Space station 13 is 2-d, blockland isn't.
health system (suff/tox/burn/brute) easy as stuff
chemistry system (unless we're talking about /tg/, but then, that's still pretty loving complicated). easy as stuff
thinkdos would be hard as balls to replicate, along with all the other computers. easy as stuff
bomb system already implemented
construction system easy as stuff
z-levels (unless we're gonna have one map with seamless transitions, but that would be pretty lame. if you've ever played ss13 before you know why.) easy as stuff
pods easy as stuff
NPCs easy as stuff
CLOTHING. Like seriously, clothing is half the game. How are you going to implement all those different clothing slots into blockland? easy as stuff however this is the only thing on your list that you might hit the datablock limit on
zero gravity, space wind, jetpacks and space suits. easy as stuff
electrical? easy
medical? easy
security? easy
engineering? easy
atmospherics is the only thing that would be truly hard to get really accurate and still be efficient. turn that processing into a native program (python or c or something) and suddenly that limitation is gone
weapons? holy stuff so easy to make. datablocks are the only limit here.
clothes? are you loving kidding blockland has this stuff built in already
pda and all the other menus and stuff? easy as forget
maybe i'm not being clear - there's nothing complicated about this project
besides atmospherics and the datablock limitif you have this as a gamemode, you can dedicate 99% of the 4096 datablocks to weapons and items and models and stuff
the only thing that might be somewhat complicated is
not simply porting the maps over, but rather redesigning them to work in a 3d space. some of Comr4de's ships worked well. they would work for SS13.
i've been thinking about making this kind of thing for a while now, but never got around to it. That isn't going to change. I'm too busy, and this game isn't worth sinking time into. I'll keep an eye on the github if anything becomes of this idea though.
kudos!