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Poll

Which update would you like the most?

Randomized Backstories
- 67 (25.9%)
Genetic Additions
- 98 (37.8%)
Mess Hall
- 50 (19.3%)
Revamped Area
- 44 (17%)

Total Members Voted: 257


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Author Topic: Space Station 13 *READ RULES ON FIRST POST*  (Read 824540 times)

Googolplexed

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #10080 on: April 11, 2010, 08:16:03 pm »

Yeah, I remember when I first joined (And once plasma-storms and radiation events were killed off)
The traitor's objective was generally the easy part, the hard part came from having to cause as much havoc as possible to get people to call the shuttle
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qwertyuiopas

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #10081 on: April 11, 2010, 08:18:25 pm »

:)

Fully working buildable pipes and corner pipes in the bualdable_pipes branch of the cvs.

I'll next add heat exchange pipes, then non-pipe pipe objects.



I reccomend, though don't care if, a git-enabled host tries the branch, at least to provide a non-me bug check(Though I actually tested it, and hopefully thouroughly) and maybe comments/feedback/suggestions/flames/rants.
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Jackrabbit

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #10082 on: April 11, 2010, 08:20:34 pm »

Yeah, I remember when I first joined (And once plasma-storms and radiation events were killed off)
The traitor's objective was generally the easy part, the hard part came from having to cause as much havoc as possible to get people to call the shuttle

That's true, but some people don't know that or don't do that or aren't good enough traitors to pull it off. Which is why I think there should be a backup (Syndi shuttle) but we make that backup look extremely unattractive.

Hell, what about a 'syndicate comms link' being a spawnable item? Then you'd have to make a resource managment based decision about whether or not you wanted to get off the station this way, or cause some havoc and potentially get caught.
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head

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #10083 on: April 11, 2010, 08:30:54 pm »

modular sandwiches are ingame come and try them out.
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qwertyuiopas

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #10084 on: April 11, 2010, 08:32:58 pm »

Agh, just the idea of modular sanwiches beats everything I have been working on for the past few days.

Curse you for your neat feature!!
(I think I'll just sulk back to my code...)
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zchris13

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #10085 on: April 11, 2010, 08:35:15 pm »

In your defense, qwertyuiopas, the pipes are flipping awesome.
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head

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #10086 on: April 11, 2010, 08:40:19 pm »

Agh, just the idea of modular sanwiches beats everything I have been working on for the past few days.

Curse you for your neat feature!!
(I think I'll just sulk back to my code...)

No?. pipes are way more awesum.

I'm just to lazy to read the thread.
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qwertyuiopas

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #10087 on: April 11, 2010, 08:45:51 pm »

It was an exagerated marvin-from-hitchhiker's-guide-to-the-galaxy attempt to be semi-humorous, and I don't care.

Especially as all that is left is the non-pipe pipe objects, like manifolds and valves, and the /buildnodes on them will actually be useful here, since they only attach to pipelines, rather than integrate with them, so the default buildnodes is compatible with already-built pipelines.

The hardest part left is making the placeholder art, and forcing myself to debug once in a while rather than just assume it all works.

Oh, and then adding an in-game way to accuire pipe parts.

Anyone have any ideas on how to accuire pipe sections?
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Sukasa

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #10088 on: April 11, 2010, 08:47:28 pm »

The Autolathe sounds like a good way :)
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zchris13

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #10089 on: April 11, 2010, 08:54:23 pm »

Autolathe.  This should require a map change too, because engineering needs to have better access to tool storage, and the autolathe.
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beorn080

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #10090 on: April 11, 2010, 08:57:51 pm »

Goons have a pipe dispenser. Fairly odd, since pipes are also like the best melee weapon that isn't a stun rod over there. Now, I'm not saying we need a pipe dispenser for free pipes, but if the autolathe is changed to allow pipes, I'm gonna be doing some remodeling. Also, engine floor tile making.
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Sukasa

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #10091 on: April 11, 2010, 09:07:58 pm »

Speaking of engine floor tiles, I did push one updated graphic, but it's only marginally better than the old one :/
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beorn080

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #10092 on: April 11, 2010, 09:14:29 pm »

I thought of something, then I forgot.

Oh yeah, super text spam, seems wiz mode bug. Also, more monkeys. Not enough on station, too easy to kill em all.
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nuker w

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #10093 on: April 11, 2010, 09:18:40 pm »

I thought of something, then I forgot.

Oh yeah, super text spam, seems wiz mode bug. Also, more monkeys. Not enough on station, too easy to kill em all.

Yea, bring in the monkeys! A room full of them! Chuck a lit one in and well... Thats gona smell
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Cecilff2

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #10094 on: April 11, 2010, 09:19:40 pm »

Speaking of the traitor trying to escape.  They used to be able to in older versions.

Typically, you'd complete your objective and break into either EVA or the escape pods.  You could then make your way to CentCom.  Once there, you'd get inside, get on the shuttle, and hijack it.  This caused the round to end.

The more you know.  *
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