Peptide90

@Peptide90

Joined on Feb 23, 2021

  • Magic things are dumb therefore sinks are dumb. Showers and washing machines should also not be infinite use. Vector for sabotage (spiking, scalding, luring) Vector for diseases. Extra movement path for vent / pipe crawling critters. Plumbing exists in a minor form in SS13. Additional maints structures, maintenance burden for longer rounds. Opportinity for new mechanics and interactions with gasses, chemicals, atmos and engines in general. hygiene? (suggested by Dynexust) Mass production but better.
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  • Mapping for N14 is slightly different to mapping for SS14 / Upstream. The maps are all planet based for one, gameplay is totally different and you can expect to have areas tailored to low pop, while being sparse, interesting and expansive. In the long run we'll need a variety of maps so having a variety of people involved mapping together is key. Follow the mapping guide [insert guide] here if you'd like to use the mapping server to map together. Setting A post-apocalyptic world after nuclear disaster, based loosely on a popular game series. electronics pre-transistors (i.e. everything is big and has vacuum tubes) feel There is the Vault which is the fallout bunker, and the Wasteland which is the overwolrd outside the vault.
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  • This checklist is a general guide on what content is required and what content is optional for a typical SS14 map. Small maps may not be able to fit optional content in so use this as a template only. This guide will stay as up to date as possible on what entities you should be including on your map. The new section at the top will show the newest content from around the last month so you don't need to check the whole guide when updating a map. Where necessary the entity ID will be in brackets where it differs greatly from the name. In most cases you can just search the name. Where a name has a suffix like [filled] this indicates a variant of that entity. What's New? Entity ID
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  • How to accumulate cargo points is a big question for SS14. In 13, typically you'd generate points slowly over time as well as getting a boost by calling the shuttle and sending back empty crates. This cargo idea follows on that idea in a few different ways. Station as a logistics hub The first idea is similar to that of SS13 in that when the cargo shuttle arrives, it may carry empty crates with orders in them to be fulfilled, as well as cargo from other destinations that needs to be sorted and sent on its way to its final destination. For example, the shuttle may arrive with 5 random crates as well as 5 manifests. Cargo must then organise the items in the crates to match the manifest, wrap the crate, and tag it with the correct destination before the shuttle is due to depart to earn points. You may also occasionally get nasties that arrive via cargo in this way such as mysterious organisms packed up tight (science might want to steal this and hope the sender doesn't realise and get antagonised...), viruses or just straight up stowaways and escaped animals. Galactic Market
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  • This is a design document for a fallout based fork created on Robust Engine / Space Station 14 as a base. This fork will be headed by Peptide with the intent of removing a lot of the issues SS13 based forks encountered. The first step of that is basing the lore of the fork on a different area of fallout and not doing the same old rinse and repeat of Legion vs NCR. This should eliminate a lot of the inherited issues and allow us to focus on better and more unique factions, and steer away from the tired topics of slavery and the other typical legion associated roleplay. Lore As the title suggests, this is fallout 4 set in space station 14, hence Fallout 414 (F414). As such the game will be set in 2287 or thereabouts, and set in the North East USA (Maybe not Boston but the Institute will be a relevant if not minor faction). This location allows us to play with both Fallout 3 and 4 as lore options. Gameplay
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  • Mapping Tutorial https://hackmd.io/@Peptide90/MapTutorial Mapping Checklist (Publishing) https://hackmd.io/@Peptide90/MapPublishChecklist Mapping Checklist (Content / Room Guide) https://hackmd.io/@Peptide90/MapContentChecklist Mapping Checklist (Station Building)?
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  • You must be 16 or older to play. Users under 16 will be banned immediately and be unbanned when they are old enough. The Golden Rule. Admins can disregard any and all of these rules if they deem it in the best interest of the current round, server, and/or community at large. They will of course be held fully accountable for their actions if they exercise this privilege. Core Rules Take these rules as they are to be intended and not as they are written literally. Rule skirting and lawyering is also bannable at the admin teams discretion. Don’t be a dick. We’re all here to have fun. Antagonists have leeway here since ruining the round is kind of their job, but try to keep it interesting if you’re antag. Be considerate of what other players want. If everyone is dead, don't stall the end of the round to finish your personal projects (such as building a shuttle).
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  • So you've finished making or modifying a map. Time to do some checks and tests to make sure there's no issues. Pre Checklist (Optional) These checks are optional but good practice to ensure there's no gameplay issues with your map. [ ] Timed power test - use the forcemap [ID] command then move to your main SMES bank. Time how long it takes to drop 10% and extrapoalte that to work out how long you have until brownout. If this is too fast, consider adding more power storage. Once your SMES battery is empty your station will be running on substations and they will fall proportional to the amount of connected machines. [ ] Power leakage test - Not essential but can be useful in situations where you don't want power leaking through walls. This would make sabotage of APCs much harder for gaining access to areas. Spawn Points Ensure there are sufficient spawn points for the amount your map requires in it's map yaml file for round start. * Indicates optional depending on map design but largely this is up to you and just a guide for your own sanity.
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  • Consolidated thrusters ideaguys discussion as well as summary of end round shuttle / escape shuttle / pod gameplay design. Firstly, this process NEEDS to be automated. Leaving the piloting of shuttles up to players will result in people never reaching centcom. I don’t care how emergent that may seem for gameplay but I foresee a 99% chance of people never making the trip and that’s without any antag intervention. Solution: Autopilot Solution explained: This aint particularly easy. Autopilot This will either be a variation of the shuttle console or an actual module placed on the shuttle that can /possibly/ be interfered with by a traitor. This will have to be a mapped entity if we want to keep the AI as simple as possible and only focus on pathfinding and operating the docking airlocks. I’ll leave the logic upto the intrepid dev who wants to pursue this anyway.
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  • This doc is in series (read top to bottom). Grid Weights Simple concept. A subfloor structure which adds 1 weight to a grid. 1 weight is equal to +1 (small currently) thruster to overcome and move. The purpose is to make it so a tiny shuttle can't move the station easily and that someone can't stick a single gyro or thruster on the station and move it. (I know weight is relative to gravity but for gameplay mechanics in super salvage you'll see why this makes sense) Salvage Upgrade Path If we remain on the course of using the salvage magnet (shuttles would be nice but could be in addition to this) then I propose the following:
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