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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


Pages: 1 ... 153 154 [155] 156 157 ... 950

Author Topic: Space Station 13 *READ RULES ON FIRST POST*  (Read 822493 times)

Micro102

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #2310 on: July 07, 2009, 03:47:22 am »

I was thinking more of a every 10 minutes or so. Don't see anyway it could fail other then people hiding for long periods of time. And would give the mess hall that was being worked on a meaning. Heck if the refrigerator works make some foods go bad over time.

also, no map change unless you ge tthe vents up please, for some reason i just get sickened when i see 6 air filters in every room.
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Jackrabbit

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #2311 on: July 07, 2009, 03:48:21 am »

Would thirst and hunger be able to be implemented into this game? the games don't usually last long and this would add tot he RP. Give security something more to do then torture the prisoners.

Why?  You're not the only person to suggest this.  But games tend to last an hour or less.  Either food is SO IMPORTANT that securing food is a major challenge, or everyone just grabs a candy bar at the same time as they grab an air tank so they can just nom it at the half-hour point or whatever...

And why are you so against unlawful, immoral torture of unarmed prisoners anyway?
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Poltifar

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #2312 on: July 07, 2009, 06:00:09 am »

Floirt, the Toxins is very nice, but did you add something to actually DO there? As in, some new kind of gadgets and gizmos to build other than bombs and flamethrowers and laser tripwires? If not, you BETTER add them soon, else the expansion would be mostly for naught. Just a bigger place to do exactly the same stuff in.



Oh, and I fixed this hierarchical table:
Code: [Select]
                   The A.W.E.S.O.M.E.
                          │
                         God
                          │
                       Barman
                          │
               Centcom Captain/Head/President/Whatever
                          │
                       Captain
                          │
                  Head of Personell
                          │
       ┌──────────────────┼────────────────────┐
Head of Research          │              Head of Security
       │          Head of Maintenance          │
Geneticists               │              Security Officers
Chemists              Engineers          Forensic Technician   
Doctors               Atmos Techs        Fire Fighters
Toxicologists         Janitors                 │
       │                  │                    │
       └──────────────────┼────────────────────┘
                          │
                      AI
                      Assistants
                      Monkeys
                      Monkey droppings
                      Clowns
                      Syndicates
                         │
                        You

:P
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Quote
<@Poltifar> yeah i've played life for almost 23 years
<@Poltifar> i specced myself into a corner, i should just reroll
<@Akroma> eh
<@Akroma> just play the minigames until your subscription runs out

Micro102

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #2313 on: July 07, 2009, 06:31:39 am »

Make a mini robot bomb that walks foward, timer or remote. maybe a mini camera. could also be used without bomb.
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Jackrabbit

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #2314 on: July 07, 2009, 06:42:41 am »

Floirt, the Toxins is very nice, but did you add something to actually DO there? As in, some new kind of gadgets and gizmos to build other than bombs and flamethrowers and laser tripwires? If not, you BETTER add them soon, else the expansion would be mostly for naught. Just a bigger place to do exactly the same stuff in.



Oh, and I fixed this hierarchical table:
Code: [Select]
                   The A.W.E.S.O.M.E.
                          │
                         God
                          │
                       Barman
                          │
               Centcom Captain/Head/President/Whatever
                          │
                       Captain
                          │
                  Head of Personell
                          │
       ┌──────────────────┼────────────────────┐
Head of Research          │              Head of Security
       │          Head of Maintenance          │
Geneticists               │              Security Officers
Chemists              Engineers          Forensic Technician   
Doctors               Atmos Techs        Fire Fighters
Toxicologists         Janitors                 │
       │                  │                    │
       └──────────────────┼────────────────────┘
                          │
                      AI
                      Assistants
                      Monkeys
                      Monkey droppings
                      Clowns
                      Syndicates
                         │
                        You

:P

See, that's why I'm always the barman.
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Shadowgandor

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #2315 on: July 07, 2009, 06:49:26 am »

Does anyone know how I can siphon the plasma out of the mixing room when it's heated up to 5200 K?
It's so hot...Last round, I decided to try if I could kill the flames with a flame extinguisher..Ha..Ha..Ha...xD
When I opened her up, I immediately stood naked and weaponless in the fire, my frick'n BIOSUIT got melted to nothing, no wonder the canisters couldn't hold it either..
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Yanlin

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #2316 on: July 07, 2009, 08:28:35 am »

A fix for grille layers:
In code\atoms.dm, add
Code: [Select]
layer = 2to /obj/grille

Now wasn't that easy?

Alternatively, an in-game solution for use on unfixed servers is to build the windows AFTER the grate. Same effect, diffrent method. Code edit is easier in every way if you have code access.

(Basically, the fix gives layer a default value of 2 rather than the 3 that I assume is inherited from a base object)

No, I meant when constructing it, it should only be able to go on layer 2.

But after further experimenting, it should be 2.9
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Dr. Johbson

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #2317 on: July 07, 2009, 08:29:26 am »

Bringing the server up, thanks for the work Floirt, I won't be on much today, probably, unless that HellMoo games REALLY freaks me out, then I'll come back here.

EDIT- Quickstart guide freaked me out, coming back.  ;D
« Last Edit: July 07, 2009, 08:32:55 am by Dr. Johbson »
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Poltifar

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #2318 on: July 07, 2009, 08:35:35 am »

What the hell? Johbson ALSO is gona play HellMOO? AWESOME, I just randomly met Floirt ingame!
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Quote
<@Poltifar> yeah i've played life for almost 23 years
<@Poltifar> i specced myself into a corner, i should just reroll
<@Akroma> eh
<@Akroma> just play the minigames until your subscription runs out

Micro102

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #2319 on: July 07, 2009, 08:49:40 am »

I dont think ive been able to play on the server once after the massive unbanning. I can connect to every server but this one.

EDIT: nvm it went through
« Last Edit: July 07, 2009, 09:01:30 am by Micro102 »
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qwertyuiopas

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #2320 on: July 07, 2009, 10:07:29 am »

A fix for grille layers:
In code\atoms.dm, add
Code: [Select]
layer = 2to /obj/grille

Now wasn't that easy?

Alternatively, an in-game solution for use on unfixed servers is to build the windows AFTER the grate. Same effect, diffrent method. Code edit is easier in every way if you have code access.

(Basically, the fix gives layer a default value of 2 rather than the 3 that I assume is inherited from a base object)

No, I meant when constructing it, it should only be able to go on layer 2.

But after further experimenting, it should be 2.9

When constructing grilles, the layer is left unchanged.
So, rather than add layer-setting code there, I put it in the grille's definition so that it would apply to all instances of the grille rather than the special case of player-built grilles.

When you construct a grille it does not change the layer, so it must have a default, but the grille's definition does not have a default of it's own.

Sure, setting it in the grille creation part works just as well, but setting the layer here also makes adding grilles easier for mapmakers and any future grille creation.


Really, from the player's point of view, it will make no diffrence at all, but if another way to create a grille is added, with it's own layer = 2.9, then when you wanted to change it, you would have to seek out both.

Of course, adding it to obj/grille/new() also works, so it's really the choice of whoever implements the change.
def, new(), or player creation function. All work. I will use teh def, you use whatever.


Edit:
I would have gone with the most obvious solution of change the player's construct function, but it uses the code
Code: [Select]
new /obj/grille( usr.loc )Meaning that I would have to modify two lines, one to set the layer, and this one to store it in a var.
Overall, changing the grille's new() or definition is easier, and the def is in a single file where it would be easy to access or change.
« Last Edit: July 07, 2009, 10:13:19 am by qwertyuiopas »
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Eh?
Eh!

Sowelu

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #2321 on: July 07, 2009, 10:25:12 am »

I was thinking more of a every 10 minutes or so. Don't see anyway it could fail other then people hiding for long periods of time. And would give the mess hall that was being worked on a meaning. Heck if the refrigerator works make some foods go bad over time.

Oh my god that sounds irritating.  Ten minutes?  Most of the time I'm busy for more than ten minutes at a time in that game!  How soon after getting hungry would you start starving?

I mean I guess it could work, in the same way that EVERYTHING in SS13 is supposed to make life harder, but still!
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Cajoes

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #2322 on: July 07, 2009, 10:29:43 am »

Better than flinging the researchers with mass drivers.
TRAITOR! A true dwarf would think nothing of it.
I'm pretty sure a "true" dwarf would actually try to get into toxins by braving through a over pressurized corridor without internals, getting pushed back every other step, before finally succumbing to the numbing gas mixture and getting pushed all the way back out the airlock.

I've had this exact discussion regarding food with a friend of mine and I also think once every ten minutes is a bit of a nuisance. Having to drop everything just as the shuttle arrives and smash open a vending machine with a extinguisher. (Which reminds me, I need to sprite a hacked machine and a busted machine
Spoiler (click to show/hide)
)

But something to do at the thirty minute mark, meet with the rest of the surviving crew for a nice head-count and crumpets for maintaining the station for so long in the mess hall.

Then the chef turns out to be the traitor, kills or incapacitates everyone with poisoned food articles. Grabs the captain's keycard and escapes the station unhindered. Leaving the evidence of wrongdoing burning as he sets the plasma fueled oven to leak weapons grade plasma all over the mess hall, with a timed igniter made from kitchen components beeping quietly in the corner. To the fleeting horror of the lone few survivors that manages to snap out of their toxin induced coma.

See, I don't want the kitchen just to add to the roleplay. I want it for even more chances to eff up the station.
« Last Edit: July 07, 2009, 10:44:27 am by Cajoes »
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Jakkarra

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #2323 on: July 07, 2009, 10:30:10 am »

we could simply have the vending machines around the station.

they could have limited items and only set the clock back a little bit each, but they could stack.

Micro102

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #2324 on: July 07, 2009, 10:41:25 am »

maybe its just a bad sense of time, but a normal game seems to end in 30 minutes for me.
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