SpaceTimeNow
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Small but necessary changes to the prison labor camp
SpaceTimeNow replied to SpaceTimeNow's topic in Suggestions
Yeah that's kind of a problem, obviously if you use meson scanners then you will see where you dig. But i do aggree, prisoners should be warned about that somehow. Not sure how though, i think the most intuitive thing would just be having stronger stone, that's not breakable by a simple pickaxe, surrounding the building. But where to stop with that? One of the reason i prefer this type of prison is that you can actually break out of it and maybe reach one of the near outposts, if you are crafty about it. -
Small but necessary changes to the prison labor camp
SpaceTimeNow replied to SpaceTimeNow's topic in Suggestions
It doesn't, but my guess is that whenever you "create" a new asteroid floor tile, it doesn't come with gasses, so so eventually all the air in the labour camp will be too spread out to be able to breath in Well this makes sense, but issn't there a vent ouside to prevent that? Guess the single vent is just to slow, or the amount of gas stored is to small. Or are we just talking about prisoners just flat out didding through the outer wall into space? -
Small but necessary changes to the prison labor camp
SpaceTimeNow replied to SpaceTimeNow's topic in Suggestions
Does digging remove the "floor" and the area vents to space? -
I would like to use the labor camp much more, because i think it should be peferred to to just shoving someone in a cell. The prisoners can actually do stuff in there and concentrate their energy to beeing productive instead of annoying everyone around them. But is think the labor camp is way to insecure for an officer. You basicly arrive in the tool storage, filled with pickaxes and shovels and all the other great weapons. A security officer has to uncuff a prisoner at some point, but doing this out of sight, in a small area and right next to a loads of pickaxes is just flat out suicidal. There should be some sort of Custom offices -ish airlock system where only a security ID has access to the buttons. Also there should be a small control room where an officer can at least watch cameras that are inside the labor camp building and maybe one camera at the exit. This camera system should also be accessable for the warden from within his office. tl;dr: Make the labor camp more usable and secure so it will be used more often. It will help cool down the heads of the inmates because they can have some fun or focus on something productive and are less like to cause trouble the entire round. Just like in reality.
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If you have the time, if only one single room is burning, if no one is actually inside or near that rooms fighting for their lifes and an outside wall is even available, then yes, this is a preferred method.
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Haha, sounds awesome. A device to make the Admin day easier and adds some fun, why not. And expect for the obvious usefulness of mass transporting, teleporting and antagging people i could see this also improving transparency when a admin is intervening with the game. I think it would actually be better if a admin arrived in an adminbus and rejuvenated someone instead of a corpse just rising from the dead and you having to ask the admins if they did it or if it happened IC (like a changeling). It would highlight in a very direct and intuitive way that a admin was working there.
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Well you could take many of those and just spawn them mid round with a timer. "You have 15 minutes to slip 20 people and not get put in handcuffs. Be smart about it, you are not allowed to hurt anybody, go!" "We want the Bar squeaky clean in 3 minutes, go!"
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Yep, found it. Paradise / code / game / objects / items / weapons / storage / bags.dm /obj/item/weapon/storage/bag/plasticbag/process() if(is_equipped() && head) if(ishuman(loc)) var/mob/living/carbon/human/H = loc H.losebreath += 1 else head = 0 storage_slots = 21 processing_objects.Remove(src) return Paradise / code / modules / mob / living / carbon / human / life.dm if(losebreath>0) //Suffocating so do not take a breath losebreath-- if (prob(10)) //Gasp per 10 ticks? Sounds about right. spawn emote("gasp") if(istype(loc, /obj/)) var/obj/location_as_object = loc location_as_object.handle_internal_lifeform(src, 0) else //breathe Edit: Guess that means a person wearing a plastic bag would survive longer when running through a bio toxin area, also his last breath might have been contaminated with bio toxin. Don't know if that's by design or not, but i see no harm in adding the no breath verb since you could force the same effect with a plastic bag anyways.
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The interessing thing is that if you put the plastic bag on you can fill your nitrogen tank as vox without getting oxygen damage, so it seems to make you propperly stop breathing.
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Someone should test what happens if you do the same with a plastic bag, since it's basicly the same game mechanic. Either it's already coded in and would work for the breathe verb or we found a bug with the plastic bag. - What happens if i am standing in a room with N2O take a breath and put on a plastic bag on my head, do i pass out? - What happens if two persons stand in a room filled with bio toxin, one takes a breath and puts on a plastic bag and the other one just keeps breathing in the bio toxin, who dies first? I won't have time to set this up, it would be great if someone could try that.
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Expand on the whole remote signaling gadgets
SpaceTimeNow replied to SpaceTimeNow's topic in Suggestions
What keeps the person from breaking the laser twice? It might be invisible but i would would think 9 out of 10 people would turn around and move to the airlock that just closed and by doing so break the laser again. -
You can actually have a fire going on inside your waste loop pipes, especially if you syphon a plasma fire somewhere. This fires almost never go out on their own, because the moment you syphon a room somewhere else (for whatever reason) you add new oxygen to the fire and the heat that already built up in the pipes incinerates the oxygen instantly. This high temeratures will obviously result in very high pressure which makes the filter system constantly pump extremly hot air into the nitrogen tank. A big chunk of the oxygen will transform into CO2 so the oxygen tank should not heat up that much and nobody cares how hot the stored CO2 is. But the nitrogen tank will slowly gain temperature and since the Nitrogen makes 80% of the stations air, it will have a good impact on the mixed air. Due to the massive amount of nitrogen that is stored and also the massive amount that gets pumped into distribution these days, it takes a good amount of time to effect the actual stations atmosphere and the rounds are usually to short for it to be noticeable. But beeing inside atmos you can actually see that comming and obviously you want to work against it. What's makeing no sense is just blindly cooling down the waste air below 20°C (like many people tend to do, for whatever reason) because it will have the opposite effect if you keep that going for to long. But the rounds are usually to short to notice that either. God, everytime i write something about atmospherics, i have to control myself not to mention how carebear this job has become. Well, guess it didn't work this time.
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I have also thought about this and noticed that additional security jobs would be very difficult, but on the other hand, security has already to much to deal with and don't really need anything more to do. Maybe security should be counted successful if all or a certain number of antags fail. Edit: What would be possible for security are jobs like, "The station blueprints have been stolen, retrieve them". This could be triggered sometime after an antag interacted with the blueprints.
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Well, but the SM blowing up this early could only be due to a Engineer fucking up. The "we need to rescue the SM" part should only come up when someone forgot to check up on the engine. By this point you most likely got everything running in atmos. We would have the same problem with the singularity released every round if people wouldn't know how to set it up. But by now everyone fucked up and got yelled at by the admins so often that almost everyone knows how to work the singulairty. But by this logic we could never use a different engine ever again. People just need to take the time and read the instructions, or go and set up the solar arrays if they refuse to learn the SM. Edit: There should be a system in place (at round start) where you could vent the hot air of the supermatter pipes in space. Most people cannot rescue the supermatter, because at a certain point the SM "waste air" is so hot that it cannot be efficiently cooled down by the coolers anymore and they keep pumping the hot air back into the supermatter. If they are smart enough stop the hot air from reaching the supermatter inject port, then the waste loop just clogs and you can't cycle the air anymore. This can currently only be reverted by atmos tech adding additional pipes and vent into space, for which you most likely will have not enough time.
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I really like the idea that you can hook up the remote signaling device to airlock systems, or use a proximity sensor to send a singal to your other remot signaling device to act as a small alarm, but i would like this tools to be expanded. Like a device that can be programmed to play a certain recording / or sound when it recieves a singal. Like a propper alarm instead of a remote signaling device beeping. The beep is to generic and you can't distinguish what signaling device recieved a signal if you have more then one. Or why not make it send a short predefined PDA message? I was also thinking about how to built a clever deathtrap as a antag. Like once someone enters the room the the proximity device sends a singnal and the cameras go out, lights go out, the airlock lights go dead and the airlock bolts drop. Next, the atmos shuts down and a gas canister opens. After one minute another signal is triggered that reverts everything back to normal and the AI just sees a dead guy in a room that opened a canister. And as long as nobody screws some panels open and finds the deviced attached, they would never know.. In theory i think it sounds freaking awesome, but practically you stumble into problems left and right: - How to hide a proximity senser with a signaling device attached. There is no hide mechanic for it and the sprite of that is ginormous. -What if the persons moves two tiles away and back, the person triggers the proximity device again and everything toggles everything back to normal. -You can't lock the remote signaling device, so the person could just pick it up and send the signal manually again. - Most likely the airlock would bolt open because you can't send a airlock close signal and a bolt singnal at the same time, the airlock bolt signal wins and gets executed first so the airlock most likely blots open instead of bolting shut, so you need some tool to delay certain actions. - Can you even hook the a signaling device up to a camera or the lights? (i am actually not sure, can you hoop up signaling devices to all exposed wires?) But even if you can, a pulse would only hold for so long on certain wires. Many of them reset with time, like powerwires. Maybe a traitor item that cuts / mends wires when a singnal is send? - I don't think you can hook a transfer valve with a remote signaling device up to a canister and just release the content, can you? There could be done so much cool stuff done with this, either good or bad. But you are left with a few tools which all seem just be there to be used for bombs, where things like sending the same signal twice wouldn't matter anyways, because boom.
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True, maybe N2O would be a better example because you possibly could see it before entering, but i would argue that i would hold my breath every time i would enter a area with a with a emergency shutter flashing red, so it could be of some use i think. I think of it beeing a mechanic that could be used if you know you enter a dangerous atmospheric enviroment. Also it's a very good point that it should remember if the last breath you took was contaminated with a harmful gas and damage / effect you accordingly. And mabe make the character take a huge breath when the verb toggles off. From a coding point of view i would let the character take like 2 or 3 breath instead of one at the moment the verb toggles off.
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Protects you from pepperspray/holy water/poly acid doesn't it? Yes it does, but that would be true for every item that covers your face, it's not really a propperty of the gas mask. And i think it would only protect vs the hitting the eye part of the pepperspray, i don't think it a gas mask does currently prevent from the breathing in the pepper spray part. What should be exactly what a gas mask is designed for. I suggest we take the gas mask discussion to my new topic and keep this topic about the puking from now on.
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I think there should be a verb to hold your own breath. Much like when you have a plastic bag on your head (only without the bag and by choice of the character), so the code should be partially there. If you pass out or shortly before you would pass out the verb should deactivate automaticly (realistic human response). I would see that useful when i play my vox and have to refil my nitrogen tank (remove internals). Same would go for humans in an area filled with CO2 or something. I think it's a very natural thing to do and it should be possible ingame. I am not 100% sure about this, maybe someone could confirm the following: Even against Bio toxin it should be helpful to hold your breath, i think a good chunk of the bio toxin damage comes by inhaling it. Obviously he would still get damage from his body beeing exposed to the bio toxin, but that's just one part of the damage. So someone could actually pass a corridor filled with bio toxin for the duration he could hold his breath. Same would be true with fires, i think.
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I think every gas mask should have a passive benefits even when internals are off. Like 20 second protection against breathing bio toxin, after 20 seconds the bio toxin damages the filter and the filter needs to be changed or internals need to be on. Stuff like that.
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I think every gas mask should have a passive benefits even when internals are off. Like 20 second protection against breathing bio toxin, after 20 seconds the bio toxin damages the filter and the filter needs to be changed or internals need to be on. Stuff like that. I will actually make a new topic for that.
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^this and ^this The game should complicated and somewhat realistic. Obviously "Rule of Cool" should apply, there is good realism like space beeing dangerous and bad realism like making people brush their teeth and all the other boring stuff we have to do in RL. Most modern games are flat and boring and lacking mechanics and features. I think makeing space more lethal is usually a good thing, but the game does generally a very poor job conveying the actual status of the character to the player. Especially since the health bar is actually just a pain meter. It should be better indicated where the pain comes from, what parts of my body maybe mutated and so on. The occasional messages try to convey a certain feeling to the player but the wording is sometimes missleading and does not make the player realise the urgency of what going on. Something like: "The pain in my chest is killing me, I can barely breathe anymore" would do a much better job as "you feel a sharp pain in your chest". Edit: And it is really wierd that you have to scroll up in chat to find out which part of your body mutated, this totally breaks your immersion, because a character would know that, he could feel it.
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Do Gas masks without internals filter anything at all?
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Sounds fun to me, i am in. I am curious to see if we could actually get the new Station going. (The one connected with the engineering shuttle). It has Atmos tanks and a place for A engine and AI. It should be possible if everyone would pull together.
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I think adding some goals never hurts. But what should be prevented is that people would get forced into achieving the goal and cannot use one of the few RP heavy gamemodes to actually RP. It should be optional for crewmembers to join in to earn more money or some other IC reason.
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Yep, i get fucked over by this the whole time when playing vox in medical. Can't use sterile masks for obvious reasons...