescript'
- bugfix: items that contain recursive contents inside them (like foam dart boxes
from autolathes) now have their custom materials set to match with its design
cost rather than being nullified, meaning they are now recyclable.
- code_imp: all custom materials are now integer values. Improved code for how materials
are used in techfab & auto lathe for printing
- qol: added more screen tips & examines for ore silo, made UI wider, attach location
name to each machine & grey out paused machines to make it more noticeable.
- code_imp: auto docs proc & vars for silo log entry. Fixed return values of all
tool acts
- bugfix: ore silo UI now functions correctly after removing an entry from the UI
- bugfix: no runtimes when connecting a machine to silo that was previously disconnected
via the ore silo UI
cherdaq:
- rscadd: Added a longer gloomier hair option.
intercepti0n:
- refactor: Refactored Ore Processing Unit UI.
- bugfix: Ore Processing Unit UI no longer lags client.
vinylspiders:
- bugfix: fixes a hard del with decals
yooriss:
- balance: The Night Vision quirk is now slightly stronger by default, allows you
to choose a colour determine the hue of the darkness overlay, and becomes 75%
more potent for each level of eye sensitivity you have. Individuals with hypersensitive
eyes can see almost as well in the dark as Ashwalkers and Icecats can!
- rscadd: The Photophobia quirk can now have its severity chosen as a character
preference option, allowing any character to gain hypersensitive eyes if they're
willing to deal with the consequences.
- rscadd: The Cybernetic Limb Mounts quirk is now available, allowing organic characters
with robotic limbs to freely remove them and reattach other robotic limbs at
will if the limb in question isn't wounded. Humanoid synthetics can take the
quirk to allow themselves to remove their own limbs without the need for exterior
coaxing.

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