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

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Developing sitution: PJB has sent this message to all EE-based servers, which accounts for maybe half of the English population and a secure majority of non-Wizden English pop.
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EDIT 1: At least one server told him to fuck off and got dehubbed already. Hullrot, despite falling out with EE before, posted this.
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The tranny pitbull is lashing out at its most loyal followers for being passively associated with its latest target due to said target filing CSAM complaints against wizdens host.
Frontier is one of the more popular public servers and has done nothing but walk the party line since its inception. SS14 is entering late stage trannyism,
if it explodes it presents a chance for people who don't require mental help and heroic medical care to take the reigns of the project.
 
>bans promoting other servers
>actively screws with forks to keep them in line
>bans players seen playing on unapproved servers
>nooooo i hate this nooo

nigger

I think whats going here is people 'just wont learn' and why do they have to make it so hard to keep them all in line. Minding the worst he seems to be dealing with is median reddit users so picrel
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In fairness I would oppress my enemies too except racistly and against porn addicts.

SS14 is entering late stage trannyism,
if it explodes it presents a chance for people who don't require mental help and heroic medical care to take the reigns of the project.
Have fun with it but its kindof delusional to think that technology is salvageable
 
As SS14 suffers with the throws of a totalitarian purity spiral, I'm interested in hearing highly technical and coding-related sperging as to why SS14 isn't good or salvageable.
It lacks the basic conflict drive that SS13 needs. You can't even bump people in it, the game does not allow for collisions. That may sound insane to use as an example, but it's actually very important.

SS13 is at its core driven by interdepartmental dependency, paranoia, zero sum scenarios. A perfect microcosm of that is "Tim the Spess men is in his office, the door opens and a stranger walks in, standing in the doorway." In SS14, that's just a dude standing in the doorway, you can casually move past him no issue; because you are not bound to move tile by tile and collide. In SS13 you are now in an existential fight for your life in the round. Because the Stranger is in your way, you are alone in your room, and you have to interact with him to leave.

If his intent is helpful, you'll go past no issue, if it's not, then you will be stopped and will need to move him. How do you proceed? You could open a dialogue menu and ask him why he's there; but then you can't easily yakety sax away. He might have ebow and nail you with it while you type - because he can see that you're typing - and then you're fucked. He might toss a grenade, or charge you as a ling, or with a stun baton. So do you approach him to see what he's doing there? If he runs away then you have gained nothing in terms of information; and he may come back when you are even less prepared. If he doesn't and stands his ground he may have a stun baton, or a be a ling, or be some prick spreading diseases on contact. If he outrobusts you, then you're out of a round that could last for a few hours (potentially, but you're a paranoid space man so you can't take that chance).

This interaction happens every time you go out and into the corridors, every time you get stuck cycling in a help/help intent same walkspeed loop, every time someone comes towards you, or follows you. SS13s basic mechanic of simply being near other players, limiting communication to clunky writing that takes time to do, and throwing in the potential and a near instant knockdown death spiral directly impacts the way you play the game and thus the way you interact with the world and the players in it. It causes security to act like jackboots because the only way they can stop someone from taking their cuffed prisoner, or murdering them like the loot pinatas they are is with maximum force and zero hesitation. It means greyshits carry stun weapons, and bust them out at the slightest chance, that being slipped can be a life or death struggle.

In SS14 you just walk past him.

Or...I am an insane person driven into actual paranoia because of a lil spessmen game. 50/50. But I'll die on the hill that the jank of SS13, the unfairness of it, the absurdity of its mechanics and the awkward way it makes you do certain things are what make the game good. SS14 lacks those same things by its very design.
 
People can and have made tile based movement for ss14. I think the major issues of ss14 are it being held back exponentially by troons who refuse to actually code in the remaining core features.
also them changing research to pure RNG is shit and needs to be changed back to the techweb.
Thankfully goob has gone full steam ahead to dragging ss14 kicking and screaming into the future and with less and less PJB can do about it every day as alternate servers like goob and hullrot continue to expand.
 
I'm interested in hearing highly technical and coding-related sperging as to why SS14 isn't good or salvageable.
I shall rewrite an older post I made on the subject:

They have a 'scripting' system to allow servers to customize themselves which is basically just glorified config files. Its extremely esoteric and ill documented what hooks exist to grab info out of these config files or what you would be allowed to replace a given config value with. Its basically hyper factored to whatever the game currently does and is very limited. They seem to feel this is basically their equivalent to byond scripting and you should be satisfied with only ever touching the config files like some gay retarded baby they think you are.

Most of the actual behavior exists in a rather ill defined divide between client and server code. It is very badly organized and borderline unintelligible. It appears to be strongly discouraged to ever touch the core code and that they want you to stay in the gay config annex they carved out for you.

For instance, as a test I decided to try to figure out how energy swords worked. It wasn't apparent to me how they hit anything or how they calculate damage. Maybe there is an extra rust file somewhere or something that this hooks into. Say 'skill issue' all you want but this is grade-A code-shitsu in my opinion.

This is also all completely separate from the config files that define the swords damage and its available colors (which you can customize for some reason) and so-on.

Here is what energy swords look like in ss13:

This hooks into an existing 'weapon' system so could possibly include that file as well, but part of my point is you don't really need to. You can see how all the unique behavior of an energy sword is quite consolidated and relatively easy to interpret. Like 'activate' would seem to imply the sword is being turned on, which is indeed the case, and you can see in that proc where its updating its attack damage when it turns on (becuase you can still damage someone with a turned off sword its just very limited). In the subtypes you can see where its updating its appearance in the same proc (various swords handle that a bit differnetly). The flag NOBLOODY is fairly obvious and easy to understand that energy swords dont get blood overlays put on them. Its all really hacky and good, because its (relatively) plain whats going on even for a very new programmer. Everything you need is right there if you wanted to make a new sword variant or alter an existing one. There is a world of difference in terms of organization, and the issues ss14 have appear to be innate to their design.
 
Developing sitution: PJB has sent this message to all EE-based servers, which accounts for maybe half of the English population and a secure majority of non-Wizden English pop.

getting shot in the fucking head by 5'1 300 lbs syndie ethan ralph and later watching John Nanotrasen himself not only take ethan's energy shield and immediately block a laser shot but also take his gun and kill him with it on the spot
I was "John Nanostrasen" (It was John Halo), I was coked up on Hyperzine, painkillers and Tricord running to the direction that my pointer gave, my gun had ran out during the fight, one magazine left, and I decided that it was way faster to just snatch the C20R from his hands than to reload.
observing a circle of people stomp a corpse as a sacrifice to yakub so much the admin gets annoyed about the noise and gibs it; the worshippers rejoice the sign of acceptance from yakub
Funnily enough, I, the priest had received the voice from God and it was to "work on my scriptural epistemology" after my rather unorthodox verses.
 
Funnily enough, I, the priest had received the voice from God and it was to "work on my scriptural epistemology" after my rather unorthodox verses.
You also need to work on your ocular physiognomy, that's at best a D30 stare if I'm being charitable.

Most of the actual behavior exists in a rather ill defined divide between client and server code. It is very badly organized and borderline unintelligible. It appears to be strongly discouraged to ever touch the core code and that they want you to stay in the gay config annex they carved out for you.
It's somehow worse than Rust code despite being written in C#. The simple to understand prototype definitions of items have been enshrined in a hardcoded prison away from all the actual code, it's no longer a cosmetic and organizational choice of the code. It's the perfect model for a Gaming as a Service model, where the user is expected to be a nocoding cretin (and good paypiggy) who only wants to change the color of his pantaloons (yet even that is somehow hardcoded). Unfortunately, this is not that.

This would be nice, if and only if it could also carry actual functional code. What if I want to make my toolbox have a special animation when set down on the ground, like it hinging open and offering all the tools? Better dig into the fucking game engine to implement it.
 
It's the perfect model for a Gaming as a Service model, where the user is expected to be a nocoding cretin (and good paypiggy) who only wants to change the color of his pantaloons (yet even that is somehow hardcoded). Unfortunately, this is not that.

This is a huge contributor to the game being in a bad state; because the barrier is so much lower for adding slop the slop-to-substantial PR ratio is really really really really bad. It feels like playing a bethesda game with some random 2 star mod list even on the most vanilla servers.
 
One option is to use his eyeballs to identify the ones that say null turf
Don't hold your breath on that. I remember this guy spamming ahelp asking for new cores to be spawned in the middle of a still in progress round after said blob had already been well and truly defeated back when this first came up, he also claimed any "alternative version of github" was a broken, bug filled mess when I told him to try troubleshoot locally and make a PR if he did end up writing a fix. Hella skill issue
 
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