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Performance wise powernet regen is still an issue although its closer than before tbhIt'd be cool if nuke actually caused a giant, Cuban Pete-esque, station-wide explosion - this shouldn't cause crashes or lag now that the explosions have been greatly optimised;
Sleuthing for gold irl. I will also be late as I will be at church, will cover the community happenings post though depending on if you get to it first before cavingAlso I will be caving again this saturday and may once again be late
The funny reason why the warden survived so long from the shrapnel is ebcause he was missing a foot im pretty sure so he kept NEO-ing the bullets until he made a run for it to the med stall to see if you can hide it in and not get blown to smithereens didnt get to try that theory.Video (I fucking love mechs nigga)
I'm gonna be late if I get on at all today again, shit sucks, it is what it is
Depends which codebase they are.Never coded for BYOND, but how hard would it be to rip out parts of other code bases and implement them in riviera station?
Riviera is old Baycode, so the only server with that has a good code compatibility with us is /vg/, really. I patched a few Riviera bugs by literally looking up the same code in /vg/station gitcuck repo and looking for differences between their version and ours or just reading through the old commits.Depends which codebase they are.
If Riviera is using /tg/ code as a base, tg codebases that are nearest to the version would be better. But most codebases would be compatible really, depending on what you're porting.
Byond code is super simple but a bit messy only thing you need to wrap your head around is how heavily everything relies on inheritance. You can also rip things out of VG almost 1:1 as well. Lastly Geckogoy has a pretty strong vision of what he wants in his codebase so it is always best to pass it by him first least you waste some time.Never coded for BYOND, but how hard would it be to rip out parts of other code bases and implement them in riviera station?