🥝 Community Kiwi Space Station 13 Server (2024 edition) - Space Station 13

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Requisitioning fire extinguishers to be replaced with water pistols that shoot a straight line of four tiles towards slimeniggers and a slime taser that knocks out the slime for 15-20 seconds so you can inject them with plasma and read them on the slime scanner if their human friendliness ai modifier can't get fixed :)
 
Requisitioning fire extinguishers to be replaced with water pistols that shoot a straight line of four tiles towards slimeniggers and a slime taser that knocks out the slime for 15-20 seconds so you can inject them with plasma and read them on the slime scanner if their human friendliness ai modifier can't get fixed :)
Nah its cool I'm just cheesed everything is so niggery and broken
 
Requisitioning fire extinguishers to be replaced with water pistols that shoot a straight line of four tiles towards slimeniggers and a slime taser that knocks out the slime for 15-20 seconds so you can inject them with plasma and read them on the slime scanner if their human friendliness ai modifier can't get fixed :)
Research can make something called a chem sprayer which I assume could be used like a water gun. I haven't tried it yet but that might work for xenobiology self-defense until the slimes are made less aggressive.
 
Research can make something called a chem sprayer which I assume could be used like a water gun. I haven't tried it yet but that might work for xenobiology self-defense until the slimes are made less aggressive.
the actual major problem is not being able to escort new slimes into their respective pens, because they will try to kill you every time thus the need of the ai friendliness modifier, You can't feed them a monkey and drag them to the pen either it will just be glued onto the monkey and if you drag the monkey it will just take it away from the slime then you repeat the earlier issue, finally it's less than ideal to try to farm the slimes in a single pen.

Fire extinguishers are kinda lame as tools they dispense and suck up too much water and barely kill the slimes which is why I wanted something that had more punch in dealing with slimes when culling them, a slime specific taser being the most ideal for hauling them if the friendliness modifier never got fixed or if the pen system was automated some how like being able to suck up the vine and dispense them into a different pen lel.
 
Some slime rework
  • their special colored icons appear to work now
  • slimes will pulse slowly when not starving, and fast when starving (fast pulse is also their feeding anim)
  • slimes will act tame unless starving
    • robots, kiwis, humans, skrell, and diona are considered 'friends'
  • slime water interaction reworked
    • previously:
      • it would interact directly with the water 'effect' to some extent, ie the visible water object flying through the air, which was retarded (tbh past me may have done that one)
      • it would also use affect_touch with the water deposited on the slime, which would slowly but silently sizzle the slime away over time
    • it now acts instantly and takes advantage of the acid sizzle sounds
  • the disposals outlet was broken and was not throwing its contents (ever, for any outlet), after some in depth fiddling with the nigger coded nonsense i figured out how to fix that
  • slimes overall greatly simplified, nigger-rigged and broken voice command and 'friend' system removed, simplified 'tamed' system added to allow the tame potion to still be somewhat useful
 
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Fire extinguishers are kinda lame as tools they dispense and suck up too much water and barely kill the slimes which is why I wanted something that had more punch in dealing with slimes when culling them
Temperature gun (researchable in RnD) set to lowest temperature is supposed to be the tool you're requesting but its beams are broken and don't actually change the target's temperature (I reported this multiple times in the past) so RIP, unless gecko or someone else fixes that.
 
how i sleep knowing everything is broken forever
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Some changeling fixes
  • traumatic regeneration now heals oxyloss and tox loss (for now it just heals it for free, feels like more mechanics are needed for this later thoughbeit)
  • some chem effects were bypassing the effect callbacks (ie 'Sleeping', 'Paralyse') and effecting the mob directly, they now pass through the callbacks, allowing lings to prevent that from effecting them whilst they are a gorepile
    • chems still metabolize, hence stuff like acid will still hurt them
    • leftover sleep chems or such will effect them if they revert out of the gorepile before they are fully metabolized
  • drowsyness is now piped through a new Drowsy callback, and gorepile is immune to that as well
  • this will effect regular mobs to an extent as well although i think mostly they should work a bit better/more consistently
 
Some changeling fixes
  • traumatic regeneration now heals oxyloss and tox loss (for now it just heals it for free, feels like more mechanics are needed for this later thoughbeit)
  • some chem effects were bypassing the effect callbacks (ie 'Sleeping', 'Paralyse') and effecting the mob directly, they now pass through the callbacks, allowing lings to prevent that from effecting them whilst they are a gorepile
    • chems still metabolize, hence stuff like acid will still hurt them
    • leftover sleep chems or such will effect them if they revert out of the gorepile before they are fully metabolized
  • drowsyness is now piped through a new Drowsy callback, and gorepile is immune to that as well
  • this will effect regular mobs to an extent as well although i think mostly they should work a bit better/more consistently
Oh gecko forgot to save pictures of this, the Slimes hunger-to-agression should probably be tweaked a bit, I tested it on an earlier session, I left a gray slime in a dachau pen for fifty minutes went in to check if it was aggressive said warning slight hungry(lol) and it was still passive, Slimes should have at least some level of threat when not accidentally bonked, Also you use to be able to modify slimes chances of mutations via a plasma inject if i remember correctly now no longer the case, Plus the extinguishers are still at the same level of dispense and waste in order to kill a singular slime you just get more red messages saying its harmed but it basically hasn't changed. I don't think the red slime aggression extract works Ima re-check it later though to verify.

Edit: Yeah Red Slime extract doesnt send them on a murderspree
NothingBurger.PNG
 
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Would also make things less horrible to gwt through firelocks when lagging if they don't re-close for like 5s after being forced open or overriden
 
Hahayes:
  • firelocks fixed (as hahayes said earlier)
  • engineering access airlocks moved up to make engineering a bit more enclosed (i had mentioned this needed to be done)
  • defib belts, sprites thieved from para
  • spy cam is apparently fixed
Me:
  • lings were stuck on ungoring, as far as i can tell this is becauase i put a check in to refuse to ungore whilst it was trying to ai-chase something
    • decided that was stupid and just yeeted the check
  • antag hud: the final reckoning
  • lings should no longer get stuck in their healing state while changing form
    • this was due to a somewhat half-baked change earlier where i decided i'd re-use the healing state for changing form generally rather than having it do its own thing
    • i may revert that partially later, before that change you could run around while changing from human form to human form and i kindof liked that
also sliggers:
I left a gray slime in a dachau pen for fifty minutes went in to check if it was aggressive
I adjusted it, takes about 15 mins now also they no longer die of starvation
I also fixed the plasma mutation stuff although it will take a little bit for the plasma to fully metabolize (that being said I buffed it for slimes to metabolize faster)
Red Slime extract doesnt send them on a murderspree
Currently red extract has no code associated with it, i dont think that was due to me

Plus the extinguishers are still at the same level of dispense and waste in order to kill a singular slime you just get more red messages saying its harmed but it basically hasn't changed.
it literally has changed it does way more damage way more immediately now

anyways my appetite for slime coding wanes
 
it literally has changed it does way more damage way more immediately now
Oh to elaborate on this, if your next to the slime and unleashed the fire extinguisher theres a high chance to insta-kill(or some times it just doesn't all hit when your on top of them) it without retaliation, this is before the re-work and with the current re-work and I say chance because in the server some times mobs are given fatal damage but it's not processed yet so they can retaliate before keeling over plus if your too close to them tile-wise and it didn't kill them they can knock(via pounce) you over then now the aggro slime can feed unmolested, in the case of the slimes if they get on you once you get permanent genetic damage of any measure which is a very tedious chore of undoing which leads to grumbling because of the aforementioned chance thing. Often the strategy is staying a couple tiles back and unleashing it which leads to major waste of the extinguisher having to shoot it like 3-4 times(because of the spread of the water) to avoid the earlier conundrum but the extinguisher guzzles a lot of stored water usage when using it by the mid point of slime farming and holocoasting slimes you have a decent chance of using up even two water tanks stored in Xenibio re-filling extinguishers.

So all in all it feels like nothing really changed except more damage-red-text appearing since it still takes the same amount of usage from the extinguishers and being next to the slimes to insta-kill them has always been the same but comes with that annoying potentiality of getting retaliated before it died or just simply pissing it off before it knocks you over. This has not been fixed I literally triple checked. I don't want to harp on you about coding shit since I know it's a whole lot of tedium but I'm only insistent on the fundamentals of getting basic xenobiology functional.
Nigga.PNG
First Image is next to slime it doesn't die from the first burst and immediately btfo's my guy

Nibba2.PNG
second image it doesn't instakill the slime despite being next to it again and I had to shoot twice before it retaliated. Thus the practical need of keeping your distance which wastes a lot more water from extinguishers and the guzzle/depletion over time which is a bit bothersome.
 
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