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

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Updates
  • RND machines fixed and hydro nutrient flasks now disintegrate when used up (@unhealing wound)
  • slimes fixed (@Dustland)
  • plant bags and mining bags configured to be numbered (and numbered storage fixed to actually work)
    • this should address the issue where hydroponicists are having a hard time determining what their progress is on a contract, or how much plant a bag holds (it was always 50)
  • hunger rate doubled
  • added pete the goat back in
  • hydroponics trays now consume reagents instantly and limit their consumption based on how much they need (if you mix reagents it will limit on water and possibly waste nutrient)
    • this will greatly lessen wasted reagents
attached latest notes in case more free cooding is forthcoming (i considered checking them into the repo but thats inconvenient for me)
 

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Game starting in 5-10 mins, get on or you are black (it should go on for a couple of hours, for those of you showing up late)
 
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@geckogoy what are your plans with payment systems? I'd think it would be best to keep it simple with 100% cash. This would allow us to clean a lot of code with it checking for 3 or so different forms of payment.

On the note on the general economy I'm doing some work on vending machines and I'm thinking they are the best way to guide prices as an upper bound while also as a way remove currency and it can make low pop smoother. We can remove item availability from them lore wise we can hand wave this away with some sort of micro bluespace teleporter tech could even make it the original flagship product of NT.

So chef can buy basic ingredients, medbay can buy basic meds, xenobio can buy monkey cubes all at a slightly expensive price. This allows players to undercut the vending machines and it also puts pressure on players to sell things instead of space communism and it also allows lowpop to function better.
 
@geckogoy what are your plans with payment systems? I'd think it would be best to keep it simple with 100% cash. This would allow us to clean a lot of code with it checking for 3 or so different forms of payment.
There are parts of the code that need cleaning up but this isn't really one of them. I guess I'd be open to deleting charge cards since they kindof suck but I'd rather fix them instead I am somewhat fond of them.

On the note on the general economy I'm doing some work on vending machines and I'm thinking they are the best way to guide prices as an upper bound while also as a way remove currency and it can make low pop smoother. We can remove item availability from them lore wise we can hand wave this away with some sort of micro bluespace teleporter tech could even make it the original flagship product of NT.
The point of the economy system is to drive interactions, infinite bluespace vending machines for everything would kill that entirely. If its fairly straightforward to just take a slightly higher price there it would be rare to try to get other people to do stuff for you.

The explicit plan for lowpop is that if people you need are missing or not helping you, break into their department and do their job for them. The mapping and permissions are designed with this in mind.

If some department really needs some more starting goods that is a different issue.
 
The point of the economy system is to drive interactions, infinite bluespace vending machines for everything would kill that entirely. If its fairly straightforward to just take a slightly higher price there it would be rare to try to get other people to do stuff for you.
I'm not saying adding a vending option for each item it is more the basics to get the economy moving, ATM almost every job and every planned change is just generating more money from nothing and this money has no use outside of RP the game needs way more sinks.

Vending machines having something useful puts pressure on the currency

edit: It also starts to give a perception of how much something is worth currently there is nothing indicating anythings value outside of cargo
 
Pushed alt clicking PDA to remove ID.
Pushed use to change transfer amount for reagent containers.
These look good, approved. Appreciate preserving lid closing, I was just going to ask before I saw it in the PR.

I'm not saying adding a vending option for each item it is more the basics to get the economy moving, ATM almost every job and every planned change is just generating more money from nothing and this money has no use outside of RP the game needs way more sinks.

Vending machines having something useful puts pressure on the currency

edit: It also starts to give a perception of how much something is worth currently there is nothing indicating anythings value outside of cargo
I'm not disagreeing with you that cash sinks are needed, but it seems like putting the cart before the horse to do cash sinks before doing cash sources (I dont consider any of the current sources to be done or balanced). If you want to work on that thats another matter, but I'm focused on sources right now.

Infinite vending machines are a bad idea because you don't even need cargo to get you vending reloads at that point. Madness.

My current thought for money sinks is I want to add player smugglers that will sell you various cool stuff (who will in turn have off-map suppliers and stuff they want to get from the station), and I was planning on some form of item persistence to go along with that. Also had the mostly undeveloped idea that money should allow players to effect the round. If you have ideas that are not infinite vending machines let me know.
 
I was thinking dusting might be too much but there are other ways to gib people and slimes eating someone takes way longer than any of those. I might make a change to remains to make them harder to get rid of and maybe let you clone people via pod plants.

This will prob kill a lot of xenobio boys but who really deserves it more also plan to buff xenobio a bit.
BTW this needs adjustment, I think the slime should work on the dead body for a while longer before it actually disintegrates. A guy got dissolved and it was only a few minutes between him saying "shit I am dead" and us figuring out where he was and getting to him but he was already gone. Also he had a bunch of money on him that vanished so it would be better if everything dropped instead of just a few things, idk if you just called a disintegrate proc or if you coded that part yourself. Also feels a little more thematic to leave behind empty clothes anyhow.
 
BTW this needs adjustment, I think the slime should work on the dead body for a while longer before it actually disintegrates. A guy got dissolved and it was only a few minutes between him saying "shit I am dead" and us figuring out where he was and getting to him but he was already gone. Also he had a bunch of money on him that vanished so it would be better if everything dropped instead of just a few things, idk if you just called a disintegrate proc or if you coded that part yourself. Also feels a little more thematic to leave behind empty clothes anyhow.
The only way to make it slower would be to turn down the damage the slimes damage or have some sort of wait function after you are dead.

For context there are two mechanics with slimes to stop them attacking humans: discipline and friendship note that starving slimes ignore both of these so I'd temper this with a little of xeno boys need to git gud a. Completely agree that items should be left behind I'll start work on that now hopefully shouldn't take long I'll also work on nerfing them a little via push off mechanics and cool downs to jump back on people mostly because it feels a little janky.

Slimes have a stun ability which they will use if they can before trying to eat people maybe we should remove that?

In the initial post I did muse about making the bones pod personable I'm pretty sure you can make genetic backups of people could be a good spot to have medbay gouge xenoboys for clone backups. If that is not in this version of bay I'll add it.

Glad to see my prediction was completely correct about it mostly just killing xenoboys but really who deserves it more?
 
The only way to make it slower would be to turn down the damage the slimes damage or have some sort of wait function after you are dead.
Can't its AI just be changed to chew on a body until it disintegrates and then set the disintegrate from clone damage threshold to like -300 or something instead of what it is now

Slimes have a stun ability which they will use if they can before trying to eat people maybe we should remove that?
this is surely fine leave it alone
 
Can't its AI just be changed to chew on a body until it disintegrates and then set the disintegrate from clone damage threshold to like -300 or something instead of what it is now


this is surely fine leave it alone
How'd I miss that M.getCloneLoss() >= M.maxHealth * 1.5 is the current value with 5~6 clone damage happening a tick
 
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@geckogoy
 

geckogoy

max damage is caped at max hp x 2 pr damage type via the adjust x damage proc. I could remove the cap or add a forced boolean to the procs what is more preferred for you?
 
Hopefully I'll find time this upcoming Saturday to try.
 

geckogoy

max damage is caped at max hp x 2 pr damage type via the adjust x damage proc. I could remove the cap or add a forced boolean to the procs what is more preferred for you?
Maybe just move the cap to 300, its a bit contrived to cap it at 200 per damage type anyways, it would still let you push them way past -100 health by just comboing damage types

e: i guess it could go higher but if its allowed to go infinite that could cause issues, maybe like 1000

Hopefully I'll find time this upcoming Saturday to try.
based
 
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