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Wubbledaddy

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Everything posted by Wubbledaddy

  1. Slime People also can't ventcrawl if they have or had certain genetic powers.
  2. Reshaded the globe and fixed the vending machine lettering.
  3. Added Cape, Sheet, and, Globe
  4. Slime People Blood Pack: http://www.mediafire.com/view/ma19l848uocgjj8/slimebloodpack.dmi Squish Vending Machine: http://www.mediafire.com/view/92uurlkly6hrer3/squishvending.dmi Slimium Crystal: http://www.mediafire.com/view/g1gbng7f12wkxkl/slimium_crystal.dmi Slime Cape: http://www.mediafire.com/view/z46wchohdwodv7x/slimecape.dmi Slime Bedsheet: http://www.mediafire.com/view/y0lcr61253gmg74/slimebedsheet.dmi Xarxis 5 (Slime Planet) Globe: http://www.mediafire.com/view/ncf3cr1e099dj47/xarxisglobe.dmi "Squish Squish" Poster: http://www.mediafire.com/view/q1d91aw9la80d26/slimeposter.dmi
  5. Added Vending Machine
  6. Slime People Blood Pack: http://www.mediafire.com/view/ma19l848uocgjj8/slimebloodpack.dmi Squish Vending Machine: http://www.mediafire.com/view/92uurlkly6hrer3/squishvending.dmi Slimium Crystal: http://www.mediafire.com/view/g1gbng7f12wkxkl/slimium_crystal.dmi Slime Cape: http://www.mediafire.com/view/z46wchohdwodv7x/slimecape.dmi Slime Bedsheet: http://www.mediafire.com/view/y0lcr61253gmg74/slimebedsheet.dmi Xarxis 5 (Slime Planet) Globe: http://www.mediafire.com/view/ncf3cr1e099dj47/xarxisglobe.dmi "Squish Squish" Poster: http://www.mediafire.com/view/q1d91aw9la80d26/slimeposter.dmi
  7. I like it but you spelled Paradise as Paradide
  8. That table is awesome, that should go in the Heads meeting room.
  9. And how! *Gestures to my signature
  10. It exists already, I just didn't make it. A flag for every nation and every race exists, these are just the ones I made.
  11. First, add in a cancel button to the block injector menu. It's infuriating when I forget to load the SE's and I have to make a useless injector then wait the allotted time before I can make a new syringe. My second suggestion is allow slime people to ventcrawl when injected with powers (or loyalty implants), I understand that they can't crawl with clothes on but implants and powers should not stop them.
  12. Took like 10 minutes
  13. They will. That was the joke I was making by bumping this. It's finally getting implemented.
  14. No idea. I literally made this guide by clicking the frame with every item I spawned with and writing down everything that works.
  15. 1. Build a 2x2 Square of machine frames using metal 2. Use rods on the square to make a space pod frame 3. Use wires on space pod frame 4. Use screwdriver on frame 5. Insert the circuit board 6. Use screwdriver on the frame 7. Insert the Core 8. Use wrench on the frame 9. Use metal on the frame 10. Use wrench on the frame 11. Use welder on the frame 12. Use plasteel on the frame 13. Use wrench on the frame 14. Use welder on the frame 15. Blast off!
  16. BUMP
  17. Added a shit-ton of flags.
  18. Edited my post to include my other flags.
  19. Thanks so much Which other flags aren't done yet because I had a blast making this one? Maybe I can make flags for the antag factions?
  20. Honktopia: Syndicate (Emagged NT Flag): Silentopia: Secuitra: Slime People Race Flag: Assistopia: Machine People Race Flag: Fire Overlay: Handheld Burning Flags: Kidan Race Flag: Grey Race Flag (Colab. with TheMistressChristy ): Handheld Burning Flags Pt. 2 (Everything after the Machine people flag):
  21. I have two ideas for changes that could be added to machine people. First, make their whole body have the properties currently given by synthetic limbs so that their limbs, head, chest, groin, etc don't heal over time or with use of a normal medkit, and instead can only be healed with a welder and wires. My second suggestion is making them immune to airborne toxins/diseases/etc. Machine people can't breathe air, so how can they breath in airborne diseases or toxins? I feel like these two changes will make playing as a machine feel more like being an actual machine.
  22. I suggest that Nations is added as a game mode to Paradise Station. For those that don't know Nations is a gamemode where each department is separated and works either with or against the other departments. Here is it's description from the /tg/ station wiki: General Rules Each department or "work area" of the station are divided into a nation. If someone enters a nation, and are not "approved" by a majority of people in that nation, lethal action is authorized, this is an invasion. The Head of Personnel and Captain hold no authority over any department assignment. Anything that happens to a trespasser is justified, unless it abuses a bug in some way. Do not complain to administrators about what happens after you get caught in an invasion. Bombs and gas flooding are general frowned upon, so is griefing in general. Trade and roleplay are the focus of this game mode and are encouraged. General Nations The following are general names for each departments: Atmospherics - Atmosia, Atmostralia, Pipeworld Bridge - People's Communist Republic of Commandtopia, The Headlands Cargo Bay - Democratic People's Republic of Cargonia Chapel - The Holy Land, The U.N. Assembly Custodial Closet - Janitoria, Janitopia, Custodia Diner (The chef and barman may join each other, or remain separate nations) - Bar & Grilltopia, The Maltese Falcon, Foodland Engineering (May include Atmospherics)- Enginia, Metopia, Communist State of United Maintenance Workers, Singutropolis Hydroponics - Plantopia, Hydrotropolis, Botroplois (May get confused for mech bay) Medbay (Medbay may splinter into factions or separate nations) - The United States of Medbayica, Medbaysia Mining - Oretropolis, Minetopia (Join Cargonia) Research (if not merged with medbay) - Toxins, Researchtropolis, Scienceland, Sciencia Security - Secuitra, Sectopia, Reichland, Gulagvania, Gitmo, China, Securikstan Theater (Clown and Mime either work with, or against each other) - Clownland, Honktopia, Mimeland, Silentopia, Embassy of the Clown Planet/Mime Dimension, The Actors Guild "Unoffical"/ Homeless Nations Some nations are born from the chaos of the station: Assistants - Legion (for they are many), ALAE (Assistants in League Against Everything), Assistopia (often found in a random set of public or maintenance areas) Combination States - Includes any state merging with another, without direct departmental relation (Barman and Chemistry). Nation Play styles The following is the general play style of each nation Atmospherics- While holding no direct military power Atmosia can flex its considerable might by controlling the stations air supply and as such air is considered the main export of Atmosia and can often be used in barter trades.Atmosia starts as a fairly powerful nation but does not directly get more powerful as the round progresses. Engineering- Similarly to Atmosia (of which may stay with you officially, or break away to form their own, more perfect union), your main export is the life-blood of the station: electricity. This means that you hold quite a bit of power over most nations in the early-shift. That is, until those conniving bastards start making their own power and tell you to go fuck yourself. In addition to this, you're the only other source of toolbelts and insulated gloves on the station besides Cargonia, whom have probably already spent all their points buying ten gun crates. Be open to trading these things for valuables from other nations, and try to maintain your independence from the UN. Science- In the early-shift, you these nerds aren't anything to fear. Give them some time with someone competent in R&D and Robotics, and they'll likely be the ones you see tromping around in the mechs, murdering everyone who resists absorption into Sciencia. Yeah. They're powerful. But hey! If you're in cargo, these guys will happily trade you for resources, so you'll likely be able to name your price.
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