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

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Movement speed was increased to make up for the lag.
When it isnt lagging its totally unplayable though. I don't even want to imagine how you move when on meth. You could try increasing walk speed to whatever the normal run speed is maybe. But you'd have an issue of people your attacking moving too fast still.
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Use byond account specifically for this server, use it nowhere else.
Adding to that, a lot of publically listed SS13 servers force you to stay off a VPN when you connect, and will either block you from joining or auto-kick you from the server if you try. Keep things separated or you're a complete dumbass
 
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Mining station enjoyer here. Does lavaland or similar exist on this? Haven't played in a few years but I remember it being kinda new back then, not sure.
 
Need pajeet assistance, none of these links work:

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Update: I'm retard. Wasn't on latest version of BYOND. Make sure you scroll down to find the latest version.
 
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Holy Kino, finally a space station server that isnt full of gay flavor texts and erp, perhaps you'd be intersted in this in the meantime:


I tried it and it spurpsingly worked

Holy Kino, finally a space station server that isnt full of gay flavor texts and erp, perhaps you'd be intersted in this in the meantime:


I tried it and it spurpsingly worked
also this only works on build 514 so I advise you get the last version of this build being 514.1589 if you wish to do a bit of clean up work.
https://www.byond.com/download/build/514/ is the link to the builds and the latest version is at the bottom for this build
 
I am going to take the rest of the week off to fix a bunch of shit you guys found, none of this even came up in the last month somehow, saturday should be much less jank, I basically got home from work and went directly into the session so I have not read the new posts in the thread yet.

When it isnt lagging its totally unplayable though. I don't even want to imagine how you move when on meth. You could try increasing walk speed to whatever the normal run speed is maybe. But you'd have an issue of people your attacking moving too fast still.
I am kindof with you on the movement speed being too high, but its a bit gay playing it up this much settle down. I think other people mentioned overshooting stuff on accident, that may be due to the high movement speed making them queue up multiple movements before they see anything on screen, so I will try reducing movement speed a bit.

Mining station enjoyer here. Does lavaland or similar exist on this? Haven't played in a few years but I remember it being kinda new back then, not sure.
Eh there is an asteroid. To be honest its probably possible to bring back an older lavaland by backporting TG stuff, IDK if anyone would like it though.

Most of the very new stuff is afaik all dependent on rustg which isn't really possible to sustain. It 'performs better' but thats because its multicore. In other words it actually performs pretty badly it just is able to use a bunch of cores to make up for it. As far as I can tell from testing it would probably cost hundreds of dollars a month to host properly so its kindof engineered to fuck over anyone who doesn't already have a bunch of money to throw at hosting costs.

I will do my best to resolve the issues and hopefully that will make it fun. The ones on the top of my list are:
  • Robots cant hear, wtf
  • Hydroponics trays dont work, wtf
  • Reduce the movement speeds a bit, make walk closer to run
  • I think pain needs a balance pass
  • Really badly need better/more events as stuff to do, meteor/blob doesn't really cut it and most of the others are non-events

One concept I had was basically trying to implement black market stuff people can do, with some interdepartmental work-ins. Like chemistry and cargo could work together to sell drugs. Maybe I could add a trader role to facilitate this, who can sell stuff the station produces and bring goods in from off-station. Thoughts/ideas on that? I can probably fix the major bugs and get like maybe one major feature in like this if I really focus in the next few days.
 
Maybe I could add a trader role to facilitate this, who can sell stuff the station produces and bring goods in from off-station. Thoughts/ideas on that?
A full on black market is a really cool idea, that could even potentially intertwine with the stuff we were talking about a few weeks ago around creating roided up drugs for security that would absolutely fuck you up after you've taken them. That started around here.
 
A full on black market is a really cool idea, that could even potentially intertwine with the stuff we were talking about a few weeks ago around creating roided up drugs for security that would absolutely fuck you up after you've taken them. That started around here.
Oh yeah the stims, thats an interesting point yeah
 
Oh yeah the stims, thats an interesting point yeah
Hell if you wanted you could even find a way to integrate it into the Syndicate objectives. Make certain tasks for finding blah drug and either selling it or killing someone with it or shit like that.

Another alternative would be taking the basic concept of the Syndicate with the PDA UI, objectives, codes and extra bits, clone it directly into a "black market" version or something to make the work a bit easier on the back end for you, as the main concept of something more 'underground' is already implemented in the game. I have no clue if that makes sense or if I sound fucking off meds tbh but yeah
 
Finally Ive been trying to find a good station to play on the last couple weeks. I hope we can get it active on other days it would be nice to be able to hop in and play whenever. Although I'm not sure how many kiwis we can get on
 
Updates
  • Spagetti fixed (courtesy of eddie durell, i got the icon state name wrong, should be good now)
  • circuit breakers were spazzing out if you wired them into a loop, now they dont mind (they just show 0W load)
  • borgs can hear again (extremely subtle syntax error, i think it used to work fine but byond changed the syntax rules slightly so any /var is actually a local or global var, even in a function declaration, which is retarded and whoever did that should be stabbed and robbed by a nigger)
    • /mob/living/silicon/on_hear_say(var/message, var/speaker, /var/speaker_name, var/verb, var/datum/language/language) < compiles fine, broke
    • /mob/living/silicon/on_hear_say(var/message, var/speaker, var/speaker_name, var/verb, var/datum/language/language) < works
  • hydro trays fixed (was dumb how they worked, they are now marginally less so)
 
I played SS13 very very long ago. Got in but I must admit I failed to figure out the cigarette vending machine. Found a laptop vendor nearby and that one I managed to get a laptop from.

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Few hours later I go back, everything is now dark and doors don't work. Trial and error managed to smash a window to get outt. Stumbling through the dark with just a flashlight I found few lit areas and learned to open doors with a crowbar. Some more blind wandering and ended up where I started. Found a way NOT TO refill a welding tool. Died of injuries soon afterwards. There were spooky sounds in the hallways. What a first day at a job.
 
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Few hours later I go back, everything is now dark and doors don't work. Trial and error managed to smash a window to get outt. Stumbling through the dark with just a flashlight I found few lit areas and learned to open doors with a crowbar. Some more blind wandering and ended up where I started. Found a way NOT TO refill a welding tool. Died of injuries soon afterwards. There were spooky sounds in the hallways. What a first day at a job.
At its best SS13 is like carving out your own roleplay adventure without having any idea how it'll end up.
 
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