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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 822093 times)

Jackrabbit

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #11640 on: April 30, 2010, 05:53:29 pm »

Also, nice Jack.  A tiny bit of preperation and you would've won.  That sort of situation really sucks.  "If only I had a [blank]".

It was less about preparation and more about not pissfarting about being a bloody fool.

At the very least, it was good RP. That doesn't console me much.
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nuker w

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #11641 on: April 30, 2010, 06:10:19 pm »

Dolly it up and slap it on the wiki, come on
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MagmaDeath

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #11642 on: April 30, 2010, 06:26:16 pm »

And it seems, a crash.
That might have something to do with me burning the entire engine, or it might not.
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qwertyuiopas

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #11643 on: April 30, 2010, 07:26:48 pm »



Would that be better than the current lattice?
(Icon stolen from SSAA and SSYAA)
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zchris13

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #11644 on: April 30, 2010, 07:27:50 pm »

Nah, I like the current latice.  It has a certain flavor to it.
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Cajoes

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #11645 on: April 30, 2010, 08:16:03 pm »

A few more inventions/item combinations would be nice. Maybe for items that are not necessarily lethal.

Some means to turn the laser trip-wire into other directions.

Some means to combine the proximity/tripwire detectors with:

Flashlights
Flashes
Tasers
Lasers
Canisters
among others

For handy but ultimately useless little toys like a proximity detecting flood-light or tiny automated taser turrets.

GOTTA MOVE THAT GEAR UP!

I reiterate, MOVE THAT GEAR UP!

Spoiler (click to show/hide)

Oh blagh, forgot to point out that it requires WIRING to function.
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zchris13

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #11646 on: April 30, 2010, 08:18:24 pm »

You have to steal one of the AI's cameras do make it.

Also, the IR detectors do not work.  The ones in Toxins? Yeah.  Nada.  Even though I know they are actually rangefinders, but whatever.
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Matz05

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #11647 on: April 30, 2010, 08:55:38 pm »

A wiring system allowing things to have inputs/outputs would be great. IRlaser->flamethrower. Airlock->canister. Signaler->laser!
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qwertyuiopas

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #11648 on: April 30, 2010, 08:59:35 pm »

Would you like some very basic icons for non-icon paths that otherwise show up as a no-image icon in the editor tree?


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Sukasa

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #11649 on: April 30, 2010, 09:43:25 pm »

Nah, generally if it doesn't have an icon it's not meant to be used in the map editor, /obj/machinery/power/infinite notwithstanding
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Cajoes

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #11650 on: April 30, 2010, 09:57:09 pm »

You have to steal one of the AI's cameras do make it.

Also, the IR detectors do not work.  The ones in Toxins? Yeah.  Nada.  Even though I know they are actually rangefinders, but whatever.

Why would it need a camera? It only needs to know something is moving near it, and to semi-accurately home in on it.

Are station turret controls turf dependent, or does one turret control control all turrets on station?
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Sukasa

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #11651 on: April 30, 2010, 10:02:52 pm »

turret controls are area-dependant
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qwertyuiopas

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #11652 on: April 30, 2010, 10:06:16 pm »

However, with networks, why not add them to be directed by network?

Cut the line so that the AI can't enable them?

Traitor: set to lethal with power disabled(if possible), cut line, enable power once safely out.

Fun.
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Googolplexed

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #11653 on: April 30, 2010, 10:26:08 pm »

However, with networks, why not add them to be directed by network?

Cut the line so that the AI can't enable them?

Traitor: set to lethal with power disabled(if possible), cut line, enable power once safely out.

Fun.

Already possible, the individual turrets aren't network controlled, but the turret controller is
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quinnr

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #11654 on: April 30, 2010, 10:37:08 pm »

Any reason that attempting to change the game-mode results in instant poisoning?

Because regardless of the outcome, it reboots the game ruining the round for people.  Hence it became punishable I guess.  Typically I try to remember to disable round voting after round start to prevent people from disabling themselves.

Also, nice Jack.  A tiny bit of preperation and you would've won.  That sort of situation really sucks.  "If only I had a [blank]".

Wait, WHAT?! (Oh, thats what that message is...)
-sets nodamage to on, and tries to change game mode-
Quote
SS81: 81 is ASCII for 'Q'. SS81 is a side project of mine to make my own SS13 without reusing anything of the original's, not even icons.
"Q"? That's my kind of game :D
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To exist or not exist, that is the query. For whether it is more optimal of the CPU to endure the viruses and spam of outragous fortune, or to something something something.
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