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Author Topic: Space Station 13: Urist McStation  (Read 2147393 times)

BigD145

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Re: Space Station 13: Urist McStation
« Reply #14940 on: March 17, 2014, 04:02:33 pm »

As long as I can still peddle hallucinogenic drugs I am so on board. Also corgi puppies.
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MrWillsauce

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Re: Space Station 13: Urist McStation
« Reply #14941 on: March 17, 2014, 04:16:09 pm »

Maybe Urist should have its own wiki. Then you could change whatever you wanted and I wouldn't care.
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scrdest

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Re: Space Station 13: Urist McStation
« Reply #14942 on: March 17, 2014, 04:21:37 pm »

Adding new features that I won't be able to read about on the wiki seems like it will be distressing.

Wiki doesn't list the changes anyway. Anything new AFTER the switch will be visible in Changelog (/vg/ and BS12, unlike /tg/, actually bother to update it for most of everything) or you can always use the GitHub - that way, you will know absolutely everything which is added, or what might be added if you visit the Pull Requests.
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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.

Aseaheru

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Re: Space Station 13: Urist McStation
« Reply #14943 on: March 17, 2014, 05:03:20 pm »

Maybe Urist should have its own wiki. Then you could change whatever you wanted and I wouldn't care.
I was thinking about this for a while.
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Nienhaus

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Re: Space Station 13: Urist McStation
« Reply #14944 on: March 17, 2014, 05:49:51 pm »

We have no point for a wiki. Also we are going with Bay over /VG/
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Vactor

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Re: Space Station 13: Urist McStation
« Reply #14945 on: March 17, 2014, 05:57:23 pm »

server is back up
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http://www.bay12forums.com/smf/index.php?topic=141525.0

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scrdest

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Re: Space Station 13: Urist McStation
« Reply #14946 on: March 17, 2014, 06:00:06 pm »

We have no point for a wiki. Also we are going with Bay over /VG/

For what reason?
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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 #14947 on: March 17, 2014, 06:09:27 pm »

We have no point for a wiki. Also we are going with Bay over /VG/

For what reason?
The admins that are online on Steam tested both of them and the final pick was Bay.
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Glloyd

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Re: Space Station 13: Urist McStation
« Reply #14948 on: March 17, 2014, 06:44:04 pm »

We have no point for a wiki. Also we are going with Bay over /VG/

For what reason?
The admins that are online on Steam tested both of them and the final pick was Bay.

Nien, that doesn't mean we're going with Bay over /vg/. Don't speak for me.

Anyways, I'm going to be hosting a Bay server later in the week, followed by a /vg/ server, so people can try both out and see what they prefer.. We did that right now to see which the admins preferred, and everyone preferred Bay over /vg/.

Speaking as the one who'll be dealing with the code, I personally prefer Bay as well. A lot of /vg/'s "features" don't actually fit our style, and /vg/ is much more prone to having game breaking exploits pushed through. Like the current bugs with ghosts being able to toggle the PDA server, and the teleporter. In addition, they also take a lot of stuff from goon, such as toxic farts. Yeah. I'd prefer not to have that.

The downsides about Bay is the slow move speed, and the cooldown on pulses and such, which are really easy for me to fix.

As for the cool stuff that /vg/ has, much of it is ported from /tg/ and Bay. Their unique stuff, like MoMMI's would be easy to port to Bay, without bringing over other stuff like their ridiculous goon inspired genetics. Yes, they have a farting gene.

So, while the admins are leaning towards Bay, we're still going to let people test both out, and go from there.

BigD145

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Re: Space Station 13: Urist McStation
« Reply #14949 on: March 18, 2014, 12:25:16 am »

Bay sounds more stable with less to remove and it's easy to add.
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Corai

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Re: Space Station 13: Urist McStation
« Reply #14950 on: March 18, 2014, 01:39:14 am »

ADMIN LOG: Explosion with size (1e+007, 9.9e+006, 77) in area EVA Maintenance (89,154,1) (JMP)


Bay or toxin scientists riot!
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Jacob/Lee: you have a heart made of fluffy
Jeykab/Bee: how the fuck do you live your daily life corai
Jeykab/Bee: you seem like the person who constantly has mini heart attacks because cuuuute

KingofstarrySkies

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Re: Space Station 13: Urist McStation
« Reply #14951 on: March 18, 2014, 01:44:01 am »

Well, just from that changelog and some of the stuff I've now read about Bay...
WAIT DID IT SAY FEDORA AND A FEZ
I'M SOLD

Also...

NEARLY
LAGLESS
SINGULARITY OUTBREAKS
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hops

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Re: Space Station 13: Urist McStation
« Reply #14952 on: March 18, 2014, 01:54:38 am »

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miauw62

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Re: Space Station 13: Urist McStation
« Reply #14953 on: March 18, 2014, 02:04:05 am »

Adding new features that I won't be able to read about on the wiki seems like it will be distressing.

Wiki doesn't list the changes anyway. Anything new AFTER the switch will be visible in Changelog (/vg/ and BS12, unlike /tg/, actually bother to update it for most of everything) or you can always use the GitHub - that way, you will know absolutely everything which is added, or what might be added if you visit the Pull Requests.
Tg updates the changelog a lot too. Not for everything, but most stuff.
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scrdest

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Re: Space Station 13: Urist McStation
« Reply #14954 on: March 18, 2014, 09:47:12 am »

Adding new features that I won't be able to read about on the wiki seems like it will be distressing.

Wiki doesn't list the changes anyway. Anything new AFTER the switch will be visible in Changelog (/vg/ and BS12, unlike /tg/, actually bother to update it for most of everything) or you can always use the GitHub - that way, you will know absolutely everything which is added, or what might be added if you visit the Pull Requests.
Tg updates the changelog a lot too. Not for everything, but most stuff.

I know. That's why I said 'for most of everything'. /tg/ lists pretty much only the major stuff.

Actually that's fairly decent point - even if we want something from /vg/, we can port it, porting works both ways.

Things on BS12code, though: a) NUKE THE SPESSHUL PEOPLE LISTS. BS12 has two lists - alium whitelist and special items list. We don't need to have BS12ers to have their Masterwork *Cotton Grey Jumpsuit*s here, and I would really, really rather we didn't have Spess Furry Station.

Making custom items on our own, we miiiight someday want to have it (though I find it slightly risky, what with the possibility of cliqueishness), and aside of that it's just a matter of bothering Nien about sprites, so up to you to decide later on.

Another thing to keep in mind about BS12 - it has a peculiar balance. An average BS12 player utterly hates the perspective of dying in game, both IC and OOC, and so from one side, things may be kept on the nerf side. On the other, the rather strict adminning style (don't hit me! Not criticizing, just describing!) means they can afford to make things MORE lethal, without the risk of J. Random Fuckwad ends up killing everyone so hard, they are retroactively erased from existence.
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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.
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