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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 808427 times)

QuakeIV

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #9225 on: March 29, 2010, 05:34:09 pm »

You can cure monkey yourself fairly easy. Honestly, depending on the RP involved, I may have allowed it. Yes, its incredibly annoying, but once your a monkey you can kill the guy pretty easy, then procure a M2H injector pretty easy.

That would work AWESOME if this wasnt a roleplaying server.
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MagmaDeath

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #9226 on: March 29, 2010, 05:35:13 pm »

You can cure monkey yourself fairly easy. Honestly, depending on the RP involved, I may have allowed it. Yes, its incredibly annoying, but once your a monkey you can kill the guy pretty easy, then procure a M2H injector pretty easy.

That would work AWESOME if this wasnt a roleplaying server.
It dosent.
M2H kills you, as Ive stated many times.
Even if this was not a RP server, you would die.
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QuakeIV

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #9227 on: March 29, 2010, 05:35:49 pm »

You can cure monkey yourself fairly easy. Honestly, depending on the RP involved, I may have allowed it. Yes, its incredibly annoying, but once your a monkey you can kill the guy pretty easy, then procure a M2H injector pretty easy.

That would work AWESOME if this wasnt a roleplaying server.
It dosent.
M2H kills you, as Ive stated many times.
Even if this was not a RP server, you would die.

True.
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GENERATION 9: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.
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qwertyuiopas

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #9228 on: March 29, 2010, 05:40:56 pm »

Why would it need to almost kill you?

Seems like a cheap trick to make reviving people harder.

The solution would be to edit the monkey code so that the alive/dead state transfers, and then make a zombie gene and have *that* be the source of revival. Have it so that two gene groups, when XORed, must have a certain value (specifically, something like a round-randomized three bits must be either zero or one) to trigger a change, and the match (all 0 or all 1) decides if they are zombified or unzombified.

So,

value = {race block} XOR {other block(pick one with significance)}; value & {1<<a | 1<<b | 1<<c} == {0 or {1<<a | 1<<b | 1<<c}}; on 0 dezombify, on {1<<a | 1<<b | 1<<c}, zombify.
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QuakeIV

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #9229 on: March 29, 2010, 05:42:52 pm »

Thats not really the point, we're trying to get rid of headswe as our host.
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Jackrabbit

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #9230 on: March 29, 2010, 05:43:25 pm »

I'm not. I'm just interested to see his reasoning behind letting that slide.
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Dr. Johbson

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #9231 on: March 29, 2010, 05:45:47 pm »

Yes, that would be better, because when the new DF version comes out, no ones going to hear from me for about week, as flattered as I am.   :P
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garfield751

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #9232 on: March 29, 2010, 05:49:05 pm »

i found a glich when you replace a broken light bulb with a good one the light remains off even if theres power to the room and the apc is working

Thrain

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #9233 on: March 29, 2010, 05:51:36 pm »

Bug report: Welding a fire lock closed makes it disappear. this may just be some problem that my computer has though. i also seem unable to unweld the fire lock once its welded. and if i try to pry it open then the floor tiles get preyed off but the fire lock stays closed and invisible.
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x2yzh9

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #9234 on: March 29, 2010, 05:57:16 pm »

Anyway Johbson. Even if for only a while that you may be able to host, please do so. Your server you make for SS13 is always top-notch, and much better grief-wise than current.

Dr. Johbson

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #9235 on: March 29, 2010, 06:02:32 pm »

Alright, thanks, and head's server was just taken down anyway, so, server be up, yo, code might be old, I've forgotten.
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quinnr

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #9236 on: March 29, 2010, 06:06:24 pm »

I was on the Dev Goonserver while heads was down, and the admins have decided to make me a retard every round.
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beorn080

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #9237 on: March 29, 2010, 06:15:23 pm »

RE:Invisible welded firelocks. I suspect there isn't a sprite for that. Would be nice if the open sprite was a little wider at the top so you can crowbar it shut too. Other then that, its horribly at odds with the rest of the sprites in terms of quality.
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quinnr

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #9238 on: March 29, 2010, 06:22:22 pm »

I was on the Dev Goonserver while heads was down, and the admins have decided to make me a retard every round.

And when a genecist cured me, he ckeyd me over to a dead body.
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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.

Jackrabbit

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #9239 on: March 29, 2010, 06:24:17 pm »

You knew what you were getting into when you joined a Goon server. You will get no sympathy from me.
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