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Author Topic: Space Station 13: Urist McStation  (Read 2154415 times)

ThtblovesDF

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Re: Space Station 13: Urist McStation
« Reply #21300 on: February 13, 2015, 10:48:43 am »

I'd go with "The creation and Dynamic of Social Groups"
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scrdest

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Re: Space Station 13: Urist McStation
« Reply #21301 on: February 13, 2015, 11:52:46 am »

Main server is back up.

Seems it's back down.

I have a creeping suspicion the crashes might be somewhat related to our resource file size, I went to BS12 to check the changelog yesterday and theirs is a tenth of ours.
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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.

Glloyd

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Re: Space Station 13: Urist McStation
« Reply #21302 on: February 13, 2015, 12:26:24 pm »

It isn't, their icons and sound folders are each 1 MB smaller than ours. Your resource download on their server was less because you already had a good number of the resources in your cache from us.

jhxmt

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Re: Space Station 13: Urist McStation
« Reply #21303 on: February 13, 2015, 04:15:26 pm »

Ah, so solars are broken. I thought I was just incompetent, but they really can't track the sun for shit.
Good to know.

It's easy enough to fix, in-character - when you first turn Automatic tracking on, the angle's automatically set correctly.  You then simply need to choose Manual tracking, set the correct rotation direction for the panels (same as that listed for the star) and then choose the correct rotation speed in degrees per minute (which is simply the star's rotation period divided by 360).

Voila.  Perfect tracking.  If the angle ever gets out of kilter, simply click Automatic on momentarily (which sets the correct angle again) and then switch back to Manual.  It's not ideal, but it works until Automatic's fixed.
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scrdest

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Re: Space Station 13: Urist McStation
« Reply #21304 on: February 13, 2015, 04:34:11 pm »

Since the server was ded, I went on BS12, and during evac an event idea struck me - stranded in evac shuttle round. Good idea or bad idea?
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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.

jhxmt

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Re: Space Station 13: Urist McStation
« Reply #21305 on: February 13, 2015, 04:36:02 pm »

Since the server was ded, I went on BS12, and during evac an event idea struck me - stranded in evac shuttle round. Good idea or bad idea?

How would that work?  Map consists of simply a shuttle?
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Quote from: beefsupreme
Try slaughtering a ton of animals, meat makes less decisions than animals.

Why Your Ramps Don't Work
How To Breach A Volcano Safely

scrdest

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Re: Space Station 13: Urist McStation
« Reply #21306 on: February 13, 2015, 04:43:46 pm »

Since the server was ded, I went on BS12, and during evac an event idea struck me - stranded in evac shuttle round. Good idea or bad idea?

How would that work?  Map consists of simply a shuttle?

Pretty much. Perhaps a larger one. People starting to hoard emergency rations, panicking, perhaps eventually regressing into cannibalism, engineers desperately tinkering with the engine, Sec trying to keep the peace or establishing a rule of the strongest... and eventually NT finding the shuttle and wondering what the hell did the crew do.
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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.

Cheedows

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Re: Space Station 13: Urist McStation
« Reply #21307 on: February 13, 2015, 04:46:06 pm »

People start regressing into cannibalism hours into being stranded?
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darkpaladin109

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Re: Space Station 13: Urist McStation
« Reply #21308 on: February 13, 2015, 04:50:51 pm »

People start regressing into cannibalism hours into being stranded?
This is Spess Station 13, I doubt that's completely out of the usual :v
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Jacob/Lee

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Re: Space Station 13: Urist McStation
« Reply #21309 on: February 13, 2015, 05:05:02 pm »

Plants grow and people heal gunshot wounds in minutes. It's safe to assume that some parts of SS13 - including the psyche of the crew - follow a compressed timeline. :p

Aseaheru

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Re: Space Station 13: Urist McStation
« Reply #21310 on: February 13, 2015, 06:37:55 pm »

Since the server was ded, I went on BS12, and during evac an event idea struck me - stranded in evac shuttle round. Good idea or bad idea?

How would that work?  Map consists of simply a shuttle?

Pretty much. Perhaps a larger one. People starting to hoard emergency rations, panicking, perhaps eventually regressing into cannibalism, engineers desperately tinkering with the engine, Sec trying to keep the peace or establishing a rule of the strongest... and eventually NT finding the shuttle and wondering what the hell did the crew do.
  I allready started making a map for this... Two weeks ago.
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Vactor

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Re: Space Station 13: Urist McStation
« Reply #21311 on: February 13, 2015, 06:54:12 pm »

Main Server is back up.
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Knoxon

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Re: Space Station 13: Urist McStation
« Reply #21312 on: February 13, 2015, 07:29:59 pm »

Because the events can never end, I'll be hosting an event on the main server at 7 pm (EST) on Saturday
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Aseaheru

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Re: Space Station 13: Urist McStation
« Reply #21313 on: February 13, 2015, 07:36:20 pm »

Huzzah!
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Glloyd

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Re: Space Station 13: Urist McStation
« Reply #21314 on: February 13, 2015, 07:41:49 pm »

I may or may not hold a small event after that, depending on pop levels and if I'm not feeling like shit still tomorrow.
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