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Space Station 14 News

(Nov 19 - 26) Update - Bananadine, Buildable Shuttle Walls, Cak Hat

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


[h2]Additions[/h2]

- 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.

[h2]Tweaks[/h2]

- The reagent "egg" is now known as "cooked egg"
- Shuttle walls and windows can now be constructed.
- Disposal traversal damage is disabled for now.

[h2]Fixes[/h2]

- You must now unlock a cyborg's panel to access it
- Fix being unable to FTL dock to planets.

[previewyoutube][/previewyoutube]

(Nov 12 - 19) Update - Atlas Station, Chain Explosions, General Qol and Fixes

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


[h2]Additions[/h2]

- 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)

[h2]Tweaks[/h2]

- 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.

[h2]Fixes[/h2]

- 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][/previewyoutube]

(Nov 5 - 12) Update - Cyborg QoL, Cheaper Borg Parts, Sharkminnow

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][/previewyoutube]

Patch Notes


[h2]Additions[/h2]

- Added space sharkminnow from the carp family.
- Added bloodsucker’s 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 hop’s 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.

[h2]Tweaks[/h2]

- 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.

[h2]Fixes[/h2]

- 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

(Oct 29 - Nov 5) - Storage Rework, Anomaly Synchronizer, Thieving Gloves Buff

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][/previewyoutube]

Patch Notes


[h2]Additions[/h2]

- 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.

[h2]Tweaks[/h2]

- 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.

[h2]Fixes[/h2]

- 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.

(Oct 22 - 29) Update - Ion Storms, Hijack Shuttle Objective, Bola Nerfs

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][/previewyoutube]

Patch Notes


[h2]Additions[/h2]

- 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

[h2]Tweaks[/h2]

- Flannel jackets now keep you warm.
- Bolas no longer deal stamina damage if you’re 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.

[h2]Fixes[/h2]

- 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.