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

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Make them an antag that's not full blown nuke ops. Holy inquisition for anthros. Replace with robot or human sprite in self-enclosed suits that don't breathe.
Lore wise, cyborg humans who reject biological bodies and refuse to come into contact with oxygen because of the furfag taint, abduct and public execute anthros while "cleansing" the station.

Have them be armed with incindeary weapons and ballistic incidieary weapons to set folks on fire even in a suit.
A guy at church did suggest a 'kill all furries' mode which is an idea I am amenable to
 
This is LORE, the station was abandoned for many years before being renovated and repopulated by nanotrasen. For balance reasons old atmospherics had to go as the plasma flooding plumbing was insane and should not be allowed so this was the first place to get the LORE treatment. If you want to plasmaflood, take some plasma cans from the engine or research and reconfigure central atmospherics to distribute it instead (located on the south side of the station core), you no longer get to turn a couple valves to flood the whole station with toxins.
But... how is the station supplied with normal air now? There's no airmix tank, nor oxygen, nor nitrogen tanks. LORE-wise, everyone should be suffocating the moment they stand on the station because there's no lifesupport anymore. What's already in the pipes won't survive a single meteor strike. As far as I'm aware, there's no way to add gas miners or buildfag it back up. I don't even see a pipe/disposal dispenser, so any atmos damage to the station is now unrepairable. And even if there were a way to buildfag, it'd take several times the average roundtime to do so.
 
But... how is the station supplied with normal air now? There's no airmix tank, nor oxygen, nor nitrogen tanks. LORE-wise, everyone should be suffocating the moment they stand on the station because there's no lifesupport anymore. What's already in the pipes won't survive a single meteor strike.
If you want to plasmaflood, take some plasma cans from the engine or research and reconfigure central atmospherics
Central atmospherics has been in the game for a good while now
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Central atmospherics has been in the game for a good while now
View attachment 6415095
That's a very limited amount of air, it'll make a second or third hull breach an automatic shuttle call, and it's still missing the pipe and disposal dispensers. Where am I supposed to get more plasma for the TEGs now? Is this now a solar-only station after the first burn? I'd much rather just the plasma tank + generator be removed/disabled until additional research is done. It's a plasma research and mining facility, it'd make sense that the plasma needs to be actually mined and refined before being usable as fuel. I believe /vg/ has a gasifier machinery doodad that turns plasma sheets into plasma gas, that'd be useful.
 
A guy at church did suggest a 'kill all furries' mode which is an idea I am amenable to
If you're going the full race war now route (and associated pearl clutching it will bring) you might as well call the faction the Einsatzkommando, make it so they can skin/scalp people (victory counter I guess), and put Teufelslied as song as the victory song.

In the original lore the Fourth Reich and Third Soviet Union were in the lore originally lmao.
 
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That's a very limited amount of air, it'll make a second or third hull breach an automatic shuttle call
Those tanks have an ENORMOUS volume, though I'm not sure if it's that big and this is definetly a consequence of the third question you raise.
and it's still missing the pipe and disposal dispensers.
They're still there, to the right of Old Atmos in a dedicated storage room with atmos airlocks.
Where am I supposed to get more plasma for the TEGs now? Is this now a solar-only station after the first burn? I'd much rather just the plasma tank + generator be removed/disabled until additional research is done. It's a plasma research and mining facility, it'd make sense that the plasma needs to be actually mined and refined before being usable as fuel. I believe /vg/ has a gasifier machinery doodad that turns plasma sheets into plasma gas, that'd be useful.
And this is an actual issue that I totally agree with: with the old atmos now derelict and its reserves gone, the station no longer has actual gas supply and it concerns ALL of the gases.
The solution here could be porting gas miners from /vg/, mapping in some kind of General Atmos Storage that would have all of the miners (along with other atmos equipment) roundstart and then the actual job of Atmosians would be building their own gas chambers and pipe loops to get the gases they need - honestly sounds more engaging than simply having all of the gas chambers mapped in to use right away (it's not like atmos techs have many things to do right now anyway).
 
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And this is an actual issue that I totally agree with: with the old atmos now derelict and its reserves gone, the station no longer has actual gas supply and it concerns ALL of the gases.
The solution here could be porting gas miners from /vg/, mapping in some kind of General Atmos Storage that would have all of the miners (along with other atmos equipment) roundstart and then the actual job of Atmosians would be building their own gas chambers and pipe loops to get the gases they need - honestly sounds more engaging than simply having all of the gas chambers mapped in to use right away (it's not like atmos techs have many things to do right now anyway).
What about moving to the old ministation from /tg/? It's built with <25 players in mind.
 
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And this is an actual issue that I totally agree with: with the old atmos now derelict and its reserves gone, the station no longer has actual gas supply and it concerns ALL of the gases.
The solution here could be porting gas miners from /vg/, mapping in some kind of General Atmos Storage that would have all of the miners (along with other atmos equipment) roundstart and then the actual job of Atmosians would be building their own gas chambers and pipe loops to get the gases they need - honestly sounds more engaging than simply having all of the gas chambers mapped in to use right away (it's not like atmos techs have many things to do right now anyway).
I've coded the basics of a similar system for a /vg/ codebase before. Using their Mixed miner and a randomized roundstart gas composition of the gas giant that the station is orbitting (as is the LORE), it'd be the job of the atmos tech to slap down filters and mixers and burn chambers and use various methods of transmutation to get the gases he actually wants. N2O could be cracked into 2xN2 and O2, oxygen transmuted to plasma via the supermatter shard, etc. The atmos tech could look at the gas giant in the parallax background and roughly gauge the mix of gasses by color, the amount by the storminess. I'd prefer the gas chambers simply stay there until such a system can be realized, but it's not like the rounds are truly long enough to matter. One nice thing about /vg/ was that you could reconstruct almost the whole station from scratch if you wanted, with the only real snag being the pre-mapped areas being immutable.
 
I always thought the vox bird people were a reference to another game also I would like to see another bird like alien with race running around the station something that looks like a parakeet maybe they could have big big Wing arms that they walk around on instead of having regular legs and then they could use their feet that dangle off the ground to grab things like hands
parrot(1).jpg
Parakeets.jpg
Along with this I'll be doing a redrawing of the crab niggas
 
Im torn on fully deleting them, the various N2 breathing work they did was kindof cool (even if it makes no logical sense as N2 is inert). The race itself is obvious anthro faggotry though and has to go purely am debating on how to retain the good parts

Also yea the notes are currently that 'heist' will turn into just pirates and the vox and their weird looking space ship will be forgotten. May also keep the spike throwers, or give them to some other alien race (crabtonians i guess?), that idea was kindof fun
Make them an antag that's not full blown nuke ops but with more weapons than traitors? Think "mutiny" or cult/revs but no offical recruiting.
I think BlueBay code used to have Pirates as actual antags, they were a small group of raiders with energy cutlasses just robusting the crew or something. This is the only occurence of that codebase I could find on Github.
edit: couldn't find pirates in the code I linked. Hm.
What about moving to the old ministation from /tg/? It's built with <25 players in mind.
But why? Box is a perfectly fine map.
I've coded the basics of a similar system for a /vg/ codebase before. Using their Mixed miner and a randomized roundstart gas composition of the gas giant that the station is orbitting (as is the LORE), it'd be the job of the atmos tech to slap down filters and mixers and burn chambers and use various methods of transmutation to get the gases he actually wants. N2O could be cracked into 2xN2 and O2, oxygen transmuted to plasma via the supermatter shard, etc. The atmos tech could look at the gas giant in the parallax background and roughly gauge the mix of gasses by color, the amount by the storminess. I'd prefer the gas chambers simply stay there until such a system can be realized, but it's not like the rounds are truly long enough to matter. One nice thing about /vg/ was that you could reconstruct almost the whole station from scratch if you wanted, with the only real snag being the pre-mapped areas being immutable.
Sounds cool, and yeah I agree that there should be temporary gas reservoirs roundstart before a gas mining system could be implemented.
Alternatively you could just hack into Science to steal gas canisters from Toxins if you're really desperate.
 
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The solution here could be porting gas miners from /vg/, mapping in some kind of General Atmos Storage that would have all of the miners (along with other atmos equipment) roundstart and then the actual job of Atmosians would be building their own gas chambers and pipe loops to get the gases they need - honestly sounds more engaging than simply having all of the gas chambers mapped in to use right away (it's not like atmos techs have many things to do right now anyway).
I did put a bit of thought into that, its fairly long term though
ECONOMY - RESEARCH RND - MINING - ENGINEERING - plasma harvesting boom
separate gas giant z-level with the harvesting boom floating in the gas giant that can harvest gaseous plasma
whole environment is like space but its limitless high pressure and the boom is de facto floating in the gas giant via buoyancy
1726347240254.jpeg
What about moving to the old ministation from /tg/? It's built with <25 players in mind.
Maybe adaptable to this idea but its too big as it is. Yea though could plasmaglass the external windows and so-on
the gas giant in the parallax background
TBH I was considering something like that, although I'd set the distance to infinite instead of their weird thing where it moves a bit as if its somehow really close. Basic idea of orbiting a gas giant at some distance is natural I think though, plasma gas would come from a gas giant I think
 
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I think BlueBay code used to have Pirates as actual antags, they were a small group of raiders with energy cutlasses just robusting the crew or something. This is the only occurence of that codebase I could find on Github.
But why? Box is a perfectly fine map.
Bluebay is something I haven't heard in a while.
In re: Box vs Mini really just depends on expected server player load and how much coder staff (theoretically) can keep up with shit since it's smaller. There were a few other smaller stations but then you start getting into antags with a single maxcap nuking the station beyond repair.
 
Where am I supposed to get more plasma for the TEGs now? Is this now a solar-only station after the first burn? I'd much rather just the plasma tank + generator be removed/disabled until additional research is done.
I have literally never in the entire time this server has been running, EVER had to do a second burn, and I've had the station running for 5 hours IRL after the initial burn with no loss of power. You have to actively try to fuck up the supply if you do it right. As for where to get more plasma, R&D has a bunch of canisters, you can barter with them until the gas giant stuff is in RE long term overhaul

it's still missing the pipe and disposal dispensers.
Are you blind or?
1726350409684.png
 
the actual job of Atmosians would be building their own gas chambers and pipe loops to get the gases they need - honestly sounds more engaging than simply having all of the gas chambers mapped in to use right away
Could add some contracts into that pretty easily as well for economy stuff, ngl I actually really like the sound of this tbh. Plus it gives atmosians a solid excuse for some good old fashioned pipe autism
 
Might be one of the most horrifying sets of events I've witnessed in spess tbh, thank you Treyvarius very cool (not being sarcastic @Grayson Death Carlyle it was a great round lmao)
May or may not have "coincidently" been inspired whilst listening to Angel of Death while working on that.
Never trust a DEI doctor, he's only there to bump up the schools Blackrock money.
 
Time for some Space Station stories!

yeeted.png
>be me
>the station is undergoing evacuation
>board the emergency shuttle
>turns out it was assembled by Space Jeets, with none of the windows fixed into place
>someone was caring enough to bring two MMIs along
>we depart
>brains casually start talking like the upstanding members of brain society they are
>lizard janny freaks out as if it's his first time seeing the wonders of modern technology
>grabs one of the MMIs and YEETs it out into space
>what the fuck
>grab the ligger and YEET him the fuck out to the sheer amusement of everyone

lone queen.png
>be Alien Queen
>Virology is my bunker
>all other aliens are dead
>no living monkeys in viro either
>decide to go big or go home
>break out of Virology, make it into the Medbay
>there's a person with a beige hood standing in the lobby right outside of an airlock
>get closer
>*beep* *beep*
>BOOOOOOM
>the shahid explodes into smithereens
>miraculously survive by being immune to explosions lol
>about to head into Genetics and faceraep some monkeys
>see a human desperately trying to exit Medbay from the western exit, stopped by the firelocks
>take the bait and follow him instead
>he runs away
>I'm now trapped between two shocked double airlocks
>by the time one of them melts, two humans with heavy guns arrive and take me out

Also
>whatever the hell was going on in front of the bridge
syndies BSA'd.png
>be nukie
>fluke it
>the last comrade is in eternal hell of pain, vomiting relentlessly aboard our ship
>NTD Intrepid detects its presence
>charges its BSA and shoots the shuttle

comdom.png
>be HoP
>traitor
>Objectives: maim John the CE, steal his blueprints and a slime core sample
>immediatly secure the spare and declare myself the Acting Captain
>decide to be a hardass comdom for today
>while I'm busy gearing up behind the Captain's desk, Nil the Engineer walks out of Teleporter maints and demands a pinpointer
>decline with my antique gun at the ready, he backs off
>all sorts of gunshots, whacking and robust fighting sounds come out of the Teleporter Room
>realise Nil is a fellow traitor, PDA him a codeword
>no response
>no more sounds coming out of the TR either
>whatever
>read the "subversive elements" CentCom summary paper
>it's empty
>send an announcement regarding the "subversive elements" being John, Nil and the resident Clown to raise suspicion amongst crew
>hide the original summary papers
>return to my office in full Captain attire
>grant the Clown AA, hand the pinpointer over and make him a Pinpointer Keeper to protect the item from Nil
>he points out Nil is dead, proceed with the appointment anyway
>Lucky the HoS and Todd the Assistant appear, Todd asks for a promotion to Security Officer with the HoS' endorsement
>promote him after he answers the test question about arrests sensibly
>15 minutes remaining
>I better find John at fault of something fast
>arrive at the Engineering
>TEGs are running at full force, sparking periodically
>he's getting the blame for this
>call the CE to his office over the radio
>trawl through the CE locker
>no blueprints
>John arrives, drops the tint and I begin scolding him
>it's really dark so he installs a light
>issue a first formal warning regarding the lack of lighting in his own office
>begin explaining what I actually called him for
>he interrupts me
>put him in his place by issuing a second formal warning
>finish talking, he's trying to elaborate on how TEG works and how it's totally okay and safe for it to be sparking
>shake my head in disappointment, issue a final warning for an unsafe engine handling hereby officially demoting him
>he disagrees and refuses to give up his ID and backpack
>tase, tableslam him, take them myself and run away
>shit, no blueprints in his backpack either
>5 minutes remaining
>start looking for him again to make him a cripple
>find him in Medbay
>robust him with my telebaton
>jectie completed, gain 10 more minutes of life
>the doctors are having none of that and stand up for him
>Lucky arrives and joins the battle in the lobby on my side
>power outage happens
>it's pitch black, doctors are picking at me from the shadows while I glow like a Christmas tree because of my shining attire
>desperately shoot the lazors in the dark, my health steadily dwindling
>power restored
>fall into crit
>dragged into a cryo hell
>hear a shootout continue through my sleep
>see physicians and John sometimes walking outside, discussing something
>eventually dragged out of cryo, stripped and husked with my own laser gun
>smooth operator!

Act like a comdom, get treated like a comdom. Also @HahaYes where the hell did you put the blueprints?!
Meanwhile...
>Lucky Ducky got his knee caps obliterated during the battle
>Clown proceeds to abuse the now helpless HoS
>he shittalks the cluwne back
>is put in a gay baby jail to rot until the end of times
>Lucky Ducky says, "W-wh-hat-t d-d-d-do u g-g-get-t b-bul-l-l-llied-d ir-r-rl-l-l"

lmao :lit: though I generally condemn gay baby jailing.


Bug & feature request report;
  • EMPs don't affect bots;
  • Timers are counting two seconds for one just like nuclear device once used to;
  • Can't start doing genetical research without an already present human because monkeys have a DNA that's incompatible with a DNA scanner;
  • Add alien HP to Status tab;
  • Space Helmets being 100% facehugger proof is way too good for something everybody has in a backpack roundstart;
  • Benos are still immune to explosions;
  • Benos seemingly don't heal when laying atop of the weeds;
  • SPACE STATION 13 sign should be moved one tile to the right;
  • Some weird default language being "null" general mob fuckery;
  • Port BlueSpace Artillery (BSA);
  • Does the "subversive elements" CentCom summary even work? I think I saw it spawn filled once, no clue why it wasn't this time;
  • Can't light papers on fire.
 
Could add some contracts into that pretty easily as well for economy stuff, ngl I actually really like the sound of this tbh. Plus it gives atmosians a solid excuse for some good old fashioned pipe autism
Just don't make them do way too much for the basic stuff. It should be trivial to set up basic airmix, otherwise no-one will sign up as atmos-tech. Slightly less trivial for CO2 scrubbing, and possibly very difficult to do N2O/Plasma, but both should have legitimate, non-plasmaflooding uses (not that the station will ever run out of anesthetic for surgery). N2O should have more uses – it would genuinely make more sense as a respiratory gas over N2 for the vox, if the shitbirds weren't too furry to leave alive. It's nitrous oxide, I want to see it as an oxidizer and fire accelerant. New combustion engine? A burn boost for the plasma engine? Anything? It's really weird that you can't use nitrous for anything but anesthetic. Hell, you could make it into fertilizer for botany.


I haven't got any recordings because I'm a dumbfuck, but I'll recount yesterday's nukies:
>the gamemode is: Nuke
>set pref to security high
>get spawned as one of three secoffs, along with one HoS, no warden
>what a grand coinkydink
>get right to work mocking the HoS for being BALD while equipping ourselves
>the captain quickly announces his support for DEI
>just as quickly is apprehended by the HoS and put on trial, with the Sonichu plush as his suspiciously silent defendant
Riviera Station 13 2024-09-15 013116.png

>I took some of his shit, reported it as such; most importantly, his hat
>oh, and the nuke disk
>the captain's verdict is: death
>we're just about to exit the holo-courtroom when a nuclear operative BLOODY COMMIE runs in guns a-blazing
>fucker took out Beepsky
>follow in pursuit, gun him down in security entrance with several casualties and a hit on me
>half of security may already be dead
>two more COMMIES out by medbay, where I should be getting healed
>and I do get healed, but not before making sure the REDS are down
>half the crew: dead
>arrivals and bit of security are spaced
>but I've got the nuke disk, and I'm still alive (even if the HoS isn't, I'm sure someone in medbay will clone him)
>fuck around for a bit before realizing the commie shuttle is still docked in arrivals
>prance about while a MoMMI tries to fix some of arrivals, searching for a spacesuit and a commie ID, for I've got an idea
>board the shuttle
>mouse, hovering over the enable magboots button
>The sudden rush of air knocks you over!
>The sudden rush of air knocks you over!
>The sudden rush of air knocks you over!
>You slam into the vending machine!
>The sudden rush of air knocks you over!
>You slam into the vending machine!
>The sudden rush of air knocks you over!
>You slam into the vending machine!
>The sudden rush of air knocks you over!
>You slam into the vending machine!
>The sudden rush of air knocks you over!
>have to be rescued out of gay airbaby jail by gecko multiple times before I can put my magboots on
>put the shuttle on a return course to the syndicate base, but far, far too late to get there before round end
>find the decapitated head of
Ethan Ralph
and hold him up to the window so he has one final look at a totally womanless landscape
>as my last act in total solitude, blow the operative's nuke with one of their own bombs, ensuring they entirely lost out on their NT terrorism investments

The second-to-last round after that was a rather uneventful blob round. Blob takes out half of crew, blob gets bested, half of crew proceeds to live the rest of the round on the Wild Medbay Ride, jumping between cryo with severe mental retardation and with only one DEI hire actually capable of doing surgery at all (though I did fix the clown's eyes). The round before nukeops I merely found out how useless cargo is without any money or real way to make money.

>dragged into a cryo hell
>hear a shootout continue through my sleep
>see physicians and John sometimes walking outside, discussing something
>eventually dragged out of cryo, stripped and husked with my own laser gun
>smooth operator!

You kinda missed out on getting Nil's traitor shit early on. I took his decapitated corpse to cargo and looted his emag and silenced pistol. He must've been the guy to disposal a Smooth Operator box (or you) down disposals at roundstart, and if not, you fuckin' fooled me (until I saw Nils' PDA with the codeword you sneakily tried to send him (he didn't even read it)). I got free Nils access out of it, better than doing nothing with my (basically) $0 cargobucks.
 
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