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Author Topic: Space Station 13: Urist McStation  (Read 2119165 times)

LordSlowpoke

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Re: Space Station 13: Urist McStation
« Reply #13770 on: January 31, 2014, 05:15:19 pm »

there's hardly any reason for them to not be constructable other than the potential mayhem new smeses can cause in the powernet but then i know little about that stuff vOv

it's probably going to be added as a r&d machine at some point.
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Tsuchigumo550

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Re: Space Station 13: Urist McStation
« Reply #13771 on: January 31, 2014, 05:28:56 pm »

I do like the idea of a plague doctor antag showing up, announcing something like "This station is infected! But do not worry! Is nothing bullets cannot cure!" and invading with a bunch of lackeys. They're not that big on armor and use light weaponry, but have plenty of virus gas grenades and other unusual dickery.

The backstory is- they're bioterrorists that hate Nanotrasen.
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Jacob/Lee

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Re: Space Station 13: Urist McStation
« Reply #13772 on: January 31, 2014, 05:30:55 pm »

Sitting in their pen is a good way to get killed, even while they're feeding. Slimes have a variable called "friend" that makes them less likely to violently assault whoever is on that list and any mob can be added as long as they're in sight. Just standing outside the pen is enough to add you to that list. Slimes will pretty much always attack you if they're starving, unless you're a slime person.

The way I do it is I clear the pen of all but my choice slime, throw in a monkey, and wait for it to grow to an adult, then throw in another. It usually splits by that point.

Good to know, thanks (I think the slime-person solution might be a bit beyond my ken at the moment, Neinhaus!  ;))

Another question (I'm messing around with different jobs now, so forgive the random curiosity!) - is it possible to construct and/or order additional SMESes on the station?  Didn't see anything in the construction guides about them, and the supply crates don't seem to contain SMESes or parts for them.
Nope. The eight you get (3 in engineering, 4 solars, incinerator) are all you have. Maxing out the power grid with more than a few doesn't serve much purpose other than overloading power sinks faster, since shock damage is capped at 70 burn per touch.

MCipher

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Re: Space Station 13: Urist McStation
« Reply #13773 on: January 31, 2014, 05:32:19 pm »

No-One's on the alt server besides me and Nycro. Anyone mind coming on?
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scrdest

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Re: Space Station 13: Urist McStation
« Reply #13774 on: January 31, 2014, 05:38:42 pm »

I could ask sos for the specifics of the tg box, since they don't crash nearly as much.
That said, sleepingpills has an automated script that pulls the latest code, recompiles and reboots the server.

So, you are saying that the map may be to blame for our rather problematic stability?
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Aseaheru

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Re: Space Station 13: Urist McStation
« Reply #13775 on: January 31, 2014, 05:50:50 pm »

I do like the idea of a plague doctor antag showing up, announcing something like "This station is infected! But do not worry! Is nothing bullets cannot cure!" and invading with a bunch of lackeys. They're not that big on armor and use light weaponry, but have plenty of virus gas grenades and other unusual dickery.

The backstory is- they're bioterrorists that hate Nanotrasen.
Or its ANTAG.
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Flying Dice

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Re: Space Station 13: Urist McStation
« Reply #13776 on: January 31, 2014, 06:01:41 pm »

Sitting in their pen is a good way to get killed, even while they're feeding. Slimes have a variable called "friend" that makes them less likely to violently assault whoever is on that list and any mob can be added as long as they're in sight. Just standing outside the pen is enough to add you to that list. Slimes will pretty much always attack you if they're starving, unless you're a slime person.

The way I do it is I clear the pen of all but my choice slime, throw in a monkey, and wait for it to grow to an adult, then throw in another. It usually splits by that point.

Good to know, thanks (I think the slime-person solution might be a bit beyond my ken at the moment, Neinhaus!  ;))
Sliming yourself is super-easy. Feed one of your starter greys and once it splits, grab a purple and stick it in a new pen. If there are no purples, grow up one of the greys again. Once you have a purple, do the same for it until you have a green. Kill the green, extract it, use an empty syringe on the extract, and inject yourself with it. It only takes more than 5-6 minutes if the RNG hates you.
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Nienhaus

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Re: Space Station 13: Urist McStation
« Reply #13777 on: January 31, 2014, 06:02:27 pm »

The backstory is- they're bioterrorists that hate Nanotrasen.
I read that as Botanists.
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jhxmt

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Re: Space Station 13: Urist McStation
« Reply #13778 on: January 31, 2014, 06:06:17 pm »

Sliming yourself is super-easy. Feed one of your starter greys and once it splits, grab a purple and stick it in a new pen. If there are no purples, grow up one of the greys again. Once you have a purple, do the same for it until you have a green. Kill the green, extract it, use an empty syringe on the extract, and inject yourself with it. It only takes more than 5-6 minutes if the RNG hates you.

Ah, cool, thanks - I managed to get a purple, but that was the point at which I decided to go pet one of my other slimes and, well, it petted me back.  Hard.

It appears the alternate server is so laggy (in terms of connection, not server) for me that I can't actually play it - I get so much lag on my inputs that I keep walking into walls because it thinks I'm still holding down keys.  :(

Stupid trans-Atlantic internet.
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Vactor

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Re: Space Station 13: Urist McStation
« Reply #13779 on: January 31, 2014, 06:58:17 pm »

server is back up
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Glloyd

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Re: Space Station 13: Urist McStation
« Reply #13780 on: January 31, 2014, 07:02:30 pm »

I could ask sos for the specifics of the tg box, since they don't crash nearly as much.
That said, sleepingpills has an automated script that pulls the latest code, recompiles and reboots the server.

So, you are saying that the map may be to blame for our rather problematic stability?

He meant the server, not the map.

scrdest

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Re: Space Station 13: Urist McStation
« Reply #13781 on: January 31, 2014, 08:25:26 pm »

Dammit, BS12 has a very very fun feature now. They can make custom sandwiches. With 3 food items going in per each slice of bread used. Meaning, in turn, that I managed to make a Sausage Banana Hamburger Sandwich.
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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.

BigD145

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Re: Space Station 13: Urist McStation
« Reply #13782 on: January 31, 2014, 08:28:30 pm »

Appendix appendix appendix sandwiches for everyone.
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Kydrasz

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Re: Space Station 13: Urist McStation
« Reply #13783 on: January 31, 2014, 09:05:29 pm »

I learned two valuable lessons.

1. I'm terrible at spriting mobs.
2. Somehow I can change what I'm making without noticing it, (This was supposed to be a laser)

Spoiler: ANTAG SMG (click to show/hide)
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Mapleguy555

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Re: Space Station 13: Urist McStation
« Reply #13784 on: January 31, 2014, 10:43:56 pm »

The Great Lag Missile Mk. Vactor of 2554.
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