#ss13 baystation
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med tech woman 4 months in the torch life
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goodmorning swampers
#shout out to all the alligator yeosa enjoyers on baystation#yeosa#unathi#space station 13#ss13#baystation
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merry christmas... they made lesbians in space
thank you as always to @shotdeadpine for the delightful art and my strongest warrior
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Yet another nerd alert. Vivian Shepherd the ship’s chaplain.
Character owned by the wonderful @caledfwlchschime
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Nebula devblog, July '24
Sneaking in this month's update two days before August due to Nova Lands eating an entire week of dev time and Warframe eating another 2 days. It's a hard life. This one will probably be a bit patchy or sparse as I have genuinely lost track of what was new this month due to leaving it this late. I am a highly trained and competent professional.
Nebula SS13 is an open source project based on the Baystation 12 version of Space Station 13. SS13 is a topdown multiplayer simulation game where you play the crew of a ship, station, colony, etc. depending on your fork and map, with the Nebula and Bay forks having a focus on roleplaying and simulation interactions.
Notable changes
The first phase of a major AI rewrite has gone in, separating AI behavior from mob type so human-type mobs can be given AI. This is mostly to support undead and skeletons on Pyrelight at the moment, but will be much more flexible in general going forward.
Simple wall-based windows/shutters have been added for low tech maps that need airflow and light. Penny's genius idea of having them cast a light cone towards the darker side of the shutter makes for some very aesthetic medieval interiors.
Spacefarers, a ship-based fork, has a new ship, and the painfully tricky shuttle rotation PR Penny has been working on is slowly progressing towards a mergable state. When it goes in, manual ship landing will be greatly expanded as shuttles will be able to rotate to match docking ports, instead of having to strictly dock in the same direction every time.
The atom temperature system has been disabled in several cases due to a lot of weird edge cases and bugs in the simulation. It needs more time in the oven. The disabled interactions include things like all of your blood congealing into black pudding if you stand on a stove, being able to instantly heat a beaker of beer to 5000K with a cigarette lighter, or all of your clothes melting off in a fire.
Penny has also put a bunch of work in to moving most of the 'classic' Baystation SS13 game modes into modpacks. This allows forks to pick and choose which are available, since as funny as it could have been, having high tech spacer mercenaries landing on Middle-Earth wouldn't fit the vibes.
Lots of small changes and features have been coming out of the Pyrelight fantasy map testing. Little things like honey being usable for wound disinfection, various crafting tweaks, and things like flooded turfs not putting out your lamp unless it's deeper than your waist.
Automated movement that previously relied on BYOND's inbuilt walk_to() procs now use a dedicated subsystem that calls the appropriate MayMove()/DoMove() proc chains. This essentially just means AI-driven mobs no longer completely ignore little things like pain, having working legs, or being dead or unconscious when chasing you.
Bugs of note
Trout were completely invisible because their main texture was accidentally named world-trout instead of world. This definitely impacted the trout population.
Undead on Pyrelight don't know how to pick up their weapons if they drop them, so disarming them literally or figuratively makes it turn into a slapfight.
Prosthetic limbs, like cybernetics or peglegs, were getting itchy or developing rashes. Maybe it's psychosomatic.
Simple animals like deer were dying en masse on the wilderness maps due to hail. We didn't intend for hail to be the size of hen eggs and covered in spikes, so deer and such are now unhurt by weather.
Current priorities
Personally my focus has been on getting through the Pyrelight feedback list after each test. Lots of small things come out of each test round and my limited time after my real-world job has cut into my space feature time. The Neb general issue list has been getting a bit long so I'll probably put a weekend into getting that cut down again this month.
Otherwise, I have three big PRs open waiting for me to find the focus to finish them: the floor rewrite (aiee), a wizard modpack and ability rework (needed for Pyrelight, eventually, but augh), and a bee rewrite (beewrite) to make bees and other insect nests available outside of one specific machine on space maps.
NataKillar has an amazing PR in the works that sounds quite mundane: separating liquid and solid reagents in reagent containers like beakers. However, this opens up a buttload of interesting chemical interactions down the track, not the least of which is finally getting ice cubes to not require a dedicated ice material.
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I haven't posted here in a while. FUCK I hate how SS13 is dying. Want HRP? You've got to pick between TG-based (combat mode, chemistry rework, etc) ERP, Baystation 12 (2-30 pop), or Aurora (which is filled to the fucking brim with fascism like you wouldnt believe). Want MRP? You've got to pick between Goon3 (an alright choice), Para (filled to the brim with players who play it like it's LRP+ and vulp players that act gross), or Monke (combat mode). Want LRP? Goon1 is dead at almost all times. TG is there but it's TG. Shiptest is still kicking, but their (imo, since I know a lot of testers use this site!) poor server culture and Remove Literally Everything for Resource Scarcity™ attitude in development really kills it for me. I'm really hoping it's just part of the cycle™. Some of this can DEFINITELY be attributed to 14 though. I've never seen only 600 players on SS13 before.
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Jeffery Jefferson - Trade
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god i need to stop going to aurora
#i mean i guess i coiuld try baystation#but like#ive had enough fucking trap jokes to last a lifetime so im not a fan of goin bacj to aurora#ss13
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so really fun thing abt skrell
apparently skrell can absorb chemicals through skin, which means if u blow weed on a skrells face long enough they might get high and start shaking
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SKRELLL!!!!
finished the sketch on my last post, now Surrows and Qui'wer are reall,, woao, wao
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assorted drawings of skrellb
Skrells are Qui'wer (first) and Surrows (one on the left by the second pic), both are from @weakestcreature both are so awesome oh mul god skrell skeell
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let him cook
#giant armored serpentid#baystation#space station 13#ss13#the two humans here are:#noah bedran#jack norlan
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Hey! This is F-Tang Steve, the inventor of Giant Armoured Serpentids. I ran across your art of them and wanted to say how cool it was, and how happy it makes me to see that people like the alien species I made!
I don't really use tumblr and this says it should be a question, so to ask, what is it you like about giant armoured serpentids?
Oh wow!! I didn't expect to get a comment from the Serpentid creator this morning, hi there! Thank you so much for the kind words, I'm absolutely stoked to be receiving a compliment from you!
As for what I like about Serpentids.. Aside from their neat design visually, I'm an enjoyer of the Serpentid mannerisms. They are very distinctly aliens with their own unique conventions and anthropomorphizing them rather than adjusting to their own customs will absolutely get you eaten on the job. And I think that's pretty cool.
#scuffed art but I wanted to quickly sketch something for this ask#giant armored serpentid#space station 13#ss13#baystation#ask#ftangsteve#GAS
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good morning voxers
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world's most underrated alien in ss13 history
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extra sillies i never posted from loooong ago
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