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Author Topic: Space Station 13: Urist McStation  (Read 2155048 times)

Kriellya

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Re: Space Station 13: Urist McStation
« Reply #20235 on: November 02, 2014, 03:42:15 pm »

The mutineers hadn't killed anyone

I feel this is the main key to a good mutiny round. That the mutiny doesn't essentially start *BEFORE* the captain has really done anything with the directive, and end as soon as the captain announces that there *is* a directive, so the mutineers shoot him.
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AH

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Re: Space Station 13: Urist McStation
« Reply #20236 on: November 02, 2014, 03:52:35 pm »

That really was a nice mutiny round. Most chaotic it ever got was when a botanist tried flinging a hatchet into my chest and welderbombing the meeting. Fortunately he failed both times.
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Vactor

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Re: Space Station 13: Urist McStation
« Reply #20237 on: November 02, 2014, 04:00:01 pm »

server is back up
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Wreck of Theseus: My 2D Roguelite Mech Platformer
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Ozarck

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Re: Space Station 13: Urist McStation
« Reply #20238 on: November 02, 2014, 04:11:25 pm »

yay Vactor! Founder, Father, and True Hero of Urist McStation.

Cheedows

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Re: Space Station 13: Urist McStation
« Reply #20239 on: November 02, 2014, 04:17:42 pm »

yay Vactor! Founder, Father, and True Hero of Urist McStation.

You forgot Friend of the Fatherless and Fountain of Happiness!  :P
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scrdest

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Re: Space Station 13: Urist McStation
« Reply #20240 on: November 02, 2014, 04:22:20 pm »

yay Vactor! Founder, Father, and True Hero of Urist McStation.

You forgot Friend of the Fatherless and Fountain of Happiness!  :P

Keeper of the Peace.
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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.

Aedel

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Re: Space Station 13: Urist McStation
« Reply #20241 on: November 02, 2014, 06:58:40 pm »

« Last Edit: November 02, 2014, 10:40:28 pm by Aedel »
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scrdest

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Re: Space Station 13: Urist McStation
« Reply #20242 on: November 03, 2014, 05:50:33 am »

Just a heads-up: whenever Vactor updates the server, feel free to use Summon Bats as vampire once you get it - they no longer will attack you.
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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.

oldark

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Re: Space Station 13: Urist McStation
« Reply #20243 on: November 03, 2014, 03:58:10 pm »

What hours is the server usually up? Seems like most of the times I've tried to connect the past few days its been down. Or is this just a bad week?
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Nienhaus

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Re: Space Station 13: Urist McStation
« Reply #20244 on: November 03, 2014, 04:06:20 pm »

What hours is the server usually up? Seems like most of the times I've tried to connect the past few days its been down. Or is this just a bad week?
I'm going to say bad week.
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Octobomb

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Re: Space Station 13: Urist McStation
« Reply #20245 on: November 03, 2014, 04:14:27 pm »

What hours is the server usually up? Seems like most of the times I've tried to connect the past few days its been down. Or is this just a bad week?
I'm going to say bad week.
Bad week. Nien, if you're around, could I requisition some sprites please? Foam earplugs, and a set in red, please. That'd be lovely. It'd be a shame for the sonic grenade kits to start with big old mufflers. Especially for the covert operative amongst us.
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Nienhaus

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Re: Space Station 13: Urist McStation
« Reply #20246 on: November 03, 2014, 04:28:18 pm »

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oldark

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Re: Space Station 13: Urist McStation
« Reply #20247 on: November 03, 2014, 04:37:23 pm »

Trying to learn how to be a station engineer on an empty server.  Working on learning to start the singularity engine first.  If anyone has a moment to read the steps I went through to see where I may have went wrong I would appreciate it. (I'm on the alternate urist mcstation mentioned in the OP if anyone wants to drop in and help out there)
1) Configured the 3 SMS's in engineering to input 160k, output 140k
2) Loaded and activated all 6 radiation collectors
3) Wrenched/wired/screwed the particle accelerator and used the console to successfully scan that all the parts were correct
4) Went outside and started all 4 emitters, locked them with ID card after starting
    --Here's where I think I messed up, no laser beams are visible from the emitters as the wiki suggests they should be. I continued on to the next step just in case
5) Activated all of the force field generators
    -- They all pulsed a single beam out then deactivated.

At this point I tried to go back inside to double check things and the airlocks are not responding so maybe a power issue? Trying to learn how to break back into airlocks now before my 02 runs out but even cutting all the wires those bolts are still down.
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Octobomb

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Re: Space Station 13: Urist McStation
« Reply #20248 on: November 03, 2014, 04:44:25 pm »


Fantastic. These look great. Could you pr them for me please, since I don't have the ability to upload images myself (long story)?
Unless of course you already have in the time since I looked last, in which case thanks!
I honestly can't think of any way to properly thank you.
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I saw 5 people with fedoras in my town yesterday.
They're the special biohazard containment agent, out to deal with m'laria.
Sig
Bay12's resident tea drinkers

oldark

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Re: Space Station 13: Urist McStation
« Reply #20249 on: November 03, 2014, 05:11:53 pm »

-deleted-
« Last Edit: November 03, 2014, 05:17:29 pm by oldark »
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