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

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Another hydroponics problem, the plant bag after emptied tends to leave ghost images of the last contents before emptying it above my hotbar.
 
The idea was to steal disaffected people out of ban appeal threads by PMing them, since indeed promotion is illegal on pretty much every server. Its likely to be kindof marginal gains so its not a priority. Chill out dudes.
We'd be better off attracting players via unique features and being a new experience and then the chaff will be filtered by the server culture

The problem will be if you do get a dedicated following of shitcunts who just want to shit up the place
 
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Another hydroponics problem, the plant bag after emptied tends to leave ghost images of the last contents before emptying it above my hotbar.
We have a pretty big hydro visual rework incoming (courtesy of durell), so I'll see if i can get this when im working on that, though its probably tangential (like probably the bag is whats broken here not the plant products)

We'd be better off attracting players via unique features and being a new experience
Probably, tbh

The problem will be if you do get a dedicated following of shitcunts who just want to shit up the place
For now, surprisingly, we do not have that issue. Need to take full advantage of that to get features in before getting swamped trying to deal with retards.
 
Next session in 1 hour from this post (8PM EST). Computers are now buildable again, they were doing some weird stuff that is no longer valid byond code but that is now fixed.

Contracts still not ready, forgive me.
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You can at least now comment on the current design I am working on implementing however:
At round-start, certain contracts will spawn which will have a fixed value. For instance, grow and deliver 200 kiwis (kiwis not currently implemented). There will be a fixed price and quantity for the contracts. This will provide something for people to work towards to make money.

Current ideas include
  • mining (orders for various minerals) (this is mostly implemented)
  • hydroponics (will basically be a clone of mining)
  • robotics (to deliver certain numbers of cyborg chassis, or mechs equipped with various specified modules)
    • this will be relatively complicated to do and needs some bugfixes (fabricator is broken) but is definitely doable
  • science (like laser guns and circuit boards and stuff)
To fulfill a contract, you will put the goods in a secure crate and then use a crate scanner on it, and you will get a popup listing the possible contracts that match the contents crate (usually just one). If the crate fulfills the contract your guy will attach a shipping label to the crate and the contract will be considered 'crated'. The crate can now not be unlocked unless you emag or blast it open or whatever, it can still be forced open in the usual crate ways. This will revert the contract to the 'open' state if this happens due to someone stealing the goods in the crate. Various departments will be given starter crates they can use to fulfill their contracts, but any secure crate will do. (this is mostly implemented)

Cargo will then ship the crates on the cargo shuttle, at which point the contract will pay out. Cargo will get a reward for doing their job (I am thinking $250 per crate right now), and the department that did the job can go to a contract console in their department to collect their reward (separate from the cargo reward). (this is only partly coded)

I am also thinking of making a "Mining Broker-O-Mat" which will pay miners a low rate for any minerals they mine, Players can then put orders into the broker-o-mat that will pay a higher rate (im thinking either double, or allow the player to specify). Miners will be pinged on their PDA when new orders go into the system. (this is not implemented yet except for a sprite)
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This is meant to let miners trade with the station while mostly spending their time on the mining asteroid finding minerals. To get paid they just shove stacks of minerals into the broker and it will put cash into their hands or dump it at their feet.
 
Other players should pay for the orders. I don't like your commie system here.
The way it works the broker-o-mat will pay the miners the low rate (probably 50% of base value) and add the minerals to its stock, other players still have to pay to get the minerals back out (probably 100% of base value). If they want to bypass that the idea is they can put in orders.
 
The way it works the broker-o-mat will pay the miners the low rate (probably 50% of base value) and add the minerals to its stock, other players still have to pay to get the minerals back out (probably 100% of base value). If they want to bypass that the idea is they can put in orders.
Before you release this update you're going to have to implement a way for Soyentists to make money. Otherwise the Soyentists will run out of space shekels to give to the Cargomen.
 
So how are we going to get more players? I've played a couple of rounds and had fun but the only problem is the lack of people really.
 
We get some different people every time, if i can add enough fun to increase retention then the population number will go up. Contracts system implemented in time for saturday or no balls

e: Also this works surprisingly well
GET THE FUCK IN HERE OR YOUR MOTHER DIES IN HER SLEEP!
 
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