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Author Topic: Space Station 13: Urist McStation  (Read 2149319 times)

scrdest

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Re: Space Station 13: Urist McStation
« Reply #22215 on: May 18, 2015, 12:42:12 pm »

Define this "something different".
The structures and the like are the same, but instead of the old acid-blooded dong monsters we all know and love they are blood-drinking leech creatures burrowing into the host.

...so, I guess, pretty much evil Diona larvae.
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miauw62

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Re: Space Station 13: Urist McStation
« Reply #22216 on: May 18, 2015, 12:43:37 pm »

Nevermind, according to the host it's just boring Master Controller quirks :P
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KingofstarrySkies

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Re: Space Station 13: Urist McStation
« Reply #22217 on: May 18, 2015, 12:50:06 pm »

But!
BUT XENOS
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Cheedows

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Re: Space Station 13: Urist McStation
« Reply #22218 on: May 18, 2015, 12:56:28 pm »

Define this "something different".
The structures and the like are the same, but instead of the old acid-blooded dong monsters we all know and love they are blood-drinking leech creatures burrowing into the host.

...so, I guess, pretty much evil Diona larvae.

It sounds like borers but a xeno mode. Hopefully it can be left out of Urist like most of Bay's renaming shenanigans?
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scrdest

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Re: Space Station 13: Urist McStation
« Reply #22219 on: May 18, 2015, 12:58:44 pm »

Nevermind, according to the host it's just boring Master Controller quirks :P
I've actually been thinking that strategically fucking with some vars might be an interesting event.

I'm actually coding reaction efficiency and groundwork for groundwork for thermodynamics in chemistry, so if you'd have an event which sets efficiencies above or below 100% (and disables a sanity check I put in, because DUH) you could get chems that produce more reagents than they should, or start going in the opposite direction than they are supposed to, consuming reagents of the products present and spawning more of the substrates.

I specifically disallowed that from happening, because it would fuck with the procs it uses right now, but with some rewriting, you could controllably have reality break in things like Cult late-game.
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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.

Iceblaster

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Re: Space Station 13: Urist McStation
« Reply #22220 on: May 18, 2015, 01:47:08 pm »

The question remains though.

Does this new alien mode remove gibbing if you get infected.

Always hated that about Xenos :P

Aseaheru

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Re: Space Station 13: Urist McStation
« Reply #22221 on: May 18, 2015, 02:03:16 pm »

It makes you a larva when it gibbs you...
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Vakothu

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Re: Space Station 13: Urist McStation
« Reply #22222 on: May 18, 2015, 04:58:58 pm »

It makes you a larva when it gibbs you...
Actually, to prevent people from intentionally getting infected to be a Xeno, I think it'll rarely spawn you from your own body.
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Aedel

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Re: Space Station 13: Urist McStation
« Reply #22223 on: May 18, 2015, 06:34:39 pm »

Define this "something different".
The structures and the like are the same, but instead of the old acid-blooded dong monsters we all know and love they are blood-drinking leech creatures burrowing into the host.

...so, I guess, pretty much evil Diona larvae.

It sounds like borers but a xeno mode. Hopefully it can be left out of Urist like most of Bay's renaming shenanigans?

>leaving it out

>not taking it and keeping xenos for double the chance for glorious xeno rounds

bad
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Aseaheru

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Re: Space Station 13: Urist McStation
« Reply #22224 on: May 18, 2015, 07:31:02 pm »

It makes you a larva when it gibbs you...
Actually, to prevent people from intentionally getting infected to be a Xeno, I think it'll rarely spawn you from your own body.
Yah, Steff put me right. Bay makes the oldest ghost the larva. Question is if it accounts for alien antag preference.
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Cheedows

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Re: Space Station 13: Urist McStation
« Reply #22225 on: May 18, 2015, 08:20:13 pm »

In my experience and admins know the one who observes the longest/oldest ghost is put into the xeno body. I've had plenty of unfortunate experiences where this happened.  :P
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Vakothu

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Re: Space Station 13: Urist McStation
« Reply #22226 on: May 18, 2015, 09:24:04 pm »

I missed the poll, but having the cyborg rechargers buildable would be nice.  If it's not already suggested.
Ignore this, it's already implemented into Bay, but we haven't pulled it yet.
« Last Edit: May 19, 2015, 02:48:14 am by Vakothu »
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Aseaheru

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Re: Space Station 13: Urist McStation
« Reply #22227 on: May 18, 2015, 09:50:25 pm »

I thought that those where buildable, atleast on one codebase.

They actually are, both on /TG/ and on Bay.
Scroll down a bit, its between SUPERPACMAN and Coolers

-edit-

Bay seems to have both a "Cyborg Recharging Station" and a "Borg Recharger". Of the two, the borg recharger costs more resourses, and the wiki says nothing about values of one over the other.
« Last Edit: May 18, 2015, 09:53:11 pm by Aseaheru »
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Vakothu

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Re: Space Station 13: Urist McStation
« Reply #22228 on: May 19, 2015, 01:34:08 am »

Hmm, we must have not pulled that yet, I checked in our newest version, and they're still unable to be constructed or deconstructed.
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scrdest

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Re: Space Station 13: Urist McStation
« Reply #22229 on: May 19, 2015, 02:43:24 am »

Hmm, we must have not pulled that yet, I checked in our newest version, and they're still unable to be constructed or deconstructed.
Yeah, we didn't.

In unrelated news, there seems to be a mobilization on Bay towards making Chem better without using Goonchem. For my part, I've figured out how to make chem reactions take time.
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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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