🥝 Community Kiwi Space Station 13 Server (2024 edition) - Space Station 13

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Looks pretty solid

I'll go over the existing gib stuff tomorrow sometime, I felt like the kiwi should get a mini green explosion though
 
Updates
  • multi-thousand line hydroponics rewrite, should only notice two differences:
    • plant bags should not combine different kinds of seeds into one stack anymore
    • plants should now be able to mutate (did not have time to confirm this (i did confirm you can still grow plants))
  • please report any hydro bugs as a lot of info was hand-copied into the fixed system so there may be mistakes
  • i am offering $1 million in ingame currency for information leading to the death of the infamous bay12 programmer known only as 'Zuhayr'
Start time in 15 minutes
 
i am offering $1 million in ingame currency for information leading to the death of the infamous bay12 programmer known only as 'Zuhayr'
Please share the backstory
 
Please share the backstory
There are like 5-6 traits that actually matter, and that should mutate. This idiot moved them and basically every thing else plant related from normal member variables into this dictionary, which then dynamically mutates everything all at once. He then layered a gene system on top to try to moderate the amount of nonsense, since 20 things would be too much for players to keep track of (he gave a gene editor machine to xenobio but not hydroponics), including whether or not it can be made into a potato battery, what its sprites are, what its color is, if it explodes, etc.

He also rewrote the plants to have dynamic sprites instead of fixed ones, by doing a bunch of icon manipulation/overlaying and coloring. The colors are all dull and miserable and they looked terrible. Durell supplied a bunch of hardcoded plant product sprites that look great but everything else is still dynamic for want of sprites. (TBH thats probably okay for growth stages)

He also had this whole horrendous lookup-by-name system to find plant datums, instead of just storing the type. So like, apple can mutate into "poisonapple" instead of just putting /datum/seed/apple/poison there. This resulted in a bunch of extra code everywhere to null-check in case of situations where a plant or a seed packet or a fruit or whatever couldn't look up its fruit datum successfully.

Amongst other things, this lead to an imaginary 'tobacco' plant that doesn't actually exist and which would have not worked if you tried to spawn the seed packet out of the vendor.

To top it off he couldn't figure out how to get any of that to work with server startup, so every plant and fruit seed packet at round start was just sleeping for 30 seconds to wait for his 'seed controller' to start up, so all the plants and seed packets and stuff could all look up their seed datums.

I rewrote it to be 1200 lines shorter and it does the exact same thing except better and it runs faster. However there is basically no real difference in what it does except mutations work now so that was basically all a massive waste of time and its his fault.

I want that nigger boiled in lard. $1 mil space buck reward.
 
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Updates - Blob
  • blob mob damage reduced (from 20-40 to 10-25)
    • blob_act updates the damage overlay now, so it will make you look bloody when it hits you
    • 1716346625529.png
    • context: you get a chance for bone breaks at 15+ damage
  • blobs now cannot pass through rwalls
  • blob ticks every 3 seconds (this remains the same as on saturday, i said 2s at the time but i had already nerfed it a bit by then and forgot)
  • blobs will kill all living mobs in a tile before advancing through it, should prevent injured people from being stuck in blob purgatory
    • 1716346642812.png
  • blob will now force open broken airlocks (this follows the rules of damaged airlocks being crowbar-able, so dropped bolts or welding prevent this)
  • blob will now colonize girders instead of destroying them (the new blob will start with only 1 health in this case so as to delay it from expanding)
  • blob will get zapped by electrified doors/grilles
  • blob core count scaling by player count (just copied traitor scaling for now)
The concept here is I want to nerf the blob in various conceptual ways instead of just messing with its tick rate.

Some blob fighting tactics:
The blob will not attack diagonally so a smart move when advancing on the blob is to spam click the blob you are advancing towards to kill it instantly as you are entering the tile. You should then prioritize welding tiles the blob puts down next to you before they can hit you. It can blow up welding tanks so beware. Finally, blobs that are hurt below 80% HP will heal instead of attacking (if you are welding at a tough blobwall repeatedly to take it down you will not be hit by it)


Updates - Other
  • metabolism toned down a bit so you dont de-drunk as fast
  • hunger increased further
  • plant analyzer clarified (it will more directly tell you subspecies are available rather than misleading you that the plant is 'prone to mutation')

I am also experimenting with bringing back mutating fruit sizes, to restore some sense of normalcy, but its not ready yet. TBH one of the major issues is just if I scale it with anti-aliasing it looks horrible, and if I scale it without anti-aliasing (as seen below) it looks less horrible but still pretty bad it really butchers the sprites. The other issue is just that I intend to bring back fruit gene splicing machines so that part is also not ready.
1716393117709.png

This mutates the amount of reagents in the fruit/number of bites.

was at work could not get on today but was able to get more gib animations done
I will totally get back to this
 
How do plants growing work texture-wise does it still overlay two textures when it's ready to harvest and if so would you prefer a standalone texture or would you be okay with still doing the overlay
 
How do plants growing work texture-wise does it still overlay two textures when it's ready to harvest and if so would you prefer a standalone texture or would you be okay with still doing the overlay
I'd be okay with an overlay, also yea how it works right now is its got plant sprites that have growth stages, then it has grown product overlays that are meant to go over the final growth stage to show its ready to harvest (and which go away if you pick apples off of a tree for instance)
 
@geckogoy just got back home and tried to join as quickly as i could but seems like i got there too late.
1716668303084.png
what the fuck happened?
edit: im a newfag btw
 
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