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

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Me as Janny in the maintenance while the ERT murders every one.
AlwaysHideinMaintenance.jpg
 
SS13 Story time! It's been a while.
I'll gradually start posting stories and screenshots over time again, both old and new.
zelensky.png
>be jew
>get jewed

best sec evar.png
>The current game mode is Nuke!
>be Security Officer
>completely ignore any and all reports of Syndicate activity
>pledge loyalty to hitler HoS
>start race wars
>carry out ethnic cleansings
>never confront a single syndie
>nuclear payload explodes
>die having fun

Honestly an unexpected twist and I almost got lynched, but I was all for it.


Bug & feature request report @geckogoy
  • MMIs and ghosts are processing the shuttle SFX and visuals incorrectly (was this already fixed?);
  • Stop giving tots tasks to extract brains from other tots;
  • Crawling should be added someday to make for lengthier and more robust fights;
  • Arming a nuclear device should send a station-wide announcement informing the crew of its current location and countdown time left so that the crew had actual chance to make some last-ditch efforts to save the station and those that armed the nuke (nukies, ERT/death squad) had actual reason to linger around a bit longer or protect the nuke better instead of immediatly running off with the auth disk;
  • Xenos' acid effect doesn't actually stick to the object it's melting (you can vomit corrosive acid on a gun for example, then try and drag that gun around to see the acid remains stationary);
  • A few team objectives need to be improved:
    • Xenos - make it their objective something akin to "Make sure a living Alien Queen escapes on an Emergency Shuttle. It can be called by the Queen using an intact Communications Console." instead of having to slaughter every single human on the station (what if somebody goes AFK in a locker? what if the ERT gets called?);
      • In case their objective never gets reworked - ERT should not count as fucking crew members during Xenos;
    • Revs - they don't actually have objectives lol. Some ideas:
      • Make them start with "Assassinate, convert or exile [name], the [job title]." objective, one for each roundstart Head of Department and add a new jectie for each latejoin Head while informing Revs of their objectives' update;
      • Proposed post-roundend, Revs victory behaviour: grant every non-converted roundstart member of Security dept and all the people with loyalty implants a special "Enemy of the Revolution" role with a single "Stay alive until the end." objective. Disable latejoining as all the Command and Security positions. This is largely inspired by how TG's dynamic Revs work (honestly a kino concept):
      • Current post-roundend, Crew victory behaviour: all Revs still alive automatically deconvert. This is fine, actually.
  • Honker mecha construction steps should include stamping a chasis with a clown stamp/honking it with a bike horn to prevent non-clowns from easily constructing it;
  • Updating PDA info doesn't update the name in accordance with the inserted ID;
  • "You're restrained! You can't move!" - this message for cuffed people should have a cooldown;
  • Loadout .38 revolver (and ammo for it) sometimes spawns roundstart in toolboxes, medkits and other storage containers of your job (Paramedic, Roboticist) spawned in your hands instead of always spawning in your backpack;
  • It'd be cool if nuke actually caused a giant, Cuban Pete-esque, station-wide explosion - this shouldn't cause crashes or lag now that the explosions have been greatly optimised;
  • Working airlocks with screwed open panels cannot be opened by bumping into them or clicking on them - obviously a bug;
  • 4:19 timestamp in @ifxztykgdnfvmsdjhfbSD video - gunshots are tied to a turf the gunshot technically originates from instead of the mob shooting the gun, which might be the reason behind some of the fucky gunplay behaviour;
  • Why were tvalves (three-way valves that regulate 3 pipes to only connect 2 pipes at a time) removed? It broke mapping in Virology;
  • Opening firelocks with a crowbar should honestly be instantaneous action - that waiting time doesn't make firelocks operate any better and only causes annoyance due to how fast they close right after being opened (God forbid there's a table behind that firelock that you have to climb);
  • Shuttle crushing is broken/cucked - mechas, lockers and probably items and mobs as well will just teleport away to the nearest space tile after having a shuttle land on top of them at FTL speeds instead of getting hilariously destroyed/gibbed;
  • 'Job Selections (pregame)' section in pre-game Status tab is not updating correctly (see screenie, that's way too many positions for that amount of players);
    bug.PNG

  • trying to remove a data cartridge from a PDA without one via 'Remove cartridge' verb in right-click menu outputs a misleading message "You cannot do this while restrained.".
 
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Updates
  • thanks to @MAAAD for many various sound improvements
  • robotics remap to include electrochrome glass (@MAAAD)
  • airflow dickery bandaid-fixed for nuke ops and ERT shuttle (full ZAS rewrite still being worked on)
  • squiggers can now breathe again (this was fixed between rounds last weekend)
  • LOOC hotkey (f6), toggle walk/run C or Ctrl+C depending on if you are in hotkey mode (@HahaYes)

Also I will be caving again this saturday and may once again be late

It'd be cool if nuke actually caused a giant, Cuban Pete-esque, station-wide explosion - this shouldn't cause crashes or lag now that the explosions have been greatly optimised;
Performance wise powernet regen is still an issue although its closer than before tbh
 
Also I will be caving again this saturday and may once again be late
Sleuthing for gold irl. I will also be late as I will be at church, will cover the community happenings post though depending on if you get to it first before caving

Also other updates from like 2 weeks or so (ish) ago

Code Stuff:
Vending machines can now be built on the station (build a machine frame then get a circuitboard for it). You unlock the circuitboard with a multitool and select which machine you wish to build, then continue with machine construction as normal. R&D can research and print the blank circuitboards for you. You can then order cartridges in packs from cargo which can be used to stock the newly built machines, or you can use them to restock already in place vending machines
The repair shuttle for station repair has a shitload more supplies on it
You can now use a multitool as well as an ID card/PDA to unlock airlock electronics and select what access is required to get past the airlock once the electronics are placed in it

Wiki Stuff:
Relevant wiki pages have been updated for all of the above changes:
Construction
Advanced Construction
General Items
Supply Crates
More info for how much material and what research levels you need to construct all the available mechs, as well as some basic statistics including health and max temperature each mech can withstand, has been added to the mechs section of the Robotics page
There are also new pages up for meteors and station repair as gamemodes, as well as an over of how to use the repair contract tablets
 
Video (I fucking love mechs nigga)
I'm gonna be late if I get on at all today again, shit sucks, it is what it is
The funny reason why the warden survived so long from the shrapnel is ebcause he was missing a foot im pretty sure so he kept NEO-ing the bullets until he made a run for it to the med stall to see if you can hide it in and not get blown to smithereens didnt get to try that theory.
 
Never coded for BYOND, but how hard would it be to rip out parts of other code bases and implement them in riviera station?
 
Never coded for BYOND, but how hard would it be to rip out parts of other code bases and implement them in riviera station?
Depends which codebase they are.
If Riviera is using /tg/ code as a base, tg codebases that are nearest to the version would be better. But most codebases would be compatible really, depending on what you're porting.
 
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