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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 823301 times)

Cajoes

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #7185 on: February 16, 2010, 09:13:12 pm »

@cajoes: Plasma Research or Atmospherics, I can give more details if you want.

What in blazes is the sleep toxins doing in the research labs? How is the doctor supposed to sedate violent patients without the stuff?

Unrelated: Does anyone have a link to the canonical timeline for this strange violent universe?
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head

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #7186 on: February 16, 2010, 09:15:38 pm »

You do know you have a friendly zombification reversal button.

And zombies don't take less damage, and are not resistant to toxins, and others. However, when the game sums up the health of a zombie, it drastically reduces many factors, and during dezombification, those factors are unaffected, and without the zombie's version of the health sum, they could theoretically drop dead rather than become living. But since they are no longer a zombie, a zombie can resurect them...

(All that relies on the assumption that the code hasn't drastically changed since I last looked at it)

Code: [Select]
/mob/proc/updatehealth()
    if (src.nodamage == 0)
        if(!src.is_living())
            src.health = 100 - src.oxyloss/10 - src.fireloss/2 - src.bruteloss/2
        else
            if(src.is_rev == "no")
                src.health = 100 - src.bruteloss/50
                src.bodytemperature = 320
            else
                src.health = 100 - src.oxyloss - src.toxloss - src.fireloss - src.bruteloss
    else
        src.health = 100
        src.stat = 0
(Likely outdated.)
(From top to bottom, each src.health:
-Zombie:
    No toxin damage.
    Half fire and brute damage
    Little oxygen loss damage
-IT
    Only takes brute damage, and needs 50 times normal.
-Normal
    Full damage
-nodamage mode
    Always full health.)

I've changed it around abit. co2,no2 dosen't work on zombies at all.

tox works tho.
they dont breath anymore atleast.

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head

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #7187 on: February 16, 2010, 09:16:46 pm »

@cajoes: Plasma Research or Atmospherics, I can give more details if you want.

What in blazes is the sleep toxins doing in the research labs? How is the doctor supposed to sedate violent patients without the stuff?

Unrelated: Does anyone have a link to the canonical timeline for this strange violent universe?

The big bad motd holds the timeline
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quinnr

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #7188 on: February 16, 2010, 09:18:57 pm »

You are supposed to read it, since you didn't I am supposed to hate you.
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head

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #7189 on: February 16, 2010, 09:31:13 pm »

Found something really whacked out.

   if(isturf(T))
      T.poison += firestrength * 155000 // markedhead
      T.firelevel = max(T.firelevel, T.poison + 1)
      T.oxygen += firestrength * 100000
   if(isturf(Tx1))
      Tx1.poison += firestrength * 155000
      Tx1.firelevel = max(Tx1.firelevel, Tx1.poison + 1)
   if(isturf(Ty1))
      Ty1.poison += firestrength * 155000
      Ty1.firelevel = max(Ty1.firelevel, Ty1.poison + 1)
   if(isturf(Txm1))
      Txm1.poison += firestrength * 155000
      Txm1.firelevel = max(Txm1.firelevel, Txm1.poison + 1)
   if(isturf(Tym1))
      Tym1.poison += firestrength * 155000
      Tym1.firelevel = max(Tym1.firelevel, Tym1.poison + 1)

considering that the smallest firestrenght of one nade is 80 that be 80 * 155000 = 12400000 units of plasma

considering a normal plasma canister is 13000000 when full this is quite overly much.
« Last Edit: February 16, 2010, 09:33:16 pm by head »
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MagmaDeath

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #7190 on: February 16, 2010, 10:31:54 pm »

I've been an admin for a while, a few months. I just had fun today with my powers. ;D

BAD!

Also, zombie fights in the Thunderdome are a bad idea, since these zombies are unaffected by knockout gas and can break through walls. Some of them broke out the back wall, went around behind us, and ate us (the hosts). We had already started spraying NO2 out there, but that made it worse for the humans, since zombies are resistant to all chemicals.
'
Yeah, that was fun.
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quintin522

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #7191 on: February 16, 2010, 11:13:55 pm »

Its down :'( 
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quinnr

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #7192 on: February 16, 2010, 11:14:02 pm »

Found something really whacked out.

   if(isturf(T))
      T.poison += firestrength * 155000 // markedhead
      T.firelevel = max(T.firelevel, T.poison + 1)
      T.oxygen += firestrength * 100000
   if(isturf(Tx1))
      Tx1.poison += firestrength * 155000
      Tx1.firelevel = max(Tx1.firelevel, Tx1.poison + 1)
   if(isturf(Ty1))
      Ty1.poison += firestrength * 155000
      Ty1.firelevel = max(Ty1.firelevel, Ty1.poison + 1)
   if(isturf(Txm1))
      Txm1.poison += firestrength * 155000
      Txm1.firelevel = max(Txm1.firelevel, Txm1.poison + 1)
   if(isturf(Tym1))
      Tym1.poison += firestrength * 155000
      Tym1.firelevel = max(Tym1.firelevel, Tym1.poison + 1)

considering that the smallest firestrenght of one nade is 80 that be 80 * 155000 = 12400000 units of plasma

considering a normal plasma canister is 13000000 when full this is quite overly much.

Yes, that needs to be super tinied.
Same size as smoke grenade, if you can calculate it to be about that big.

I'll try to host the basic version, I might close it if it slows down my comp too much though
« Last Edit: February 16, 2010, 11:36:59 pm by quinnr »
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quinnr

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #7193 on: February 16, 2010, 11:32:49 pm »

Down, Open Source version melts floors when I try to make bombs...
And nobody wants to play  ;D

Cecil tried to log in, so wait just a sec, I might leave it up
« Last Edit: February 16, 2010, 11:55:44 pm by quinnr »
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head

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #7194 on: February 17, 2010, 12:00:08 am »

Down, Open Source version melts floors when I try to make bombs...
And nobody wants to play  ;D

Cecil tried to log in, so wait just a sec, I might leave it up

btw server back up
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quinnr

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #7195 on: February 17, 2010, 12:02:45 am »

Down, Open Source version melts floors when I try to make bombs...
And nobody wants to play  ;D

Cecil tried to log in, so wait just a sec, I might leave it up

btw server back up

YAY! I CAN MAKE BOMBS AGAIN!
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Trorbes

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #7196 on: February 17, 2010, 12:11:23 am »

Does anyone have a link to the canonical timeline for this strange violent universe?

The big bad motd holds the timeline

I added a bunch of history and lore stuff to motd.txt, but I don't think the game uses that file since I never see it when I join in the game.  You might need to copy it to the motd-auth.txt and motd-noauth.txt files to get it to display.

For now, though, I'll paste what I've got on my computer (It may have been modified a little in one of the later updates, maybe):

Most of it's based on the "official SS13 canon backstory" provided by the goons over at the wikistation, or just extrapolations from the setting/game mechanics.  It's not necessarily absolute, though; I just felt the old MOTD was rather sparse on IC knowledge and so I threw a few things together for the time being.
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head

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #7197 on: February 17, 2010, 12:28:07 am »

the reason is it's so big it scrolls past 100% of it

il add it to a another verb "story" or and add a rule to read it
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quinnr

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #7198 on: February 17, 2010, 12:31:10 am »

I d/ced, and now I have to go. See ya!
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Googolplexed

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #7199 on: February 17, 2010, 01:00:18 am »

Trorbes, can you actaully send a copy of what you have on your HD. There were a few updates that weren't in the source I had
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