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Space Station 14 News

Progress Report #26: Lītigium In Forīs



[h2]Official Forums[/h2]



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.

[h2]Content[/h2]

[h3]Physics Rework[/h3]
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.

[h3]New Chatbox[/h3]
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".

[h3]Viewport Improvements[/h3]
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.

[h3]HUD Inventory and Themes[/h3]
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

[h3]Firey Stuff[/h3]
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.

[h3]Materials[/h3]
Contributed by Swept



[h3]In-game Changelog[/h3]
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.

[h3]Info Window - Rules/Tutorial[/h3]
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.

[h3]Slimepeople & Vox[/h3]
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.

[h3]Food[/h3]
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.

[h3]Ghost Roles[/h3]
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.

[h3]Station Ambience[/h3]
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.

[h3]Lobby Music[/h3]
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

[h3]Map Changes[/h3]
- 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*

[h3]Rollerbeds[/h3]
Contributed by Topy

https://spacestation14.io/video/pr_26/rollerbeds.mp4

Rollerbeds have been added allowing better transport of injured station personnel.

[h3]More Smokeables[/h3]
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.

[h3]Context Menu Improvements[/h3]
Contributed by daniel-cr



The context menu has been improved, making large stacks of items easier to manage.

[h3]Votes[/h3]
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.

[h3]Better Admin Panel[/h3]
Contributed by lzimann, DrSmugleaf and metalgearsloth



You can now kick, ban and teleport to players from the admin panel.

[h3]Health Overlay[/h3]
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.

[h3]Vending Machine Advertisements[/h3]
Contributed by Visne

https://spacestation14.io/video/pr_26/ad.mp4

Commercial vending machines will now advertise their products every once in a while.

[h2]Tiny things[/h2]
  • 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


[h2]Technical details[/h2]

[h3]Fluent Localization[/h3]
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" -> "こんにちは"). 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!

[h2]Physics rework[/h2]
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



We'll be doing work to make the physics system more performant so it will continue to get faster over time.

This also allows us to remove a lot of cruft with controllers as previously velocity was being reset every frame so if you wanted a body to continually move you'd have to manually push it; now you can just apply an impulse once and the system will take care of it without requiring bookkeeping every time.

[h2]Serialization v3[/h2]
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.

[h2]Pseudo Airlock Prediction[/h2]
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!

[h2]YAML Hot Reloading[/h2]
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.

[h2]RobustToolbox improvements for other games[/h2]
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 Build Your Own singleplayer or Networked Dream games, and as such we will continue improving it in order to bring it to higher standards.

[h2]Credits[/h2]

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 couldn’t do this without you!

And Geoff

Progress Report #25: Blowing Off Steam



[h2]Playtest[/h2]
We’re 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. You’ll 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 don’t receive access immediately, just be patient! More users will be added over time.

We don’t 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!

[h2]Progress![/h2]
[h3]Botany[/h3]
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 doesn’t require writing any C# code.



[h3]UI improvements[/h3]


[h3]Action Hotbar[/h3]
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 it’s very solid already.



[h3]Alerts System and UI[/h3]
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[/h3]
  • Improved top menu buttons Contributed by chairbender
  • Improved Inventory / Hand Slots UI Contributed by chairbender
  • Improved job preference menu Contributed by Rockdtben & DrSmugleaf

[h3]Traitor Gamemode & Objectives[/h3]
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 Captain’s ID
  • Die a glorious death
  • Survive
  • Kill a random person


[h3]Traitor Deathmatch Gamemode[/h3]
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[/h3]
Contributed by Exp111

The admin menu was mentioned in the last progress report but it’s gotten some new features added.
Click here for video

[h3]Magboots[/h3]
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[/h3]
Contributed by Creadth and Zumorica

You can now avoid dying in vacuums. At least from the oxygen loss.



[h3]Gas Canisters[/h3]
Contributed by clement-or, help from 20kdc and ike709

Gas canisters now exist, ripe for plasma flooding.
Click here for video

[h3]Mortician’s Menagerie (All the crematorium stuff)[/h3]
Contributed by RemieRichards

The Traitor’s murderbone victims targets won’t 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[/h3]
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[/h3]
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[/h3]
Contributed by unusualcrow, PaulRitter, and PJB

We teased it last time, and now it’s 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[/h3]
Contributed by Zumorica

Humans can now be gibbed into a pool of blood, organs, and other fleshy goop.

[h3]Upgradeable Machines[/h3]
Contributed by Zumorica

Similar to SS13, there is now a general framework for upgradable parts in machines.
Click here for video

[h3]Disarming[/h3]
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[/h3]
Contributed by Ygg01

You can now roleplay as a hardboiled, chainsmoking noir detective.
Click here for video

[h3]Cargo Telepad[/h3]
Contributed by GraniteSidewalk

Although shuttles loom on the horizon after the upcoming physics rework is finished, we thought it’d 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]Smoke and foam chemical reactions[/h3]
Contributed by Radrark

Chemical reactions can now result in smoke or foam, just like in SS13.
Click here for video

[h3]Instrument Improvements[/h3]
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 you’re playing. Also, other players' instruments should sound better now.



[h2]Tiny things[/h2]
  • 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


[h2]Technical stuff[/h2]

[h3]Mapping Merge Driver[/h3]
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.

[h3]XamlUI[/h3]
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]Sandboxing[/h3]
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 can’t 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.

[h2]Credits[/h2]
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

Small launcher update

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.

Playtest is now open & plans for the playtest

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 feel like it 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.

[h2]What you can expect[/h2]

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.

[h2]Plans for the playtest (read this)[/h2]

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...)

Progress Report #24: Atmos Sim Remake Now Simulates Atmos



[h2]Barebones rounds![/h2]
Throughout the years, we’ve 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 we’ve 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 we’ll notify you whenever we put a bunch of people together for a playtest!
[h2]Clarification about the Steam release[/h2]
We’re all excited for SS14’s upcoming Steam release, and we’re grateful for the community’s enthusiasm, but we also want to temper some unrealistic expectations. SS14 isn’t finished, and won’t be any time soon. We’re launching on Steam mainly as a way to make it easier to discover, download, and play the game. The Steam release doesn’t mean the game’s done, or that it has most of the features you’d expect in a remake. Don’t forget that we’re only releasing into Early Access.

So while SS14 is already “playable”, we don’t 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 you’d like to help playtest, ask for the Tester role over on our discord.

Anyway, let’s see the new features we’ve added!
[h2]New content![/h2]

[h3]Atmospherics[/h3]
Contributed by Zumorica

Click here for video Click here for video Click here for video

The atmospherics simulator remake finally has atmospherics! It’s inspired by monstermos, and we’re calling it zumos, in honor of its developer, Zumorica. It performs much better than SS13’s LINDA and ZAS atmospherics systems - you can burn down the entire station without grinding gameplay to a halt.

Here’s a non-exhaustive highlight reel of what SS14’s 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
[h3]Antimatter engine[/h3]
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[/h3]
Contributed by InquisitivePenguin and DrSmugleaf

You can now pull objects and players, just like in SS13.

Click here for video
[h3]Pointing[/h3]
Contributed by DrSmugleaf

You can now direct other players' attention by pointing at things.

Click here for video
[h3]Mob improvements[/h3]
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[/h3]
Contributed by DrSmugleaf

Mobs can have more than two hands.


[h3]More construction improvements[/h3]
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[/h3]
Contributed by nüke

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[/h3]
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[/h3]
Contributed by nüke

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 you’re gonna need extra cuffs for people with more than two arms.

Click here for video
[h3]Station events[/h3]
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[/h3]
Contributed by DrSmugleaf and juliangiebel

You can now dump trash as a janitor and provide the clown with expedient transit out of the captain’s office using the disposals system. We also have conveyor belts!



[h3]Admin menu[/h3]
Contributed by exp111



Our admins have been itching to inflict abuse on innocent players, and we’re fulfilling their darkest wishes with this button pressing UI. The visuals aren’t final, but we can’t say the same about the tyrannical bans that the admins will inflict.
[h3]do_after[/h3]
Contributed by metalgearsloth

You know the task bar from SS13 that appears when you’re cuffing someone, or vaulting a table, or welding a door shut? Known as “do_after” from SS13 code, it’s an important part of many upcoming features involving interruptable tasks, and we finally got around to implementing it in SS14.
[h3]Machine linking[/h3]
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[/h3]
Contributed by SoulSloth

If you thought death was going to let you escape a round of SS14, you’ll 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[/h3]
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[/h3]
Contributed by exp111

Speech can now be automatically modified for things like slurred speech while drunk, lizardpeople hissing, etc.



[h3]Spray bottles[/h3]
Contributed by exp111 and Zumorica

The Clown 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[/h3]
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[/h3]
Contributed by nüke

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, it’s now easier for contributors to define lighting effects for items.

Click here for video
[h3]Signs and plaques[/h3]
Contributed by Swept

Signs have been added to the Saltern directing you to the various departments.


[h3]RCD improvements[/h3]
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[/h3]
Contributed by Zumorica

The Clown can now assault entertain crewmembers by throwing pies at them.
[h3]Particle Accelerator[/h3]
Contributed by unusualcrow and PaulRitter

A fully constructable particle accelerator.


[h3]Crayons[/h3]
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[/h3]
Contributed by PaulRitter

A simple game to kill time in the bar.

[h3]Nanotrasen Block Game™[/h3]
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[/h3]
Contributed by SweptWasTaken
[h2]Tiny things[/h2]
  • 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 construction’s 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. nüke
[h2]Technical details[/h2][h3]Authentication[/h3]
Contributed by PJB

We now have a proper system for user accounts and authentication for those user accounts. Everything is basically working, except that we’re 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 you’re authenticated properly).

And no, we’re not sending your password to the game servers like BYOND does.

Nobody tell Mojang I stole was heavily inspired by the authentication sequence used by Minecraft.
[h3]OpenGL ES2 Support[/h3]
Contributed by 20kdc

The game can now run targeting OpenGL ES2 as graphics API, optionally via ANGLE on Windows. This basically means that it’ll run on literally any potato laptop made in the last decade and a half, probably.
[h2]Future content[/h2][h3]Lord Singuloth[/h3]
Yes, it can eat a hole through the station.


[h3]Disposal mailing[/h3]
Click here for video Click here for video
[h2]Credits[/h2]
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 couldn’t do this without you!