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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 822399 times)

QuakeIV

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #7530 on: February 22, 2010, 09:00:19 pm »

Hrm, it isnt displaying line numbers.

Probably assorted stupidity on my part, though.
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qwertyuiopas

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #7531 on: February 22, 2010, 09:09:43 pm »

Use ctrl-g.
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Sixteen

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #7532 on: February 22, 2010, 09:41:37 pm »

The problem I would see with that engine stuff is that it makes it too good. The goal out of game is to make things interesting in-game. The goal in-game is to make stuff run the best it can. So it's more interesting to have it harder to make stuff better. It's usually more fun on a half-dead station than on one where nothing goes wrong.
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QuakeIV

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #7533 on: February 22, 2010, 09:45:07 pm »

I tested my new configuration, within two seconds it rockets up to 110,000 RPM and im generating 85kW on one generator.

Thats badass dude.

EDIT:

Hmm, this generator seems to have lost stability, but its generating alot of heat, could find a use for that.
« Last Edit: February 22, 2010, 09:48:19 pm by QuakeIV »
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qwertyuiopas

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #7534 on: February 22, 2010, 09:59:04 pm »

Have it feed into a more standard heat-transfer model?
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QuakeIV

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #7535 on: February 22, 2010, 10:08:17 pm »

That would be difficult, id need fairly large rooms to tranfer the heat to CO2, because plasma would just blow up the generator.

Plus i wanna make these things work.
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qwertyuiopas

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #7536 on: February 22, 2010, 10:18:53 pm »

Oh, wow.

I had a fire burning (200k oxy and plasma, normal deplete rate is 1/second), and when it was roughly half gone, I broke one of the windows containing it.

The fire flared out of the chamber but then burnt itself out moments later.

It was awesome.

Now to test again without the altered line, and see if it does the same thing...

Edit: Similar effect, although as expected the fire did not consume fuel while it was contined.
« Last Edit: February 22, 2010, 10:21:06 pm by qwertyuiopas »
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QuakeIV

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #7537 on: February 22, 2010, 11:21:59 pm »

Turbines work weird.

Either way, i got mine stable, they can get up to 100krpm and slowly climb until they run outta fuel.
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QuakeIV

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #7538 on: February 22, 2010, 11:30:11 pm »

Finnaly put the code patch in as directed.

I got:
code\game\cellautomata.dm:531:error: T.update_again: undefined var
code\game\cellautomata.dm:531:error: T.firelevel: undefined var
code\game\cellautomata.dm:531:warning: if: if statement has no effect
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Thrain

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #7539 on: February 22, 2010, 11:44:10 pm »

Why are there no med kits in the escape shuttle?
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quinnr

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #7540 on: February 22, 2010, 11:48:56 pm »

We have sleepers!

By the time the shuttle gets there, and you use med kits, the rounds over anyways...
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Creaca

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #7541 on: February 23, 2010, 12:34:31 am »

I think I've fallen in love with the Medical Doctor job. Now if only people would bring injured people or corpses to the Medbay every now and then.
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quinnr

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #7542 on: February 23, 2010, 12:41:38 am »

Usually people just die before they get to the medbay, so nobody brings them. I am going to be a chaplain who requires church services next.
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Cajoes

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #7543 on: February 23, 2010, 03:49:57 am »

Why are there no med kits in the escape shuttle?
Spoiler (click to show/hide)

Might as well ask why the unstable patient ward doesn't have any sleep toxins. edit: Finally found the bloody things. Down the hallway.

But on that note: Has the cryogenic tube in Genetics been fixed yet?
Addendum: Last I saw, it turned the entirety of genetics lab into a deep freezer. (Can we somehow apply this ability into a actual freezer? For the kitchen and/or unstable xeno specimen storage? Or volative materials, like plasma tubes) As well as any section of the station that were exposed to it. (Tested by opening the monkey pens using my A.I level access... Meat-popsicles.)
« Last Edit: February 23, 2010, 07:25:57 am by Cajoes »
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head

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #7544 on: February 23, 2010, 04:58:42 am »

Zombie mode fixed!
Nuke shouldent be able to blown up anymore.
Zombies infection chance has buffed.
and some other misc things i can't remember

and since everyone seems to have missed it.
you can now build computers.
The modules can be found in the ai upload
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