Difference between revisions of "SS13 Wiki:Current events"

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*'''Style and Grammar''': Writing is communication, and you can't communicate well in writing without good grammar and clear prose. It's especially important for tutorials and the [[Getting Started]] page. Be sure to mark them as minor edits as courtesy.
*'''Style and Grammar''': Writing is communication, and you can't communicate well in writing without good grammar and clear prose. It's especially important for tutorials and the [[Getting Started]] page. Be sure to mark them as minor edits as courtesy.
*'''[[Ore Processing]]''': Give it some love by finding and writing about the system's redeeming qualities. Or, if you can't, by fact-checking the list of properties, describing how material properties affect each craftables, and maybe adding some new uses and material reccomendations.
*'''[[Ore Processing]]''': Give it some love by finding and writing about the system's redeeming qualities. Or, if you can't, by fact-checking the list of properties, describing how material properties affect each craftables, and maybe adding some new uses and material reccomendations.
**One of the easiest ways is to just expand the list of materials and provide more details about their uses and properties. Currently, the page is missing:
**One of the easiest ways is to provide more details about the materials uses and properties.
***Cotton
***Flesh
***Bone
***Butt
***Synthrubber
***Leather
***Synthleather
***Synthblubber
**Another way to describe these new functions for arrows:
**Another way to describe these new functions for arrows:
***Implanted arrow shafts apply effects of their material.  
***Implanted arrow shafts apply effects of their material.  

Revision as of 17:37, 25 January 2022

Let's get meta, because this page is for documenting pages that need love and hard work from readers like you to become better. It's the true sequel to the old Outdated Pages project and intends for the same levels of collaboration and communication and more accessibility. Brush up your markup and take a gander at the Guide to Contributing to Wikistation, because it's time for some wiki magic.

A Word for the Anxious

Relax.

Don't feel too pressured to add info ASAP. Good pages and entries take hard work, dedication, and, more importantly, multiple revisions. If you come in looking for a quick way out and try to learn everything you need in one round for the sake of some wiki page, you'll just end up frustrated, unhappy, and stuck with a terrible draft. Take your time. It can wait. It can always wait.

"High" Priority

Things that people often wish had wiki documentation. And rightfully they wish, because having documentation would be a great big help.

  • Getting Started: Explain new character options interface.
  • Style and Grammar: Writing is communication, and you can't communicate well in writing without good grammar and clear prose. It's especially important for tutorials and the Getting Started page. Be sure to mark them as minor edits as courtesy.
  • Ore Processing: Give it some love by finding and writing about the system's redeeming qualities. Or, if you can't, by fact-checking the list of properties, describing how material properties affect each craftables, and maybe adding some new uses and material reccomendations.
    • One of the easiest ways is to provide more details about the materials uses and properties.
    • Another way to describe these new functions for arrows:
      • Implanted arrow shafts apply effects of their material.
      • Spears and arrows accept organic materials.
  • Powering the station:
    • Surely, there's a better way of explaining the TEG than with maps with subtly inconsistent varieties of parts and numberings.
    • While you're pondering that, perhaps you should also look into adapting this fellow's TEG guides for Clarion and Destiny.
    • It'd also be great if there were more thorough examples of the techniques described in Overlapping Hotspots.
    • Describe how to set up Horizon's TEG engine.
  • Horizon: Add tabs for Horizon versions of the various locations and explain how to navigate it, particularly what the map considers east, west, north, and south.
  • Mapping: People have been asking for a guide on how to make stations and locations for Goonstation for quite a while now. Such a guide might include things like:
    • Obtaining the necessary files
    • How to choose and place objects/spawners/mobs.
    • Mapping in DreamMaker.
    • Mapping in StrongDMM
    • A summary of and/or link to the Goonstation Map Submission Guidelines
  • Coding: Qwertyqwerty started a SS13 coding guide here, but it remains unfinished. Someone should complete it, perhaps by adding:
    • Some basics on how DM, the language SS13 is written in, works, with links to the official guide and documentation.
    • How to compile code after finishing it.
    • How to test code by making a private server.
    • Functions commonly used in SS13 code.
    • Anything from this stickied post, which focuses on how to navigate Git. (i just added a buncha stuff on how to use terminal git for navigating the codebase and manipulating files --Adhara In Space (talk) 18:58, 12 November 2019 (GMT))
    • A basic outline of the codebase, based on the public source. For example, you can tell the code for certain classes of chemical reagents are, where the ones for guns and their projectiles are, etc.

"Medium" Priority

Good to have this info, but no one's round is going to be ruined just because there isn't there.

  • Changelog: Copying and pasting changelog updates and formatting for the wiki (which usually just entails more copying and pasting).
  • Being A Better Traitor: Could always use more tips, particularly for less used items.
  • Maintenance Info: Many pages are missing locations of APCs, power wires, and air hookup vents/injectors (if applicable). Obviously, someone should add them, seeing as some of them can be in some rather strange locations.
  • Motives: Most people don't have much trouble with them, but it's worth explaining the weird irregularities and highlighting some of the lesser-known ways of increasing/decreasing certain motives.
  • Chemicals:
    • Add in depletion rate, effects when ingested/applied to people/in plants, its recipe if applicable, recipe hint if it's secret, etc. of
      • And the many other many, many obscure chems that are rarely found. Be sure to determine whether or not it's an unlisted secret chemical or an precursor to one.
    • Describe how damaged caused by floors coated with Organic Superlubricant is calculated.
    • Describe how amount of smokepower affects initial cloud size and how amount of other reagents affects cloud expansion in greater detail.
    • Add explosion size thresholds for black powder.
    • Update effects of napalm.
    • Update effects of silver fulminate.
  • Foods and Drinks:
    • Adding unlisted foods and their effects. Just because it isn't on the list of foods doesn't mean it isn't a real food!
  • Roleplay Tips and Tricks: Can always use more RP tips.
  • Space Pod:
    • Add a section on fighting pods when you don't have a pod yourself. Mention how stun projectiles damage pods, how tasers can make the wormhole function go into cooldown, how melee attacks can stun pod occupants, and how good podseeker shells are against pods.
    • Note space pod versions of various weapons are now faster and have more range their handheld versions (e.g. phasers, lasers)
  • Contraband: Add in any contraband items the big chart might have missed.
  • TermOS:
    • Supposedly, it's possible to set the Buddies to arrest a specific person. If so, what are the commands?
    • Now that there's multiple stations with nuclear charges, there needs to be a section on using the nukeman program, especially on activating or deactivating the nuclear charge.
    • Note term_ping's filtering option.
  • Guide to Genetics:
    • Does hulk/gamma ray exposure make the person immune to stuns as with other versions?
    • Explain how exactly Scooby accent changes speech, i.e. what letters become what.
    • Note Heads of Staff can change Genebooth prices and remove mutations.
    • Talk about customization options for roaches.
  • Vampire: Determine the effects/interactions of the following on/with ghouls/zombies/thralls:
    • Syringes
    • IV Drips
  • History of SS13: Flesh out as much as possible, especially with info specifically about Goonstation.
  • Piano Song Dump: Add songs!
  • Traitor Objectives Add any missing objectives. Of particular interest are the Protect objective and the new steal targets.
  • Radio Host:
    • Add more gimmicks/show ideas, particularly quiz show ideas and advice.
  • Communications Officer: Needs some gimmicks that are better done as Communications Officer rather than a Radio Host.
  • Blob: Note that blob nuclei start out fully reflect and partially lose reflectiveness past a certain size.
  • AI: Explain the new interface. Most likely best left as a new section similar to the one for the Cyborg UI on the Cyborg page.
  • ThinkDOS:
    • Genuinely explain MedTrak.
  • Construction:
    • Add any new breaking methods that involve the deconstruction device.
    • Add instructions for pod warp beacon.
    • Add instructions for industrial tables.
    • Add instructions for spatial interdictor.
  • PDA:
    • Mention that custom PDA groups exist.
    • Add security alert module.
  • Spy Thief:
    • Add any bounties that are missing.
      • TEG Semi-conductor
    • Add locations for the various bounty items.
  • ChemiCompiler: Describe the new, more efficient heating algorithm for the machine's heater.
  • MechComp:
    • Note selection component has "select item + send" and "Allow Duplicate Entries" toggle
    • Note Delay Circuit has signal changing toggle.
    • Mention you now modifying MechComp components by clicking them with a multitool, rather than right-clicking.
    • Mention you now rotate components by using a crowbar.
    • Add Radio Scanner Component.
    • Note Wifi and Powernet-networking Components now also transmit any files attached to packets they receive.
    • Add File Component.
    • Note that a MechComp device can only have one connection per any two devices.
    • Mention connections cannot be longer than 14 tiles (one screen height).
    • Add that TeleComp now sends a signal of how many objects were teleported. Both the sender and receiver pad transmit this number.
    • Mention that vending machines connected to MechComp can now commanded to vend a specific product.
    • Note when vending, Vending machines output a signal containing the name which product was dispensed.
    • Add Association Component
    • Add cabinet and handheld MechComp containers.
    • Add Letter Display Component.
  • Gang: More advice for the items is always good.
  • Powering the station:
    • Express the relative power increases provided by feeding mobs into the singularity (e.g. "Clowns...up it by the most, followed by Lawyers...) as actual kilowatt numbers. This code section is a good place to start.
    • Explain TEG prototype semi-conductor mechanics.
    • Note it is possible to have singularities in different sizes.
  • Quartermaster: Explain new methods of making money.
  • Making and Breaking:
    • Update manufacturing items for certain items.
    • Add beacon kit
    • Add images to:
      • General Manufacturer
      • Robotics Manufacturer
      • Medical Manufacturer
      • Mining Manufacturer
      • Uniform Manufacturer
      • Personnel Manufacturer
      • Gas Extractor
      • Crate Manufacturer
  • Jobs/Access Levels: Add the new supply console access level.
  • Packets:
    • Discover if it is possible to directly print to printers.
    • Add/update info on IR detectors.
    • Determine if hydroponics tray info is still current.
    • Confirm PDA pings still go through Z-levels.
    • Determine broadcast range for:
      • Network Radio
      • Armory authorization
    • Add ways for triggering, receiving, and editing beacon broadcasts, as well as more info on how they work.
    • Substitute fictional example of patrol beacon pack for real one.
    • Add commands associated with controlling mulebots through QM PDA
    • Add info on modes, name, and dest fields for mulebot packts.
    • Confirm if home field on mulebot packets refers to underfloor beacon.
    • Add info on packet controls for duckbots.
  • Pathology Symptoms: Confirm cloud size of Smoke Farts.
  • Ore Processing: Add electroplater
  • Murder/Construction:
    • Update flamethrower effects
    • Note butts and buttbombs can be put on mousetraps.
  • Artifact Research:
    • Describe artifact faults.
    • Explain artifact forms and selling.
    • Add additional sources of artifact stimuli.
    • Detail the new boring process for artifact cyborg converters.
    • Explain how to get someone out of a cyborg converter.
  • Guide to AI: Talk about AI displays
  • Robots: Add these new updates:
    • Secbots and GuardBuddies announce certain actions.
    • Beepsky specifically PDAs Sec when attacked.
    • Emagged ones now fart fart gas, repeat things they've heard with some words replaced with "butt" and sometimes "superfart".
    • All buttbots can gib when destroyed.
    • Buttbots have settings to control their new features.
    • Multiple GuardBuddies won't arrest a single person at the same time.
    • Secbots can see suspects from lockers and pursue if able.
    • Secbots can escape unlocked lockers but not welded ones.
    • Secbots lose aggro if welded into a locker.
  • Gas:
    • Add buttbots as a source of O2.
    • Add emagged buttbots as a source of farts.
  • Security Objects: Explain view-porting for camera feeds.
  • Engineering Objects:
    • Explain powernet info provided by multitools.
    • Add trench crates as a new source of sea ladders
    • Explain you can deploy sea ladders upward (and how you can tell it's possible)
  • General Objects/Spacebux: Add rapid crayon creation device
  • Books: Add more books, like those added to the game in the February 2021 Monthly Contest
  • Clothing/Syndicate Items: Mention what gear is acid-proof.
  • Chief Engineer: Talk about Rocko.
  • Guide to Mining: Add sea elevator pinpointers.
  • Z-level: Explain new way to get out of the Trench: making explosions upward.
  • Powering the station/Random Events: Note haunted TEG event.
  • Nuclear Operative/Syndicate Battlecruiser: Mention acid proof masks on the ship.
  • Doctoring//Syndicate Items/Changeling/Vampire/Security Objects: Note deaf people are still vulnerable to sonic stuns.
  • Mechanic/Engineering Objects: Describe how heads of staff can remove blueprints from ruckingenur kit.
  • Making and Breaking/Mechanic: Explain how Heads of Staff can remove blueprints from fabricators.
  • General Objects:
    • Add handheld arcade machines.
    • Add googly eyes.
  • Syndicate Items:
    • Note Combat Engineer's wrench can repair the nuclear bomb
    • Mention pouch of napalm smoke grenades in the Firebrand class crate.
    • Add that the Nuke ops Scout armour now provides a move speed boost to the wearer
  • Monkey: Explain wearing a monkey suit can prevent most monkeys from acting you.
  • Clothing: Add monkey suit
  • Engineering Objects/Random Events: Explain spatial interdictor.
  • Clothing/Engineering Objects: Note the following helmets have slight slowdown:
    • Space helmet (and its variants)
  • Wraith/Chemicals/Implants: Note formaldhyde can temporarily prevent a wraith from absorbing it.
  • Wraith:
    • Note poltergeists now take damage when away from their anchor/master.
    • Note poltergeists can't use certain abilities when away from their anchor/master.
    • Add poltergeists ability that lets them teleport to their anchor or inside their master Wraith.
    • Mention poltergeists can click on the master to start following them.
    • Note poltergeists have better point generation when inside their master.
    • Mention poltergeists now need to be near an item to throw it telekinetically. Otherwise they only can toss it one tile.
  • Guide to Botany: Update gene strain chances for: radium, uranium, unstable mutagen, and stable mutagen.
  • Science Objects: Mention GPS units can track beacons, tracking implants, and other GPS units
  • Engineering Objects/Computers: Note multitools can wipe mainframe memory cores, disks, tapes, and similar--if they're not set to read-only.
  • Medical Objects: Mention multitools cannot wipe clone data disks
  • Powering the station: Note dowsing rods can be put on any turf, including station ones.
  • Security Officer: Add arcfiends to info on threats

(C)low(n) Priority

Fun things everybody loves. Everyone adores them when they're there, but if they're gone or missing, nobody complains.

  • Supplementary Info & Galleries: Everyone loves them. They add a great touch of humor that no words can express and really add character to a page like a really good rug. Shame they're rather hard to find. Here are some pages that could particularly use one:
  • Updated Map Images: Some map locations get extra additions after their images are uploaded, like extra cyborg docks, security scanners, and completely new machines and equipment. Update their images to include those.
  • Annotated Maps: Maps of, well, station maps with important rooms labeled. Currently, we want ones for:
  • Clothing: Not only is clothing often added, making this a perpetual effort, but there are a few articles of clothing missing from here.

Sprites Wanted

Sprites wanted. Wanted sprites. Sprites that are wanted (by the wiki). The sprites that get a sad, sad TBA for their image.

Supplementary Video