Planet Station Development Discussing the mapping/spriting/coding efforts involved in creating a version of SS13 that takes place on a planet surface. Will be finished Soon(TM)
Hello, tg players and other forum-goers! Did you know that March into Mapness has started? Did you know further that means you can submit a mapping pr (fixes, features, changes, whatever) and the first one you submit will get you an ANTAG TOKEN? Until april, we're having a drive to recruit people who have never contributed more into the world of mapping, presenting resources guides, and even a channel just for supporting new mappers to make it as easy as possible to become a...
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TGStation13 Ideas Subforum Rules
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2.) This is not a political platform. That being said, this is not the place to discuss past or current concerns about the code.
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A machine that, when turned on, will slowly attact every metal object that is on the floor towards it into a nice pile. All metal tiles, rods and plates on the floor will automatically be put into stacks. Can be moved (portable)
Emagged state: The metal objects will fly through the air at high speeds and imbed into people. Will disarm people holding metal objects.
Head coders have approved a cosmetic loadouts system. Please use this thread for ideas on what kinds of things should be in them.
For reference, we will *definitely* include things like existing heterochromia and pride pin quirks, and scarves. We will *probably* add coats (I want them at least). We will *not* be adding equipment, tools, etc. We want this to be a choice of primarily fashion. Prosthetics and nearsighted, for instance, will not be moved from quirks to loadouts at this time.
I was thinking it might be a good idea to implement a whitelist for ERT/Marine commanders, maybe even officials too. this wouldn't affect your chances of getting ERT, only which ERT role you'd be given.
I'm basing this off of a typical ERT round where players don't really operate under the commander in most cases, as its been randomly assigned and the person that got it, may not want to command, or may not even realize they were chosen to lead the team. this usually results in the ERT team splitting up...
How could we escalate the tension with Revolution rounds like they are escalated by Syndicate Operatives declaring war on the station?
I would think turning the Heads of Staff into Heroes, and the Head Revs into villains. These players would have icons above their heads visible to all, and would have extra ordinary powers. And rather then Revolutionaries flashing players players would have the option to pledge loyalty to a head of staff, or a head rev. That pledge would change the alignment of the player...
Currently the two main conversion Antags, Cult and Rev, are also team antags. And the thought occurred to me of how it would look to have a conversion antag that keeps it's solo antag nature, and by process of doing it's thing, creates other solo antagonists that are actually rivals.
Cue my thoughts turning to heretic. Currently, heretics sacrifice people, they go to the Mansus room and play dodgeball for a bit with evil hands, if they succeed they come back with a crippling phobia of heresy. What if...
Picture this: You are a highly trained and skilled detective marching onto the scene of a crime! You carefully scan each and every bit of evidence and find something with prints on it. You find no fingerprints, but are lucky enough to find a single strand of fiber from a person's clothing! Your scanner tells you it is a Blue Suit Fiber . CASE CLOSED! KNOW WHY? BECAUSE ONLY ONE PERSON HAS A BLUE SUIT ON AND ITS THAT DAMN LAWYER!
Forensic scanner is way too good at what it does. Even if a person is smart...
I think it'd be cool to create sprites of native fauna from planets like Tizira, Sprout and the Mothpeople's homeworld. From a lore perspective, NT would benefit from studying alien fauna and doing science experiments on them. Though for the gameplay, and for the sake of convenience, they could just be simple mobs like the pets that populate the station.
Having full access to all chemicals at shift start gives chemists too much power and makes it difficult for other players to compete in a fight. Chemists can quickly create powerful weapons and drugs that can be used to easily overpower other players, making it unfair. Especially since the introduction of ModSuits, or rather the removal of Hard Suits which was the best option to resist chemist darts. Limiting the amount of chemicals available to chemists at shift start would balance out the playing field...
This is a very simple and straightforward suggestion that is literally going to
1. Help admins/mods/janitors/rats by greatly reducing their workload
2. Is extremely easy to implement and doesn't involve sophisticated logic
3. Will reduce the general amount of salt people new to the community will experience, especially new to space station 13
Here is how this works. If a player attacks or pushes another player, they get an antag check. If they aren't antag, that player then gets a nuance status. If a...
I have ideas for game modes. They'll never be implemented, but maybe someone will be inspired by what I've written here and implement the concept in another way. For this reason the details are vague. I do think this is a new form of game mode however.
Invasion - NT has detected radio signals coming from the old derelict station. Turns out while you weren't looking the Syndicate have rebuilt it and started to staff it. As SS13 is in the same area, this is a grave concern for Centcom officials. It is up...
I have an idea for a month long event. Every Friday/Saturday night (or whatever timeframe has peak playerbase) the station would be put on Build a shuttle mode. The Build Your Own Shuttle would be automatically docked at the start of the round, shuttle calling/docking would work as normal, but after the round ends the shuttle with all its objects and non-player entities would be saved as a template. And once peak time is finished, this would end, the server would switch to Get a shuttle mode and all the...
What if the o2 canister left in the maint room by atmos and arrivals has a small chance to be a n2o canister that is mislabeled? I doubt trash left in the back rooms are inspected by normal crew very often and such things can be overlooked.
Just like the title says, an emote that lets you perform a stomp pose on spacemen when they're in a critical state or dead. To do it, you'd need to do an aggressive grab and target either the head or the chest, doing some brute damage in the process (maybe the same as kicking a prone player). It'd also move you on the same tile as the player you're grabbing, and if you move to another tile it'd stop the emote.
It'd be mostly for flavor, to flex your robustness on the poor guy that crossed your path....
Right ok hear me out, imagine the following: Very obvious rev round going by, observers watch either cus they just died or just cause they observed.
Admin, from the fun panel, starts a betting round, with the options themselves also given by the admin. Like, a custom vote, but exclusively for observers.
To participate in the betting you have to bet at least 1 GP, or Ghost Point, a new currency introduced with this.
The bet options go as so:
Who will win?
1. Revs
2. Command
What if you could put a extracted brain in the washing machine to cure phobias or brain washing? Because it washes the brain, though it would give brain damage from the spinning and bouncing around.
Thermal pistols are currently never ordered because they are essentially a direct downgrade of the laser gun, as they deal identical damage but the thermal pistols have lower capacity. Although they have their unique temperature interactions, their inability to change temperature means that this ability is extremely situational (because without the pretty bulky and hard-to-get temperature gun it's difficult to impossible to force the situation), and in almost all cases it's better to have the additional...
See the title, I think the thing that made swarmers insufferable was that you could never get rid of them, there would always be one hiding in the vents and the thing starts over again.
If just 3 non replicating ones are spawned or something it would be fine. Maybe you can even add some other stuff for them to build with their material that isn't another swarmer.
Currently, players have a bad habit of calling the shuttle over the minorist of inconveniences, or because they want to roll antag
I propose we put a percentage On the required amount of dead before an hour of gameplay goes by. The shuttle should not be callable unless a certain percentage of the crew are dead or an hour goes past, that way dynamic can start pumping out the fun threats that are normally time locked.
Bonfire grilles are the best between a range (if they had the pots, spoons and or ladles) and a griddle, however they're completely unable to bake bread, pizza or other oven recipies.
The authentic italian experience demands a genuine woodfire pizza crafted out of sandstone, with a craftable pizza peel (the big long thing for lowering it into the oven) because you'd probably set your arms and sleeve on fire retrieving it by hand, what kind of moron would do that?
every time the shuttle leaves the station there's a 2 minute period of time where there are 3 typical occurences.
1. nothing happens and people sit around saying amogus
2. some guy decides to get even for some slight earlier in the round and starts a fight
3. desperate traitor starts trying to blow everyone up
tired of these outcomes i have decided it would be more fun if there was a shuttle that was powered by the crew members pedaling on it
this means the crew would need to balance people pedaling to...
There's a lot of ways we could add more depth to antagonists, by taking them seriously. Understanding who they are, how they operate, and how with internal consistency we can change that around.
So as an example, instead of random jobs being changelings, changelings try to infiltrate a specific department. This could happen before the round (3 Changelings spawn in Botany), or during the round (3 Changelings show up with the uniforms and IDs of Quartermaster and 2 cargo techs, and try to take over the...
Make it so the Chaplain can speed up the deconversion of holy water with bible to head, or failing that, blunt damage to head (less effective). Risky, as you may use it on a non cultist like an idiot, and may cause some traumas and brain damage and fracs to the cultist, but waiting 5 minutes or whatever as a cultist slowly deconverts while like 5 more cultists are converted in that time is very good gameplay. Also discourages holy water cult checks slightly. (As applying bible to head heals but risks 10...
Departmental assistants would be assistants which are specifically designated to a certain department, having the access but being the lowest of lowest in it.
Departmental assistants would preserve the actual job slots with gear and responsibilities to people who know what they're doing, while newbies can play on the departmental assistants.
Also departmental assistants would expand the amount of people that can fit in one department.
You also might say that you can just get just a assistant, but...
Negative quirk that makes animals hate you. Hostile mobs will prioritize you over people who dont have the perk. Can't get positive moodlets from pets because they growl/hiss at you when you try to pet them. Trying to pet them too much make them attack. Thought it would be a fun quirk.
I hated lavaland, i think we should make it different for each round. One round it could be classic lavaland, and the next like icebox. This would mean we would have to revert icebox back to box station, or maybe not. I went through the files not to long ago and i seen some jungle megafauna, so why not make another variant thats just a jungle. I dont know its just boring to see lavaland.
Post your ideas for good midrounds (both high and low threat, but i think we need low threat ones more).
To get the thread started, here's an idea i just had while watching Ancient Magus Bride:
Space Fairy:
A low threat midround a bit similar to the malevolent revenant, but effectively more of a twist to the round than an outright threat. In olden times, it was believed that homes were inhabited by invisible beings which needed to be placated, and whether due to some undiscovered extradimensional alien...
The wails of the dead have gotten so loud, they've temporarily broken the veil between realms. Like the exploded station ruin's ghosts, or a shade re-sprite ghosts rise from their bodies and enter the corporeal realm as weak simple mobs, destined to inflict vengeance upon the living. After a few minutes have passed, 2-5....
Space Station 13 is a paradoxically broad term. While it encompasses so many different ideas and experiences, they exist divided amongst codebases and roleplay levels and expectations held by each and every player. Some people don't want clowns in their game. Some people think stationside gameplay is lame. Between forks and downstreams of primordial code, the game has been molded into an immersive roleplay simulation for some, and an asymmetric team deathmatch for others. People enjoy this game in many...
People yelled at me to come here. Apparently, my 4 am idea has some form of merit.
So what if we had a null rod variant that was a bow and arrow set? The bow itself would act as the null rod , allowing chaplains to block magic and remove runes. The arrows could be 15/20-force ammunition that has a low/medium chance of delivering a bleed wound.
The arrows could be tipped with holy water, injecting five units of it on contact. (Or you could add reagents to the arrow, like you can with a rag) ((Having it...
A new arm implant, needs a cyborg arm and a riot shotgun to craft. Functions similarly to the various tool implants already in the game, but activating this one pulls out a shotgun. Simply punch with it to shoot! You can load it like any other shotgun while it's active. Could be an implanter available to nuke squads too.
What's an ULTRAKILL?
I think this would give players a reason to not be WHOOPS ACCIDENTALLY CONVERTED!!
1) If a player mob would be converted, that body is offered up via prompt for a few seconds
2) If nobody responds, the original player keeps their body and stays in the game
3) If the player is later de-converted, the ghost possessing them receives the same treatment and the player is offered to return
4) If the player won't/can't accept the return (DC'd, took a ghost role, etc), the antag ghost becomes the new permanent...
What if we had the option to buy fake ID's cards with no access and can not be inserted into id consoles, they are printed with a single name and job that can't be changed after you buy it? (only sec officers can see if its fake by inspecting it like the captain and fake disks)
Kastazir is a rocky high desert planet located on the fringes of known space. The planet is blanketed in a perpetual dust storms, making it a dangerous and inhospitable environment for those brave enough to explore it. The planet was once the site of an NT Corporation terraforming project, but it failed miserably, leaving the colony in ruins. Now, a new outpost has been established on Kastazir in hopes of avoiding the attention of the syndicate and allowing research to be conducted in peace. Despite the...
Much like the Slaughter demon but grosser. Perhaps has a very rare spawn condition if there's too much vomit on the station due to a virus or something.
Can also be spawned by the Wizard?
Perhaps make it vulnerable to the contents of the Janitor spray bottle and soap etc.
Think that there's something wrong with your miner that just came back or a bunch of silent dudes start coming through suddenly through mining and you're all like (whoah!) then you probably have cause to be concerned.
They may or may not be actual imposters come to infiltrate your society for the wake of a future invasion. Sounds incredibly stupid? maybe, but its a real threat.
Some context, a long long time ago the advanced Ayy Lmao civilisation during the great Ayy Macarena Wars (Macarena Centauri...
I think moth, felinid and lizard players could agree on that it looks weird when their tails, wings, snouts and facial features disappear when putting on spacesuits/modsuits and other apparel that covers their entire bodies and/or heads. Perhaps it would be a good idea to redesign these clothing sprites to give the notion that they actually cover those extra limbs and appendages, instead of just hiding them.
Alternatively, those features could simply be shown when wearing spacesuits, which would look goofy...
The chef vending machine should have a pair of tongs in it. Tongs allow you to pick up food from a tile away and also feed people from a tile away, so you can pick up a burger and feed it to a fellow over the counter. This prevents hands touching the food and spreading the germs.
Tongs also made a satisfying clicking noise when you clack them together. The autolathe can print many tongs so we can have a crab rave.
Using the tong on a person with no food in it tongs them. They have been tonged!
See title, AI is laughably weak to EMP. Give it a cheap upgrade option to make hacked APCs EMP proof, this should make malf AI a bit less of a joke again.
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