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Author Topic: Space Station 13: Urist McStation  (Read 2155377 times)

Slayerhero90

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Re: Space Station 13: Urist McStation
« Reply #15405 on: March 28, 2014, 06:38:39 pm »

Where do I put the IP?
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My tumblr.
Yeah no I don't haunt here anymore. Peace

b_knight286

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Re: Space Station 13: Urist McStation
« Reply #15406 on: March 28, 2014, 06:39:36 pm »

Where do I put the IP?
You put it in the blue open button on the top-left corner.
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Nienhaus

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Re: Space Station 13: Urist McStation
« Reply #15407 on: March 28, 2014, 06:41:23 pm »

Where do I put the IP?
Put byond://131.104.253.194:12345 in your address bar.
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Ozarck

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Re: Space Station 13: Urist McStation
« Reply #15408 on: March 28, 2014, 07:34:47 pm »

Atleast I wasn't turned into a Monkey.

Wait. You weren't? Goddammit.

Nega

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Re: Space Station 13: Urist McStation
« Reply #15409 on: March 28, 2014, 07:35:40 pm »

Is it okay to ask why the server needed to be unexpectedly shut down? Just curious.
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b_knight286

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Re: Space Station 13: Urist McStation
« Reply #15410 on: March 28, 2014, 07:35:59 pm »

I found lots of errors, mostly lights and issues with blast doors, though he forgot to rename the law office doors, and the library dice pack was a pill bottle for some reason.
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Jacob/Lee

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Re: Space Station 13: Urist McStation
« Reply #15411 on: March 28, 2014, 07:39:20 pm »

Something unexpected came up and Glloyd had to close the server. It'll be back tomorrow.

The map has a bunch of issues, like supposedly open blast doors that you can't see or walk through, and some missing things here and there. The pill bottle issue is because dice bags are actually a child of the pill bottle, and Bay doesn't have dice bags. It seems to default to an item with all the basic pill bottle stats, I'd say.

Mapleguy555

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Re: Space Station 13: Urist McStation
« Reply #15412 on: March 28, 2014, 07:40:08 pm »

Dice bags are children of pill bottles (can be seen in sandbox rounds)

EDIT: JACOB STOP NINJA JAUNTING
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b_knight286

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Re: Space Station 13: Urist McStation
« Reply #15413 on: March 28, 2014, 07:46:47 pm »

I stole the Tachyon-doppler array and drug it everywhere.  It was either invisible or underneath the floor.
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Corai

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Re: Space Station 13: Urist McStation
« Reply #15414 on: March 28, 2014, 10:49:46 pm »

I stole the Tachyon-doppler array and drug it everywhere.  It was either invisible or underneath the floor.

I deleted it at some point.
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Jeykab/Bee: you seem like the person who constantly has mini heart attacks because cuuuute

Glloyd

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Re: Space Station 13: Urist McStation
« Reply #15415 on: March 28, 2014, 11:40:59 pm »

Yeah, sorry about that. Some personal stuff came up, and I had to take my laptop with me. The issues with blast doors are fixed, the problem is that BS12 doesn't have a separate object for open doors, so I forgot to add density = 0; opacity = 0 to the map file in Notepad ++. I fixed all the issues that you pointed out, and before I bring it up again tomorrow, I'll port dressers and scatter them around.

werty892

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Re: Space Station 13: Urist McStation
« Reply #15416 on: March 29, 2014, 12:04:33 am »

Ladies and Gents, I present the most shitty paint mockup ever. This is the extremely rough outline of what the station I am working on will look like. The Orange lines cutting off a third of it is the asteroid it is embedded in. Enjoy.

It's a fairly large image.
Spoiler (click to show/hide)

Criptfeind

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Re: Space Station 13: Urist McStation
« Reply #15417 on: March 29, 2014, 12:44:38 am »

I dunno if someone has mentioned this or not, but scientists can't unlock the shield generators in xenobiology. I dunno if that is intentional, but it feels like it might be a bug.
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Glloyd

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Re: Space Station 13: Urist McStation
« Reply #15418 on: March 29, 2014, 01:52:54 am »

Ladies and Gents, I present the most shitty paint mockup ever. This is the extremely rough outline of what the station I am working on will look like. The Orange lines cutting off a third of it is the asteroid it is embedded in. Enjoy.

It's a fairly large image.
Spoiler (click to show/hide)

You can't have transit to a specific z-level barring a shuttle. Also, if you have mining on the same z-level as the station, they won't have much room to mine.

jhxmt

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Re: Space Station 13: Urist McStation
« Reply #15419 on: March 29, 2014, 06:42:28 am »

Can you make away-mission (gateway) maps using the same process?  I'm presuming you'd obviously need a gateway-type object somewhere, for people to arrive, but are there any other quirks to be aware of?  Or is the Gateway non-operational in Bay12 code?

Kudos to those involved in the 'minor event' round on the main server last night - I enjoyed that.  Although the attempted solution of "shove a welding fuel tank in the doorway and get this lucky shaft miner to weld it" didn't exactly turn out as desired.  :P
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