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Funky Station Update - 04/27/2026

updates to funky station will be announced here! stay tuned!!


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Rainbeon
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Funky Station Update - 04/27/2026

Post by Rainbeon »

The last Content Update of Funky is finally here!

New Job-Restricted Traitor Tools

-# by @mkanke

Added various job-restricted traitor tools, purchasable in the Syndie Uplink.

  • Cargo - A utility knife with a hidden reagent reservoir, applied on melee attack.
  • Cargo - An appraisal tool with a Radio Jammer hidden inside it.
  • Engineering - A warning cone with a hidden 2x1 storage compartment.
  • Engineering - A long range remote trigger hidden inside a network configurator.
  • Medical - A vial of 15 units of Lead.
  • Medical - A medical face-shield that acts as flash protection.
  • Science - An Uplink disguised as an anomaly scanner.
  • Botany - An Uplink disguised as a plant analyzer.
  • Chef - A pepper shaker filled with 15 units of Lead.
  • Chef - A coffee pitcher filled with 50 units of Napalm.
  • Librarian - An extra sharp D4 that can cut through shoes, dealing damage and tripping.
  • Mime - an auto-injector disguised as an emergency medipen with 15 units of Mute Toxin.
  • Mime - Pure white shoes that mute all footstep sounds.

Freeform Silicon Lawboard

-# by widgetbeck (Imp), ported/adapted by @ALooseGoose

Added the Freeform Lawboard, a Lawboard that spawns inside the RD's locker at shift start which allows you to change the Laws programmed inside as you wish. It starts with NT Default pre-programmed but can be used in whatever way you wish (though you are limited by SOP in regards to: distribution, and not using it in conflict with the interests of Nanotrasen). [Additionally, the RD also starts with an additional pure-NT Default board in their locker, so don't feel bad about shifting the Freeform off of that].

A syndicate version of the Freeform Lawboard has also been added, purchasable for 70 TC (as Syndies), or 80 TC (as Nukies). This one starts with a new lawset "Death to NT Default" which acts as a direct inversion to NT Default, but can also be programmed freely. This replaces the Antimov board in the Uplink (though you could still manually recreate Antimov if you so chose...).

Replicator Re-work

-# by widgetbeck (Imp), @ALooseGoose

  • Tier 1 Replicators now have their own weapon, the drone stun prod, dealing 20 Stamina damage, for clarity.
  • Tier 1 Replicator's stun ray now deals stamina damage again.
  • Tier 2 Replicators now has a split path, adding a more combat-focused T2 Variant that deals 12 brute damage + 15 structural. They may also shoot a lethal laser, rather than a stun laser.
  • Tier 3 Replicators now have an "AAC Tablet".
  • Tier 3 Replicators are now the only one that can make new Nests.
  • Replicators are now on the Ninja Threat Call list.
  • Replicators now have a pinpointer that lead to their nests.
  • Replicators now bleed Nanite Slurry instead of Oil. This is centrifugable for Aluminum, Iron, Ice, and Synthblood (which also centrifuges immediately), and deals shock damage when ingested.
  • Any Replicator can now upgrade at any Nest.
  • All Replicators can now speak in beeps and boops, and sound more intimidating as they evolve.
  • Replicators have been changed to use middle hands, instead of left/right, as a UI fix.
  • Stackable items now behave how you expect them to with Replicators.

Item Additions

  • Added safety goggles and safety jamgoggles. - by pirakaplant
  • Added cheap sunjar glasses and ("real") sunjar glasses. - by pirakaplant
  • Added prescription sun glasses, craftable by combining sunglasses and glasses. - by pirakaplant
  • Added the polka dot jumpsuit, clown jumpsuit, and smug clown mask. - by Fr0goo
  • Added the security riot launcher which fires less-lethal grenades and tear gas. (Unmapped) - by Xcybitt
  • Added A New Corporate Styled Armored Carapace for C.C. Officials, instead of the Sec Armor Vest. - by df303949-dotcom

Other Additions

  • Added a medical chem dispenser! It has a lock and has no need for power, has unlockable wheels but it can't fit beakers. However, it fits vials and bottles. Find it in the CMO's locker as a flatpack or make it in the circuit printer! - by Xcybitt
  • Added Resource Monitoring computer which allows Cargo to monitor resources of other departments. - by Terkala
  • Added 6 new drinks: Black Japan, Bruised Melon, Cosmic Alaska, Coconut Sake Colada, Horse's Neck, Ransom Note - most of which use lesser-utilized reagents. - by SharkSnake98
  • Added the Smoker trait. Gives the user the need to consume nicotine regularly. - by HealedFoil
  • Added the Decommissioned Vending Surplus crate to the cargo store. - by Sugarlord32
  • Added the H2O warning sign for mapper use. - by pirakaplant
  • Added 3 new types of decals, 3 new tiles and a platform entity for mapping. - by EmilyCoelhoBR
  • Added new lobby art 'Ivan'. - by Ramblinger

    Systems Changes

  • Command and CC jobs no longer roll first, instead rolling as all other jobs do. - by willowzeta
  • Made the End-of-Round player manifest more interesting. - by Joana

Antagonist Changes

  • Changeling and TraitorLing game modes have been removed from Secret rotation. - by masterelzoi
  • Reverted thieves to original thief objectives. - by Terkala
  • Mini-Dragons are now a 0 cost Wizard Familiar, and no longer spawn via events. - by Terkala
  • BloodCult doesn't deconvert from being splashed with holy water anymore. - by Terkala
  • Added mind control implants to the Nukie uplink. - by TrixxedHeart
  • Added fast draw implanter to the Nukie uplink. - by TrixxedHeart
  • Syndicates can now buy Pinpointers for 5 TC. - by Xcybitt
  • Syndicate Agents now have more detailed objective descriptions for flavor. - by ALooseGoose
  • Gave syndicat and syndiroach a proper description. - by Idem778
    -# Segment ported by 2DSiggy
  • Space Dragons now have randomly generated names. - by muburu (WizDen)
  • Dragons can now pry open doors, including firelocks. - by muburu (WizDen)
  • Other Dragon rifts now remain intact when one is destroyed. - by TheFlyingSentry (WizDen)

Zombie Changes and Fixes

-# Segment by Queer-Cats

  • Zombie airborne infectivity increased by 15%.
  • Zombies reduce damage taken by 10%.
  • Reduced time between Zombie infection stages.
  • Zombie blood metabolizes faster.
  • Ambuzol 5 amount required halved.
  • Coughing occurs more often in the infected.
  • Players are now properly infected during Zombie gamemodes.
  • Ambuzol now properly inoculates.
  • Romerol no longer bypasses inoculation.
  • Zombie bites no longer bypass inoculation.
  • Animals no longer have zombie tumors.
  • Animals now correctly have AI and become ghost roles when zombified.
  • Zombified animals no longer show as having no ID.

Silicon Changes and Fixes

  • Animals can now have job icons, making them crew-eligible. - by Queer-Cats
  • You can no longer remove the power-cell from Atmos Borg Module holofans. - by nullrout3
    -# Segment by @rainbeon
  • Cyborgs, with exception to the Syndie Assault Borg, have had their flat damage reduction against Slash and Piercing reduced from -5 to -1, making them no longer functionally immune to most smaller threats.
  • Affected Cyborgs now have a -20% damage resistance to Piercing and Slash, instead of 0% resistance.
  • A lawboard for NT Default is now also present inside the RD's locker and Roboticist's locker.
  • EMAG's Law 0 now states that the crew's orders and safety override all other Laws.
  • The chance of an Ion Storm swapping out your Silicon Law set if affected by it is now 55%, up from 25%.
  • Ion Storm Law set roll weights have been entirely changed to more often result in more "active" law sets.
  • NT Default's Law 1 now specifies "material assets" instead of just "assets". Crew are not assets for the purposes of this Law.
  • Clarified the wording of NT Default Law 1 further.
  • A popup is now displayed to the Cyborg and other people around when someone pets a Cyborg.
  • Fixed Cyborgs not clearing their EMAG status when re-lawed with a law board. This means you can now EMAG a Cyborg after it has been fixed later, it also means the Robotics Console works on them again.
  • Fixed Cyborgs still being told they are an Altered Silicon after being re-lawed with a law board, they are now given the Silicon mind role when this occurs.
  • Fixed Medical Cyborgs initially having the mass of an ant and thus being unable to pull until someone else pulled them. Now Medborgs can pull normally as expected.
  • Updated Hat Offsets for Medical and Engineering Cyborgs.

Medical Changes

  • Medbeds now heal almost all heat and brute damages, however they are now as slow as trico. - by Xcybitt
  • Made chembags fit jugs and other things that fit into the chemical dispenser. - by Xcybitt
  • Made bottles fit into chem dispensers. - by Xcybitt
  • Jugs are now Large 3x3 items. - by pirakaplant
  • Bodybags can now be carried. - by TrixxedHeart
  • The field surgery kit now contains a 150u beverage jug of anodynafil instead of a 200u chemical jug, for space reasons. - by pirakaplant
  • Added an extra jug of chlorine to Chemvends. - by WhityCyssius

Security Changes

  • Added the crimes of Fraud and Grand Fraud to Space Law. They punish trickery and deceptive behavior. - by ferynn
  • Raised Lecter fire rate, removed scope. - by Terkala
  • Separated Assault and Battery in the crime linking chart. - by ferynn
  • The Head of Security now starts with a holoflare pen in their PDA. - by pirakaplant
  • Buffed the baton grenade to deal 20 blunt. - by Xcybitt
  • The RG-2 now starts fully charged, and has had its description fixed. - by ZarathushtraSpitama

CCVIP/Command Changes

  • All Command roles now get the fancy announcement when they arrive. - by TrixxedHeart
  • All Command members that don't already have their own pen now start with a luxury pen in their PDAs. - by pirakaplant
  • Added word highlights for Magistrate, Nanotrasen Representative, and Internal Affairs Agents. - by TrixxedHeart
    -# Segment by Idem778
  • IAA now requires ten command hours.
  • IAA's SOP book now deals 10 blunt damage at a very slow attack speed.
  • IAA’s SOP book now has more articles in it.
  • IAA’s SOP book is now named "a comprehensive collection of NanoTrasen Standard Operating Procedures".
  • Added command extended access to Internal Affairs Agent on "Skeleton Crew" Shifts.

Engineering Changes

  • Atmospheric devices will now show their device order on examine. - by marc-pelletier
  • Hydrogen and Tritium fires will release roughly 10 times the energy. - by marc-pelletier
  • RPDs moved to Atmos Lockers. - by Scrambledking
  • Pneumatic valves no longer function above 4500 kPa. - by Terkala
  • Changed contraband status of both arc gloves and the HEV suit. - by HealedFoil
  • SM hallucinations are now localized to the area around SM. - by MeowVal

Species Changes

  • Thavens can now have their moods scrambled by ion storms. - by mqole (Imp), ported by zergologist
  • Rat stomachs now use Human metabolism. - by pirakaplant
  • Removed Lizard tail wagging as part of the resprite. - by ThIrd

Trait Changes

  • The Scandinavian accent is now half as likely to replace a vowel with an accent equivalent. - by pirakaplant
    -# Segment by TrixxedHeart
  • Moving people who are actively having seizures now does blunt damage to them, do not move people who are having seizures.
  • Neuroaversion seizure audio is now localized to the player with Neuroaversion.
  • Neuroaversion seizure calculations have been rebalanced.
  • Psicodine now actively prevents seizures and pauses build while being metabolized.

SOP Changes

  • Magistrates can no longer issue SOP punitive punishments unless requested by the NT Rep. - by Idem778
  • Tweaked a few SOPs and removed OOC in SOP. - by Huhm-1
  • Removed CE's SOP about carrying a lethal sidearm. - by Toastermeister
  • Overhauled Quartermaster, Cargo Tech, and Salvage Specialist SOP. - by Allycatra
  • Added Mail Clerk entry into Cargo SOP. - by Allycatra
  • Changed chemistry SOP point 6 to prevent issues with "Rules as Written". - by neadsy

Guidebook Changes

  • Updated the Guidebook for Zombies. - by Harro365
  • Added warning about theobromine and allicin to the reptilian guidebook page. - by battlecruiser12
  • Added Metafriending clause to guidebook, added Interrogation vs. Torture clause to guidebook. - by salpphie
  • Removed IPC mention in guidebook. - by salpphie
  • Changed Naming Conventions for all species being able to share names now in the guidebook. - by salpphie

Item Availability Changes

  • Poker chips are now available in the Good Clean Fun Vendor. 10 sets of 10000 are available at the start of the round. - by 2DSiggy, Ratsmageddon
  • Added genie lamps and the multiweh plushie to the mail pool. - by Xcybitt
  • The white hardhat and hi-viz vest have both been added to the cargo technician's loadout options. - by pirakaplant
  • Added the Raven Mask to the AutoDrobe list. - by LilHoss4k
  • Added the animal masks to the theatrical performances crate. - by LilHoss4k
  • The Chief Engineer now has the train whistle as a job trinket, locked behind 100 hours of CE time. - by pirakaplant
  • The Chief Engineer can now select up to three job trinkets. - by pirakaplant
  • The Clown now has access to Jester outfits in their loadout. - by Fr0goo

Other Changes

  • Added reagent fire color variations that depend on the fire's temperature. - by vivry
  • Cigarette Carton and Matchstick Box are now whitelisted to only take their intended items specifically. - by Scrambledking
  • Changed the unknown plushie's "squeak" sound effect. - by Woodensponge
  • Added pen holders to folders. - by Xcybitt
  • Janitor belt can now hold screwdrivers. - by Scrambledking
  • Lowered nicotine coughing threshold to 25u. Functionally, after hitting the 20u limit, should take around 3 minutes of continual smoking to actually start coughing. - by Xcybitt
  • Removed line about recalling the automatic evac shuttle. - by salpphie

Map Changes

  • Added Bramble Station for Playtesting, a new original large high-pop map by @Dusty-Plant based around themes of consumerism and class struggle.
  • Kettle has been updated and is ready for Playtesting, by @EmilyCoelho.

Bagel
-# Changes by @mkanke

  • Changed GenPop to have more ingredients for a better cooking experience.
  • Fixed some bugs.

Box
-# Changes by @neadsy

  • Replaced the TEG with a Supermatter Crystal.
  • The old TEG spawns in the Engineering Storage Room instead.
  • Fixed there not being a way to recycle waste gases.

Core
-# Changes by @TrixxedHeart

  • Revamped the Service Lounge.
  • Added a Laundromat.
  • Added the PTP.
  • Added more station maps.
  • Added a Psychologist's Office and Job Role.
  • Added a mailing system.
  • Added more Maints!
  • Moved the Clown room.
  • Moved the Chapel.
  • Moved Bridge Fireaxe into the Command conference room.
  • Moved the NT Rep's Office on-station.
  • IAA office now has meteor shielding.
  • Moved the Gravity Generator to Treat Vault.
  • Old NT Rep Office turned into Maints!
  • Added a SmartFridge to Medbay's treatment room.
  • Simplified Science's artifact atmos setup.
  • Made Bridge harder to break into with Disposals.
  • Removed unnecessary door sets in hallways.
  • Removed duplicate dispo chute in Cargo.
  • Replaced Magistrate's windows with Uranium windows.
  • Removed the Genetics Lab.
  • Removed the Nuclear Reactor.

Court
-# Changes by @Dusty-Plant

  • Added some attached asteroids to the Northwest.
  • Added a small extension to the docking arm.
  • Added disposal unit in docking arm.
  • Added a button to open Med front doors to the front desk.
  • Added a bookshelf label folder to Library.
  • Added a power monitoring console next to the PTP.
  • Made ArtiSci slightly more spacious.
  • Moved the Vault entrance down into the Bridge.
  • Moved Robotics Console to the RD's office, from Robotics.
  • Replaced Liquid O2 canister outside Chem with a normal O2 canister.
  • Moved boombox next to the bar for more peace for Musicians.
  • Improved Defunct Zombie Lab.
  • Slightly improved Maints Cult Room.
  • Made the Ice Dungeon harder to complete.
  • Lowered Bee count significantly.
  • Removed some jetpacks.
  • Removed HFR money.
  • Removed Advanced First Aid Kits in Medbay.
  • Dropped Maximum Population to 70.
  • Blobs now announce earlier on this station.

Eden
-# Changes by @salpphie

  • Added 2 IAA spots.
  • Changed SM cooling loop to be less problematic.

Packed
-# Changes by @8tv

  • Added more snack and drink vending machines.
  • Added decals to the Surgery rooms.
  • Added various missing directional fans.
  • Replaced some reinforced windows with standard windows.
  • Removed Genetics station beacon.
  • Fixed Plasma Extractor that was not mining Plasma.
  • Fixed Arrivals/Evac/Reactor Warp Points.
  • Fixed an errant Emergency Evac Airlock in Northwest Maints.

Roid
-# Changes by @mkanke

  • Fixed some wiring and access issues.

Playtest Maps

  • Gax's name has been changed to Guariní. - by EmilyCoelho
  • Oasis has had its Engineering Department reworked. - by EmilyCoelho
  • Made minor fixes to Cyberiad. - by EmilyCoelho

Resprites + Sprite Changes

-# Segment by @Tea

  • Resprited security to a more space-military aesthetic.
    -# Segment by @ThIrd
  • Resprited every Reptilian marking.
  • Added new Reptilian markings.
    -# Segment by @TrixxedHeart
  • Snouts now render over Jumpsuits.
  • Added displacements for Reptilians.
    -# Segment by @Delta
  • Fixed Moth displacements.
  • Changed "Enlist" Poster to be of ERT, rather than Death Squad (NT-certified not real).
    -# Segment by @Fr0goo
  • Resprited lots of clown/tider clothes.
  • Resprited the Holoclown.
  • Winter clothes now match with the Splendor color palette.
  • White Gloves are now a matching shape of white their jumpsuit/jumpskirt counterpart.
  • Jugs, buckets, and ice buckets are now Large 3x3 items. - by pirakaplant

Other Bug Fixes

  • Last Words/Succumb/Fake Death are now usable again when in critical. - by TrixxedHeart
  • Fixed bloodloss dizziness duration being influenced by alcohol tolerance traits. - by amauralex
  • Impaired Mobility trait now does not affect floating and using a jetpack. - by alex-infdev
  • Tails no longer visually clip underneath large helmets and hardsuits. - by alex-infdev
  • Toggleable hardsuit helmets now properly update their hidden visual layers over the network when toggled. - by alex-infdev
  • The frontal lisp now transcribes capitalised words and initialisms better, and also works better with the Boston accent. - by pirakaplant
  • The security equipment crate no longer has a disabler. - by pirakaplant
  • Siderlac chem bounty now properly looks for Siderlac. - by Homingpenguins
  • R&D consoles, lathes, etc. can no longer connect to research servers on separate grids. - by EmoGarbage404, ElectroJr (WizDen), ported by MeowVal
  • Fixed more undefined markings strings. - by Mariiibo
  • Fixed non-humanoids not being able to enter the Critical state. - by Jemtamird
  • Fixed CPR not accounting for a mob's total health pool. - by Jemtamird
  • Fixed a bug where Void Heretics couldn't craft their blade while in space. - by WiZ88
  • Bluespace Gas Vendors now have the correct interaction directions. - by TrixxedHeart
  • Made nicotine actually build up in the body if you're smoking. - by Xcybitt
  • Rodentia now have a fixture consistent with their size. - by pirakaplant
  • Fixed an issue in which paradox clones did not receive the synthetic trait. - by neadsy
  • Fixed senior officer PDA contraband markers. - by Xcybitt
  • Migraines now properly refresh speed when they end. - by TrixxedHeart
  • Fixed grappling gun bugs where the rope visual would persist on client after retracting. - by amauralex
  • Fixed an issue that caused a Central Command announcement stating: "false". - by neadsy

Text Fixes

  • Fixed the spelling of Affidavit in the Legal SOP. - by Komonighub
  • Removed references to the "gateway" from Alert Level SOP. - by funkycmm
  • The reference to "Mining" is now "Salvage" in the Green Alert SOP. - by funkycmm
  • The names of the chemical analysis jamgoggles (formerly "chemical analysis jamgogs") and meson jamgoggles (formerly "engineering jamgoggles") are now consistent with other eyewear. - by pirakaplant
 

POSTREACT(ions) SUMMARY

LAW #*#^@$!?: Update Funky Station

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