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Author Topic: Space Station 13: Urist McStation  (Read 2156202 times)

Glloyd

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Re: Space Station 13: Urist McStation
« Reply #15330 on: March 27, 2014, 06:13:24 pm »

I'm just gonna say, I finally figured out how to use dream maker, (EVERY WIKI TELLS YOU WHAT YOU NEED FOR A MAP, BUT NOT HOW TO START IT) So i'm slowly working on a map(Where the fuck is the supermatter?)

Care to share your hard-won secrets?  I haven't delved into DreamMaker at all, but you never know.  Someday.
Basically, what you need to do is download the code base you are using, be it /tg/, bay, etc. Then, extract it. Open dream maker, use Open new instance, and you find the .dmm file, which is the map file. Open that, and after a minuet of loading, you should be ready to go.

This is only good if you want to mess around locally. If you want to do anything with the map you make, follow these steps but replace Baystation12/Baystation12 with UristMcstation/UristMcstation.

EDIT: Werty, multi-z level stations don't work.

werty892

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Re: Space Station 13: Urist McStation
« Reply #15331 on: March 27, 2014, 06:17:23 pm »

Dammit. Sideways it is then. However, would the "Detachment" still work?

Nega

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Re: Space Station 13: Urist McStation
« Reply #15332 on: March 27, 2014, 06:55:08 pm »

Actually, I think it is possible to have a multi-z-level station. Baystation once had one of their maps being a giant space-ship, with stairs and ladders about to move between the levels. I think if they could do it, why not us?
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werty892

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Re: Space Station 13: Urist McStation
« Reply #15333 on: March 27, 2014, 07:00:44 pm »

Yeah, the Bay Code has ladders and stairs inside it, which I found.

Mapleguy555

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Re: Space Station 13: Urist McStation
« Reply #15334 on: March 27, 2014, 07:47:49 pm »

Multiple z-levels = lag
Atmos also is weird and I've heard it doesn't work through z-levels.
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Nega

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Re: Space Station 13: Urist McStation
« Reply #15335 on: March 27, 2014, 08:01:38 pm »

Did we just implode?
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MrWillsauce

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Re: Space Station 13: Urist McStation
« Reply #15336 on: March 27, 2014, 08:01:50 pm »

Server's down, yes.
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BurnedToast

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Re: Space Station 13: Urist McStation
« Reply #15337 on: March 27, 2014, 08:32:27 pm »

Would you believe there's no painkillers in baycode?

I accidentally (sort of) shot a fuel tank with my shotgun which blew a hole in the floor and shattered my lung or something.

I broke into the medbay (it was just me and a crazy chef who had made himself queen of the station) and ransacked all the medical supplies (and slugged back all the pills) but nothing did anything for the pain. Even drinking a bunch of booze didn't seem to help

Seems like kind of an oversight, considering how big of a deal pain is.

side notes: throwing yourself into a disposal chute hurts a LOT and will probably kill you. Also, sawing off a shotgun while it's loaded with beanbag shells barely hurts you at all but leaves a huge bloody splatter all over which is kind of amusing.
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An ambush! curse all friends of nature!

kisame12794

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Re: Space Station 13: Urist McStation
« Reply #15338 on: March 27, 2014, 08:44:43 pm »

I believe painkiller needs to be made in chemisty, or injected via sleeper.
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BigD145

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Re: Space Station 13: Urist McStation
« Reply #15339 on: March 27, 2014, 08:47:26 pm »

You can't ride in disposals without injury?! tg gets my vote.
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Isdar

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Re: Space Station 13: Urist McStation
« Reply #15340 on: March 27, 2014, 08:53:31 pm »

I believe painkiller needs to be made in chemisty, or injected via sleeper.
You have three types of painkillers(from weakest to strongest, that's what I think based on information I can gleam from the Guide to Chemistry): Paracetemol, Tramadol and Oxycodone.

Edit: It's supposed to be from weakest to strongest and not strongest to weakest.  :P
« Last Edit: March 27, 2014, 09:08:15 pm by Isdar »
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BurnedToast

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Re: Space Station 13: Urist McStation
« Reply #15341 on: March 27, 2014, 08:56:09 pm »

Seems like at the very least the weakest one should be placed in medbay somewhere or come out of the dispensers.
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kisame12794

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Re: Space Station 13: Urist McStation
« Reply #15342 on: March 27, 2014, 08:59:51 pm »

It's available to be injected via Sleeper.
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Tsuchigumo550

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Re: Space Station 13: Urist McStation
« Reply #15343 on: March 27, 2014, 09:21:14 pm »

I feel like we should dampen Disposals damage because that's changing things quite a bit heavily for what we used to have. It's not a system change, it's a change of how things interacted.

Minor nit-pick, but one I find...
Disposals is FUN.
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Glloyd

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Re: Space Station 13: Urist McStation
« Reply #15344 on: March 27, 2014, 09:28:20 pm »

Would you believe there's no painkillers in baycode?

Invaproline doubles as a minor painkiller.

Actually, I think it is possible to have a multi-z-level station. Baystation once had one of their maps being a giant space-ship, with stairs and ladders about to move between the levels. I think if they could do it, why not us?

That was before they merged with /tg/ and removed the ability for multi-z-level piping and wiring and code in general. In addition, Luna (the multi-z-level ship) was the first map I played on, and it was a shitty laggy mess because the code for cross z-level piping and wiring was shitty as hell.

Ladders and stairs are in /tg/, and work there too, they are just useless for a station map. Sorry Werty.
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