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

Not crab related but I saw this:
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Ready up then go to the Server tab in the top right and select "Start Now", it'll save you waiting for the countdown when you're testing
 
Behold new crabs
I think its getting warmer but still struggling to fit in with the art style some kind of shading needs to bring down the shinyness. I dont know how though

The moving sideways thing is hilarious thats a good idea

edit: what about trying to round it out a bit? like how the top of the crab is basically a trapezoid right now maybe bump that out a bit, also reducing the outlining of the crab against itself and focus the outlining more on the outside edges? I'm not sure how much those would help but trying to provide specific suggestions to possibly help it

Updates
  • borg default language fixed, can now speak/talk over radio without messing with language settings
  • disable role requirements for webbing
  • bomb timers were ticking down at half-speed (@MAAAD)
  • bomb attachment interactions possible again whilst they are attached to the bomb
  • prototype antag AFK detection
    • currently set at 10 minutes
 
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To whoever made the contract console sprites - please make a new sprite for Cargo contracts console. It should have a miniature on-screen icon of either a clipboard or an open crate. I'll try to implement it in time for the next launch.

The general idea for cargo contracts is to ship X makeshift/general items/machinery, kinda like TG public bounty system but not retarded. Feel free to share your thoughts and ideas on the matter though, I could really use some ideaguy help regarding this.
 
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The general idea for cargo contracts is to ship X makeshift/general items/machinery, kinda like TG public bounty system but not retarded. Feel free to share your thoughts and ideas on the matter though, I could really use some ideaguy help regarding this.
My thought is cargo should make most of their money through the cargo console by shipping other people's contracts to centcomm so they would be unique, I dunno what would actually make sense for generic delivery contracts for them

Someone suggested letting people pay for reqeuest orders themselves from the request console, could flesh that out. That could turn into something where cargo doesn't make their money until the guy gets the thing they ordered (maybe they wack it with their PDA or it has to be delivered to a certain area something, it just needs to not be easy for cargo to steal from their customers). Could throw in some pre-paid ones from centcomm like 'deliver additional steel to engineering' and so-on

So basically contract-ize the requests console/cargo requests page on the cargo control console, completely replacing the old asking nicely for things and never receiving them system
 
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might make him bar stool red might make him fit in better?
No if anything needs to move towards what mobs generally look like which is quite different from items

edit: A lot of items are fairly rudimentary and do 'fit in' but aren't to the same standard because the player isn't staring at them every second of every round. Tangentially the hydro sprites are probably the best they have ever looked at this point
 
My thought is cargo should make most of their money through the cargo console by shipping other people's contracts to centcomm so they would be unique,
I'm sorry, but that's a wrong way to look at this. That's how station-side Cargo plays right now and it, as admitted by me and others, gets pretty boring and QM/cargo tech jobs feel useless right now.
The core issue right now is that Cargonians basically have no job to do by themselves. Every way for Cargo account to obtain any substantial amount of money currently requires heavily relying on other people (miners/botanists/roboticists) doing their jobs. What if nobody is doing any of the contracts or has even assigned as those jobs? You're out of luck and have nothing to do, enjoy your game!
Station-side Cargo should have a way to make a fortune without relying on others, period. Though other people doing their job certainly helps, Cargo should make most of their money by shipping their own contracts.
Someone suggested letting people pay for reqeuest orders themselves from the request console, could flesh that out.
That was me and I will do that, but this won't significantly change the situation or adress the core issue.
That could turn into something where cargo doesn't make their money until the guy gets the thing they ordered
Again, this sucks for Cargonians themselves and basically cucks them out of fun until someone else pays attention to them. This should not be the case.
 
I'm sorry, but that's a wrong way to look at this. The core issue right now is that Cargonians basically have no job to do by themselves.
The game needs to be fundamentally multiplayer and contracts should be a vehicle that compels departments to interact for economic reasons, not a singleplayer game unto itself. Also as the department that handles goods flowing in and out of the station they are the one job that fundamentally relies on other departments to have any work to do.

I think fulfilling fake deliveries that nobody asked for will drive interaction down not up, because cargo will be spending time doing stuff that no actual humans are interested in. It has to at a minimum play off of the other departments somehow, like engineering gets a contract from NT to upgrade the station by building a singulo reactor and cargo is required to deliver the parts for it or something.

edit: Actually kindof liking that idea, that sort of contract would need to be event driven and only go off if the needed departments are available. The current situation basically compels contracts to be possible to do without another department by breaking in or something, this would be going outside of that.
 
The game needs to be fundamentally multiplayer and contracts should be a vehicle that compels departments to interact for economic reasons
Yes, it already is and yes, they already are.
Also as the department that handles goods flowing in and out of the station they are the one job that fundamentally relies on other departments to have any work to do.
Yes, and that's the issue here - they need something else to do that's NOT relying on others in the first place. Most of the rounds I played as a Cargonian nobody actually shipped or ordered anything, so I was left with nothing to do other than trying to imporise a way to make money.
I think fulfilling fake deliveries that nobody asked for will drive interaction down not up, because cargo will be spending time doing stuff that no actual humans are interested in.
You're wrong in thinking that Cargo doing their own shipments would get in a way of shipping crates for others because, you know, you can ship all of that together anyway.

Cargo's entire gameplay is manning the shuttle - ordering fun goodies for themselves AND serving the crew in goodie deliveries/shipments. It isn't supposed to be just the latter, because when (absolute most of the time) nobody is ordering or delivering anything you essentially have no gameplay and nobody wants to play as a role that has nothing to do for most, if not for an entire round. That's why Librarian is the least popular job in SS13 of all time - they have no gameplay of their own and there're only so much purely roleplay shenanigans you can come up with or successfully do in a round.
It has to at a minimum play off of the other departments somehow, like engineering gets a contract from NT to upgrade the station by building a singulo reactor and cargo is required to deliver the parts for it or something.

edit: Actually kindof liking that idea, that sort of contract would need to be event driven and only go off if the needed departments are available. The current situation basically compels contracts to be possible to do without another department by breaking in or something, that would be going outside of that.
You're thinking of "reverse" contracts for Cargo that require you ship crates to the crew instead of shipping them to CentCom? Say, there's a roundstart contract for Supermatter Crystal delivery to Engineering - you're required to grab the sealed contract crate from the supply shuttle (that naturally comes free of charge since Cargo account starts at $0), deliver it to an engie, have him open the crate with crate scanner while wearing his ID, then an announcement comes to your PDA about successfully completing the contract and its cost is automatically added to the Cargo account.

Is that what you were thinking? If yes then sounds great, although there need to be contracts for every department so that Cargo is 99% guaranteed to have at least one to fulfill roundstart. Also these contracts don't even need their own console, just add an "View CentCom delivery contracts" tab or something. And yeah, I really don't think I'm up to the task of implementing this. The eternal Cargonia would send their highest regards if you were to personally take this assignment over.


edit: By the way, congratulations on that unique Community prefix! No other thread in the Off-Topic forum has it.
 
Yes, and that's the issue here - they need something else to do that's NOT relying on others
Request for single-player cargo denied, however:

You're thinking of "reverse" contracts for Cargo that require you ship crates to the crew instead of shipping them to CentCom?

Is that what you were thinking? If yes then sounds great
"Reverse contracts" are acceptable to me. I may do the engineering thing soon, we will see, its going to be fairly complicated but I want to give engineering stuff to do anyway and in particular establish a system for doing that.

One problem that exists right now that could benefit from community input is: how to deliver goods to a department? I put some thought into it in the past and these are the current ideas:
  • Someone comes and baps the crates or an invoice to 'accept delivery'. I kindof like the invoice idea because then a cargo guy can show up with a clipboard and you 'accept' the delivery from that which seems amusing to me. The problem is its harder for the deliverery person (imagine a future where departments order things from eachother, not just the current idea) and especially for reverse contracts the department didn't ask for it may be hard to get someone to come take delivery.
  • Another option is to just 'accept delivery' when the goods make it into a particular area or areas of the station. This is a lot less secure but it would be almost impossible to be stuck unable to deliver.
  • Could also use the MULE delivery stuff but that has the problem that it can only do one crate at a time and if the department leaves it full there is no way to finish even another single crate contract until they come clear it out on their own.
  • I guess could also come up with some custom delivery thing like an airlock or something where you shove the goods in then it closes and calls it 'delivered' and opens up to the department, but it seems weird and awkward to use, would be way more complicated to cood and as such take way longer to show up, and may be unnecessary.

It doesn't matter which way it goes as long as people can live with it so as such I would like to hear feedback. Also if anyone has other ideas although I'm not sure what those would be.

edit: to be honest really warming up to that invoice clipboard idea now that ive typed them all out together so I guess get your feedback in while you can
 
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