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Author Topic: Space Station 13: Urist McStation  (Read 2154744 times)

Aseaheru

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Re: Space Station 13: Urist McStation
« Reply #23265 on: January 22, 2016, 03:51:02 pm »

 Now, Goonkitchen would be awesome to have. Again, minus some of the more... childish items.
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scrdest

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Re: Space Station 13: Urist McStation
« Reply #23266 on: January 22, 2016, 04:19:45 pm »

What I would definitely want from Goonchem is a) temperature chemistry, and b) the base idea beneath chem effects (that is, some prob() based stuff and some HP-gated effects) and side-effects/chem interactions.

Trekchem, however balanced or not ATM, is boring as shit because it is shallow and extremely predictable. I've played with organic chemistry IRL and even with the simple stuff I could do it's never as clean, quick, reliable and safe as SS13 chemistry. And the Chemist winding with a faceful of broken glass and hot liquid is as entertaining to recount as Viro or Toxins fuckups, without their round-disrupting powers.

Addiction itself could be tweaked or removed completely - that's the wonder of open-source development.

Ghetto chemistry can work even better than it does on trekchem - trekchem's problem with ghetto chemistry is that it's simplistic enough that there isn't much room for improvement in actual, sterile lab chemistry over ghetto chemistry. /tg/, at least, has the machinery improvement thing, but Baycode doesn't.

If the problems you mention are present, it's far more because coders are short on fucks to enhance ghettochem - which could be addressed by adding base chems to some commonly available items and adding alternative recipes, adding a rough and unreliable ghetto chem heaters in the form of, say, welder-ing a bottle, and allowing grinding/washing out/whatever patches, respectively - though, to be fair, the newchem project is mostly Goofball's brainchild, so...

I'm not saying Goofchem is good, necessarily - but it has some nice features that could be ripped out of it.
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Aedel

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Re: Space Station 13: Urist McStation
« Reply #23267 on: January 22, 2016, 04:26:12 pm »

Cant say that I don't feel happy that Baystation is dying under its own restrictive and stagnant policies. In any case I hope Urist gets some updates soon I always look forward to those. Heck a new chem system would probably keep me busy for a while.

I am thinking about making a new map maybe that will also help with attracting players back with a change in scenery though I cant do any actual mapping until all the bugs are fixed and updated to the main branch.

Its not dying because of that. Its dying because a duplicate station but with new features and code popped up, Polaris. Postpone the champagne and "I was right" celebration my compatriot.
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flame99

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Re: Space Station 13: Urist McStation
« Reply #23268 on: January 22, 2016, 04:39:37 pm »

New addiction mechanics probably won't be a thing, no. As you said, it wouldn't suit the server very well. I'll see what else I could do with it, though.

As for ghettochem, I was kind of thinking of working on it once I finish with goofchem.

Finally, I don't think I mentioned it but we probably won't get pyrotechnics in their goof/goon form, since I can't imagine it'd play nice with ZAS and we don't even have being on fire yet. I'd like to, but potasibombs,  IEDs, toxins, nitro, and toxins will probably remain your best for making things go boom for now.
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Lyeos

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Re: Space Station 13: Urist McStation
« Reply #23269 on: January 22, 2016, 05:31:53 pm »

If I held a test server for some update stuff someday this weekend, would people be interested in helping me test one of the new game modes before I push it to the update branch?

Do it broski, I'm game.
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ggamer

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Re: Space Station 13: Urist McStation
« Reply #23270 on: January 22, 2016, 05:52:51 pm »

AH

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Aedel

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scrdest

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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 #23275 on: January 22, 2016, 08:23:10 pm »

The pyramids... Letus be careful asto not attract the great One of Toady by building them in a manner that aligns with his sign...
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Cheedows

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Re: Space Station 13: Urist McStation
« Reply #23276 on: January 22, 2016, 09:35:50 pm »

5 people on, we can do it people.

Edit: Now 7, believe in the snowballing pop everyone.
« Last Edit: January 22, 2016, 10:02:30 pm by Cheedows »
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werty892

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Re: Space Station 13: Urist McStation
« Reply #23277 on: January 22, 2016, 10:18:36 pm »

I'm down for testing. Have a sneaking suspicion as to what it is... :P

Cheedows

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Re: Space Station 13: Urist McStation
« Reply #23278 on: January 23, 2016, 01:31:14 am »

It's 11 people now, at this hour. Geez.
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Glloyd

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Re: Space Station 13: Urist McStation
« Reply #23279 on: January 23, 2016, 02:18:58 am »

It's been 11 for the last couple hours. Been fun.

I drank so much my liver broke. I passed out and slowly died from toxin overdose. It was a good round.
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