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

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Please do not let SS14 color your impression of Spaceman too much, it's truly exceptional and represents only the worst parts of the playerbase.
Trust me, I have only the best memories, I'm just revisiting after a 10 year hiatus.
New names on SS13's hub I was wondering about.

Damn, that really sucks. I knew when Baystation kept added races it was going to bring to detrimental shit, but to lose it all to furfags? Damn.
 
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ERTs and DSs were an amazing admin intervention tool for when antags reached for the stars. Bad players getting powerful armor, tools, and weapons to get back in and end the round or help it was always cool and it’ll help newer kiwis when they die since no one ever has respawns on anymore.
For some reason, servers tended to lower antag counts and you rarely see any fun chaotic shit with the newer antag rules in place.

Table choke slamming xenoes is fucking hilarious
 
Im going to keep throwing crabs at the wall till one stick the landing tell me what you think
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Im going to keep throwing crabs at the wall till one stick the landing tell me what you think
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This is getting better but something is still off about the shading I am seeking advice on what to tell you to do next as it is beyond my knowledge at this point

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me: the crab guy
it doesnt fit in to me
guy: oh
that's because it's unshaded
me: i mean it has a little it seems like
guy: needs a bit of highlight at the top
me: highlight at the top you say
guy: bit of shadows at the bottom, ensuring both light and dark kind of fit the contours
basically it's just missing what could be called "the finishing touches"
https://saint11.org/blog/pixel-art-tutorials/ here link him this and have him look through it a bit, he'll probably figure it out eventually
there's a good bit of stuff on lighting and what-not
edit edit: I dont think you have layers but he also added this
guy: the trick is to visualize it like you're doing the apple test but instead apply lighting mentally kind of. Figure out what obscures what when the light is at X,Y, usually somewhere above and centered in space station and most top-down 2d games I'd imagine

it can help at times to also do some greyscale masking of your lighting in a separate layer, forgeting texture and focusing soley on "how bright would this logical segment be given constant light at a given point", and then multiplying it in (along with a few touch-ups in perhaps other layers to address shortcomings/add further micro details)
 
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edit: i think i might have to mess with it some more but it does look better
i agree its going in the right direction, the shading helped. however, i feel like it needs more variation of colors to try to get towards the dirty artstyle a little bit, it seems too shiny to me.

funnily enough the guy said he feels there are too many different colors, so i guess thats a different thing. maybe 'noise' is a better term than variation?

consider this character and particularly his clothing (which are much stronger sprites than the base human mob)
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Also, some updates
  • cargo console pin fully removed now
  • transfer valve bombs now make sure they are deleted instead of relying on the explosion to delete them
edit:
  • mech equipment progress bars as a ride-along to mech cooldown rewrite
  • it turns out if you spastically change your mind about destination in my new and based shuttle system, it was not un-setting the old destionations shuttle reservation, so you could accidentally reserve every shuttle spot and trap yourself on a station that, for instance, was about to be nuked
    • to clarify, this is now fixed
  • the medevac shuttle was checking if a dockpoint was free OR if it was on the station z level, meaning it could crash into another docked shuttle which was retarded
 
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CrabPeople.png

Just a more concept than something I think is a usable sprite. I think part of what's throwing the feel of the crab off is that their back doesn't protrude enough, and they need another pair of legs(even if they are vestigial in terms of code. Looking at it now while trying to describe it, I think taking off the back most leg and making the rump area more of a pointed coccyx look, and making what was the middle leg look like it's more bent towards the perspective might work even better. Maybe also make the legs a couple pixels shorter, and use the space to make the body lead forward more, or allow the pincers to stick out from the body slightly to make them more evident.
 
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Just a more concept than something I think is a usable sprite. I think part of what's throwing the feel of the crab off is that their back doesn't protrude enough, and they need another pair of legs(even if they are vestigial in terms of code. Looking at it now while trying to describe it, I think taking off the back most leg and making the rump area more of a pointed coccyx look, and making what was the middle leg look like it's more bent towards the perspective might work even better. Maybe also make the legs a couple pixels shorter, and use the space to make the body lead forward more, or allow the pincers to stick out from the body slightly to make them more evident.
That does have an interesting look to it, I think one of the reasons was durell was trying to make sure it could accomodate backpacks. I personally would have liked for it to be hunched forward more but same issue.

One possible alternate solution would be to allow the crabtonian to provide offsets for the existing sprites that its able to take on, like for gas masks and packs, to make them line up anyways

I flat out agree about the legs though that looks better

regarding vestigial legs due to code, its going to need rewriting anyways, and actually the crabtonian was going to be the thing that drove the first organ system rewrite because it would be the first truly alien species that had unique needs instead of just being a human reskin, which would be a big help in figuring out how the new organ system should be organized
 
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Another proof of concept. I like 3A more than B, B was me trying to shorten the legs and lengthen the body, but I like a lot more how the body looks in A. I think black in the middle of the pincers really makes them stand out better as what they are, with a slight change in angle making it more prominent. Very crude backpack just to show how it'd sit on the shell. I still think an A type body with different legs would look better, but my B wasn't it. I think the sprite palette is just a little too small to make 3 legs work, so I shifted them to be more on the front side of the body.
 
Interesting we'll have to experiment with this .what about giving them a full-blown lobster tail that sticks out the back like the lizards so it doesn't look like he just has a bunch of back fat also I was thinking about not having them wear backpacks but have satchels that they were on the front or some kind of pod they could wear that's just sit differently on their body because they're not flexible as flexible as a human so it'd be weird for them to try and reach round to their back to put stuff in it
 
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Absolutely alien species will always trump humanoid-lite furry-bait like vox or whatever groomer race you can find on various servers. Less human, more writhing cloud of particles. Plasmamen are a good start – they literally don't even have bodies. I liked someone's idea for a "golem" race; start as a sentient rock of some kind, build up their bodies by absorbing/converting raw processed materials like plasteel, wood, plasma, diamond, etc. which give them different properties. Think Katamari Damacy. It would fit less as an ordinary crewmember race (only humans should be 'ordinary crewmembers' anyway), but it would be great as a xenobiological curiosity and as a way for roundended players to get back into the round.
In other words, fuck shitbirds, remove vox. I don't need a snowflake alien species to gas a jewish caricature.
 
In other words, fuck shitbirds, remove vox. I don't need a snowflake alien species to gas a jewish caricature.
They are disabled in Character Setup, and their affiliated "Heist" gamemode has been cleaned up from the code too I think. Even if it hasn't been though, I wouldn't really mind it returning as long as Vox stay disabled in Character Setup (it's not an outright violent gamemode that has plenty potential for roleplay scenarios like trading/bantering, security raids or even outright race war, etc.)
That being said, you can still play as a catbeast lol. "ZOMG OUR CHEF IS A CAT, LYNCH IT!"
 
They are disabled in Character Setup, and their affiliated "Heist" gamemode has been cleaned up from the code too I think. Even if it hasn't been though, I wouldn't really mind it returning as long as Vox stay disabled in Character Setup (it's not an outright violent gamemode that has plenty potential for roleplay scenarios like trading/bantering, security raids or even outright race war, etc.)
That being said, you can still play as a catbeast lol. "ZOMG OUR CHEF IS A CAT, LYNCH IT!"
I would like /vg/'s Catbeast mid-round antag. It's one of the last few fun roles left on that server. Maybe make it a Nigger instead, or its own species entirely. Perhaps even The Troon. Then again, their objective should be to groom as many crewmembers as possible before they fail a random 41% roll.
Speaking of, is it possible to do ghetto surgery with this baycode? The axe wounds are so much funnier when you can cause them with an actual axe after getting tabled.
 
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Why would a crab ever walk on two legs in the first place? Just make a more normal multilegged horizontal sprite, it'll look far far better.
 
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They are disabled in Character Setup, and their affiliated "Heist" gamemode has been cleaned up from the code too I think. Even if it hasn't been though, I wouldn't really mind it returning as long as Vox stay disabled in Character Setup (it's not an outright violent gamemode that has plenty potential for roleplay scenarios like trading/bantering, security raids or even outright race war, etc.)
That being said, you can still play as a catbeast lol. "ZOMG OUR CHEF IS A CAT, LYNCH IT!"
Im torn on fully deleting them, the various N2 breathing work they did was kindof cool (even if it makes no logical sense as N2 is inert). The race itself is obvious anthro faggotry though and has to go purely am debating on how to retain the good parts

Also yea the notes are currently that 'heist' will turn into just pirates and the vox and their weird looking space ship will be forgotten. May also keep the spike throwers, or give them to some other alien race (crabtonians i guess?), that idea was kindof fun

Updates
  • cargo shuttle is now a basedshuttle, this will hopefully fix some of the issues its been having
    • i suspect it was dockport controller interactions that were breaking it, although im not sure. if so, this will definitely fix that
  • canisters can now be used in unpowered areas (by whoever 'pastelwoodchipper' on the gitgud is)
  • syringe gun examination behavior for ammo counting + improves descriptions (@MAAAD)
  • vent pump performance has been doubled to try to speed up airlock cycle time, lets see if thats enough
  • medibot voice lines were ported over (@MAAAD)
    • i have added a medibot to the medbay lobby (no clue if they work properly right now or not but obviously this is now necessary)
@HahaYes - major atmos remap
This is LORE, the station was abandoned for many years before being renovated and repopulated by nanotrasen. For balance reasons old atmospherics had to go as the plasma flooding plumbing was insane and should not be allowed so this was the first place to get the LORE treatment. If you want to plasmaflood, take some plasma cans from the engine or research and reconfigure central atmospherics to distribute it instead (located on the south side of the station core), you no longer get to turn a couple valves to flood the whole station with toxins.

Old atmospherics was taken over by pirates and smugglers long ago and used off-and-on for trade and as a rest stop/fuel station. When NanoTrasen returned, they packed up and left, leaving behind a stripped down derelict ship and some detritus, but taking all the valuables with them:
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Also I duelled nicholas blaine before updating the server (we both died)

Further update (may not get pushed before start time today):
  • normal space/void suit slowdown reduced from 1 to 0.5
 
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Im torn on fully deleting them, the various N2 breathing work they did was kindof cool (even if it makes no logical sense as N2 is inert). The race itself is obvious anthro faggotry though and has to go purely am debating on how to retain the good parts
Make them an antag that's not full blown nuke ops but with more weapons than traitors? Think "mutiny" or cult/revs but no offical recruiting.
Holy inquisition for anthros. Replace with robot or human sprite in self-enclosed "skin" that looks normal and don't breathe. Have to get the crew to support lynchings.
Lore wise, cyborg humans who reject biological bodies and refuse to come into contact with oxygen because of the furfag taint, abduct and public execute anthros while "cleansing" the station.

Have them be armed with incindeary weapons and ballistic incidieary weapons to set folks on fire even in a suit.

Win conditions:
Major inquisition victory: All antrhos publicly executed
Minor inquisition victory: All antrhos dead
Furries and inquisition both dead: Nuke detonated
Minor furry victory: All inquisitiors and supporters dead
Major furry victory: All inquisitiors dead and antrhos in position of power.
 
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