Bottom post of the previous page:
http://www.byond.com/games/TgstationHub ... tab=scoresAnonymousNow wrote:Where's our megafauna kill leaderboard?
This should really be added to the wiki or the homepage or something
Bottom post of the previous page:
http://www.byond.com/games/TgstationHub ... tab=scoresAnonymousNow wrote:Where's our megafauna kill leaderboard?
Thanks.PKPenguin321 wrote:http://www.byond.com/games/TgstationHub ... tab=scoresAnonymousNow wrote:Where's our megafauna kill leaderboard?
This should really be added to the wiki or the homepage or something
Hornygranny wrote:It's not your codebase. It's our codebase. You can imply soft power as much as you want, but you don't have it. Division between the server and project is absolute. I'm not interested in reading dezzmont platitudes for the billionth time and won't be checking back in this thread.
Hornygranny wrote:It's not your codebase. It's our codebase. You can imply soft power as much as you want, but you don't have it. Division between the server and project is absolute. I'm not interested in reading dezzmont platitudes for the billionth time and won't be checking back in this thread.
they're called yog and citadelAnonymousNow wrote:I think I may already know the answer to this, but - why don't we have Wrath and Lust ruins?
Well I know that lust was changed to basically apathy for the devil gamemode because lust had ERP connotations to it. As for wrath, maybe people couldn't come up with an item that didn't involve murderboning? (Not that it stopped them with sloth)AnonymousNow wrote:I think I may already know the answer to this, but - why don't we have Wrath and Lust ruins?
What about aHulkamania wrote:Well I know that lust was changed to basically apathy for the devil gamemode because lust had ERP connotations to it. As for wrath, maybe people couldn't come up with an item that didn't involve murderboning? (Not that it stopped them with sloth)AnonymousNow wrote:I think I may already know the answer to this, but - why don't we have Wrath and Lust ruins?
Ashwalkers reproduce asexually, nothing could be less lusty.Grazyn wrote:There is a Lust ruin, it's the ash walkers' den
Not at all. Pickpocketing is a completely invisible action if successful. And failed attempts only alert the victim that their pockets were being fumbled with, no information on the culprit is given.CosmicScientist wrote:Don't you (and everyone within eyesight) get told if someone's trying to empty your pockets, unlike stuffing bits and bobs into empty pockets?
Plans are forming, palms are sweaty; Goofball's spaghetti.CosmicScientist wrote:Plaaans forming.
Yes. Shards and rods get blown away by explosions and impale people. This stacks indefinitely with the amount of shrapnel up to the point of instant death.InsaneHyena wrote:If I surround my maxcap with glass shards/glass windows, will it make the explosion deadlier?
Timberpoes wrote: ↑Tue Feb 14, 2023 3:21 pm The rules exist to create the biggest possible chance of a cool shift of SS13. They don't exist to allow admins to create the most boring interpretation of SS13.
Go to the AI Commands tab (the area with the OOC, IC, Preferences are) and go to subspace transceiver, there'll be an option to flick the high-volume on and off, as well as enable and disable various departmental channels for yourself and change the default talk radio frequency, if you wanted to change it for whatever reason.Hulkamania wrote:Really dumb question, how does the AI talk in big text as the heads do with a megaphone?
For that matter where the hell is the captain's megaphone, I can't seem to locate it anywhere in his office.
That's like the opposite of a simple question, go read back through the PRs on github.geilebeer wrote:someone pls gimme list of major changes in the last 3 months
D&B wrote:How do you keep people looping in pipes?
They stop after a certain while
Please don't do this, I don't think people can suicide in there and I'm pretty sure it falls under rule one.CosmicScientist wrote:Does it happen on all loops or just the smallest, 2x2?
Having the disposals ejection/catching cupboards should help maybe but it doesn't mean they'll stay in there.
noArmhulen wrote:how about nonantag
Hornygranny wrote:It's not your codebase. It's our codebase. You can imply soft power as much as you want, but you don't have it. Division between the server and project is absolute. I'm not interested in reading dezzmont platitudes for the billionth time and won't be checking back in this thread.
Build an air-tight area, you don't need blueprints to define an area any more I don't think, there should be a button in the bottom right that let's you define a newly-constructed area. Blueprints are needed to re-define an existing area though I think.AnonymousNow wrote:How does one secure an area against ashstorms? I'm guessing it's "build walled-in area with doors, define with blueprint"?
Hornygranny wrote:It's not your codebase. It's our codebase. You can imply soft power as much as you want, but you don't have it. Division between the server and project is absolute. I'm not interested in reading dezzmont platitudes for the billionth time and won't be checking back in this thread.
Radical! That's, like, the main draw of energy in a mech.Duncdar wrote:No energy to move
Hornygranny wrote:It's not your codebase. It's our codebase. You can imply soft power as much as you want, but you don't have it. Division between the server and project is absolute. I'm not interested in reading dezzmont platitudes for the billionth time and won't be checking back in this thread.
Two parts plasma for every one part of O2. Drain out your O2 tanks with the protable air pump before putting your cooled O2 into it. Don't drain the plasma tank before putting the hot gas in. Explosive power is dependant on mole count, not temperature.existence_success wrote:how the fuck do i git gud at toxins
Pretty sure proximity sensors will trigger multiple times but they may or may not have a cooldown, I don't know. How large is the area you want to affect? It might just be better to use an infrared beam if it's a doorway or something similar.LupusNoctis wrote:What is the proper configuration of a Remote Signal Device / Proximity Sensor alarm?
Do the ProxSensors only ever trigger once? Is there a way to Reset them so they can trigger each time something is detected nearby?
What do each of the lines on a ProxSensor mean? Line 1 looks to be some sort of arming delay, Line 2 is an armed toggle, and line 3 is a Distance value? in tiles, including diagonal?
Trying to get a motion sensor alarm that warns me whenever something moves in a rough area, including each incident not just the first.
Get a t-ray scanner and follow the pipes from any random disposal bin to cargo (or just climb into a bin), then observe how the conveyor belt at cargo leads to a separate disposal pipe loop that leads to the crusher.killerx09 wrote:How do I pipe the disposals directly to the crusher? The wiki dosn't mention anything on disposals pipes at all.
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