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SS13 Feature Gaps
This document is an inventory of major systems and smaller features that are not present, or are only represented in a basic form, in Station. It is based on the current source code and shipped content, not a promise or schedule for implementation. Space Station 13 differs substantially between codebases and servers, so this is a practical comparison with common SS13 gameplay rather than an exhaustive specification.
Station currently provides persistent worlds rather than rounds; free movement; inventory and item use; crafting, construction and gathering; skills; simple hunger and health; basic machines; chat; multiplayer; admin controls; and world/character persistence. Those systems provide a foundation, but do not yet form the crew-driven, round-based station simulation typical of SS13.
Major Systems
These are large gameplay pillars. Many depend on several other systems and would need coordinated data, server simulation, UI, networking and content.
- Round lifecycle and lobby: Lobby, ready-up, round start and end,
round timers, end-of-round summary, and a clean reset or new-round flow.
- Not needed, as I want to go for long running servers instead of round based
- Crew roles and departments: Job selection or assignment, department rosters, role-specific equipment and responsibilities, access levels, and command structure. Current skills gate a few recipes; they are not jobs.
- Antagonists, objectives and events: Hidden roles, role objectives,
round-specific threats, dynamic events, and systems for declaring or resolving
round outcomes.
- Not needed for now
- Combat and security: Character-versus-character combat, weapons, projectiles, armor, restraints, arrest and evidence workflows, and security tools. Current damage is limited to basic survival/script effects rather than a combat model.
- Atmospherics and environmental simulation: Gas mixtures, pressure, oxygen and breathing, temperature, fire, vent/scrubber networks, and environmental hazards.
- Power and electrical engineering: Power generation and distribution, cables, breakers, consumers, power outages, and electrical hazards.
- Medical simulation: Damage types and body zones, injuries, surgery, diseases, status effects, diagnosis, medical equipment, and treatment workflows. Current health/nutrition and healing items are intentionally simple.
- Chemistry and reagents: Reagent containers, mixtures, reactions, chemical effects, toxins, and chemistry equipment. Current crafting consumes discrete item ingredients rather than simulating reagents.
- Research and technology progression: Research points, unlock trees, department research workflows, and fabrication tied to discovered technology. Current crafting uses direct recipes and skill requirements.
- Station infrastructure and machinery: Interconnected machinery and control systems, including powered/access-controlled airlocks, alarms, cameras, consoles, telecoms, and other department-specific equipment. Current doors are manually toggled and machines are generic timed processors.
- Communications and evacuation: Radio channels, headsets, intercoms,
station-wide alerts, emergency communications, shuttle request/control,
evacuation, and escape outcomes. Current player chat is global.
- Communication is needed, evacuation right now isn't
- Character roles and species simulation: Species traits, body structure, species-specific needs, equipment restrictions, and distinctive capabilities.
- NPCs and autonomous station systems: NPC behavior, station AI, robots or cyborgs, pets, and other non-player entities with useful behavior.
- Station-scale content and workflows: Full department layouts, interactive props, specialized tools, jobs' equipment, and multi-step objectives that give the above systems a playable station context. Current map and item/building/recipe data are a small prototype set.
Minor Systems And Features
These are smaller in scope than the pillars above, though some will rely on a major system before they become useful.
- Roleplay interactions: Emotes, visible speech bubbles, character examine/look descriptions, and contextual examine text for items and buildings.
- Equipment and clothing: Wearable slots, uniforms, storage containers, backpacks, hand-held equipment, and item-specific interaction rules. Current inventory is a simple slot list without equipment slots.
- Richer status and damage feedback: Temporary status effects, damage indicators, incapacitation states, and clearer causes of health loss.
- Access credentials: ID cards, access levels, door authorization, access-denied feedback, and role-based access management.
- World interaction details: Pulling and pushing objects, dragging incapacitated characters, furniture placement, storage access, and more contextual interactions.
- Construction and repair details: Building damage and repair, tools with distinct uses, dismantling steps, and clearer construction feedback.
- Item affordances: Item examination, splitting and merging stacks, container contents, transfer between containers, and item-specific interactions.
- Personal communication: Local speech, radio device/channel selection, department channels, and communication feedback. The current chat is global.
- Character appearance and identity: Configurable appearance, pronouns, character descriptions, and richer identity/role presentation.
- Sensory feedback: Sound effects, ambient station audio, visual status cues, and alerts for nearby events.
- Player onboarding: In-game controls and interaction hints, role/job guidance, and contextual help for station equipment.
- Administration and moderation tools: In-game observation, teleport or intervention tools, logs and audit trails, and richer player reports. The server already has basic admin, ban, kick, whitelist, and configuration controls.
- Server discovery and reconnect experience: Server browser, connection
recovery, and clearer handling of disconnects. Current play supports direct
address joining.
- Not needed for now
- Content breadth and polish: More items, recipes, machines, maps, station props, sprite variety, animations, sound, and UI for the gameplay systems added over time.
Existing Systems That Are Only Partial
- Survival: Hunger and health exist, but there is no breathing, fatigue, temperature, toxin, or broad status-effect simulation.
- Medicine: Healing exists, but there is no diagnosis, body-part treatment, surgery, disease, or reagent-based care.
- Engineering: Construction and deconstruction exist, but there is no power, atmospherics, object damage/repair loop, or linked engineering machinery.
- Machines: Input/output slots and timed recipes exist, but machines are not connected to power, research, access control, or station-wide networks.
- Social play: Multiplayer and global chat exist, but there are no local speech, radios, role channels, or round objectives to structure crew play.
- Scripting and modding: Data files and Rune hooks support content customization, but the current hooks do not provide a broad event, AI, or multi-entity simulation framework.
Suggested Development Order
This is a dependency-oriented sequence, not a commitment:
- Decide whether Station remains a persistent-world sandbox or moves toward a
round-based loop; that choice affects persistence, roles, objectives and
server lifecycle.
- I want to stay persistent world sandbox style. The community should be able to build custom maps (scenarios) that can have goals
- Establish character state and interaction foundations: damage/status model, equipment, access, and robust item/container interactions.
- Add station infrastructure primitives such as power, atmospherics and machinery networks before building complex department equipment on top.
- Build role workflows and communications, then round objectives, antagonists, emergencies and evacuation around those foundations.
- Expand departments, content, audiovisual feedback and administration tools
alongside playtesting and balancing.
- There should also be tools to generate and modify content, so that communities can make custom content in a simple way