Search found 237 matches
- Tue Jan 20, 2015 2:47 pm
- Forum: Ideas
- Topic: Minor Suggestions
- Replies: 3767
- Views: 952821
Re: Minor Suggestions
When Space Vines cover a dead body it can turn into a Podpeople who are given the objective to help spread the Vines and fight against the humans. They should get properties based on the Vines which created them (also giving them their color).
- Tue Jan 20, 2015 1:32 pm
- Forum: General Chat
- Topic: SS13 Remake Source
- Replies: 124
- Views: 103603
Re: SS13 Remake Source
They also said their art guy wanted to use them for other projects. Its a shame though.Bombadil wrote:http://www.digg.com/r/Games/comments/ ... ce/cnustk6
Supernorn says why he didn't include the art assets he made in the source
- Mon Jan 19, 2015 7:09 pm
- Forum: General Chat
- Topic: SS13 Remake Source
- Replies: 124
- Views: 103603
- Mon Jan 19, 2015 3:58 pm
- Forum: Ideas
- Topic: Making Detective More Interesting
- Replies: 12
- Views: 3042
Re: Making Detective More Interesting
There was this game Murder Mansion which actually give clues like hair color which would be nice to have.
- Mon Jan 19, 2015 2:52 pm
- Forum: General Chat
- Topic: SS13 Remake Source
- Replies: 124
- Views: 103603
Re: SS13 Remake Source
I just realised why it looks so bad: "The original sprites for the game, created by Adam Riches, have been withheld for use in a future project at his discretion. The original sprites have been replaced with placeholder images."
- Mon Jan 19, 2015 1:52 pm
- Forum: General Chat
- Topic: SS13 Remake Source
- Replies: 124
- Views: 103603
Re: SS13 Remake Source
Not sure about the complaints surely you can see the potential in this without being restricted by Byond. If you look at this picture they posted a while ago (not sure if art or ingame actually):
Spoiler:
- Sun Jan 18, 2015 10:48 pm
- Forum: Ideas
- Topic: Traitor Items
- Replies: 105
- Views: 32906
- Sun Jan 18, 2015 8:51 pm
- Forum: Ideas
- Topic: Traitor Items
- Replies: 105
- Views: 32906
Re: Traitor Items
Oh my bad I was still thinking in the old terms, 20 is what I meant!Saegrimr wrote:Only 10? I think you're underestimating what kind of ridiculous shit can happen, mostly the server shitting itself inside out.
- Sun Jan 18, 2015 4:31 pm
- Forum: Ideas
- Topic: Traitor Items
- Replies: 105
- Views: 32906
Re: Traitor Items
Bomb cap remover. Single use item, maybe it should give a stationwide warning upon use. Cost: 10 TC.
- Sun Jan 18, 2015 1:04 pm
- Forum: Ideas
- Topic: Wireless EMAG [super sneaky]
- Replies: 10
- Views: 2450
Re: Wireless EMAG [super sneaky]
Just merge EMAG with custom ID for sneakyness.
- Sun Jan 18, 2015 12:18 pm
- Forum: Video Games
- Topic: doter 2 WHILST MVP DID NOT WIN THE MAJOR THEY WON OUR HEARTS
- Replies: 374
- Views: 107631
Re: doter 2
Techies is great fun, just mindfucking with everyone. I love to use smoke and go into Roshan cave to mine the crap out of it before using my TP to get out. Or sneaking into the enemy jungle its great fun. Though my favourite must be Lion, lots of utility and killing power.Sum Ting Wong wrote:Fuck techies
- Sat Jan 17, 2015 3:51 am
- Forum: General Chat
- Topic: SS13 Remake Source
- Replies: 124
- Views: 103603
SS13 Remake Source
http://forum.spacestation13.com/viewtopic.php?f=3&t=552
Apparantly the source will be released shortly. I wonder what that will mean for the future of SS13.
Apparantly the source will be released shortly. I wonder what that will mean for the future of SS13.
- Thu Jan 15, 2015 4:11 pm
- Forum: Ideas
- Topic: Buff Traitor AI
- Replies: 28
- Views: 6560
Re: Buff Traitor AI
Only MALF AI's I believe. Maybe that should be changed.mrpain wrote:Arent these "law 0" AI's able to hack their borgs through the RD console?
- Thu Jan 15, 2015 4:11 pm
- Forum: Ideas
- Topic: New Gamemode: Zombie Virus
- Replies: 17
- Views: 4841
Re: New Gamemode: Zombie Virus
Maybe it could be integrated into the superior Baymed?
- Sun Jan 11, 2015 1:03 pm
- Forum: General Chat
- Topic: Engineering Discoveries!
- Replies: 41
- Views: 10622
Re: Engineering Discoveries!
You used to be able to instacrit people if you connected the singularity to the main grid. (Power cables from collectors into main station power cables) Not sure if its still possible but its fun to screw around with.
- Sun Jan 11, 2015 11:53 am
- Forum: Coding Feedback
- Topic: [POLL] Should lizards be considered human for the AI&borgs?
- Replies: 56
- Views: 13147
Re: Should lizards be considered human for the AI and borgs?
Being a lizard is a choice, stop stabbing yourself if its starting to hurt.
- Sun Jan 11, 2015 11:43 am
- Forum: Town Hall
- Topic: Tedward1337 Community Discussion
- Replies: 104
- Views: 38143
Re: Tedward1337 Community Trial
The guy abused his power and there are people voting to reinstate him? Wow. People have been permabanned for less, gues you need to be admin of some kind to get away with shit like that.
- Sun Jan 11, 2015 11:41 am
- Forum: Ideas
- Topic: Making all gasses invisible
- Replies: 27
- Views: 5547
Re: Making all gasses invisible
Or perhaps don't be a unrobust scrub. How many people die each year from gas poisoning from their heaters in their houses? Gasses OP.
- Sun Jan 11, 2015 11:37 am
- Forum: Resolved Requests
- Topic: Alisa Selezneva - Killbaiting resulting in Gibbing
- Replies: 11
- Views: 2682
Re: Alisa Selezneva - Killbaiting resulting in Gibbing
I support Cedarbridge, you came after this person multiple times, the second time with a lethal weapon. Your victim was at that point exasperated and you left them little choice. They could have inferred from your behavior that you would have come back for more after being cloned. They could get se...
- Sat Jan 10, 2015 11:50 pm
- Forum: Resolved Requests
- Topic: Alisa Selezneva - Killbaiting resulting in Gibbing
- Replies: 11
- Views: 2682
Re: Alisa Selezneva - Killbaiting resulting in Gibbing
snip The escalation here was yours, as I explained when you ahelped in the first place. They honked you with a duck. You escalated to violence. They attempted to leave, you chased. They threw you into disposals for fighting in the kitchen, you healed up and escalated again by attacking with a knife...
- Sat Jan 10, 2015 11:34 pm
- Forum: Resolved Requests
- Topic: Alisa Selezneva - Killbaiting resulting in Gibbing
- Replies: 11
- Views: 2682
Re: Alisa Selezneva - Killbaiting resulting in Gibbing
snip The escalation here was yours, as I explained when you ahelped in the first place. They honked you with a duck. You escalated to violence. They attempted to leave, you chased. They threw you into disposals for fighting in the kitchen, you healed up and escalated again by attacking with a knife...
- Sat Jan 10, 2015 11:19 pm
- Forum: Resolved Requests
- Topic: Alisa Selezneva - Killbaiting resulting in Gibbing
- Replies: 11
- Views: 2682
Re: Alisa Selezneva - Killbaiting resulting in Gibbing
snip The escalation here was yours, as I explained when you ahelped in the first place. They honked you with a duck. You escalated to violence. They attempted to leave, you chased. They threw you into disposals for fighting in the kitchen, you healed up and escalated again by attacking with a knife...
- Sat Jan 10, 2015 11:01 pm
- Forum: Resolved Requests
- Topic: Alisa Selezneva - Killbaiting resulting in Gibbing
- Replies: 11
- Views: 2682
Re: Alisa Selezneva - Killbaiting resulting in Gibbing
snip The escalation here was yours, as I explained when you ahelped in the first place. They honked you with a duck. You escalated to violence. They attempted to leave, you chased. They threw you into disposals for fighting in the kitchen, you healed up and escalated again by attacking with a knife...
- Sat Jan 10, 2015 10:52 pm
- Forum: Resolved Requests
- Topic: Alisa Selezneva - Killbaiting resulting in Gibbing
- Replies: 11
- Views: 2682
Alisa Selezneva - Killbaiting resulting in Gibbing
Your byond account: Phalanx300 Your character name: John Esker Their character name: Alisa Selezneva Their byond account(optional, but useful if you can provide it): RumyanyPirozhok Server and time: Sybil, between 23:00 and 23:30 GMT +1, 10-01-2015 Logs and/or screenshots: Description of what happen...
- Sat Jan 10, 2015 10:17 pm
- Forum: Ideas
- Topic: Making all gasses invisible
- Replies: 27
- Views: 5547
Re: Making all gasses invisible
CO2 kills you man.Cipher3 wrote:CO2 has no special functions, like EXTREME FLAMMABILITY AND HIGH TOXICITY EVEN AT MINOR LEVELS. Plasma is bad, man.Phalanx300 wrote:Everyone forgot about CO2? So much for OP arguments. And realism4life, down with the huginbox.
- Sat Jan 10, 2015 8:59 pm
- Forum: Ideas
- Topic: Making all gasses invisible
- Replies: 27
- Views: 5547
Re: Making all gasses invisible
Realism isn't bad, but this is taking it too far. With the gases we have right now (Plasma, for example), invisible gasses would be horrible. How so? You would still get that popup in your UI that there is toxins in the air, also the air alarms would be flashing with a red light (if they havent bee...
- Sat Jan 10, 2015 8:05 pm
- Forum: Ideas
- Topic: Minor Suggestions
- Replies: 3767
- Views: 952821
Re: Minor Suggestions
Return the old prisoner transfer area, not even sure why it was removed:
https://tgstation13.org/wiki/File:Prison-wing.png
https://tgstation13.org/wiki/File:Prison-wing.png
- Sat Jan 10, 2015 7:30 pm
- Forum: Ideas
- Topic: Making all gasses invisible
- Replies: 27
- Views: 5547
Re: Making all gasses invisible
Everyone forgot about CO2? So much for OP arguments. And realism4life, down with the huginbox.
- Sat Jan 10, 2015 4:17 pm
- Forum: Ideas
- Topic: Making all gasses invisible
- Replies: 27
- Views: 5547
Making all gasses invisible
Because realism. Also it would make Air Alarms serve the purpose of alarming people of gasses in the air, also making air scanners and such usefull. Ofcourse it also has some interesting antag applications.
- Sat Jan 10, 2015 3:53 pm
- Forum: Ideas
- Topic: Cargo Clothing Fabricator
- Replies: 26
- Views: 10882
Re: Cargo Clothing Fabricator
Add a special room for it so crews don't have to strip naked in front of Cargo.
- Sat Jan 10, 2015 3:51 pm
- Forum: Coding Feedback
- Topic: DIRTSTATION 2015
- Replies: 152
- Views: 166477
Re: DIRTSTATION 2015
Its a horrible change and you should feel bad for not admitting you are wrong.
- Sat Jan 10, 2015 3:50 pm
- Forum: Coding Feedback
- Topic: Security Sprites: 2015 Edition
- Replies: 116
- Views: 27268
Re: Security Sprites: 2015 Edition
I prefer old as they are after all corporate security, not some kind of SWAT force. But allowing Security Officers to alter their look ingame sounds good too.
- Sat Jan 10, 2015 3:47 pm
- Forum: General Chat
- Topic: Syndicate Encryption Keys
- Replies: 15
- Views: 4349
Re: Syndicate Encryption Keys
the problem with syndie encryption keys is that if you buy it just for the syndiechat... - you have to have one - another tater has to have one - the other tater has to talk - you have to talk (potentially outing yourself as tater to someone who has you as their objective) it's better for everyone ...
- Fri Jan 09, 2015 1:34 am
- Forum: Ideas
- Topic: Cyborg Equipment Upgrade Modules
- Replies: 10
- Views: 1729
Re: Cyborg Equipment Upgrade Modules
I dont like the "add anything to the borg" idea. It defeats the point of illegal modules and emmags So we can't have more content because it removes the value of what limits the current content? Doesn't make any sense. You could still E-Mag it to hack it and then install certain traitor i...
- Wed Jan 07, 2015 6:51 pm
- Forum: Ideas
- Topic: Forcing a non-repeat of round types
- Replies: 12
- Views: 2347
Re: Forcing a non-repeat of round types
Bad idea, then you get meta "Oh it can't be Traitor since it was Traitor last round". Instead maybe increase the % of other roundtypes happening. Make it all more organic.
- Sun Jan 04, 2015 10:25 pm
- Forum: Ideas
- Topic: Minor Suggestions
- Replies: 3767
- Views: 952821
- Sun Jan 04, 2015 6:20 pm
- Forum: Spriting and Mapping
- Topic: Sprite Requests
- Replies: 679
- Views: 272399
Re: Sprite Requests
Ok so a guy on digg http://www.digg.com/r/SS13/comments/2r90dn/sprite_thread_2_guns_and_combat_weapons/ is creating items. I asked if he could create a Shiv since that item is often suggested and more makeshift weapons is a good thing. Any chance this can be added to the game? http://puu.sh/e44qh/16...
- Sun Jan 04, 2015 6:17 pm
- Forum: Coding
- Topic: Goon Master Controller
- Replies: 6
- Views: 2385
Goon Master Controller
Just in case the coders don't know Goon apparantly released their Master Controller which might be usefull. Not sure if its usefull to TG but just in case here is a link:
https://github.com/goonstation/ProcessScheduler
https://github.com/goonstation/ProcessScheduler
- Sun Jan 04, 2015 12:44 pm
- Forum: Ideas
- Topic: [POLL] Add slowdown for dragging bodies
- Replies: 199
- Views: 43231
Re: Add slowdown for dragging bodies
If you wanna talk realism, dragging a wounded body at running pace along a hallway by their ankles would royally fuck them up. If you wanna discourage patientdragging in favour of more stretchers and on-scene medical, give people in crit like 3 brute for every tile they're dragged or go full baymed...
- Sun Jan 04, 2015 1:24 am
- Forum: Ideas
- Topic: Buff Traitor AI
- Replies: 28
- Views: 6560
Re: Buff Traitor AI
The biggest nerf personally was the removal of a large part of electrified stuff damage. You used to be able to instacrit people (if Sing was connected to main grid) which was a good way to stealthily dispose of someone. I remember Wintermote as the scariest AI though, he was extremely hard to kill ...
- Sat Jan 03, 2015 11:06 pm
- Forum: Ideas
- Topic: [POLL] Add slowdown for dragging bodies
- Replies: 199
- Views: 43231
Re: Add slowdown for dragging bodies
I'd like to see some more realism. So yeah I'd support this change. Also, it makes those medbay carts good for transporting people.
- Fri Jan 02, 2015 12:51 pm
- Forum: Ideas
- Topic: Ship Building Gamemode!
- Replies: 11
- Views: 3587
Re: Ship Building Gamemode!
http://wiki.ss13.co/Construction_Game_ModeSteelpoint wrote:Goonstation has a "Construction Game Mode" where the players start off from a small ship and construct a space station.
It does seem like a lot of fun.
- Fri Jan 02, 2015 1:23 am
- Forum: Spriting and Mapping
- Topic: The Metastation-Ministation Situation
- Replies: 21
- Views: 6678
Re: The Metastation-Ministation Situation
Ministation doesn't need to be maintained as much, the charm of mini was that it started with almost nothing. Though I gues the latest changes made it more of a minibox rather then a ministation.
- Fri Jan 02, 2015 1:00 am
- Forum: General Chat
- Topic: Little things you do in-game while bored
- Replies: 69
- Views: 19832
Re: Little things you do in-game while bored
make a blank book called "hilarious uses for space lube" cut the pages out and hide a proximity-triggered lube grenade in it leave it somewhere for someone to see it and get curious http://img.pandawhale.com/post-12466-I-don-t-know-what-I-expected-g-gIlY.gif Will it only go off when opene...
- Thu Jan 01, 2015 11:50 pm
- Forum: Ideas
- Topic: Ship Building Gamemode!
- Replies: 11
- Views: 3587
Re: Ship Building Gamemode!
Or make people create a entire station from scratch. Would be interesting to see what people could come up with, it probably would be a total mess.
- Thu Jan 01, 2015 2:21 pm
- Forum: Ideas
- Topic: Security borg gun replacement
- Replies: 4
- Views: 1085
Re: Security borg gun replacement
Or make Borgs entirely custom made. Requiring real items to be placed in the borg chassis to make them use it. Make it so research unlocks more items you can use for borgs. Not sure why this isn't a thing already, having only premade borgs is boring and it doesn't need to be. Imagine a traitor hacki...
- Wed Dec 31, 2014 1:50 pm
- Forum: Spriting and Mapping
- Topic: [Poll] Efficiency Station III permanence on Badger
- Replies: 34
- Views: 7354
Re: [Poll] Efficiency Station III permanence on Badger
I'd say Efficiency. But personally having that first server to host multiple "Ministations" people create would be far more fun.
- Tue Dec 30, 2014 9:27 pm
- Forum: Coding
- Topic: New Hire Log
- Replies: 120
- Views: 75108
Re: New Hires, Dec 2014
Let us celebrate.paprika wrote:There goes the dream of replacing xenomorphs
- Tue Dec 30, 2014 3:32 pm
- Forum: Coding Feedback
- Topic: Super Matter Generator
- Replies: 59
- Views: 18550
Re: Super Matter Generator
Electrified doors will be glorious once more.RG4 wrote:INB4 Sing combining with Super Matter for amazing results.
- Tue Dec 30, 2014 1:38 pm
- Forum: Ideas
- Topic: Contact poison
- Replies: 7
- Views: 1936
Re: Contact poison
Would be nice to see a traitor item where we get a deadly poison, fun for Chef and Bartender to kill some people.