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Everything posted by Citinited
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Learning the hard way that pods can take teleporters...
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I quite like the current setup, though the tools could do with a better default setup (but you can do that yourself). All the tools are easily in arm's reach of the operating table. I've never really had a problem with clicking on the tool I need. If you have then that suggests a sprite change rather than adding a cart. If all the tools are in one cart then people will just nick that instead of the one tool they need. However, it would deal with the problem where all the tools fly out into maintenance if it's even a little bit depressurised.
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Some kind of punishment for minor crimes that is alternative to jail time would be nice (but not monetary cause that's really not a punishment at all). Too often sec spends ages finding someone whose only crime is something minor. Sec have other things to be doing than hunting down minor criminals. Look at the timer system and change that, because normally for minor criminals they spend ten or fifteen minutes in custody while officers cuff them, search them, put them in the brig, ask them questions, etc. while their sentence is two minutes or something. (This might be a SOP problem though) Make it more clear what loyalty implants may be used for, and what sentences they can replace (currently the bit about loyalty implants is buried in the bottom of the space law page and easily missed). Add in a crime relating to misusing loyalty implants. Remove some of the laws more befitting for a high-level RP server (e.g. laws dependent on people playing specific jobs or having fear of stuff like death) or are never used such as 203, 302, and 201. Relook at high-level crimes requiring a tribunal to be sentenced - it's all well and good having to have a tribunal for them to be sentenced but if the evidence is clear-cut it should not be required. Currently the only sentence applicable for 306 and 307 is execution, or being loyalty implanted - nothing else may be applied. This should probably be changed.
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Maybe not the greatest of plans...
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Add a flower vendor somewhere that vends items such as: bouquet of roses, garland of flowers, vase of lilies, pin-on poppies, and the like. Hack it to obtain a box of chocolates or something similar. WE NEED TO SHOW OUR LOVE SOMEHOW
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"I'M NOT A GOD DAMN FIRE HAZARD!" *stubs cigarette out on a 'no smoking' sign* Heh, engineering is so fun. Always a pleasure atmosing with you
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Most of what I wanted to say has been said. Here are a few more thoughts on why it'd be a bad idea: We have systems in place to deal with bad heads: we have Internal Affairs, the NT Rep, and head jobbans for dealing with incompetency in command. A whitelist is not really needed. Less variety in head staff / 'cliquey': with a whitelist in place we would begin to see the same command team in more shifts. This means that we would have less variety in command, which encourages exclusivity. We have a lot of players with many different playstyles, why not embrace variety rather than stifle it? People who don't play command roles often: imagine you have a player who is competent at their department but seldom plays a head. If they had to apply to be on the whitelist, would they take the time to apply, or would they just not bother?
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Name: Simon Grey Age: 39 Gender: Male Race: Human Blood Type: A+ General Occupational Role(s) Engineering: Atmosheric Technician, Mechanic Command & NT-vetted roles: Chief Engineer, Blueshield Security: Security pod pilot Biography Hailing from the small dwarf planet of Ceres in the Sol system, Simon Grey comes from a relatively poor family consisting of: Charles Grey (father), Jessica Grey (Mother), and Sarah Grey (sister). His father, before retiring in 2557A.D., oversaw a small mining operation based on Ceres. This operation produced minerals and plasteel for primarily Nanotrasen, but also traded with Syndicate-affiliated companies. His mother worked as a trader aboard many different space stations and, as a result, Simon did not see much of her during his childhood. His sister, who is two years his junior, went into plasma research after graduating school with great grades. In his late-teens, Simon studied Atmospherics and Construction at the University of Olympus Mons (Mars), passing with a good result. He took two years after graduation to travel the galaxy (no solid information on this time period exists) before becoming affiliated with Nanotrasen. In his work with Nanotrasen, Simon has worked predominantly as an engineer, working his way up the ranks to serving as a Chief Engineer aboard multiple stations. Behaviour-wise, Simon is confident in his own abilities, but is prone to lambasting other people and has a short temper. It's ironic that he engages in behaviour to cut corners to make his job easier, which could result in accidents. Qualifications Degree in Atmospherics & Construction Extensive Command training Full spacepod license Basic firearms training Basic first-aid training Employment Records [CLEARANCE: SECURITY] Security Records [CLEARANCE: MEDICAL] Medical Records [CLEARANCE: HR] Employment Records Personnel Photo ((You see a tall man with a longish face, cut black hair, green eyes, glasses, and one or two small scars. He has a small smile on his face.)) Commendations [only to be added by admin] Reprimands [only to be added by admin] Other Notes He has demonstrated a knack for ghetto surgery. This appears to have been learnt mostly in the space near and around the Cyberiad, but also in the assembly line.
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The times I've authorised the use of loyalty implants are on confirmed traitors. Some of the times I executed after implanting to see if they had any information that they were unwilling to give, other times I've let them go after serving some time. The wiki is kind of vague on when loyalty implants can be used, it might be worth adding a page which deals with that. The problem I'm seeing is that according to space law, terrorist collaboration demands execution following a verdict from a tribunal, yet on the wiki's space law page it doesn't mention anything about loyalty implanting changing this.
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just a minor thing, I feel that these should have a prescription variant readily available.
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Thanks for that, yeah that was an oversight. Fixed
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Currently, the module which adds the quarantine law to the AI adds it below its core laws. However, the AI can claim it's preventing crew harm / protecting innocents / minimising expenses / whatever by breaking quarantine, making the law useless. Therefore, the Quarantine module should add the quarantine law as a zero law so the AI actually has to maintain quarantine.
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NYMPH dies, and I surgeon him so he comes back alive. Well, sort of... he is both dead and alive at the time of this screenshot. I won at the slot machine so much that the jackpot ended up being a negative prize. The engineering team heard reports of a xenomorph invasion, so we fucked off to the engi outpost with supplies and spruced it up. (booze-o-mat is inside a hidden wall for spatial reasons) We were so efficient at hunting down vampires that the station ended up haunted. What's pictured above is the ritual to cleanse the station.
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I usually play on Fa'iza-Nyan Blu, Emma Ripley, and my new character Jellie Viscousa. Ah, seen a few of those names around, but not really RPd with any of them properly. I think you might have played some command roles when I was also in command.
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Hello there, and welcome! How long have you been playing? What characters do you play?
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Changelings who are implanted automatically lose
Citinited replied to Streaky Haddock's topic in Suggestions
I was going to say, that sounds like something that can be jobbanned for. -
I seem to be unable to edit the original post, so here are some additions: You can hack the particle accelerator! Hotwire the engine directly into the grid by putting wire from the radiation collectors to the grid itself (WARNING: only do this if you are aware of the consequences e.g. instadeath from hacking doors without gloves)
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1. Introduction Hello there! I'm Chief Engineer Simon Grey and today I'll be running through how to set up the singularity safely! I'd like to preface this guide by saying that it is absolutely essential to make sure the singularity is set up correctly. Recently I've seen more shifts than not where the singularity was released due to negligence on behalf of the engineering team. cian2066 wrote a guide on how to set the engine up a while back, but I thought I'd add some ways to troubleshoot the engine and how to verify it's been set up properly. REMEMBER: the singularity has the capacity to destroy the station and everything we hold dear in a few minutes, so it's critical that you don't screw up with the engine. LET'S GET DOWN TO BUSINESS! 2. How to set up the engine Firstly, take a look at this picture. Everything's labelled, and the wiring is exposed, so you can get a feel for where the wires should be. See the collectors? Those trasport generated power via the cables to the emitters and the SMES. Anyways, onto setup. This is the bit that everyone knows, but I'll just go through it anyway. If you're quick you can be done with it in ten minutes, collect your praise from the Chief Engineer, and piss off to the bar to get wankered. Here's a step-by-step guide: The first (and VERY IMPORTANT) step is to set up the SMESs. IF THIS IS NOT DONE YOUR SINGULARITY WILL NOT POWER THE STATION AND WILL BE RELEASED. SMES SETUP 1. Go to the SMESs, set each one to 'auto', TURN IT ON, and maximise its input (200,000W). 2. Set its output to match the needs of the station (100,000W should be sufficient). Now onto the engine. PARTICLE ACCELERATOR SETUP 1. Wrench down the seven parts of the particle accelerator. 2. Use cable coil to wire up each part of the particle accelerator. 3. Screwdriver shut each part of the particle accelerator. DO NOT TURN ON THE PARTICLE ACCELERATOR YET. CONTAINMENT SETUP 1. Acquire hardsuit and internals and head on outside. DO NOT FORGET TO TURN ON YOUR MAGBOOTS. NB: if you do not have enough power to create a stable containment field, acquire a PACMAN generator and solid plasma fuel, wrench down the generator so it delivers power to the cables on the outside, knot the cable underneath the generator (click the tile under the generator with a cable coil), stick the fuel in it, and turn it on. Then proceed as normal. 2. Turn on the four emitters and lock them with your ID, and turn on the eight field generators. DO NOT forget to do this! DO NOT WALK IN FRONT OF THE EMITTERS WHEN TURNED ON, they are quite nasty if you get hit. 3. Head back inside. Now it's time to set up the radiation collectors. DO NOT TURN ON THE PARTICLE ACCELERATOR YET. COLLECTOR SETUP 1. Open secure storage (ask the AI to do it, ask the Chief Engineer to do it, or break into the chief engineer's office and press the button yourself). 2. Acquire the plasma canister inside secure storage, and get six plasma tanks from the tank storage. 3. Fill each plasma tank to 1013kPa with the plasma canister. (IMPORTANT: ENSURE YOU HAVE A TANK IN THE CANISTER BEFORE OPENING THE CANISTER VALVE!) 4. Put one filled tank in each collector, and turn them on. Lock them by using your ID on them. STOP RIGHT HERE! Have you checked the telescreen to verify the field is online? If it's like this: Then you dun goofed and you need to head outside to turn on all the field generators and emitters. If it's like this: You're good to go. Now, finally, we can turn on the particle accelerator to summon Lord Singuloth. SINGULOTH GENERATION 1. Put on radiation suit and optical meson scanners (optional). 2. Turn the Particle Accelerator on, and to 2. Beware of EMPs - they can cause damage if you have mechanical parts, and toggle stuff like radios to off. 3. When the singularity reaches stage 3 (or five tiles across and purple), turn the Particle Accelerator to 0. Final step is to verify your SMESs are charging. So go to the SMES units, check they are turned on and set to 'auto', that their input is at 200,000W and their output is at 100,000W. Congratulations, you have set up the singularity engine. Celebrate by jumping into the singularity asking the Chief Engineer what to do next. 3. Troubleshooting before it's too late Singularity looking a little large? SMESs not charging? Well clearly something is wrong! Here are some ways in which the singularity can easily escape. 1. Drained SMESs / SMESs NOT TURNED ON This is probably the biggest cause of containment failure - the SMESs in engineering get drained or are not turned on, therefore causing the emitters to become unpowered. To fix, make sure the station is powered. Check the SMESs and verify that they are set to 'auto' and that their input is maxed out, AND THAT THEY ARE TURNED ON. Also, make sure that their output is set properly - 100000W on each should be sufficient (if you need power fast you can max their output). If you have checked and the station is still unpowered (hint: use a multitool on station grid), check nobody has sabotaged the station power cables. Also check that the radiation collector arrays have plasma tanks in them, and that the tanks are filled with plasma. If you need extra power (e.g. someone put down a couple of powersinks), you can wire the engine into the grid, but this is probably inadvisable due to instakill if someone shocks a door or something. 2. Incorrect containment setup Check that containment completely surrounds the generator. Refer to the pictures above to see what it should look like. 3. Particle Accelerator left on a dangerous setting If your singularity is stage 3 (five tiles across), DO NOT leave the Particle Accelerator on a higher setting than 0. If your singularity is stage 4 (seven tiles across), DO NOT turn the Particle Accelerator on whatsoever. Turn it off, and wait for the singularity to shrink. 4. Nobody put plasma tanks in the collector arrays, or collectors are off This is vital in generating power. Verify by looking at each collector - this is what they should all look like: . IF THEY DO NOT, PUT A PLASMA TANK IN THEM AND TURN THEM ON. 5. Sabotage Good luck catching this, but you can always keep an eye on the singularity and verify nobody is screwing with it. 4. Optimisation Here are a couple of ways in which you can improve the engine. Add more radiation collectors to the singularity. Make sure they have a clear line of sight to the singularity. make sure they are on a knotted wire so they can deliver power to the SMESs. Fill each plasma tank with 1013kPa of cold plasma to generate much more (2 - 3 times if supercold) energy. You'll need the help of an atmos technician for this. Add a proximity camera to the particle accelerator room so that the AI / its borgs are notified if anyone goes into that room. You can hack the particle accelerator! (Use ascrewdriver on the console, then wirecutters) Hotwire the engine directly into the grid by putting wire from the radiation collectors to the grid itself (WARNING: only do this if you are aware of the consequences e.g. instadeath from hacking doors without gloves) Set up wiring such that the emitters are powered by the singularity. Alternatively, wire one collector into the grid, which should ensure that the singularity will remain contained even if the SMESs are sabotaged. 5. OH GOD ENGINEERING IS BEING EATEN Scream over the radio for a shuttle call, and you'll hopefully save the crew. Maybe. If the singularity disappears or is not a threat, and the shift continues, go and set up the supermatter solars. 6. Conclusion Hopefully this guide has helped you set up the singularity and troubleshoot it if it all goes wrong. The singularity is safe if it is set up correctly. Don't forget, however, that the engine has the power to end the round by destroying the station, leaving nothing but vacuum in its wake. SO DOUBLE CHECK THAT EVERYTHING IS SET UP CORRECTLY! If you've read this guide and executed its steps, then power should be stable and you should be able to verify that the station isn't going to die due to a black hole. That's all from me, hope to see you all soon! -Simon Grey, Chief Engineer
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Changelings who are implanted automatically lose
Citinited replied to Streaky Haddock's topic in Suggestions
If a changeling releases their identity over lingspeak and then gets ratted out by aother ling who was loyalty implanted, I think that's fair enough. -
Washing somebody's mouth out with soap should stop profanity
Citinited posted a topic in Suggestions
What the title says; using soap on someone's mouth to replace swearing with some sort of emote like "[player]'s mouth froths and bubbles spew out!". Effect should last a couple minutes or so. -
I'm in favour of flat-out removing Nations until it is improved. Make it an admin-only event, improve it, or just ditch it because it always turns into Highlander / Dodgeball, which kind of defeats the point of having the gamemode in the first place.
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Why doesn't the mechanic have access to their own hardsuit? Seems like this would come in handy for plugging hull breaches and repairing their pod while in spess. Also it would give them something to do other than 'fly pod, have fun'. Also, a cell recharger in the workshop would be nice (currently you can use sec's but that's not ideal).
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Thanks for the reply, Vampyr. That's fine, I often find that writing code and putting it out helps with my own understanding as much as anything else, and often leads to better code. I'll respond to your points individually. To be fair, as any special character can be used here, I see this as a non-issue. However, / does indeed work, and I have tested this out already on both a server ran on my laptop and the paradise server, as AI. Perhaps NT Script was updated? This is a good point, but with the script I wrote it would only be used by the AI, and not anybody else. This means that the situation you posted wouldn't come up. While what I just outlined is semantics, this can be easily solved by only running the script should the first character be a /, or an @ as in your example. However, I quite like it running whenever the script finds a /e or whatever as it means that messages not properly checked by the AI player (consider the message "sa /eBreach in atmos!", for example) will still retain their confidentiality. However the problem you outlined could easily be solved by not running the script should the AI player include another set of special characters. For example: if(find($content, '/u')) { //stop the script. } Another great point, and one which could be semi-solved by running the code only if the special character is found. (@ is actually better for this purpose given that the AI is unlikely to use the character @ in their normal tasks.) So that would mean that every time the AI speaks, only one line of code is executed if no @ symbol is found. Good points to consider, and I might end up writing a second more streamlined version than this one. However, one of the problems of NT Script is that it has little documentation, and I need to find the correct place in the github file that deals with NT Scripting. You should just be able to paste it below the other scripts, but make sure that curly braces are properly formatted and that every line ends with a semicolon.
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Regarding that AI script, I wrote an alternative one which is shorter and does the same thing (but if you mistakenly put the character combination ina place other than the start of the message it still sends it to the channel, which keeps the message classified). Here it is: // script by Citinited. def getfreq(n) // Let's define a function to speak on a specific channel. { $freq = n; // n here corresponds to n in getfreq() and allows us to set a frequency when we define n. $len = length($content); $content = substr($content, 3, $len + 1); // strip the first two characters from the $content string. } if($job == 'AI') // only runs if the AI is speaking. { if(find($content, '/u')) { getfreq(1347); // define the supply channel as the frequency in getfreq(). } if(find($content, '/n')) { getfreq(1351); } if(find($content, '/c')) { getfreq(1353); } if(find($content, '/m')) { getfreq(1355); } if(find($content, '/e')) { getfreq(1357); } if(find($content, '/s')) { getfreq(1359); } if(find($content, '/a')) { getfreq(1447); } } I believe I can make this even shorter, which I'll probably do later. Other misc. scripts: Standard jobseeker if($job != 'No id' && $source != 'Unknown') { $source = $job + ' - ' + $source; } if($job == 'No id') { $source = 'NO ID - ' + $source; } if($source == 'Unknown') { $source = 'UNKNOWN - ' + $source; } For highlander: $source = "THERE CAN BE ONLY ONE"; $foo = explode($content, " "); $bar = "huehuehue"; $content = repeat($bar, length($foo) - 1);
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But that's the problem that players have with the karma system. The karma system's rewards shouldn't be the most powerful of anything, the reward should be a sidegrade - maybe even a downgrade. The reward should be something which is different to what you have as standard. This keeps rewards fresh without reducing what players who don't have karma get. I also feel that the karma system should never include roles like captain, head of security, or whatever. If it were, I feel it would feel very "pay to win", and those systems nearly always suck. That being said, it would be nice if Machine People could repair themselves - it sucks when you keep dropping stuff just because you accidentally burnt yourself while lighting a lighter