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Showing content with the highest reputation on 03/24/2017 in all areas

  1. The idea is it to have a remote controled item that can be placed on/instead of wires, which can toggle whether power does flow through the wire or not. It would allow a new type of mapping, where you would need to juggle your power for the station, by either powering every area, but having to micromanage every piece of equipment, to not totally drain the potential power, or have a centrally controled wirenet, where you can enable/disable areas. Maybe also do it with substation smess, where every department gets that charged, and then distributed into the APCs, which would allow to use the power from one department to boost another, to have the Star Trek feeling "Transfer life support to shields". Another use would be as remote wirecutting/mending on doors. Currently, you can remotely pulse wires with signallers, but not cut the wire, which does limit your options a bit. It would also be nice as a mediator between two assembly items, a remote (de)activated mine would be possible that. Grenade with the ignition connected to the motion sensor with the relay, and you can remotely toggle it. Or if you have remote controled bombs, two people would need to authenticate it, EoC, which should get paroled, HoS says tracking+chem implant wouldn't cut it, they implant such a bomb into them, the code for the relay is only known to the Magistrate/Captain, or only accessable, if it has a fancy console to control, so they can authorise the "remote execution", and the HoS can activate it afterwards. There also are two potential activation options, one beeing with the normal remote signaller frequency and code system, or a console similar to the central atmospherics computer, probably with diffrent levels of access/password protection. It could also get both systems, with a toggle on the relay itself.
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  2. Hello, I am trying to add some new guns to the server, even if they would be admin spawn only. I was hoping I could get some opinions the sprites. For the first set, here are two AR-15s and an SVD. Second wave, some energy weapons.
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  3. As it has started to come to be known, I've recently taken up the mantle of making a new station to better support large job distribution and to have more space to better spread the large number of people currently present on the NSS Cyberiad. It's design features many things present in other servers, things that many people have requested be done for a new server map. The common complaint with Metastation I've heard isn't that the map is large, for it is, and does have things in its design that I support, including a new layout, but that it's chalk full of bugs, has 'too much' making it seem more crowded than necessary, and that the map seems put together too much like a game of Tetris. My understanding of it is that Metastation itself is not an original map, as it was taken elsewhere, and was being re-purposed for Paradise. This has lead to a number of inconsistencies, in remapping, adding things, and reworking systems, having lead to the 'too stuffed/crowded' feel and bugs that have been being handled by Fethas to make the map workable, something many people agree would be good as we'd have another working map, able to change the meta of the game slightly by change maps occasionally. The intention of the construction of Ragnarok Station isn't to replace the NSS Cyberiad, but to create a new station to have a new play style through the usage of the map itself, and spice up the game with a fresh environment. Mechanically, only a couple of things change, and these changes are only map-related rather than code related. One such change is giving each department their own power substation, rather than all departments running off the main grid. What this does is allow a few different checks and modifications to the way admins can interact with a department as well as antagonists going after a department. Before, if you cut the power, it's going to start knocking out pwer to the entire station, and there wasn't a 'safe' way to do so short of breaking into engineering and turning off the SMES machines, otherwise you'd need gloves or a power outage to take power lines down or break into a department with ease, presuming the engine or solar arrays were not hot-wired to the grid. With the addition of department substations, you can, as long as you know the wires before-hand to break into a substation through the doors, simply turn off the SMES to the department and watch as the APCs slowly drain. With a power-sink, you don't have the exact same freedom, however, that you had before, but you can quickly drain any department of all power rather than having to slowly drain the entire station just to get to the one room you were after. Hooking up a power-sink to the main grid would deny all departmental SMES machines any input of power and knock out all of service rather quickly. It gives a more focused attack on a department rather than general station, excluding doing so to the main power grid. This adds an additional check, though, for admins in doing so, as it has been tossed about to be able to see how much a department takes in actual power, to see where we'd like to increase power usage of machinery to make power slightly more realistic, such as increasing the power costs to use a cloning machine. How much is reasonable, however, remains to be seen and requires see what the actual affect on a department this would have. In doing so, upgrading SMES machinery will also be more of a probably venture for science and engineering, and could even support making it so that departments are more likely to adjust their input/output ratios to support their department or turn non-critical systems off to conserve power, changing the dynamic of the game's engineering systems, a thought that has been entertained recently. I am currently looking for any suggestions people have for what they'd like to see in this new station, design-wise. Once I have the time, I'll add some pictures of the layout of various areas I have so far. I'm not saying I'm taking all suggestions, but if I like one, I'll see if I can implement it. Same for changing anything that is already laid out, as I want to have the station layout ready before I do any major item additions and what have you other than piping, wires (and APCs), doors, and 'general' appliances (lights, light switches, fire alarm, air alarms, etc) before adding in the major tables, objects, etc, so we know how an area will look before we put the final touches in and get adjustments out of the way. https://github.com/Twinmold93/Paradise/tree/RagnarokStation Some current points of notice are: - Polaris Docks: Escape and arrivals are both on the same side of the station. You can still bomb Docks 1 and 2 while making it possible to leave the arrivals shuttle between Dock 3 and 4 (bombing Dock 2 will make Dock 3 unsafe, but leave Dock 4 untouched). - More Maintenance: Maintenance tunnels around the station are generally larger than now, in they sprawl more and have more nooks and crannies. More rooms and more space for construction for both engineers and crew (with permits)! - Departmental Substations: Changing the mechanics of power via just a map change, departments now have their own power sources, fed by the main grid. Now, you can cut the power to an individual department or just ignore safety regulations and hook up the department to the main grid. - Port and Starboard Pod Bays: Highly requested by many people was making the mechanic more directly able to interact with crew, by giving them more direct access to the very crew. Making the mechanics office directly adjacent to the Starboard Pod Bay gives them just that, but now you also get a pod bay on the Port side so you don't have to go all the way around just to enter the station! - No More Engineering and Science Outposts: In this design, the engineering outpost is no longer implemented, leaving many to wonder "Why?" In a sad truth, it serves no actual purpose and is practically unused other than for antagonist, much like the Science Outpost. In that regard, both are not being included. This is, however, PENDING in design, as I may add in the Science Outpost to be for Xenobiology and/or Toxins Testing, making the station itself have less science on it. In the case of Nations, this would mean Science's direct weakness would be Cargo. Depending on necessity, the Labor Camp may also not be added back in. - More Escape Ways: With the change of where the general port of the station is, where the arrivals and escape shuttle are, it'd make sense for there to be more larger pods on the station, capable of carrying crew away in case of emergencies. As such, medical and security both get a public-access large escape pod each, opposite sides of the station from each other. Makes moving the injured and hardened criminals safer. - With More Escapes Means More Entrances: As the station is designed around having more access points to it, it'd make sense for the Emergency Response Team to also get at least one more point of entry. Not only can they dock all the way down at Dock 1, they can also dock right next to security. This changes the balance a bit by giving them options, rather than just being awaited all the time at Arrivals. Naming Scheme (Norse Mythology): - Central Command, NAS Odin - Main Station, NSS Ragnarok - Tele-Comms, NXS Hermoth - Escape Shuttle, NTV Vidar - Cargo Shuttle, NTV Freya - Syndicate Base, SRB Loki - Syndicate Nuclear Shuttle, STV Tyr *SLB = Syndicate Response Base * STV = Syndicate Transport Vessel Current plan is to turn the derelict station into an overgrowth situation, named Yggdrasil. The asteroid itself would be named Jormungandr due to its general hostility and size. Current Layouts include: - Arrivals: https://i.imgur.com/uqvTbng.png - Cargo: https://i.imgur.com/GUnW1Tr.png - Chapel, Library, and Visitor Dormitories: https://i.imgur.com/gKMvYv0.png - Cryo Dorms, Holo-Room, and Locker Room: https://i.imgur.com/JuOtyU1.png - Engineering: http://i.imgur.com/N4ApWJn.png - Medical: https://i.imgur.com/vCGmCkR.png - Science: https://i.imgur.com/rZqtG65.png - Security: https://i.imgur.com/yetF7B1.png The main station (z1) overall layout is pending and being reviewed to take a look at the station layout overall. Some rooms are fully decked out (minus pipes), some have just a few things, but both of these are few. Looking for feedback, including if I should move toxins testing to the asteroid to replace the science outpost. Of course, if Lavaland gets ported fully, I will have to update the asteroid again to allow it to work, but that's a necessary evil. Otherwise, I will be taking the current asteroid map and stripping the science outpost more likely than not. Once we decide what we are doing with Lavaland, we'll see what happens. There is no turbine in this station design, though there is space near engineering for a Thermal-Electric Generator (TEG), including much of a burn chamber. The space vented room adjacent is used to make the cold loop, but you have to do it yourself. So get creative. Got questions, ask!
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  4. As suggested here, I am polling to see if people would want this or not. Originally asked about here, I made some recolored of the foam force and donksoft weapons to try and have them fit in with the security force as an alternative to tasers. I am hoping to add these as a crate that can be ordered from cargo and have one gun, a spare magazine, and a box or two of spare darts, or have them be bulk buy like how security rifles are now. With the new poll I can see what everyone wants and hopefully be able to make this more appealing. In order, Foam force blue, NT blue, Syndi Red, Safety Orange, Code Green Green
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  5. Here's cute wittle chibi! And here's a lovely Saloon girl outfit
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  6. Honestly, as long as this means medical armbands are coming back into play I'm all for it... Those armband accessories were <3
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  7. Mostly we just have the imgur links at the bottom of twin's post.
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  8. Space Lube does have a few methods of countering (Removal of floor tiles and some random chemical I can't recall currently (Something like Drying agent? (Holyshitthreebrackets))) but in each of those "counters" you need to stop and do something; so whoever possesses it will have gotten away. That's fine, and can be handled - I suppose what frustrates people is the relatively long stun (Which is enough to get you killed) or the common use of mixing it with a certain chemical that sets you on fire; the glorious combo informally referred to as "memechems". The combination of excellent area-denial, extremely easy access, persistence of the lube on the floor and sheer amount of the shit you can carry in one bottle add up to frustration, I would wager.
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  9. Delisting is just sticking our head in the sand, and refusing to make a serious attempt at tackling our problem. The problem is that we don't have enough jobs, job slots, or, sometimes, space, to handle our popularity. That's the real problem, and we need to address that. Here's how we could improve things: - Merge all the job slot PRs on Github (+11 job slots for existing jobs, including several currently understaffed jobs, like Security). We could probably add more than this. - Merge the new job PRs on github (up to +6 slots) - Get cracking on implementing Lavaland, complete with lavaland roles (up to +10 new job slots, e.g: tribesmen, syndi researchers, etc) - Look beyond that for more new jobs that we could add (+5 or so, e.g: Coroner, Goon Mechanic, various gimmick/RP jobs like regional director, wrestler, movie star, etc). They don't need to be super fleshed out. RP roles are fine too. - Decentralize the handling of Civilians seeking jobs. Merging https://github.com/ParadiseSS13/Paradise/pull/6766 for example would enable heads of staff to handle some of the jobseekers, eliminating the massive queues at the HoP line, and reducing riots/greytide dramatically. - Expand the current map with more things for civilians to do, like Goon VR, and more space in general, so at ~150 pop the station doesn't feel so crowded. If we do these, we'll massively reduce the greytide, with over half of civilians getting jobs, and even the remainder having other options besides causing trouble. That would make an enormous difference to the number of concurrent players we could support. It would also open lots of new RP options, from small-scale things like interfaith rivalries between multiple chaplains, to big-scale event options like a massive engineering team being charged with a huge construction project. Paradise, like SS13 in general, is a multiplayer game. As the number of players increases, so does the potential for interaction, and fun, unexpected things. In short: the more players, the more awesome it can be. Looking for ways to turn away players is the *wrong* approach. Instead, we should be looking for ways to increase our capacity so that we can have one hell of a party, as the biggest, most popular SS13 server out there. Full of curious humans, shrieking Vox, beeping IPCs and mysterious Plasmamen. We should be the rockstars on stage, the feature event that packs the hall. Let's not be the shy kid at the back, hiding in their little clique, too scared to handle the crowd, or meet new people. That's not Paradise. Paradise is meant to be awesome. We can be awesome... if we embrace our popularity and run with it, instead of hiding from it. We have player numbers other servers can only dream of. Let's not flee from success. We've earned it.
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  10. This is a work in progress botany guide that I need to put more time into but with new botany already out people are going to wonder how to do what etc so it will be updated over the next few days Howdy hello Spessman McGreenie, So you woke up today, hopped on the shuttle and came over to the Cyberiad with the pretext of being a botanist. Sure you may have had previous experience in botany or may have had none at all, but regardless. I am here today to try and help you understand the new glorious Botany system we have today. Back in Old Botany if you where one of them previous work experience folks weh ad a thing called DNA splicer or such. It was a two machine thing were you put in seeds, extraced things that didn't mean much to you with your fancy disks from the crate in the back and put them together on the machine next to you with some other seeds until it would not let you anymore. One of these many things you may have and well; most certain put on other plants was Appearance. Now Appearance in only botany meant many things. It changed how well, the plants appeared. Unfortunatly with rhew new system, you cannot do this. HOWEVER! We do have a similar thing now called Parennial Growth. Now you may be asking yourself; "What is Parennial Growth?" Pareenial Growth is the DNA trait certain things like grass has that lets you reharvest the plant over and over. Now this trait from what I noticed may not work every time and result in seeds instead. But fear not my fellow Spessman Botanist! Your seed packets it left instead of fruits of your labor contain the same code as it, the plant had before! So now you may be going. I just arrived here Ms Furbeast, what should I do to make my plants better and improve as an overall botanist? Fear not weary traveler. For I will hold your disgusting space hand through this. Tips for new Botanists Chemicals for your plants. Round Start Now, in this next section. I will be going into more details on what all you can do with DNA Splicing, and what special traits can do that you may see on your plants. DNA Splicing and You! Setting up Botany to be more efficient. So here we are. You're sitting here with all of your starting disks ready to shove in your plant seeds. Go ahead and take the time now to begin putting your packets in and every single disk you can to change your plants seed packets with these more diserable traits to make them even better. By doing such, you are already making your life 100% better. (But we can do better than that.) By now, you may be going There has to be more than this. You say with your trays full of plants, and you're right! We're not going to explore the fantastic world of Plant Mutations!!! Plant Mutations. The Forgotten Method of Reviving the Dead. Kudzu. Craftables made in Hydroponics. How to be Self Sufficient. I saved this part for last and it is definitely going to take up a lot of space.... All Plants and Specific Information. This is as much as the guide is going to be covering for today, but for all of you space farring Matt Damons boarding the Cyberiad today and hoping to find out more information on New Botany, this will hopefully be of a great help to you. If you have any questions that I have not yet covered; you can PM or @Xantholne on The Paradise Discord server for me to make the crying less painful.
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