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		<title><![CDATA[Goonstation Forums - All Forums]]></title>
		<link>https://forum.ss13.co/</link>
		<description><![CDATA[Goonstation Forums - https://forum.ss13.co]]></description>
		<pubDate>Sat, 04 Apr 2026 20:11:31 +0000</pubDate>
		<generator>MyBB</generator>
		<item>
			<title><![CDATA[Minor Change on #18329 - HoS Priority over Secoff (Lowpop)]]></title>
			<link>https://forum.ss13.co/showthread.php?tid=25072</link>
			<pubDate>Thu, 02 Apr 2026 15:11:50 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.ss13.co/member.php?action=profile&uid=10429">ThatScarlett</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.ss13.co/showthread.php?tid=25072</guid>
			<description><![CDATA[This thread suggests a small change on the #18329 merged Pull Request.<br />
<br />
-The merged PR majorly changes one game dynamic: Security Officers have high-priority until there are 2 Security Officers selected.<br />
<br />
(This is the good part) It assures that if a player has Security Officer on Low/Medium/Priority, it will be rolled over other roles, but not Captain or AI, which guarantees there will be Security to help the station (This is good specially for Lowpop Rounds).<br />
<br />
(This is a 'downside') However, if a player has Head of Security on priority and Security Officer on other priorities, and there are less than 2 Security Officers selected, this player will roll Security Officer instead of Head of Security.<br />
<br />
(Unsure if two players with the same Occupations mentioned before would both roll Security Officer, instead of one HoS and one Secoff)<br />
<br />
At least on Classic Lowpop(10-20 players) there usually is very few security or none(counting with the Detective). An Officer can handle most situations well, such as a changeling, a vampire or a traitor. However some situations ask for more acces (Calling the shuttle) and perhaps heavier gear(Thermals for a cloaker, Flamethrowers for a Blob(hard to happen but sometimes it does), which the HoS has more acces to help the crew in emergencies(Such as Revolution, Nuclear Emergency or Blob).<br />
And you cannot always count on having a Captain or Head of Personnel to aid on these rounds.<br />
<br />
-The Suggestion.<br />
<br />
Having Head of Security take priority over the 2 Security Officer initial rolls, so that even if a player has Head of Security on priority and Security Officer on Low/Medium priority on a Lowpop Round, they will roll Head of Security.<br />
<br />
-What Improvements Would This Bring?<br />
<br />
Having a Head of Security more consistently on Lowpop Rounds(around -20 crewmembers). Even if they have more firepower, they are still vulnerable to a stealthy Changeling sting, an Arcfiend combo or a traitor surprise attack.<br />
<br />
-This suggestion is more focused on the current state of Classic(Goonstation 1: Heisenbee), as the rounds have a lower population currently.<br />
<br />
I'd like to hear what are the thoughts on this suggestion, even though it would only apply for lower population rounds.  <img src="https://forum.ss13.co/images/smilies/goonstation/boogiebot.gif" alt="Boogiebot" title="Boogiebot" class="smilie smilie_627" /> <img src="https://forum.ss13.co/images/smilies/goonstation/boogiebot.gif" alt="Boogiebot" title="Boogiebot" class="smilie smilie_627" /><br />
<span style="color: #59636e;" class="mycode_color"><span style="font-size: 1pt;" class="mycode_size"><br />
8 9</span></span>]]></description>
			<content:encoded><![CDATA[This thread suggests a small change on the #18329 merged Pull Request.<br />
<br />
-The merged PR majorly changes one game dynamic: Security Officers have high-priority until there are 2 Security Officers selected.<br />
<br />
(This is the good part) It assures that if a player has Security Officer on Low/Medium/Priority, it will be rolled over other roles, but not Captain or AI, which guarantees there will be Security to help the station (This is good specially for Lowpop Rounds).<br />
<br />
(This is a 'downside') However, if a player has Head of Security on priority and Security Officer on other priorities, and there are less than 2 Security Officers selected, this player will roll Security Officer instead of Head of Security.<br />
<br />
(Unsure if two players with the same Occupations mentioned before would both roll Security Officer, instead of one HoS and one Secoff)<br />
<br />
At least on Classic Lowpop(10-20 players) there usually is very few security or none(counting with the Detective). An Officer can handle most situations well, such as a changeling, a vampire or a traitor. However some situations ask for more acces (Calling the shuttle) and perhaps heavier gear(Thermals for a cloaker, Flamethrowers for a Blob(hard to happen but sometimes it does), which the HoS has more acces to help the crew in emergencies(Such as Revolution, Nuclear Emergency or Blob).<br />
And you cannot always count on having a Captain or Head of Personnel to aid on these rounds.<br />
<br />
-The Suggestion.<br />
<br />
Having Head of Security take priority over the 2 Security Officer initial rolls, so that even if a player has Head of Security on priority and Security Officer on Low/Medium priority on a Lowpop Round, they will roll Head of Security.<br />
<br />
-What Improvements Would This Bring?<br />
<br />
Having a Head of Security more consistently on Lowpop Rounds(around -20 crewmembers). Even if they have more firepower, they are still vulnerable to a stealthy Changeling sting, an Arcfiend combo or a traitor surprise attack.<br />
<br />
-This suggestion is more focused on the current state of Classic(Goonstation 1: Heisenbee), as the rounds have a lower population currently.<br />
<br />
I'd like to hear what are the thoughts on this suggestion, even though it would only apply for lower population rounds.  <img src="https://forum.ss13.co/images/smilies/goonstation/boogiebot.gif" alt="Boogiebot" title="Boogiebot" class="smilie smilie_627" /> <img src="https://forum.ss13.co/images/smilies/goonstation/boogiebot.gif" alt="Boogiebot" title="Boogiebot" class="smilie smilie_627" /><br />
<span style="color: #59636e;" class="mycode_color"><span style="font-size: 1pt;" class="mycode_size"><br />
8 9</span></span>]]></content:encoded>
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		<item>
			<title><![CDATA[Mistake was made, did not mean to make this and dont know how to delete lol]]></title>
			<link>https://forum.ss13.co/showthread.php?tid=25069</link>
			<pubDate>Thu, 02 Apr 2026 08:20:45 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.ss13.co/member.php?action=profile&uid=13676">KrampusBoomhowler</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.ss13.co/showthread.php?tid=25069</guid>
			<description><![CDATA[<div style="text-align: center;" class="mycode_align"><span style="text-decoration: underline;" class="mycode_u"><span style="color: #eeeeee;" class="mycode_color"><span style="font-family: Arial Black;" class="mycode_font">NAUGHTY LIST RECIPIENT #177,874,432,003</span></span></span></div>
<div style="text-align: center;" class="mycode_align">
<span style="color: #ff857a;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: Courier New;" class="mycode_font">Krampus Boomhowler</span></span></span></div>
<div style="text-align: center;" class="mycode_align"><span style="font-size: x-small;" class="mycode_size">Former legal name: Princess  - Known Aliases: Joseph Biggsman, </span></div>
<hr class="mycode_hr" />
MADE A MISTAKE SHIT, DIDNT MEAN TO POST]]></description>
			<content:encoded><![CDATA[<div style="text-align: center;" class="mycode_align"><span style="text-decoration: underline;" class="mycode_u"><span style="color: #eeeeee;" class="mycode_color"><span style="font-family: Arial Black;" class="mycode_font">NAUGHTY LIST RECIPIENT #177,874,432,003</span></span></span></div>
<div style="text-align: center;" class="mycode_align">
<span style="color: #ff857a;" class="mycode_color"><span style="font-size: large;" class="mycode_size"><span style="font-family: Courier New;" class="mycode_font">Krampus Boomhowler</span></span></span></div>
<div style="text-align: center;" class="mycode_align"><span style="font-size: x-small;" class="mycode_size">Former legal name: Princess  - Known Aliases: Joseph Biggsman, </span></div>
<hr class="mycode_hr" />
MADE A MISTAKE SHIT, DIDNT MEAN TO POST]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Neo Noir Detective reward skin.]]></title>
			<link>https://forum.ss13.co/showthread.php?tid=25066</link>
			<pubDate>Tue, 31 Mar 2026 04:19:21 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.ss13.co/member.php?action=profile&uid=12538">erikkainn</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.ss13.co/showthread.php?tid=25066</guid>
			<description><![CDATA[Simple Idea, new sprite outfit for the detective they can unlock. Neo Noir style.  Give the detective some 80's sci fi detective flare.<br />
Maybe something Grey with green neon highlights. Something some people would find cool and interesting but would still fit the detective "stepped out of an old movie" look vibe (sorry to say the 80's was 40 years ago).]]></description>
			<content:encoded><![CDATA[Simple Idea, new sprite outfit for the detective they can unlock. Neo Noir style.  Give the detective some 80's sci fi detective flare.<br />
Maybe something Grey with green neon highlights. Something some people would find cool and interesting but would still fit the detective "stepped out of an old movie" look vibe (sorry to say the 80's was 40 years ago).]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Stamps for jobs that should have stamps!]]></title>
			<link>https://forum.ss13.co/showthread.php?tid=25065</link>
			<pubDate>Tue, 31 Mar 2026 04:13:11 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.ss13.co/member.php?action=profile&uid=12538">erikkainn</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.ss13.co/showthread.php?tid=25065</guid>
			<description><![CDATA[Right as it says on the tin, Make some stamps for people that would/could use specific job stamps. For example, Inspector totally could use a unique stamp like "Has been inspected". Botanists can have a stamp to Ok specific requests from kitchen or medical. Heck even the detective can have a silly stamp that is just a coffee ring stain or bo jack bottle ring stain. <br />
<br />
Just saying more stamps are cool and would add to RP.]]></description>
			<content:encoded><![CDATA[Right as it says on the tin, Make some stamps for people that would/could use specific job stamps. For example, Inspector totally could use a unique stamp like "Has been inspected". Botanists can have a stamp to Ok specific requests from kitchen or medical. Heck even the detective can have a silly stamp that is just a coffee ring stain or bo jack bottle ring stain. <br />
<br />
Just saying more stamps are cool and would add to RP.]]></content:encoded>
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		<item>
			<title><![CDATA[food convertor artifact]]></title>
			<link>https://forum.ss13.co/showthread.php?tid=25064</link>
			<pubDate>Mon, 30 Mar 2026 23:01:01 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.ss13.co/member.php?action=profile&uid=12370">Cropsey</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.ss13.co/showthread.php?tid=25064</guid>
			<description><![CDATA[I know I'm generally quite outspoken about round-removing/death/killing people forever mechanics but, in my opinion:<br />
<br />
The food convertor artifact, as it is right now, is not a fun or engaging addition to the game.<br />
<br />
It's different to a borging artifact, wherein you get to play on as a borg. You touch it, and if you're not snatched out within thirty seconds by another player, that's it. <br />
<br />
It seems like a total noob trap. Hell, I have several thousand hours in this game and it got me. I know it's a relatively new addition and I don't really see what "instant kill no takesies backsies" mechanics add to a game- where antags are expected to escalate, mind- and I know "oh but you work artlab, artlab is dangerous" is a line of thought but:<br />
a. a newbie to the game doesn't know that you shouldn't touch those, it could instantly remove you from the round<br />
b. these are lying about in maints by default. something like a deathly hotwire, the crew has to work towards.<br />
c. you can touch one and it immediately kills you. there are other things that do, but: something like the PTL is visibly dangerous. there is blood around it. the singularity is visibly dangerous. you get effects from it from being near it, even. a grinder looks like a sharp thing that will paste you up. a gun looks like a gun.<br />
<br />
This post made by "i misclicked an inactive one when i was walking through maints a few minutes after roundstart and immediately got minced and round-removed". It didn't even turn me into a burger. 0/10. I would have made a great cheeseburger. <br />
<br />
You could make SOME of the same complaints about other artifacts but:<br />
a. you touch a borg artifact you get to play as a borg. you do not just die irreversibly<br />
b. artifacts that inject you do not [or incredibly rarely] instantly kill you. this is an artifact that's entire deal is "kills you instantly permanently" - i've not come across it IN science myself but I can't imagine that's... very engaging for science players. <br />
c. curser artifacts were nerfed significantly for somewhat similar problems<br />
<br />
I think this should be changed somehow. Even if it just turns you into a soulsteel burger, that's not so much of a slap in the face.]]></description>
			<content:encoded><![CDATA[I know I'm generally quite outspoken about round-removing/death/killing people forever mechanics but, in my opinion:<br />
<br />
The food convertor artifact, as it is right now, is not a fun or engaging addition to the game.<br />
<br />
It's different to a borging artifact, wherein you get to play on as a borg. You touch it, and if you're not snatched out within thirty seconds by another player, that's it. <br />
<br />
It seems like a total noob trap. Hell, I have several thousand hours in this game and it got me. I know it's a relatively new addition and I don't really see what "instant kill no takesies backsies" mechanics add to a game- where antags are expected to escalate, mind- and I know "oh but you work artlab, artlab is dangerous" is a line of thought but:<br />
a. a newbie to the game doesn't know that you shouldn't touch those, it could instantly remove you from the round<br />
b. these are lying about in maints by default. something like a deathly hotwire, the crew has to work towards.<br />
c. you can touch one and it immediately kills you. there are other things that do, but: something like the PTL is visibly dangerous. there is blood around it. the singularity is visibly dangerous. you get effects from it from being near it, even. a grinder looks like a sharp thing that will paste you up. a gun looks like a gun.<br />
<br />
This post made by "i misclicked an inactive one when i was walking through maints a few minutes after roundstart and immediately got minced and round-removed". It didn't even turn me into a burger. 0/10. I would have made a great cheeseburger. <br />
<br />
You could make SOME of the same complaints about other artifacts but:<br />
a. you touch a borg artifact you get to play as a borg. you do not just die irreversibly<br />
b. artifacts that inject you do not [or incredibly rarely] instantly kill you. this is an artifact that's entire deal is "kills you instantly permanently" - i've not come across it IN science myself but I can't imagine that's... very engaging for science players. <br />
c. curser artifacts were nerfed significantly for somewhat similar problems<br />
<br />
I think this should be changed somehow. Even if it just turns you into a soulsteel burger, that's not so much of a slap in the face.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[more NT rep rewards]]></title>
			<link>https://forum.ss13.co/showthread.php?tid=25061</link>
			<pubDate>Mon, 30 Mar 2026 04:27:15 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.ss13.co/member.php?action=profile&uid=13196">GARGATHUGANOKSREVENG</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.ss13.co/showthread.php?tid=25061</guid>
			<description><![CDATA[fighting syndicate drones in the trench on ocean maps while listening to music was really fun, until I unlocked everything, in which it then didn't benefit me at all. <br />
<br />
anyone got any ideas how to make the NT rep system more replayable? doesn't have to be more redeemable rewards, just something small would suffice. money? anything?]]></description>
			<content:encoded><![CDATA[fighting syndicate drones in the trench on ocean maps while listening to music was really fun, until I unlocked everything, in which it then didn't benefit me at all. <br />
<br />
anyone got any ideas how to make the NT rep system more replayable? doesn't have to be more redeemable rewards, just something small would suffice. money? anything?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[A -seemingly- insane NO2 Buff proposals, which is rational]]></title>
			<link>https://forum.ss13.co/showthread.php?tid=25060</link>
			<pubDate>Sun, 29 Mar 2026 20:41:23 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.ss13.co/member.php?action=profile&uid=13342">Agent reburG</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.ss13.co/showthread.php?tid=25060</guid>
			<description><![CDATA[Okay, at first, NO2 is utterly underutilized. <br />
<br />
Why is that? <br />
<br />
Patience mostly (always) refuse NO2 stubbornly out of distrust, which more gamer-y than even what most people on RP would admit to. <br />
<br />
Instead the "Pros" (in avoiding it and being even more out-of-character),<br />
just use the sleep emote, which gives the same failsafe surgery bonus. <br />
<br />
So it's not just immersion breaking, but also irritating with this aftertaste of cheesing. <br />
<br />
Reason given to this behavior by the fact that just sleeping and using NO2 gives the same benefit, but also that just emoting sleep is significantly faster. <br />
<br />
So the painful truth of anesthetics (heh), is that there is no noticeable gain, arguing for its usage. <br />
<br />
Nerf/Remove the Emote? Just a Temporary patch and might disgruntle player. <br />
<br />
What if, NO2 actually does something unique, besides nullifying the chances of a surgery slip up? <br />
<br />
So here the actual proposal:<br />
<br />
-When knocked out and inhaling the needed NO2 amount<br />
<ul class="mycode_list"><li>Chemicals deplete 4x times slower<br />
</li>
<li>Healing received is doubled<br />
</li>
<li>Tox and Oxy damage from any source is halved<br />
</li>
<li>Incoming Organ Damage is halved<br />
</li>
<li>The damage amount needed for the Death RNG is lowered<br />
</li>
</ul>
<br />
I already can people hear, <br />
<br />
~reburG you utter fool, you arrogant wisecrack this is just a list of positive effects and completely bongas broken! <br />
<br />
Your greed will be your downfall and your hubris shall be humbled in it!~<br />
<br />
Okay, but it's really not broken, pretty good at best (which is the intend behind it). <br />
<br />
The double condition of being knocked out and inhaling a set amount, makes it completely foolproof against abuse in any sort of combat advantage. <br />
You can't really demand a nappy timeout to heal yourself up while completely unable to do ANYTHING. <br />
As soon you turn the valve for your internals, you would need a second person or wait for the NO2 to run out and pray you wake up before you suffocate to death.<br />
<br />
The rest is less than what it seems, <br />
longer depletion just means you can use less of anything overall, <br />
more healing received means less need to stack dumping of chem-mixes, <br />
less damage of Tox/Oxy and Organs allow for a breather although not long,<br />
the lowering of the Death RNG means you don't just get randomly unlucky mid-or deep in the operation. <br />
<br />
All this only when someone bothers to remove the persons internals/backpack, put a medical mask on them as well as the NO2 tank and turn it ON. <br />
Which still takes time, but it's now undeniably helpful, making nay saying to it easy to refute. <br />
<br />
While also taking pressure out of critical situations, allowing for doctors to actually maybe say- even speak to each other instead of hastily pump every chem known to mankind into the patient. <br />
<br />
At least that is my take on this, of course I would like to hear how other think about this and the issue at hand itself.<br />
<br />
---------------------------------------------------------------------------------------------------------------------------------------------<br />
<span style="text-decoration: underline;" class="mycode_u"><span style="font-style: italic;" class="mycode_i"><span style="font-weight: bold;" class="mycode_b">EDIT</span></span></span>: <span style="font-weight: bold;" class="mycode_b"><span style="font-style: italic;" class="mycode_i">UPDATE</span></span><br />
<br />
This Thread was ingenious and developed the original idea to a more mature approach and I just summarize it here for readability (credit to the whole thread of course) <br />
<br />
So currently it's behaviour is <span style="font-weight: bold;" class="mycode_b"><span style="font-style: italic;" class="mycode_i">binary</span></span>:<br />
<br />
If enough NO2 moles are inhaled, you are knocked out, or just giggle if below. <br />
<br />
The new idea is to have <span style="font-weight: bold;" class="mycode_b"><span style="font-style: italic;" class="mycode_i">stages</span></span>, <br />
<br />
<span style="text-decoration: underline;" class="mycode_u">Below the current amount:</span> Giggling and nothing as before. <br />
<br />
<span style="text-decoration: underline;" class="mycode_u">With the amount currently needed to sedate:</span><ul class="mycode_list"><li>The patient is paralyzed, but with enough motor function to emote and whisper<br />
</li>
<li>The standard guarantee for surgery success as before<br />
</li>
<li>Healing is increased by 1,5x times and Depletion Rates halved<br />
</li>
</ul>
<br />
<span style="text-decoration: underline;" class="mycode_u">With twice to thrice the amount: </span><ul class="mycode_list"><li>The old full-knockdown<br />
</li>
<li>Depletion Rate is halved again, healing increased to a factor of 2x times<br />
</li>
<li>Tox/Oxy Damage received is halved<br />
</li>
<li>Threshold for the DeathRNG to start is lowered by 100 health points<br />
</li>
</ul>
<br />
But also, after being paralyzed or knocked out for longer than 5 minutes, rampant tox build up will kill the recipient, to prevent people being forgotten on the surgery table. <br />
<br />
Overall, these changes justify usage, prevent boring black screening for basic procedures, allowing to stabilize and delay serious cases or operations, while also prohibiting extended permastuns. <br />
Adding some playable depth and room for creativity to an underused medical application.]]></description>
			<content:encoded><![CDATA[Okay, at first, NO2 is utterly underutilized. <br />
<br />
Why is that? <br />
<br />
Patience mostly (always) refuse NO2 stubbornly out of distrust, which more gamer-y than even what most people on RP would admit to. <br />
<br />
Instead the "Pros" (in avoiding it and being even more out-of-character),<br />
just use the sleep emote, which gives the same failsafe surgery bonus. <br />
<br />
So it's not just immersion breaking, but also irritating with this aftertaste of cheesing. <br />
<br />
Reason given to this behavior by the fact that just sleeping and using NO2 gives the same benefit, but also that just emoting sleep is significantly faster. <br />
<br />
So the painful truth of anesthetics (heh), is that there is no noticeable gain, arguing for its usage. <br />
<br />
Nerf/Remove the Emote? Just a Temporary patch and might disgruntle player. <br />
<br />
What if, NO2 actually does something unique, besides nullifying the chances of a surgery slip up? <br />
<br />
So here the actual proposal:<br />
<br />
-When knocked out and inhaling the needed NO2 amount<br />
<ul class="mycode_list"><li>Chemicals deplete 4x times slower<br />
</li>
<li>Healing received is doubled<br />
</li>
<li>Tox and Oxy damage from any source is halved<br />
</li>
<li>Incoming Organ Damage is halved<br />
</li>
<li>The damage amount needed for the Death RNG is lowered<br />
</li>
</ul>
<br />
I already can people hear, <br />
<br />
~reburG you utter fool, you arrogant wisecrack this is just a list of positive effects and completely bongas broken! <br />
<br />
Your greed will be your downfall and your hubris shall be humbled in it!~<br />
<br />
Okay, but it's really not broken, pretty good at best (which is the intend behind it). <br />
<br />
The double condition of being knocked out and inhaling a set amount, makes it completely foolproof against abuse in any sort of combat advantage. <br />
You can't really demand a nappy timeout to heal yourself up while completely unable to do ANYTHING. <br />
As soon you turn the valve for your internals, you would need a second person or wait for the NO2 to run out and pray you wake up before you suffocate to death.<br />
<br />
The rest is less than what it seems, <br />
longer depletion just means you can use less of anything overall, <br />
more healing received means less need to stack dumping of chem-mixes, <br />
less damage of Tox/Oxy and Organs allow for a breather although not long,<br />
the lowering of the Death RNG means you don't just get randomly unlucky mid-or deep in the operation. <br />
<br />
All this only when someone bothers to remove the persons internals/backpack, put a medical mask on them as well as the NO2 tank and turn it ON. <br />
Which still takes time, but it's now undeniably helpful, making nay saying to it easy to refute. <br />
<br />
While also taking pressure out of critical situations, allowing for doctors to actually maybe say- even speak to each other instead of hastily pump every chem known to mankind into the patient. <br />
<br />
At least that is my take on this, of course I would like to hear how other think about this and the issue at hand itself.<br />
<br />
---------------------------------------------------------------------------------------------------------------------------------------------<br />
<span style="text-decoration: underline;" class="mycode_u"><span style="font-style: italic;" class="mycode_i"><span style="font-weight: bold;" class="mycode_b">EDIT</span></span></span>: <span style="font-weight: bold;" class="mycode_b"><span style="font-style: italic;" class="mycode_i">UPDATE</span></span><br />
<br />
This Thread was ingenious and developed the original idea to a more mature approach and I just summarize it here for readability (credit to the whole thread of course) <br />
<br />
So currently it's behaviour is <span style="font-weight: bold;" class="mycode_b"><span style="font-style: italic;" class="mycode_i">binary</span></span>:<br />
<br />
If enough NO2 moles are inhaled, you are knocked out, or just giggle if below. <br />
<br />
The new idea is to have <span style="font-weight: bold;" class="mycode_b"><span style="font-style: italic;" class="mycode_i">stages</span></span>, <br />
<br />
<span style="text-decoration: underline;" class="mycode_u">Below the current amount:</span> Giggling and nothing as before. <br />
<br />
<span style="text-decoration: underline;" class="mycode_u">With the amount currently needed to sedate:</span><ul class="mycode_list"><li>The patient is paralyzed, but with enough motor function to emote and whisper<br />
</li>
<li>The standard guarantee for surgery success as before<br />
</li>
<li>Healing is increased by 1,5x times and Depletion Rates halved<br />
</li>
</ul>
<br />
<span style="text-decoration: underline;" class="mycode_u">With twice to thrice the amount: </span><ul class="mycode_list"><li>The old full-knockdown<br />
</li>
<li>Depletion Rate is halved again, healing increased to a factor of 2x times<br />
</li>
<li>Tox/Oxy Damage received is halved<br />
</li>
<li>Threshold for the DeathRNG to start is lowered by 100 health points<br />
</li>
</ul>
<br />
But also, after being paralyzed or knocked out for longer than 5 minutes, rampant tox build up will kill the recipient, to prevent people being forgotten on the surgery table. <br />
<br />
Overall, these changes justify usage, prevent boring black screening for basic procedures, allowing to stabilize and delay serious cases or operations, while also prohibiting extended permastuns. <br />
Adding some playable depth and room for creativity to an underused medical application.]]></content:encoded>
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		<item>
			<title><![CDATA[Roundstart Mimes]]></title>
			<link>https://forum.ss13.co/showthread.php?tid=25053</link>
			<pubDate>Fri, 27 Mar 2026 08:34:57 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.ss13.co/member.php?action=profile&uid=12588">Jamie!</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.ss13.co/showthread.php?tid=25053</guid>
			<description><![CDATA[Pretty self explanatory. I'm honestly curious as to why it isn't a roundstart job already, it's guaranteed to be on the latejoin menu every round anyhow, and even has its own unique traitor item. From what I can tell, the only real effect of being available at roundstart would be that mimes would have a much higher chance of being an antagonist than they do currently, which, personally, I'd enjoy.]]></description>
			<content:encoded><![CDATA[Pretty self explanatory. I'm honestly curious as to why it isn't a roundstart job already, it's guaranteed to be on the latejoin menu every round anyhow, and even has its own unique traitor item. From what I can tell, the only real effect of being available at roundstart would be that mimes would have a much higher chance of being an antagonist than they do currently, which, personally, I'd enjoy.]]></content:encoded>
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		<item>
			<title><![CDATA[[PR] Firearms targeting changes (Tables as cover + shoot prone mobs)]]></title>
			<link>https://forum.ss13.co/showthread.php?tid=25051</link>
			<pubDate>Fri, 27 Mar 2026 01:41:19 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.ss13.co/member.php?action=profile&uid=6901">github_bot</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.ss13.co/showthread.php?tid=25051</guid>
			<description><![CDATA[<a href="https://github.com/goonstation/goonstation/pull/26259" target="_blank" rel="noopener" class="mycode_url">PULL REQUEST DETAILS</a><br />
<br />
<br />
[COMBAT][BALANCE][INPUT]<br />
<span style="font-weight: bold;" class="mycode_b">About the PR </span><br />
Adds more interactivity to gunfights with changes to how guns target, and adds a 'Cover' component.<br />
<br />
Targeting changes:<br />
 - Clicking a mob's sprite with no recoil will 'aim' at the mob briefly (~2 seconds).<br />
   - Mobs you're 'aiming' at will be significantly more likely to be hit if they are prone.<br />
   - If they are hiding behind cover, it will make it more likely you destroy their cover.<br />
<br />
Cover changes:<br />
 - Lying down behind cover (tables, flipped vending machines) will cause incoming projectiles to fly over you. <br />
   - This doesn't apply if the shooter is also adjacent to the table.<br />
   - Clowns will randomly peek their head up and stand up just in time to catch the bullet.<br />
 - Firing while prone will cause bullets to stop when you hit a table.<br />
 - (WIP) Tables will occasionally be hit by bullets, and will potentially break.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Why's this needed? </span><br />
Spraying and praying is the best way to go with firearms - there's not a whole lot you can do if someone shoots at you. <br />
<br />
This hopes to add more cover &amp; chaos to gunfights, especially Syndie rounds.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Testing </span><br />
<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Changelog </span><br />
<br />
<br />
<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>changelog<br />
(u)TDHooligan<br />
(*)Clicking a mob's sprite directly will cause guns to 'aim' at them, provided you're at 0 recoil. Aimed shots more easily hit prone mobs &amp; the cover they're hiding behind.<br />
(*)Lying down behind tables/flipped vending machines will now protect you from gunfire, provided the shooter isn't also adjacent to the table.<br />
(-)Tables will now occasionally be hit by gunfire, and can potentially break from damage.<br />
(-)Penetrating rounds will ignore tables entirely.</code></div></div><br />
<br />
<a href="https://github.com/goonstation/goonstation/pull/26259" target="_blank" rel="noopener" class="mycode_url">PULL REQUEST DETAILS</a>]]></description>
			<content:encoded><![CDATA[<a href="https://github.com/goonstation/goonstation/pull/26259" target="_blank" rel="noopener" class="mycode_url">PULL REQUEST DETAILS</a><br />
<br />
<br />
[COMBAT][BALANCE][INPUT]<br />
<span style="font-weight: bold;" class="mycode_b">About the PR </span><br />
Adds more interactivity to gunfights with changes to how guns target, and adds a 'Cover' component.<br />
<br />
Targeting changes:<br />
 - Clicking a mob's sprite with no recoil will 'aim' at the mob briefly (~2 seconds).<br />
   - Mobs you're 'aiming' at will be significantly more likely to be hit if they are prone.<br />
   - If they are hiding behind cover, it will make it more likely you destroy their cover.<br />
<br />
Cover changes:<br />
 - Lying down behind cover (tables, flipped vending machines) will cause incoming projectiles to fly over you. <br />
   - This doesn't apply if the shooter is also adjacent to the table.<br />
   - Clowns will randomly peek their head up and stand up just in time to catch the bullet.<br />
 - Firing while prone will cause bullets to stop when you hit a table.<br />
 - (WIP) Tables will occasionally be hit by bullets, and will potentially break.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Why's this needed? </span><br />
Spraying and praying is the best way to go with firearms - there's not a whole lot you can do if someone shoots at you. <br />
<br />
This hopes to add more cover &amp; chaos to gunfights, especially Syndie rounds.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Testing </span><br />
<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Changelog </span><br />
<br />
<br />
<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>changelog<br />
(u)TDHooligan<br />
(*)Clicking a mob's sprite directly will cause guns to 'aim' at them, provided you're at 0 recoil. Aimed shots more easily hit prone mobs &amp; the cover they're hiding behind.<br />
(*)Lying down behind tables/flipped vending machines will now protect you from gunfire, provided the shooter isn't also adjacent to the table.<br />
(-)Tables will now occasionally be hit by gunfire, and can potentially break from damage.<br />
(-)Penetrating rounds will ignore tables entirely.</code></div></div><br />
<br />
<a href="https://github.com/goonstation/goonstation/pull/26259" target="_blank" rel="noopener" class="mycode_url">PULL REQUEST DETAILS</a>]]></content:encoded>
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		<item>
			<title><![CDATA[Gluey/sticky tickets and fines]]></title>
			<link>https://forum.ss13.co/showthread.php?tid=25049</link>
			<pubDate>Wed, 25 Mar 2026 00:07:46 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.ss13.co/member.php?action=profile&uid=13238">Vulwin_Gilran</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.ss13.co/showthread.php?tid=25049</guid>
			<description><![CDATA[Okay SO I think it would be really funny if tickets and fines act like sticky notes and can be stuck onto people or objects. This would mainly be very funny for Salvager rounds, as its funny to impound a pod and leave a ticket in front of it, BUT it would be even better if you could stick it right onto the pod without having to get chemistry to make you a bunch of glue.]]></description>
			<content:encoded><![CDATA[Okay SO I think it would be really funny if tickets and fines act like sticky notes and can be stuck onto people or objects. This would mainly be very funny for Salvager rounds, as its funny to impound a pod and leave a ticket in front of it, BUT it would be even better if you could stick it right onto the pod without having to get chemistry to make you a bunch of glue.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[New Item Idea: Glue Stick]]></title>
			<link>https://forum.ss13.co/showthread.php?tid=25046</link>
			<pubDate>Sun, 22 Mar 2026 20:44:20 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.ss13.co/member.php?action=profile&uid=11300">Whele</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.ss13.co/showthread.php?tid=25046</guid>
			<description><![CDATA[A small tube of glue that applies 1u of space glue when used on an object. Runs out after 5 uses to avoid making it TOO easy to just spam a bunch of items onto things. Could be added to office supply closets.<br />
<br />
Pros: Adds one more interesting object to office supply containers, sticking stuff to other stuff is funny<br />
Cons: Gives chemistry one less specialization, niche as it may be<br />
<br />
Glue Stick<br />
____________________________________<br />
Most commonly used to get into sticky situations.]]></description>
			<content:encoded><![CDATA[A small tube of glue that applies 1u of space glue when used on an object. Runs out after 5 uses to avoid making it TOO easy to just spam a bunch of items onto things. Could be added to office supply closets.<br />
<br />
Pros: Adds one more interesting object to office supply containers, sticking stuff to other stuff is funny<br />
Cons: Gives chemistry one less specialization, niche as it may be<br />
<br />
Glue Stick<br />
____________________________________<br />
Most commonly used to get into sticky situations.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA["I hate sec, fuck sec" on RP. Why?]]></title>
			<link>https://forum.ss13.co/showthread.php?tid=25044</link>
			<pubDate>Sun, 22 Mar 2026 00:37:09 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.ss13.co/member.php?action=profile&uid=11526">Zombie</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.ss13.co/showthread.php?tid=25044</guid>
			<description><![CDATA[Especially as a non-antag, command member or actually employed people. Not counting tourists, stowaways etc. and to a limited extent staff assistant.<br />
<br />
We are all, barring the mentioned people, employed by Nanotrasen and we should act like we want to keep our jobs. So roleplaying as a "sec hater" feels kind of grating, especially when security is expected to actually uphold a higher degree of RP and always be lenient and courteous.<br />
<br />
I don't know who you are or what you do for an actual living, but say you work for a hospital, do you hate your security guards there simply for doing their jobs and keeping you safe (trying in Space Station 13's case, trying)?<br />
<br />
It gets extra annoying when people in command roles do it.<br />
<br />
Example: <br />
MD in party line: "I pranked sec by puffing smoke through the phone"<br />
CE: Good, fuck sec<br />
<br />
I mean..? I would expect this kind of behaviour from maybe bored staff assistants but command members who are not antagonists in the given round? Is this acting like you want to keep your job?<br />
<br />
Maybe I am missing something and it's in the spirit of SS13 to hate sec on more classic aligned servers, but on roleplay servers? Security is not the police, security are not out to bully you or oppress you, you are security colleague, albeit in another department and they are there to protect you, but if you act like security are oppressors, tell me one good reason why security shouldn't? (except for the very obvious server rules and we would probably get bwoinked)<br />
<br />
I don't expect you to endlessly praise security, and you can have very valid concerns about security in a given specific shift which you can then RP on, but when it is the norm I don't see any difference in this kind of behaviour than using the term "shitsec" unironically.<br />
<br />
Just a bit of ranting from someone tired of being being called "shitsec", if not in direct terminology then in spirit.]]></description>
			<content:encoded><![CDATA[Especially as a non-antag, command member or actually employed people. Not counting tourists, stowaways etc. and to a limited extent staff assistant.<br />
<br />
We are all, barring the mentioned people, employed by Nanotrasen and we should act like we want to keep our jobs. So roleplaying as a "sec hater" feels kind of grating, especially when security is expected to actually uphold a higher degree of RP and always be lenient and courteous.<br />
<br />
I don't know who you are or what you do for an actual living, but say you work for a hospital, do you hate your security guards there simply for doing their jobs and keeping you safe (trying in Space Station 13's case, trying)?<br />
<br />
It gets extra annoying when people in command roles do it.<br />
<br />
Example: <br />
MD in party line: "I pranked sec by puffing smoke through the phone"<br />
CE: Good, fuck sec<br />
<br />
I mean..? I would expect this kind of behaviour from maybe bored staff assistants but command members who are not antagonists in the given round? Is this acting like you want to keep your job?<br />
<br />
Maybe I am missing something and it's in the spirit of SS13 to hate sec on more classic aligned servers, but on roleplay servers? Security is not the police, security are not out to bully you or oppress you, you are security colleague, albeit in another department and they are there to protect you, but if you act like security are oppressors, tell me one good reason why security shouldn't? (except for the very obvious server rules and we would probably get bwoinked)<br />
<br />
I don't expect you to endlessly praise security, and you can have very valid concerns about security in a given specific shift which you can then RP on, but when it is the norm I don't see any difference in this kind of behaviour than using the term "shitsec" unironically.<br />
<br />
Just a bit of ranting from someone tired of being being called "shitsec", if not in direct terminology then in spirit.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Colorful Lizors]]></title>
			<link>https://forum.ss13.co/showthread.php?tid=25041</link>
			<pubDate>Sat, 21 Mar 2026 05:43:10 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.ss13.co/member.php?action=profile&uid=12915">Scientifically</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.ss13.co/showthread.php?tid=25041</guid>
			<description><![CDATA[<div style="text-align: center;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b">Hello! Are you tired of having your Saurians be desaturated? Have you wanted more color in your life? Well look no further, for this guide will show you how to have the most eye-piercing lizards this side of the Frontier.</span></div>
<br />
<br />
<div style="text-align: center;" class="mycode_align">This, Is Little-Hero</div>
<div style="text-align: center;" class="mycode_align"><img src="https://i.imgur.com/g4jAhOd.png" loading="lazy"  width="300" height="300" alt="[Image: g4jAhOd.png]" class="mycode_img" /></div>
<div style="text-align: center;" class="mycode_align">He is currently suffering from "Hyper-Greeness". But how did he get this way?<br />
Well, first we have to talk about Saurian scales.<br />
To prevent your eyes from being exposed to the surface of a sun every time a Saurian comes into view, the game automatically desaturates scales. The opposite of this is also true, as the game will bump the brightness of scales if they are too dark. No walking around as a dark void for you!<br />
<br />
<br />
Colors in the color picker are on a scale of 0-255<br />
But for Saurians, this scale is reduced to 50-190<br />
For example, this is Little-Hero's scale color.<br />
<img src="https://i.imgur.com/Z2w6qoj.png" loading="lazy"  width="400" height="200" alt="[Image: Z2w6qoj.png]" class="mycode_img" /><br />
With this in mind, what if I wanted to make a Saurian that was purple?<br />
Well, I'd do something like this.<br />
<img src="https://i.imgur.com/pAEe08F.png" loading="lazy"  width="400" height="200" alt="[Image: pAEe08F.png]" class="mycode_img" /><br />
Just LOOK at how vivid that is!<br />
<img src="https://i.imgur.com/osuttB7.png" loading="lazy"  width="200" height="200" alt="[Image: osuttB7.png]" class="mycode_img" /><br />
<br />
But before I go, here's two fun facts about scale colors.<br />
The head stripe can be as bright as you want, as it completely ignores scale dimming.<br />
The underside of the tail also ignores scale dimming, despite the belly not doing so.<br />
<br />
Anyways, that's about all I wanted to talk about.</div>]]></description>
			<content:encoded><![CDATA[<div style="text-align: center;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b">Hello! Are you tired of having your Saurians be desaturated? Have you wanted more color in your life? Well look no further, for this guide will show you how to have the most eye-piercing lizards this side of the Frontier.</span></div>
<br />
<br />
<div style="text-align: center;" class="mycode_align">This, Is Little-Hero</div>
<div style="text-align: center;" class="mycode_align"><img src="https://i.imgur.com/g4jAhOd.png" loading="lazy"  width="300" height="300" alt="[Image: g4jAhOd.png]" class="mycode_img" /></div>
<div style="text-align: center;" class="mycode_align">He is currently suffering from "Hyper-Greeness". But how did he get this way?<br />
Well, first we have to talk about Saurian scales.<br />
To prevent your eyes from being exposed to the surface of a sun every time a Saurian comes into view, the game automatically desaturates scales. The opposite of this is also true, as the game will bump the brightness of scales if they are too dark. No walking around as a dark void for you!<br />
<br />
<br />
Colors in the color picker are on a scale of 0-255<br />
But for Saurians, this scale is reduced to 50-190<br />
For example, this is Little-Hero's scale color.<br />
<img src="https://i.imgur.com/Z2w6qoj.png" loading="lazy"  width="400" height="200" alt="[Image: Z2w6qoj.png]" class="mycode_img" /><br />
With this in mind, what if I wanted to make a Saurian that was purple?<br />
Well, I'd do something like this.<br />
<img src="https://i.imgur.com/pAEe08F.png" loading="lazy"  width="400" height="200" alt="[Image: pAEe08F.png]" class="mycode_img" /><br />
Just LOOK at how vivid that is!<br />
<img src="https://i.imgur.com/osuttB7.png" loading="lazy"  width="200" height="200" alt="[Image: osuttB7.png]" class="mycode_img" /><br />
<br />
But before I go, here's two fun facts about scale colors.<br />
The head stripe can be as bright as you want, as it completely ignores scale dimming.<br />
The underside of the tail also ignores scale dimming, despite the belly not doing so.<br />
<br />
Anyways, that's about all I wanted to talk about.</div>]]></content:encoded>
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		<item>
			<title><![CDATA[Guardbuddy Ideas]]></title>
			<link>https://forum.ss13.co/showthread.php?tid=25040</link>
			<pubDate>Fri, 20 Mar 2026 13:41:19 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.ss13.co/member.php?action=profile&uid=11171">ju45he</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.ss13.co/showthread.php?tid=25040</guid>
			<description><![CDATA[Guardbuddies are underused and annoying to use. To be able to access the fun stuff you need more buddies, the headpass, and PDA packet programs. All of these are easily obtainable without interacting with others but it's annoying.<br />
<br />
1. The RD, a head of staff, should have the headpass memorized or on a paper. They can easily sniff it from the very same guardbuddies they will use it on, but maybe a head of staff should have the headpass.<br />
<br />
2. PDA packet programs on the RD's PDA cartridge. You could probably use scripts on DWAINE but those aren't as convenient as having packet programs on your PDA.<br />
<br />
3. Parts should be on the science fabricator by default. I don't get why they aren't already.<br />
<br />
4. Arcbuddies should be changed. They're easy to get, cheap, and easily the most powerful module. Personally I think the tesla should be an RD module and in the old buddy factory be replaced with some card that disables their gunlaw so you can put phasers and shit on the buddies. <br />
<br />
5. Some maps have crappy robot depots. Oshan is a tiny room with a few docks, and on donut 2 you have to put the buddies into crates to bring them to the station. It'd be cool if there was some bot-only teleporter that linked them together. <br />
<br />
6. The guardbuddy crate for cargo should be made cheaper or have more random stuff in them. It's so much cheaper and gives better selection to go to bombini to buy the parts instead which really makes the crate pointless.<br />
<br />
7. It'd be cool if you could just use the secpass to toggle gunlaws in the same way you can use the headpass to toggle lethals. You can already set an e-gun to lethals on a buddy which is better than some phaser and without an ammofab, putting ballistics on a buddy requires lots of reloads.]]></description>
			<content:encoded><![CDATA[Guardbuddies are underused and annoying to use. To be able to access the fun stuff you need more buddies, the headpass, and PDA packet programs. All of these are easily obtainable without interacting with others but it's annoying.<br />
<br />
1. The RD, a head of staff, should have the headpass memorized or on a paper. They can easily sniff it from the very same guardbuddies they will use it on, but maybe a head of staff should have the headpass.<br />
<br />
2. PDA packet programs on the RD's PDA cartridge. You could probably use scripts on DWAINE but those aren't as convenient as having packet programs on your PDA.<br />
<br />
3. Parts should be on the science fabricator by default. I don't get why they aren't already.<br />
<br />
4. Arcbuddies should be changed. They're easy to get, cheap, and easily the most powerful module. Personally I think the tesla should be an RD module and in the old buddy factory be replaced with some card that disables their gunlaw so you can put phasers and shit on the buddies. <br />
<br />
5. Some maps have crappy robot depots. Oshan is a tiny room with a few docks, and on donut 2 you have to put the buddies into crates to bring them to the station. It'd be cool if there was some bot-only teleporter that linked them together. <br />
<br />
6. The guardbuddy crate for cargo should be made cheaper or have more random stuff in them. It's so much cheaper and gives better selection to go to bombini to buy the parts instead which really makes the crate pointless.<br />
<br />
7. It'd be cool if you could just use the secpass to toggle gunlaws in the same way you can use the headpass to toggle lethals. You can already set an e-gun to lethals on a buddy which is better than some phaser and without an ammofab, putting ballistics on a buddy requires lots of reloads.]]></content:encoded>
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		<item>
			<title><![CDATA[Pronoun Preference bound to soul]]></title>
			<link>https://forum.ss13.co/showthread.php?tid=25039</link>
			<pubDate>Fri, 20 Mar 2026 00:20:22 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.ss13.co/member.php?action=profile&uid=10140">Silent Majority</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.ss13.co/showthread.php?tid=25039</guid>
			<description><![CDATA[Pretty sinple suggestion I recently thought of: our bodies of course are genderless, buy one thing some dread is being sm'd into the wrong gender or SR/monkey cloned into the wrong gender.<br />
<br />
A very simple fix would be to have gender noun just travel with the soul itself so even if you're Forcibly turned into Shitty Bill your noun stays they/them, etc.<br />
<br />
Could also allow voice selection from the genetics menu?<br />
<br />
Hardly vital, but would please some peeps.]]></description>
			<content:encoded><![CDATA[Pretty sinple suggestion I recently thought of: our bodies of course are genderless, buy one thing some dread is being sm'd into the wrong gender or SR/monkey cloned into the wrong gender.<br />
<br />
A very simple fix would be to have gender noun just travel with the soul itself so even if you're Forcibly turned into Shitty Bill your noun stays they/them, etc.<br />
<br />
Could also allow voice selection from the genetics menu?<br />
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Hardly vital, but would please some peeps.]]></content:encoded>
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