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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 804628 times)

Cajoes

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #2295 on: July 06, 2009, 05:46:20 pm »

Speaking of science.



It's called a Scuzzer Droid.

Edit: In the game Startopia this little helper comes from, he and his mkII and mkIII pals help maintain giant donut shaped space stations. By constructing amenenities, repairing wear and tear and scraping away the filth that accumulates on stations that are frequently visited by, eugh, tourists. They also manage cargo crates.

I figure that a AI with some time to spare could use it to make emergency repairs to damaged sections. With a limited selection of built in tools of course and being much slower than a human agent. But sturdier. Since it's made of metal and durable plastic and do not require to breathe. (We might want to make it require a energy cell to operate however. Just to give it some limitation.)

Of course, in my opinion, a player-AI should focus on reporting odd behaviour and anomalies in the station's systems. But a understaffed station might find this thing useful.
« Last Edit: July 06, 2009, 06:00:00 pm by Cajoes »
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Dr. Johbson

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #2296 on: July 06, 2009, 05:47:32 pm »

Speaking of science.



It's called a Scuzzer Droid.
Aw, its awesome.
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woose1

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #2297 on: July 06, 2009, 05:49:59 pm »

SCIENCE!!



EDIT: Wait, did the server just crash JUST as I got unbanned?
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Trorbes

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #2298 on: July 06, 2009, 07:41:38 pm »

Hey, Floirt, if you don't mind, can I make some improvements to the station?  For example, there's only about 10 emergency closets around the station, and over half are are in restricted areas.  I also heard some complaints earlier today about how inefficient the primary engine is, so I want to see if I can make it better.
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Micro102

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #2299 on: July 06, 2009, 07:45:56 pm »

See if you can figure out why the batteries dont work some of the time. They arent charged so they dont have any power to charge so they can never be turned on.
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Trorbes

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #2300 on: July 06, 2009, 07:59:35 pm »

That sounds more like a glitch, and anyway I'm only doing some mapping at the moment; coding will have to wait until I'm familiar with the language.

EDIT: Also, it'd be really helpful if I knew how to give myself admin powers for testing it.
« Last Edit: July 06, 2009, 08:01:09 pm by Trorbes »
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Dr. Johbson

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #2301 on: July 06, 2009, 08:51:56 pm »

Sorry for the server crashing, I had to go. Still am gone, don't ask.  :P

Anyway, I also got into mapping. Wow, I thought it was going to be harder. Maybe I was doing something very, very wrong but it seems very easy.
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qwertyuiopas

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #2302 on: July 06, 2009, 09:09:23 pm »

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)
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Eh!

Trorbes

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #2303 on: July 06, 2009, 09:17:36 pm »

So what's so important about grilles being on the second layer?
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Cajoes

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #2304 on: July 06, 2009, 09:53:56 pm »

Same reason I make these silly sprites.

For the looks. A grille is not very transparent, so you can't tell there is or aim at a reinforced window that's under it.

Edit: Ooh that reminds me, (not really, something else did), would a tram system be a feasible way to put some distance between high-risk areas of the station?

Better than flinging the researchers with mass drivers.
« Last Edit: July 06, 2009, 09:57:27 pm by Cajoes »
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Micro102

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #2305 on: July 06, 2009, 10:00:46 pm »

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.
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beorn080

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #2306 on: July 06, 2009, 10:28:23 pm »

Better than flinging the researchers with mass drivers.
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Floirt

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #2307 on: July 06, 2009, 11:50:52 pm »

Ladies and gentlemen, I present you our new (totally unfinished) Toxins:

Spoiler (click to show/hide)

Also in: -DF Names! Play Urist Mcurist today!
           -Toxin Officer! Because flinging heads over flimsy bridges is highly unsafe!
           -Access revamp! Because current accreditations were screwy!
           -Stuff!

To come: -Buildable doors! Namely because I hadn't the code under my eyes because of my internet!
             -Finished Toxins, complete with normal equipement, solars, atmos, and even make-shift engine!
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Jackrabbit

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #2308 on: July 06, 2009, 11:55:14 pm »

Very nice
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Sowelu

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #2309 on: July 07, 2009, 03:33:45 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...
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