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Author Topic: Space Station 13: Urist McStation  (Read 2164513 times)

Flying Dice

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Re: Space Station 13: Urist McStation
« Reply #13320 on: January 20, 2014, 12:00:40 pm »

I like the idea of slow, nigh-unkillable zombies. I've never been one for fast zombies, because they sort of spoil the real horror of them by making them less alien, as well as removing the creeping horror; it's all jump scares and chase scenes instead of the constant depression of being followed forever by a swarm of unthinking mouths. One point to consider: when crew die and rise again, have the zombies retain all of their equipment that wasn't in their hands, to let them go through doors that the living person had access to.

Do miners have maint axcess? Because if not laborers could.

For bonus points, make a factory. Have it under the HoP and staffed by laborers. Think big, inefficient autolathes that have a backlog.
So basically Assistant+ with mining access?  ???
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Aurora on small monitors:
1. Game Parameters -> Reduced Height Windows.
2. Lock taskbar to the right side of your desktop.
3. Run Resize Enable

Nienhaus

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Re: Space Station 13: Urist McStation
« Reply #13321 on: January 20, 2014, 12:09:38 pm »

Do miners have maint axcess? Because if not laborers could.

For bonus points, make a factory. Have it under the HoP and staffed by laborers. Think big, inefficient autolathes that have a backlog.
So basically Assistant+ with mining access?  ???
Could be more like a mix of Miners and engineers how mine but also fix things.
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Aseaheru

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Re: Space Station 13: Urist McStation
« Reply #13322 on: January 20, 2014, 12:10:55 pm »

And a big, complex factory producing boxes of crap.

For extra bonus points, make it so that if R&D gets its act together the factory can make guns en-mass.

Fricking ninjas...
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miauw62

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Re: Space Station 13: Urist McStation
« Reply #13323 on: January 20, 2014, 01:47:02 pm »

There is goon mining code released somewhere.

Either way, zombies would have to be stun resistant, not metabolize chems, probably have the inability to wield guns (you could just give them the CLUMSY mutation by default I guess).

This is possible, I think. Put a mutations |= CLUMSY in New(), overwrite Stun() and Weaken(), and manually set the metabolism var to be 0 (if it's defined at mob level). But then you'd still have to transform humans and there's probably a dozen more situations where zombies shouldn't be able to interact with stuff (computers)
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Quote from: NW_Kohaku
they wouldn't be able to tell the difference between the raving confessions of a mass murdering cannibal from a recipe to bake a pie.
Knowing Belgium, everyone will vote for themselves out of mistrust for anyone else, and some kind of weird direct democracy coalition will need to be formed from 11 million or so individuals.

Mapleguy555

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Re: Space Station 13: Urist McStation
« Reply #13324 on: January 20, 2014, 01:59:25 pm »

Give them 100 brain damage.
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LeoLeonardoIII

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Re: Space Station 13: Urist McStation
« Reply #13325 on: January 20, 2014, 02:17:24 pm »

If you are going around removing explosions I think you might be doing it wrong.
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miauw62

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Re: Space Station 13: Urist McStation
« Reply #13326 on: January 20, 2014, 02:28:53 pm »

remove bombcap 2014

long live cuban pete
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Quote from: NW_Kohaku
they wouldn't be able to tell the difference between the raving confessions of a mass murdering cannibal from a recipe to bake a pie.
Knowing Belgium, everyone will vote for themselves out of mistrust for anyone else, and some kind of weird direct democracy coalition will need to be formed from 11 million or so individuals.

Aseaheru

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Re: Space Station 13: Urist McStation
« Reply #13327 on: January 20, 2014, 02:35:52 pm »

I was just thinking overlarge autolathe that has a backlog and can make more things, provided science gets going...
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Nienhaus

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Re: Space Station 13: Urist McStation
« Reply #13328 on: January 20, 2014, 03:44:59 pm »

Just to let everyone know the fluff is going well. Oh yeah and these are now canon.
    Thug Lyfe
    The Family
    Lizard Christ
    Santa Christ
    The Great Corgi in the Clouds
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Aseaheru

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Re: Space Station 13: Urist McStation
« Reply #13329 on: January 20, 2014, 04:24:02 pm »

Wait, that fucking corgi was in more than one game?
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scrdest

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Re: Space Station 13: Urist McStation
« Reply #13330 on: January 20, 2014, 04:26:28 pm »

WIP Syndicate fluff, since I'm going to be kinda busy. Feel free to use, reuse, abuse, ignore, and criticize. Including some faction ideas not taken from /tg/.
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We are doomed. It's just that whatever is going to kill us all just happens to be, from a scientific standpoint, pretty frickin' awesome.

Nienhaus

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Re: Space Station 13: Urist McStation
« Reply #13331 on: January 20, 2014, 05:54:02 pm »

http://steamcommunity.com/groups/UristMcStation
If you are an admin and didn't get invited message one of the people in it.
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Aseaheru

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Re: Space Station 13: Urist McStation
« Reply #13332 on: January 20, 2014, 05:55:13 pm »

We have to have a freeking steam group? Why do people like the shittly thing so much?
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Glloyd

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Re: Space Station 13: Urist McStation
« Reply #13333 on: January 20, 2014, 05:56:35 pm »

We have to have a freeking steam group? Why do people like the shittly thing so much?

It`s for admins to chat, because it`s easier than asay.

Nienhaus

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Re: Space Station 13: Urist McStation
« Reply #13334 on: January 20, 2014, 05:57:09 pm »

We have to have a freeking steam group? Why do people like the shittly thing so much?
Actually it's only for admins so we can have a way to take mostly.
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