- Joined
- Mar 23, 2024
(fairly untimely) STORY TIME!
Character highlight from that round:

>Mohhamad Childrape says, "Allah please forgive me"
Peak clown moment!>decide to use a change of clothes to blend in and avoid the death squad that's arrived on station
>take off backpack
>the backpack with two of my objectives in it
>SYNDICATE LOYALTY IMPLANT DETECTED A LOSS IN OBJECTIVE, TIME REMAINING TO LIVE TO COMPLETE OBJECTIVES... 10 MINUTES!
>SYNDICATE LOYALTY IMPLANT DETECTED A LOSS IN OBJECTIVE, TIME REMAINING TO LIVE TO COMPLETE OBJECTIVES... -3 MINUTES!
>loyalty implant explodes!
whoops!![]()
Meanwhile:

>me and John catch Jared, agree to hand him over to the ERT grunts instead of killing him
>they arrive with a machine gun wielding mecha
>pass Jared on to them and explain that he is a filthy murderer
>they aren't feeling so merciful though
>cruel KGB-esque field interrogation commences

Tragicomedy in 4 parts, or How Not to Go About Stealing Monkeys from Medbay

>be alien larva
>infiltrate human space station
>find myself in the middle of purple part of the station
>some dark human notices me right away and tries to stomp on me
>hide under the tables to avoid the punches
>make a run for the nearest vent duct
>he lands a deadly blow on me right as I crawl inside
>finally made it out of that room
>ded one second later

>be alien sentinel
>our queen has made Xenobiology its nest
>slowly take over Science
>break APCs, plant weeds and melt important human machinery like Protolathe
>humans have geared up and try to fight back on occasion
>fail to catch any of them, they fail to stop us either
>the take over is complete
>move on to the Med-Sci maints
>space them to make the environment a bit more hostile for hairless monkeys
>finally step into Medbay via the southern Virology Access
>there's a human stuck in that southern Medbay corridor because of the flashing Firelocks
>spit neurotoxin at him and take cover as he helplessly fumbles with his shotgun
>after a short brawl he goes down
>drag him back into our lair to raep his face
>right as I approach Xenobio, the humans begin their planned assault at our defences
>run right into them as I wasn't expecting company
>gunned down
>indirectly handed them over my previous victim, too
>respawn
>be alien larva
>the nest is under assault
>cower under weeds and tables during it
>our mom is badly wounded and finally collapses
>no grown xenomorphs left
>the humans begin clearing out the nest and slaughtering infected monkeys left and right
>ventcrawl away to Virology
>declare it our new nest as the remaining larvas agree on me becoming the new queen
>grow up into a drone, barricade Virology while waiting to evolve even further
>finally become a giant and magnificent alien queen
>lay eggs, break APCs and get rid of the annoying lockers that get in your way all the time;
>looks like humans are sending in a crew to nuke our home in smithereens;
>order my children to find and stop them
>leave the new-founded nest as it no longer makes sense to hide
>roam the station in search of the fresh humans
>meet no resistance, only a single maintenance drone quietly doing its job
>space winds constantly knock me over as most of the station still has some air left
>a hunter reports that he found the nuke in the Vault and it's already ticking
>rush there to melt it
>A sudden rush of air knocks you over!
>A sudden rush of air knocks you over!
>A sudden rush of air knocks you over!
>GUUUUUUH
>Alarm.ogg
>BOOM
>the station gets nuked with no survivors

>be lonely Quartermaster
>set the goal for this shift to earn a total of 900 bucks to buy my very own Hoverpod
>find perfectly normal donuts, donk-pockets and full sacks of flour in Cargo Disposals
>suspect the Kitchen is getting trashed so message the secoff about this
>he comes to investigate, I elaborate on the situation
>agrees to do it if I hack into the Detective's Office for the forensic scanner
>get the tools and do that
>we return to Disposals and-
>BOOOOM
>firelocks drop
>looks like there are more urgent matters for the officer to tackle now
>we part our ways
>roam the nearest maintenance tunnels in search of some crates to sell
>stumble upon the CMO dragging the NT Fleet casualties in Arrivals Hallway
>he can't pass through the main hallways because they're depressurised
>is forced to pay me for granting passage through my turf
>notice the officer dead in the southern hallway as I open a firelock
>steal his batong and helmet as an unspoken payment for dragging his body along while following CMO to Medbay
>see an outline of a relatively big explosion below the Teleporter Room
>figures
>CMO also pays me to help him drag the remaining casualties once we've made it to Medbay
>return to Cargo after I'm done with that, stealing a few crates on my way back
>it lost power
>shout at CE to fix the power and call him a wagie
>threatens to cut all power to Cargo if I do it again
>call the Cargo shuttle in the meantime
>chaplain comes to order some insuls
>couldn't actually order them since the shuttle is on its way
>promise to buy them and inform him when they arrive
>as CE finally settles the power issue, the shuttle arrives
>see the firelocks to the main Cargo room drop
>already suspect the worst as CE wonders what the hell is going on with our atmos
>don a space suit real quick and come to check on the shuttle
>yep, it's utterly BROKEN and Cargo now is wide open to space
>call the CE for help again
>shaft miner arrives aboard the station, comes to Cargo and cluelessly opens the firelocks up
>sees the damages our shuttle sustained for himself
>send what's left of the shuttle back
>the docking airlocks close, finally sealing the breach
>the engie comes to fix the air
>buy some inflatable doors from him and make an airtight passage to the airlocks just in case
>the emergency shuttle is called
>sell the glubbz to the priest at a discount price because we all will evacuate soon
>meet an overgrown pink crocodile posing as this station's Chef
>laugh and point my finger at it before bullying it some more
>see the Geneticist injecting Clown with syringes, making him emit pure white Aryan energy
>follow the nerd into his lab to get that glow too
>everyone gathers at Departures afterwards
>embrace our Space Hyperborean ancestry with fellow glowing turbo-whites
>the now living Security Officer asks me about my helmet
>dismiss him as the shuttle arrives
>it has to be hacked in as firelock opening panel is broken seemingly due to the lack of power
>everyone pushes each other in the narrow passageway while trying to board the shuttle
>the ligger chef and somebody dragging Ian are the last to run inside as the timer runs out
>lizard accidently pushes Ian outside, boarding the shuttle right as the airlocks drop
>everyone hated that
>the shuttle leaves with Ian left behind
>all of the crew chases after the ligger to lynch it
>the shuttle quickly devolves into chaos as punches fly left and right
>the chef is lynched
>officer gets involved with his stun weaponry
>me and the miner gang up on him while praising Cargonia
>shuttle docks
Just another casual shift on Riviera Station 13!
Bug & feature request report:
- Maybe bring back Secret?.. Probably shouldn't include Extended in the list of possible gamemodes if it is to return someday;
- Chemists show up in the Misc tab of the crew manifest instead of the Medical tab;
- Would the new shuttle system really keep Cargo Shuttle from breaking? I think this has something to do with those damn conveyor belts, even if I'm not really sure;
- Idea for future: randomized research - make items' research points randomly fluctuate from shift to shift when it'll inevitably get solved to keep things interesting;
- for example: let's say our fluctuation value is 2 and we have some gun with predefined Combat 4 written in the code. The actual level you'd get out of destroying it from shift to shift would fluctuate between Combat 2 to Combat 6. The fluctuation only happens on shift-to-shift basis and not on an item-to-item basis, so all of the guns during a given shift would have the same Combat level. Toolboxes have Combat 1, so they'd only fluctuate between Combat 1 to Combat 3 (because you aren't supposed to reach negative levels of research). Some theoretical ultra-mega-super-hyper-BFG has Combat 10, so its Combat level would fluctuate from Combat 8 to Combat 12 (it's fine if the value goes above 10 because I don't think there exist any items you could unlock above the research value of 10 anyway).
- Cargo request console should charge the customer instead of the Cargo account;
- Re-enable Space Oddity as lobby music and maybe add Beach House - Space Song as a lobby song too;
- Can't grab xenomorphs;
- Xenos can't open lockers and I suspect that neither can they open crates;
- Xenos don't show up in the list of a Follow verb for ghosts (maybe because they're simplemobs?);
- TTVs (sometimes) DON'T DISAPPEAR UPON THE EXPLOSION;
- Can't switch intents as a xeno, they're there in your UI but all of the interactions stay the same no matter which one you choose (maybe because they're simplemobs?);
- Can't push creatures as a xeno (not even the monkeys);
- Maybe make cameras breakable? They aren't breakable for xenos at least;
- Can't smash open air canisters by sheer force either, they only ever break during plasmafires;
- Xenos talk way too quietly and thus can't hear each other unless talking via alien hivemind;
- Xenos don't regain health when standing atop of the weed bulbs;
- Firelocks don't properly break when damaged by brute force;
- Can't manually close resin doors;
- Can't transfer plasma (it says you need to be closer even if you're literally standing in the same tile, might be specifically queen-related issue);
- The cargo console says "PIN incorrect." for operations in Manage Account tab, rendering them unusable (the code needs some cleaning up to fully get rid of the old PIN login system);
- Add (read: steal from other codebases) sounds for Medibot phrases;
- Can't send signals via signaller device when buckled;
- Alien weeds probably shouldn't be endlessly spreading;
- What are those xeno UI icons in the top right corner for anyway?..
- Syringe gun should tell you if it has a syringe loaded and if its bolt is cocked or not upon examination.
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