New update: Smart fridge, new chem master UI
Added 2025-07-20 11:08:31 +0000 UTCSmart Fridge and new Chem Master UI
The smart fridge and a new chem master UI have been ported!
The smart fridge stores pill bottles, pills, injectors, and other items containing chemicals, for corpsmen to grab in the chem line.
The chem master now lets you work on multiple pill bottles at once and changes to its UI are not delayed by your ping.
This also fixes many bugs with the chem master interface.
Other medical changes:
Mapped in janitorial buckets to the Almayer. These hold 500 units and can be used in the chemical dispenser and chem master. This also adds more preset transfer settings for them, and a 240 unit setting for high capacity beakers and the janitorial bucket.
Icon labels on pill bottles and other items now show 3 characters, up from 2.
Fixed pressurized canisters allowing transfer from non-reagent dispensers and non-reagent tanks, by Vermidia.
Fixed custom autoinjectors being refillable from bottles, by Vermidia.
Fixed damage done from overdoses being too low, by Arykh.
Fixed Tricordrazine's healing 0.5 asphyxiation instead of 0.25, by Arykh.
Added custom autoinjectors that work like the default autoinjectors (slow without skill but don't need skill), printable from the medilathe, by Vermidia.
Canister Pouches now show when they have a tank (and what color reagent is in it) and when they have an injector inserted, by Vermidia.
Added colored stripes to autoinjectors based on volume, pressurized canisters now have different fill sprites, by Vermidia.
Changed custom autoinjector names to be consistent, by Vermidia.
You can now flush canisters in reagent container pouches, by Vermidia.
Narcotics have been added! Mindbreaker Toxin, Space Drugs, and Psilocybin, by Arykh.
Antidepressants have been added! Methylphenidate, Citalopram, and Paroxetine, by Arykh.
Added the "Holy texts of the High Explosive Fragmenting Anti-personnel hand grenade" bible, by Arykh.
You can now create water by mixing hydrogen and oxygen. (Very inefficient), by Arykh.
Added Lexorin! By Arykh.
Added Russian Red and Radiation First-Aid Kit, by Arykh.
Dylovene can now remove Space Drugs and Mindbreaker Toxin, by Arykh.
Dylovene was missing it's damaging effects at the critical OD of 50u, by Arykh.
Dylovene can now treat patients that are high and seeing psychedelic colors, by Arykh.
Dexalin and Dexalin Plus can now remove Lexorin!, by Arykh.
Arithrazine's OD and passive damage was lower than intended, by Arykh.
Clicking a pill canister within a medical belt now pops out a pill, by Timemaster99.
CPR time now depends on medical skill, by Utmanarn.
New xenonid tunnel UI
By Vixting
Added a new tunnel UI that shows you where each tunnel is on a map when selected.
The map on the new UI also lets you directly click on a tunnel to select it.
Construction skill
By Dutch-VanDerLinde
This is the last skill that was tracked as unfinished on the roadmap, aside from vehicles.
This change reworks the construction system, letting you press Z with a material inhand to open a new menu.
The G menu for construction still works for those that prefer it, with the added construction skill requirements that some objects now have.
As a Combat Technician (Construction skill 2), you are able to build everything except for machine frames.
Examples of objects requiring the construction skill level 2 that comtechs have are the folding metal barricade and folding plasteel barricades, but not regular barricades, which require construction skill 1 instead.
The engineer instructional pamphlet that squad roles (including Riflemen) can buy for points gives you Construction 1 and Engineer 1, which allows the construction of regular barricades, but not foldings. Req also starts with a free 1 at base scaling.
Combat Technicians do not need to use the pamphlet.
You will now also be restricted to building objects one at a time, and only on the tile you're currently on.
This also fixes not being able to barb multiple barricades at once.
Other Changes
General Changes
Added hidden identities between marines and xenos. Marines can only see a xeno's caste and number (Defender XX-565), but not their rank, prefix, or suffix, because apparently people do not understand that they shouldn't refer to "PRO" in character. Xenos see a marine's gear and held items with a randomized appearance for each marine depending on the character's species, but not their name nor medals. The name they see instead depends on the species of the marine (tall host, scaled host, etc).
Added admin logs for lobby messages and character descriptions, make hive command admin perms instead of varedit perms, and added an admin verb to randomize someone's name.
Added a command to erase someone's chat messages without banning them, and one to force the next round to use a specific planet map.
Increased the maximum paper character length from 6 thousand to 10 thousand.
Skill examine now repeats the word skill fewer times
Temporarily gave Forecon Commander ShipMasterAccess until the ID card access console is added.
Added APC status lights, by CyberTropic.
Added a white neckerchief to loadouts, by noctyrnal.
Added different job spawn menu names for FORECON and WeYA PMC operators, by Dutch-VanDerLinde.
Added the WEYA mug, accessible through the Liaison's Automated Storage Briefcase, by SharkSnake98.
Added new sprites for SPP weaponry. Type 71s for everyone!, by SG6732.
Added a guidebook named "Xenonid Map Icons", it shows what each xenonid icon represents, and goes over some of their colors, by DummeHytteOst.
The M3-G4 Grenadier Armor now protects against front-facing leap attacks, stunning the attacker, by Dygon.
Added the burrowed larva cooldown. You now need to be dead for atleast 2.5 minutes to take a burrowed larva, by Dutch-VanDerLinde.
ERT Shuttles are now in the game, includes Generic, PMC, SPP and TSE ones, by J C Denton and DeFFoL.
The Golden Mateba now has rail and barrel attachments, by Arykh.
The Mateba and it's variants now have burst fire, by Arykh.
Added the M2100 "Ngájhe" machete and it's scabbard, by Arykh.
Added the (incomplete) absurdly sharp katana! By Arykh.
Added the katana scabbard! By Arykh.
Added the Syringe Case! By Arykh.
Added fill visuals for shotgun shell pouch and loading rig, by Dutch-VanDerLinde.
Mess Techs can now stack up an additional 6 kinds of sandwich(Plain, Big Bite, Super Bite, Five Alarm, Mcguffin, Bacon Burger), by SurfinNinja1.
18 new microwave recipes have been added, by SurfinNinja1.
2 new reagents (Peanut Butter and Cherry Jelly) can be created, by SurfinNinja1.
9 seeds added to MegaSeed Servitor, by SurfinNinja1.
5 new crops (White Beets, Peanuts, Sunflowers, Plump Mushrooms, and Grass), by SurfinNinja1.
Added Chicken, Bacon, and White beet to the Galley Ingredient Vendor, by SurfinNinja1.
Root Beer has been added to the soda dispenser, by SurfinNinja1.
There is now a chemistry recipe for salt using RMC Chems, by SurfinNinja1.
FORECON Survivors Squad Leader, Marksman, Smart Gun Operator, and support technician now require some extra playtime, compared to normal survivors, by Dutch-VanDerLinde.
Added additional Xeno chat sanitization, by noctyrnal.
Added a 70 hour playtime reward for security survivors, senior officer rank, by Dutch-VanDerLinde.
Added the TSEPA Peaked Cap, Jacket, High-Vis Vest / Jacket and the TSEPA Synthetic role. These are exclusive to PVE outside of admins, by noctyrnal.
PMCs now have job spawners, for PvE, by noctyrnal.
Chain of Command has been replaced with "Commander Succession", by Whisper.
FORECON marksmen now spawn with infiltrator boots, by Dutch-VanDerLinde.
Changed the Lurker's minimap blip, to match the icons of Runner and Ravager, by DummeHytteOst.
Made all FORECON survivor icons visible to marines, by Dutch-VanDerLinde.
Allowed camo to be applied to 5 layers at once, by Ramiris.
Renamed FORECON squad to 'Recon', from Reconnaissance, by Dutch-VanDerLinde.
Changed FORECON job prefixes to be shorter, by Dutch-VanDerLinde.
Weed nodes will now have 5 health when they're first made and will get 11 health when they stop spreading, by Dutch-VanDerLinde.
Added new booze to the Booze-O-Mat, by Dutch-VanDerLinde.
Resin traps now have weeds as part of their sprite, making them more visible and easier to target, by Dygon.
Xeno acid effects now have their hitbox reduced to match the size of fire tiles, meaning you'll only get hit if a larger portion of your sprite clips into the acid, by Dygon.
Increased the M2132 machete's throw damage from 4 to 10, by Arykh.
The HEFA sword now looks like a proper HEFA sword, by Arykh.
Tweaked Amasec and Beepsky Smash recipes to use RMC Iron, by SurfinNinja1.
Updated 5 recipes to be more accurate, by SurfinNinja1.
Updated grape plant name, by SurfinNinja1.
Updated Fried Egg sprite, by SurfinNinja1.
Changed 4 pizza recipes to produce RMC versions, by SurfinNinja1.
Updated RMC pizza slice sprites to match their whole counterparts, by SurfinNinja1.
The television can now be rotated, by nocturnal
Map Changes
Fixed moving near some containers on Hybrisa getting you stuck.
Fixed Admin Fax having 451 Fahrenheit temperature and levitating rats, by J C Denton and noctyrnal.
Fixed leaky roof on the Normandy, by CyberTropic.
Actually fixed FORECON commander not ignoring the max survivor limit, by Dutch-VanDerLinde.
Fixed there being an infinite amount of FORECON Commander slots, by Dutch-VanDerLinde.
Fixed FORECON CO icon not appearing, by Dutch-VanDerLinde.
Fixed booze-o-mats and WEYA med vendors on the colony starting with full contents and reagents, by Dutch-VanDerLinde.
Fixed the Chess-O-Mat not having any contents, by Dutch-VanDerLinde.
Added ash trays, mirrors, heavy cables, overhead cargo crane tracks and fire extinguisher cabinets along with edge tiles for the Almayer, by noctyrnal.
Added tents! By Ramiris.
Added armylathe and casings for a future Ordnance Technician, by AlexisMoonlight.
Added missing content for Hybrisa, by noctyrnal.
Hybrisa's LZ2 is now filled with fog which drops at 15 minutes, by noctyrnal.
ERT Shuttles now spawn on Thunderdome map, by J C Denton.
The "ON" Phonebox now glows, by nocturnal.
Fixes
Fixed error from being able to wear multiple cassettes at once.
Fixed typo in the UNMC sniper uniform description.
Fixed cassette players being too quiet, increased by 6 decibels.
Fixed force feeding including pills stopping when moving 0.01 tiles, instead of the default 0.3 tiles.
Fixed reagent tanks phasing through each other.
Fixed TSEPA roles not being able to tune communications towers with TSE comms.
Fixed the chem master playing the eject sound twice.
Fixed the tunnel rename UI not popping up when making a tunnel.
Fixed Vampire Lurker Tail Jab being able to hit through walls.
Fixed roller beds not fitting into crates.
Fixed censor character nudity overlaying over armor and not working for some species.
Fixed not being able to barb multiple cades at the same time.
Fixed survivors not spawning with a fireaxe as random gear, by Dutch-VanDerLinde.
Fixed the pump shotgun only holding 9 shells instead of 10, by Dutch-VanDerLinde.
Fixed using tail seize during melee cooldown not properly cancelling the ability, by Vermidia.
Fixed being able to attach a bipod to the Mar-50, by DummeHytteOst.
Fixed custom rifle bullets not having a maximum range of 24 (they no longer do damage past that), by Vermidia.
Fixed custom rifle incind and impact bullets not having a minimum range of 4 (they lose accuracy if too close or too far), by Vermidia.
Fixed custom rifle incind bullets just having different accuracy falloff from the other custom rifle bullets, by Vermidia.
Fixed acid ball cooldown being 0 and applying before the doafter finished, by Vermidia.
Fixed req being able to order an SG kit, by Vermidia.
Fixed the Warrior's fling ability stunning and slowing for too long. It now stuns for 1 second instead of 2 seconds, and slows for 4 seconds instead of 8 seconds, by Dygon.
Fixed the Ravager's Clothesline ability applying the wrong effect, it now dazes for 4 seconds instead of slowing for 8 seconds, by Dygon.
Fix lifesaver bags being able to hold blood packs, by Vermidia.
Fix medical storage rig not storing some items, by Vermidia.
Fixed unconscious not being it's own status effect. Various causes of it now correctly treat it as such, and it can be shaken out of, by Vermidia.
Fix AP M5-ATL Rockets not causing unconsciousness, by Vermidia.
Fixed abduct's range being 1 too long (7 > 6), by Vermidia.
Fixed hive clusters being able to be placed on unweedable surfaces, like grass, by Dutch-VanDerLinde.
Fixed a random space being in front of the weapon specialist prefixes, by RangerXVII.
Fixed melee weapons not having 20 AP, by Dutch-VanDerLinde.
Fixed the katana dealing less damage than intended, by Dutch-VanDerLinde.
Acid traps no longer apply or reapply their paralyze effect when you are already downed, by Dygon.
Fixed light armors having better explosion protection than medium. Their values are now swapped, by Vermidia.
Added M5 bayonet’s missing description. It now tells you it can be attached to the end of a rifle, by Arykh.
Fixed base crusher's charge not deleting or doing enough damage against some objects, by Vermidia.
Fixed screech not stacking with existing stuns, by Vermidia.
Fixed ground acid stunning if you were downed, by Vermidia.
Fixed sentries not being able to be deployed if you have 0 skill, by Dutch-VanDerLinde.
PvE Changes
Added an admin-spawn variant of the synth vendor for colony synth.
Added the Two-Point Sling for PVE - A magnetic harness that offers benefits when one handing a gun, by noctyrnal.
Fixed PvE showing planet map votes until cancelled by an admin.
Added a large map table, found on the Golden Arrow and potentially the Almayer, by noctyrnal.
Added Gun Racks for the M54C Mk1-2 / M42A2 and M35. These can be found on the Golden Arrow, by noctyrnal.
Added a new version of the "Golden Arrow" map for PVE, by noctyrnal.
Added multiple missing props found on the Golden Arrow, by noctyrnal.
The PVE version of Hybrisa has received a massive update, adding lots of missing content and fixing many issues with it, by noctyrnal.