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Showing content with the highest reputation on 11/14/2018 in all areas

  1. Normally I'd steer well clear but I've got to make an exception because Problem Description: Prior to https://github.com/ParadiseSS13/Paradise/pull/7832, Vox would go into deep crit within ~5min 25sec when breathing normal station air. Now, oxygen toxicity is trivial. Vox will most likely die of liver failure after 30 minutes rather than breathing the air directly. At ~5min 25sec a Vox will, on average, only have 40 toxin damage and will be able to continually recover from vomiting. I suspect this also affects how plasma/CO2 toxicity is handled. tl;dr: As Vox, prior to https://github.com/ParadiseSS13/Paradise/pull/7417 I would be in deep crit after 5min 25sec breathing regular station air. Now, I can breathe station air with nearly negligible ill effects. What did you expect to happen: Gas toxicity is an empty threat and no longer poses a danger to races who have it as one of their main balancing factors. What happened instead: I can spend a shift maskless and drink tea once in a while as a Vox while gasping straight dust without penalty. Why is this bad/What are the consequences: One of the core mechanics of the game has had a critical flaw for a year that dramatically affects the balancing of humanoid species. Steps to reproduce the problem: Huff toxic gas. When did the problem start happening: This was caused by https://github.com/ParadiseSS13/Paradise/pull/7832. It may be related to adjustments to breath math and can probably be compensated for by adjusting `safe_<gas here>_max` factors on the lung objects. Other information: While I have solid numbers on Vox station air survivability IDK what it was like for plasma or CO2 prior to the refactor. I posted this because it has been SO LONG without discussion/detection of this issue that it's probably good to figure how relevant this mechanic should be and what reasonable kill times should be in today's game rather than just posting a bandaid PR and get blitzed We could probably go about this by roughly dialing in TTK/Lethality with the ratios in places like this and then fine tune it using the values in places like this 3.5 minute TTK would be ideal in my opinion as ~5.5 seemed awfully drawn out for what was meant to be a critical balancing point. Pic below: Vox breathing station air for 5min 25sec on 2018/11/13 Some Vox related metrics: https://github.com/ParadiseSS13/Paradise/pull/7417
    3 points
  2. Encyclopedia Medicina When I first started playing SS13 the first job I picked up was medical doctor. Over the years I code dived to learn more about the profession and recording my findings. I eventually moved on from medical, but the notes remained. I've reformatted all the data I've mined from looking at the code and placed it into Encyclopedia format, along with my own experiences and advice in medical. Because the info was extracted over a period of a few years some info might not still be accurate although I've tried to go back and update everything. If there is anything you know for sure is inaccurate please let me know. I've tried to stick mostly to facts and not opinions although a but of editorializing was necessary. If you disagree with anything herein feel free to reply and give your reasons respectfully. If anything is inaccurate or incomplete please let me know so a correction can be made.
    1 point
  3. This is a thread where we will maintain a list of the features we want, do not want, and may want here. This thread is read-only. Before tackling something listed on this list, you are highly recommended to discuss it with a maintainer or a head beforehand. Here's an explanation for each category: Yes: - These are general ideas likely to be supported by the maintainers and heads. Before tackling a project by pledging to it, seek a maintainers approval and promise to review the PR. - We will usually only accept a pledge to a major PR if we know you are likely to be capable of doing it - We may reject the final product due to various issues, including, but not limited to code quality. Maybe: - These are PRs that we are not too sure on. We might be unsure on its implementation, or there's some other obstacles behind implementing the PR. You must contact us before trying to do so - You run the risk of rejection if you don't. No: - These PRs are extremely likely to be rejected. Attempting them is ground for being rejected instantly. This list is NON-EXCLUSIVE. You should still ask someone before committing to an idea! This is a combined wish-list of each Head of Staff and Maintainer: ------------------------------------------------------------------------------------------------------------------------------------------------------------------------ Ansari: Yes: Porting over tg's object damage system for (Feel free to separate them into different PRs): Machinery Locker & Crate - Allowing them to be shot / slashed / crushed Mecha Anything else -- Contact a Maint / Ansari. Assorted gun changes to make them sounds and look cooler (Feel free to separate PR). Please consult a maint before actually committing to a PR. Muzzle flash - create a brief, coloured (if appropriate for laser), lighting effect in front of the gun when fired - We might accept sprite if it is well-drawn (e.g. not the current Bay one) Make laser / energy projectile (Exempting toxbolt etc.) actually enlighten the surrounding - If performance is OK Tg on hit effect - Bullet hole, laser pointer effect on hit, etc. Refactor all hoodie to be under its own separate typepath. Removing NODROP flags from all of them - Making it in line with tg's current implementation. Make it so that customization option in character preferences appear alphabetized. Maybe: Nearly all components on tg - We support adding in components but implementation must be discussed. No: Moodlets from /tg/ Crazylemon: Yes: Extra space ruin templates Additional modular computers integrations Some sort of "uploading" procedure for R&D designs that allow them to be more easily proliferated through the station instead of via floppy disks Porting /tg/'s Material Silos Protolathe manufacturing queue Maybe: Moving more species features to organs (More difficult to do than it seems, contact Crazy) Fox McCloud: Yes: /tg/ Kitchen Research Points + Breaking up departmental lathes + Resource Silo “Economy” (non-persistent, for a singular round) Lavaland Goon Genetics Slime Breeding Unified Hardsuits + Expansions Nanites Commissary Mapped in Removing Universal Maintenance Access Death / Dying Rework (Contact Fox for more details) Big Maybe: Moodlets from /tg/ PurpleGenie56: Yes: More cosmetic items including mantles for the heads of staff. Some improvements to turfs to that non standard floor types like grass and carpet can have visible damage A change to Smoking pipes so that they can accept dried plants Some improvised weapons, specifically things from VG like the tomahawk which does less damage and might do well to make spears less prominent. Cocaine. (Contact PurpleGenie56's dealer for more info) A cleanup of redundant items in the code such as gloves/black/ce and gloves/black/hos which are the exact same in every way yet distinct items for some reason FreeStylaLT: Yes: Bay's turf decals (Just the functionality, I can do the actual swap of map assets myself) Bay's tile-set in general Multi-Z compatibility Two / Three - floored Station Map Remapping Engineering (Cyberiad) Moving T-Comms to Station (Cyberiad), not necessarily to Engineering, but close to it. Moving over to SM full-time. Adding a proper lobby and hallway to Engineering Maybe: Multiple Engine support (SM + Tesla / Sing) Remapping Arrivals (Cyberiad) Adding an automated transfer shuttle that brings new arrivals to the station. Connecting Incinerator maint with disposal / cargo maint, turning it into a main maint block like Chapel / Sci maint. Re-shuffling all the storage units in Arrivals It has 3 tool storage locations, for example, public tool storage would make most sense to be in Engineering hallway, not arrivals Adding more lounge / general relaxation areas in Arrivals, especially contextually sensible ones around relevant storage spaces: Aquarium / Pet store should have a little Aquarium display that looks better than a closet. Office supplies should have more tables / chairs to write on, etc. Maybe: Moving a job / creating a job and placing it in / to Arrivals, potentially. Being able to write in a specific language, and not being able to read languages you don't know. Custom overlays for airlocks depending on security level. Feedback sounds: Turning lights on / off Walking on plasteel Drawing guns / weapon items from any slot / container Varied drinking / eating sounds More ambient sounds / noise / music Economy (Non-persistant, isolated to a round) Power Substations from Bay Necaladun [WIP]: Yes: Nerf X-Ray Yes, but unlikely to be possible: Skill system on a per-spawned-job basis which would affect how fast an action is done / if it can be done at all Maybe: Adding a default objective to most antags that consists of "Blending in" for a delayed amount (5-10 minutes). When the delay ends, they get their real objectives. Removing food vending machines from Cyberiad - or at least removing a large amount of them/increasing the prices. Adding a Cybernetics department job (Focused on implants and robotic organs, etc) May require remapping Science and a portion of Medbay Dog Borgs (No functional stomach thing) Big Maybe: Moodlets from /tg/ - huuuuugely depends on how they're done! No: Swapping security weapons for ballistics Generally adding more 20th/21st century weapons. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------ Combined (Most Maints + Heads) No: Removal of PDA slot. Removal of any species. Removal / Reduction of IPC EMP weakness. As you can see, the list is quite extensive with some overlap. Keep in mind: If there is no overlap, that does not mean that one supports it and the other does not, it is usually quite the opposite, it is just that the primary items on the wish-list are ones that people are most familiar with. This is list NOT exclusive, you are still very much able to make and PR whatever you want -- this is to give you a sense of direction the Heads / Maints want the server to take.
    1 point
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