Official Space Station 13 Server

Status
Not open for further replies.
if these liver/lung reagents were provided do you believe it would be worthwhile, or just go unused?
Probably go unused. It's only an extra second or two to replace the liver and lungs with cheap cybernetic replacements when you've already opened somebody up to replace the heart. Medical, chem and botany would all need to be on the same page from round start, with doctors organising themselves differently and setting up non-stasis beds for chemical treatment or reserving a cryo tube for organ rejuvificaton. It's worth trying if everyone's on board, but it's a lot of cooperation between different departments for not very much streamlining at the end level.
 
  • Informative
Reactions: BarberFerdinand
Xenobiology is easy once you get the hang of using the special camera console. Just read the guide and experiment a bit.
What do I get from xeno, like what's useful and what are the products of my work?

Comments like this that make no sense without context are the best part of the game, tbh.

I was hoping for this video to be informative enough for me to learn the basics, but the only thing I learnt is "you can't consent to being a pizza".
To clarify the gorilla thing, we started making gorillas, by irradiating monkified people in the sequencer. The outcomes were inconsistent. I myself tranformed upon death as i was being dragged to medical. The next transformed with far fewer rads. Our next hopeful was not so lucky, he died on the laboratory floor, with my compatriot telling me "Wait, Brother, he will turn." He did not, so we had medical revive him, the problem was the player had logged out upon death, so when he got out of cryo, he was feral. Instantly he charged into surgery and started tearing ass. We watched in the windows in a stupor, the I said "This is bad. We must go." and we two sentient gorillas made a beeline to hide in science and return to our studies.
 
Last edited by a moderator:
  • Informative
Reactions: Bender
To clarify the gorilla thing, we started making gorillas, by irradiating monkified people in the sequencer. The outcomes were inconsistent. I myself tranformed upon death as i was being dragged to medical. The next transformed with far fewer rads. Our next hopeful was not so lucky, he died on the laboratory floor, with my compatriot telling me "Wait, Brother, he will turn." He did not, so we had medical revive him, the problem was the player had logged out upon death, so when he got out of cryo, he was feral. Instantly he charged into surgery and started tearing ass. We watched in the windows in a stupor, the I said "This is bad. We must go." and we two sentient gorillas made a beeline to hide in science and return to our studies.

This was not meant to be a double post, shit.
A dead player who SSD'd suddenly turning into a mob gorilla which proceeds to rampage about Medical when revived is just peak SS13.
 
What do I get from xeno, like what's useful and what are the products of my work?

The stated goal of a xenobiologist is to create a variety of slime extracts that can be used to benefit the station when injected with blood or plasma.

The actual goal of a xenobiologist is to breed gold slimes so you can fill the station with animals and monsters.
 
  • Agree
Reactions: NewFriend
My favorite ss13 lobby song is Carmen Miranda's Ghost.
Banned from Argo is the obvious lobby music choice


Null said:
okay we need to talk about cargo

While working on the map I've discovered that that's this "mail sorting" shit baked into the disposal loop. Basically, Cargo is actually supposed to wrap shit, tag its destination, and then it shoots up the disposal chute at its destination. The mapping work is very annoying because it necessarily complicates the loop.

I have never seen this used in-game, ever. Not fucking once have I seen the mailroom actually used. I have seen the drop-in sorting chutes on Meta that replace the MULES used.

Basically I want to re-add cargo bounties, but not by directly reverting. I think there's a way to adjust this mailroom delivery system to make cargo fun. I think CentComm should send packages and letters down that can be stamped by heads and sent back up for credits, little packages that may or may not be useful.
Click to expand...
I think that making the chutes actually viable requires mulebots to be removed. It's not like anyone would mind that since the little shits always get stuck everywhere
also moving the exit of the sec chute into the department itself would be nice.
 
Last edited:
brb wrapping up some bombs and mailing them straight from toxins
Oh yeah, is it actually possible to rig crates to explode upon opening them without traitor items? I know that there was a way to make voice-activated chemical bombs(or at least I think there was) but I've never really seen booby-trapped crates
 
okay we need to talk about cargo

While working on the map I've discovered that that's this "mail sorting" shit baked into the disposal loop. Basically, Cargo is actually supposed to wrap shit, tag its destination, and then it shoots up the disposal chute at its destination. The mapping work is very annoying because it necessarily complicates the loop.

I have never seen this used in-game, ever. Not fucking once have I seen the mailroom actually used. I have seen the drop-in sorting chutes on Meta that replace the MULES used.

Basically I want to re-add cargo bounties, but not by directly reverting. I think there's a way to adjust this mailroom delivery system to make cargo fun. I think CentComm should send packages and letters down that can be stamped by heads and sent back up for credits, little packages that may or may not be useful.
After ten something rounds of doing quartermaster and being cargonia I have yet to encourage more than 5 people total to do personal bounties who aren't cargo techs themselves even with offers of giving the player 60% of the profit by using package+barcode+tablet GRANDARK EXPORTER (this means 60% of something grand or so goes right into your pocket, the rest into cargo for more boxes)
I also have only received a singular order, which was the HOP ordering an entire medical crate for himself, which he ordered and retrieved in person.
In general I think people don't realize how much cargo can do for you if you work for it.
Edit: add to the fact that I saw medbay cargo chute used once but nobody realized the crate was there because it was under the flaps and barely visible, it probably needs to be in the main bay itself rather than the backroom.

The rest of you begin reading here.
Insulated gloves? Cheap.
Buy your own laser that gives people horrible wounds compared to the normal one? Do a bounty for me and its probably yours.
Armor? Animals? Toolbelts? MEDICAL KITS? Band instruments for the clown? Ghetto holy water for when the chaplains already been gibbed by the cult?
Cargo has it all people, please browse through the cargo order console. You can also order with private funds to get a box only you can open from the QM/cargo techs and he will probably not tell anyone what you ordered unless you violate his NAP.
Read : The contents of all cargo crates you can order
 
After ten something rounds of doing quartermaster and being cargonia I have yet to encourage more than 5 people total to do personal bounties who aren't cargo techs themselves even with offers of giving the player 60% of the profit by using package+barcode+tablet GRANDARK EXPORTER (this means 60% of something grand or so goes right into your pocket, the rest into cargo for more boxes)
I also have only received a singular order, which was the HOP ordering an entire medical crate for himself, which he ordered and retrieved in person.
In general I think people don't realize how much cargo can do for you if you work for it.
Edit: add to the fact that I saw medbay cargo chute used once but nobody realized the crate was there because it was under the flaps and barely visible, it probably needs to be in the main bay itself rather than the backroom.

The rest of you begin reading here.
Insulated gloves? Cheap.
Buy your own laser that gives people horrible wounds compared to the normal one? Do a bounty for me and its probably yours.
Armor? Animals? Toolbelts? MEDICAL KITS? Band instruments for the clown? Ghetto holy water for when the chaplains already been gibbed by the cult?
Cargo has it all people, please browse through the cargo order console. You can also order with private funds to get a box only you can open from the QM/cargo techs and he will probably not tell anyone what you ordered unless you violate his NAP.
Read : The contents of all cargo crates you can order
Part of the problem is cargonia itself. It can order stuff, but anything people actually need is in their departments already to avoid 'cant do muh job cause cargo wont do its job' problems. SS13 coders in general seem to hate department interdependance. It's understandable for game flow but I can't say I've ever liked it. I think it would be neat if for example you had to frequently restock chemical dispensers and could only get the restocks from cargo. The bigger "problem" though (or not a problem if you like it) is just kiwistation's culture. You guys would be surprised what you can do in this game when you're not mindlessly robusting everyone every single round and actually pretend you're a man on a spess station doing something important. Try to make your department budget go big. Try to fulfill the round's station goals. Export plasma which is what the station is literally for. Write paperwork reports of your xenobiology experiments and autistically present them to the research director. Hang out in the bar and have a drink.
 
SS13 coders in general seem to hate department interdependance.
Wrong. They love it, they try to enforce it all the time, they write PRs and MDs with the intention of adding more departmental interaction. Problem is: the more interconnected things are, the harder it is to do anything if one thing fails. They never add two ways to do something.
 
Wrong. They love it, they try to enforce it all the time, they write PRs and MDs with the intention of adding more departmental interaction. Problem is: the more interconnected things are, the harder it is to do anything if one thing fails. They never add two ways to do something.
I don't really know, I can only comment based on what I see when I play. You're right though that two ways to do something is better. A far better system than "you have to order chems and can only get them from cargo," is "you have to order chems and can get them from x, y, z,." But it's always irked me that for most players the solution to "i need insuls" is generally to steal them and not to go to cargo and say "lemme get insuls, how much?"
 
not to go to cargo and say "lemme get insuls, how much?"
Probably because it takes so long. I could probably reduce the delivery shuttle's timer from 60 seconds to 10 seconds and not hurt anything. There's only about 60 "60 second" timers in the entire round, so dedicating 1/30th of your entire round to standing and waiting for a fucking box to even get there is bullshit.
 
Part of the problem is cargonia itself. It can order stuff, but anything people actually need is in their departments already to avoid 'cant do muh job cause cargo wont do its job' problems. SS13 coders in general seem to hate department interdependance. It's understandable for game flow but I can't say I've ever liked it. I think it would be neat if for example you had to frequently restock chemical dispensers and could only get the restocks from cargo. The bigger "problem" though (or not a problem if you like it) is just kiwistation's culture. You guys would be surprised what you can do in this game when you're not mindlessly robusting everyone every single round and actually pretend you're a man on a spess station doing something important. Try to make your department budget go big. Try to fulfill the round's station goals. Export plasma which is what the station is literally for. Write paperwork reports of your xenobiology experiments and autistically present them to the research director. Hang out in the bar and have a drink.
A part of the problem is also people not knowing what each crate contains (and being too lazy to open the wiki to check)
There needs to be a way to search for a SPECIFIC ITEM that is contained within crates and then having the system return all the crates that contain that item. I get a feeling that such a thing is impossible to do without adding an entirely new database, though.

Wrong. They love it, they try to enforce it all the time, they write PRs and MDs with the intention of adding more departmental interaction. Problem is: the more interconnected things are, the harder it is to do anything if one thing fails. They never add two ways to do something.
Do they really? I haven't played THAT much ss13 but to me it seems like the departments all exist within several "factions" that are pretty much self-containing like Medical, Command+Sec, Cargo+Mining+Science, the kitchen, the bar and Botany etc.
Sure, there is some limited interaction between those blocks but they're mostly separate
 
Last edited:
Yeah man, I play cargo a lot and will pretty much order you anything for some junk to put on the shuttle out.

Insulated gloves cost a pack of space cigs for me and the boys.

Cutting the timer would be great, everyone always wants shit right now.

Null have you thought about hosting a wiki for the kiwi code base?
 
Null have you thought about hosting a wiki for the kiwi code base?
As it grows it will be needed. Unfortunately, the /tg/ wiki uses mediawiki and not some open source format so I can't really clone that.
 
server seems like it's stuck with an aborted restart

e- nm null is doing something
 
Organs decay way too quick. You leave a person on the ground and in a minute or two their heart is beyond repair. We usually only have four stasis beds on medbay, I sometimes try to build more but it's time consuming because you have to go to science (I have no idea why medics don't have access to science) and beg (or break in) for a capacitor and a micro manipulator. Not to mention all the cables required, and that cryo research is sometimes ignored unless you're keeping an eye on the queue. Add that to the fact that whenever medbay gets full of bodies people think they can just walk in for no reason and start shitting up stuff. They steal materials, break things, and I've even had fuckers that remove the person I was performing surgery to just to place the one they want me to heal. Also, a lot of people just drag the bodies of their friends in crit, with open wounds, and start crying for us to help them when they could be carried/given CPR to stabilize and thrown into cryo. Even if one of us is making sure everyone of these people makes it to cryo, more than often dragging their bodies loosing blood and killing them, and so when you finally get to perform surgery the organs are rotting again. Most deaths are avoidable like this, and those that are not are the ones that got really fucked up and their surgeries can take a while.

In conclusion: stay out of medbay if you are healthy. Also don't come cry to us for the cure for your coof, that's what chemistry is for. And if you got radiation, for the love of God, don't run around like a retard irradiating everybody.
More beds is only curing a symptom of the problem. Until drastic changes are made to how security operates (mainly making space law mandatory and making sec gear more effective than the riot foam darts) you can't even begin to hope for a medical department where you don't get greifed 24/4, furthermore even when you do get transferred to a bed it still takes twenty minutes to be resituated on average. Bring back old medical, keep new afflictions.

I've asked admins about it before but I've been unable to find a clear answer to the question.
 
Last edited by a moderator:
  • Lunacy
Reactions: zedkissed60
Status
Not open for further replies.
Back