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

  • 🐕 I am attempting to get the site runnning as fast as possible. If you are experiencing slow page load times, please report it.
Updates (community contribution edition)
  • mech drill attacks on girders and firelocks actually destroy the target now (@HahaYes)
  • hypospray delay fixed (@HahaYes) (this is him fixing a thing he previously accidentally broke)
  • can now autolathe cargo crate scanners and eftpos (@MAAAD)
  • slime core/potato batteries buffed (@MAAAD)

@MAAAD i have comments on some of your PRs also I PM'd you about one that I accidentally merged (and reverted) so you need to recreate it, please address all that

By the way, what does "NTD" in "NTD Intrepid" mean and is it some other space station that's friendly to Riviera and not Nanotrasen Central Command itself?
NanoTrasen Destroyer (a destroyer is a very general type of ship, Intrepid is assigned to provide security to the same solar system the station is located in. currently the only station in the system is riviera. at the moment my feeling is that centcomm is fairly far away and that any ERT is coming from intrepid, although mapping wise the ERT area is part of centcomm currently)
I like both the old "alt click to open" and new "alt click to take out the first item" box behaviours, even if the latter a bit more. In an ideal world, you'd have the latter behaviour only apply to containers full of the same items like donuts and grenades while the rest keep the former behaviour, but that would probably be hard to implement.
Yea needs some fiddling with its a bit chaotic right now, I assumed everyone would remember whatever the standard 'modern' thing was and I'd just copy that but pill bottles still have functionality hailing from the pulverizer days (RIP)
Add a dedicated place for clown and mime, full of different junk for pulling pranks and various funky outfits (perhaps a Theater or separate clown/mime offices);
this is in the notes if my mapnigger friend would map for me already (id do a bunch of it i actually really enjoy mapping but there is always cood to work on)
Reduce the minimal number of nukies to just 2 or 1, since 10 crewmen simply have no chance against 4 armed to the teeth ops;
already noted will probably be in for saturday
I feel like there should be away to tell if the item is worth anything (you can currently do that but only if you have a crate at the ready) and more items should have some value so you could craft/steal various items and then ship them out to CentCom for a nifty price;
You can take a crack at implementing this if you want, these should be 50-100 at most each and there can be added logic for valuing contents
TOP TOP PRIORITY - ECONOMY - offer something for gas in canisters - this also relates to hydro using up water tanks, and for that matter maybe kitchen should have to too
make a callback to display standard pricing info for various objects?
offer something for various other stuff
vending machines
filing cabinets
scrubbers
air pumps
welding tanks
water tanks

hoover crate - what does this mean?
Some guy claimed another server had a mining crate that would hoover up minerals it was dragged over
Add stunbatons to that list as well
no
?????? all of out energy guns are hitscan
not the projectiles
it turns out there is already a hitscan var on the guns, so im thinking ill just make that default which is easier (the ptr-7 is hitscan)
I did some testing and the RIG itself works completely fine, it's only the sprites that are missing/broken
sprite names probably are mismatched annoyingly just need to get around to checking that
I just realised this is still unimplemented.
i avoided implementing the explicit kiwi branding was an intentional decision at the time (partially influenced by pulverizer), i did hold onto the server icon although i felt like the floor stuff was unfinished (and never chopped up into the floor tile segments anyways)

deal here was ideally we should strive to be more than just 'the kiwi server'

the intention is this is an actual real alternate version of space station 13 that is centered on the kiwi farms, not just kiwi flavored TG. that being said, null is more or less ignoring us at the moment anyways so its not like we are official in any sense regardless
 
i avoided implementing the explicit kiwi branding was an intentional decision at the time (partially influenced by pulverizer), i did hold onto the server icon although i felt like the floor stuff was unfinished (and never chopped up into the floor tile segments anyways)

deal here was ideally we should strive to be more than just 'the kiwi server'
Tbh I really like that it's still not an officialTM kiwi brand of ss13 and more has a kiwi flavour kinda sprinkled in with various stuff IE sonichu/cwc, kiwis etc, plus "Riviera" is a nice name, it'd be a shame to lose that

hypospray delay fixed (@HahaYes) (this is him fixing a thing he previously accidentally broke)
Yeah apologies for that one again lol, I went gorilla nigger hours for a bit during that initial change

Also general wiki update for the thread, I'm adding some extra bits to relevant pages for things like syndicate weapons and items, "high risk" items such as the nuke disc and other general items which will be added to their respective "Guide to blah" pages per department. So far it's looking like engineering, atmos, sec, med, command, R&D and the traitor overview pages will have some additions. There's already a general items page for the basic stuff everyone should know about so if you can't find something it's probably in there
 
In other SS14 news..
Guy complains about time limits, gets struggle sessioned (Archive):
The playtime requirements on these servers feel excessively high, especially considering they are not strictly high-roleplay environments. The best way for players to learn roles is through experience, and while some roles are complex, most can be played competently within 2 hours—particularly on SS14, which has fewer features.

Requiring six hours in one department just to advance from an assistant to any other role seems excessive, especially when playtime doesn’t carry over between servers. The requirements for head roles are especially bonkers. In SS13, a round will go generally acceptabley even if the captain only knows the basics of the game.

Allowing new players to try out different roles is crucial for retaining and engaging them. Starting as an assistant makes sense, but only if there are more slots available and the required hours are reduced. Otherwise, players are often left with no choice but to play as a passenger, which is very boring.
struggle session-1.jpgstruggle session-2.jpgstruggle session-3.jpgstruggle session-4.jpg
Admins ban people for "raiding" a server without warning (Archive):
Cope.jpg
 
Some guy claimed another server had a mining crate that would hoover up minerals it was dragged over
There's a an upgraded mining satchel with bigger capacity on /vg/ that does that if it's in your pocket when you walk over ores, that indeed could be a neat addition to R&D.
i avoided implementing the explicit kiwi branding was an intentional decision at the time (partially influenced by pulverizer), i did hold onto the server icon although i felt like the floor stuff was unfinished (and never chopped up into the floor tile segments anyways)

deal here was ideally we should strive to be more than just 'the kiwi server'

the intention is this is an actual real alternate version of space station 13 that is centered on the kiwi farms, not just kiwi flavored TG. that being said, null is more or less ignoring us at the moment anyways so its not like we are official in any sense regardless
Honestly some sensible decision-making right here.

Anyway, elaborating on a freshly ported feature: Exosuit Direction Lock.

tl;dw it's that modern QoL feature that allows mechas to face a single direction while moving, making mechas much more robust (allows firing weapons when retreating or taking cover, makes CQC with fast targets a bit easier)

I'll post another B&F report some time later.

edit: I can't upload the file, not on catbox, not on gitgud, not anywhere else, RIP. Maybe gecko can make a video himself by localhosting the branch with the changes, idk

edit2: have this video of le epic TG mecha powerplay instead, you can watch it and observe the Mauler's movement patterns (walking sideways while facing south, east while facing west, etc) - that is what's getting ported.
 
Last edited:
There's a an upgraded mining satchel with bigger capacity on /vg/ that does that if it's in your pocket when you walk over ores, that indeed could be a neat addition to R&D.
I think this is default satchel behavior on /tg/ and forks. Would be nice but it is what it is.
tl;dw it's that modern QoL feature that allows mechas to face a single direction while moving, making mechas much more robust (allows firing weapons when retreating or taking cover, makes CQC with fast targets a bit easier)
This would be awesome.
 
Used to be that the Durand could lock itself into moving only like a crab, but moved very fast side to side.

>Be me
>Captain Watermelon Supreme.
>Vote for blob round because I wanna mess around as the bleb,
>No spawn as bleb?
>"Oh must be waiting for more players to make one of them blob because I'm captain."
>Carry on as normal, set up engine.
>Messing with SMES
>"I'll go check security to make sure power is on."
oh fug.PNG
>ohnoit'sanAIbleb
>Fight a running, but futile batttle against massive blob
>Shove slobbermut into the arrivals shuttle, and go out fighting with a welding tank and a backpack filled with lasers.
>Check the map after death.
>[BENNYSHOOTINGMEINTHEHEADRIGGEDVEGASOPENING.mp3]
bleb.PNG
 
Last edited by a moderator:
Updates
  • cargo clearing account is now based on cargo office access instead of requiring that you enter the pin code (office access was picked pretty much specifically to deny mining access as it is meant for cargo to make money off of and mining has their own thing)
  • armory re-organized a bit, has loyalty implants now, horrible tactical gear deleted (if you didn't know of it then suffice it to say you have been spared)
  • nuke ops hardsuit sprites finally fixed and visible
    • 1725001378820.png
      1725001397671.png
      1725001428955.png
    • because this thing is really sad without a laser cannon module, that has also been provided
 
horrible tactical gear deleted (if you didn't know of it then suffice it to say you have been spared)
Was it really that bad? I got to use it a couple of times and found it fairly okay. Also why outright delete those items, when they could've simply been removed from the map and Cargo supply console? Maybe someone could get around to fix them one day, you never know.
 
Was it really that bad? I got to use it a couple of times and found it fairly okay. Also why outright delete those items, when they could've simply been removed from the map and Cargo supply console? Maybe someone could get around to fix them one day, you never know.
But they looked so bad, and what was the point? Its straightforward to make new items if we have a nice set of sprites
 
  • Like
Reactions: MAAAD
I'm done with all of the minor fixes I could've made for now, so let me casually drop one more bug & feature request report I had the time to come up with while testing and coooding:
  • One should be able to enter an exosuit by mouse dropping their character on it;
  • Arrivals Shuttle doors have no opening/closing sounds;
  • Morgue tray indicators are seemingly broken in general, not just with body bags;
  • Nuclear device's "Alarm.ogg" should be a global sound - currently you can only hear it play if the nuke is on your screen the moment it goes off;
  • If tobacco and cigarette rolling is to ever be added, add weed blunts as well;
  • Even the smallest fires are just wayyyyy too fucking deadly;
  • RIG modules refuse to be put on other people;
  • Paramedic has a broken character preview on Character Setup screen - your character is shown naked;
  • Waistcoats in holo-Theater are "glued" to their racks;
  • Ready Declaration Device in holo-Thunderdome is not powered;
  • Emagged holodeck's Atmospheric Burn simulation is broken;
  • Holodeck music won't ever stop playing if you manage to die inside and then ghost;
  • Xenomorphs can't be hit with bare hands;
  • Xenomorphs can't damage mechas;
  • Xenomorphs are immune to explosions;
  • View Variables search function isn't working;
  • Adminbus' Rapid-Seed-Producer is broken;
  • HL2 submachine gun, Uzi and chameleon gun all cannot be reloaded;
  • Active and inactive pinpointers have slightly different sprites;
  • Dart gun and temperature gun menus don't update automatically;
  • Silenced pistol is not silent at all;
  • No unique sprite for .50 and 20mm magazines;
  • No sprite for worn (equipped) electropack;
  • Rubber ducky needs a unique sound effect tbh;
  • WOOP WOOP YOU CAN ENDLESSLY DUPE SLIMES IF YOU PUSH AN ADULT SLIME OFF ITS VICTIM THE MOMENT IT SPLITS - IT WON'T DISAPPEAR WHEN THAT HAPPENS AND IT WILL JUST KEEP SPLITTING FOREVER AS A RESULT;
  • Bear traps need a sound when set off/armed/disarmed;
  • In-hand sprites of an emergency helmet are broken;
  • Maybe add Mauler, the Nuke Squad's iconic mecha, to the Syndicate armory some time in the future? It should definetly be locked behind a player count or something
  • Add phazon and bananium as a rare miner/space vault loot (?);
    • make Phazon exosuit constructible when/if that happens (the mecha seems to be working completely fine, it just can't be constructed right now);
  • Add a double energy sword (sprites are seemingly already present);
  • O2 medkit's in-hand sprites are missing from both items_lefthand.dmi and items_righthand.dmi, gotta make new ones or steal them from some other codebase;
  • experimental welding tool is not actually refuelling itself, though the proc for that has already been coded.
 
Noted

edit:
Maybe add Mauler, the Nuke Squad's iconic mecha, to the Syndicate armory some time in the future? It should definetly be locked behind a player count or something
this isn't happening anytime soon they are already way OP and reducing their numbers is only going to partly address that
 
Last edited:
Updates
  • nuke ops now limited to pop/6 (rounded), hopefully this will lessen the massacre factor when skilled nuke ops get in
    • 10 players (current minimum) = 2 nuke ops, 15 players = 3 nuke ops, 21 players = 4 nuke ops
  • stetchkin damage wasnt good enough
    • 9mm bullets in general buffed from 20 damage to 30, should also effect saber in the station armory which is a good change anyways
  • bombs work again (balance pending, but nukeop ones seem fine for now)
  • nuke ops should be announced after 20 minutes, which is meant to both force them to get a move-on and give the crew more of a chance
    • nuke ops will be told about this timer
    • it is considered out-of-character to know it is nuke mode before you have any evidence it is nuke mode, however:
      • a ripley contract is now guaranteed to spawn for nuke mode, which as a reminder is a mech you can use with the HMG-2 in the armory
      • you are allowed to use meta knowledge that it is nuke mode to prioritize this contract
  • chemmaster lets you cancel multi pill creation properly now
  • you can now order empty supply crates (@MAAAD)
  • HOS now spawns with his egun properly (was trying to spawn on his armor, which he doesn't have, its now on his belt) (@MAAAD)
There are people online so i will push these updates about 5 minutes before start time (which is half an hour from this post)
edit: because of a fair and secure voting process we have now rebooted and pushed the updates

How long do the games run for I can get on at 6 but I'm planning to go out later
like 3-5 hours usually
 
Last edited:
Back