PJB3005
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Everything posted by PJB3005
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Okay, so, i've been having so much fun on /vg/, especially playing MoMMI and making the SM pumping LOADS of power. but that just isn't possible on paradise, why? because the SM code on /vg/ is way different, you're supposed to leave the emmitters on, shooting at the SM with 4 emmitters at a time, and being able to tinker with it so much. The current SM is absolute garbage, it produces next to no power, has a WAY higher upkeep, and isn't antag proof, having the SM on the station is only a danger, one that many engineers decide to just lock up as tight as possible once the singularity is started. The /vg/ SM however, is fucking brilliant, I got 4 fucking emmiters shooting at it 24/7 and it's still 100% stable, producing atleast 10x as much power as your stupidloth can ever dream of, and guess what? actually requires skill to set up, seriously, I can be working on the SM for atleast half an hour before actually starting it, just getting the most out of it, it's really fun, and has good antag oppurtunities too! The round after I'm typing this, I set it up to (actually requires more things than just the SM ported, but I can do those once the repo isn't a fork anymore) have it's vents closed until the temperature reached 2300°K, at which point it would rapidly cool down to 50°K, it'd even get up to the 25% critical stages before it'd cool down, and people wanted to lynch me for it the first few times, but got used to it, then a borg ruined the fun and disabled the coolant pumps, and waited 30 minutes before it'd blow(it could've been 5 if it wasn't to dumb to think about my exotic SM design), because of how nicely it was setup, and guess what, even when it reached 70%? nobody gave the slightest of a shit anymore here's a quick comparison: Normal SM: pros:none cons: incredibly volatile doesn't produce close to the amount of power to warrant it's danger can't tinker with it, unless it's things like moving the collectors closer, it'll end with the SM being ejected to easy to sabotage /vg/ SM: pros:has a WAY higher skill sealing produces enough power to be worth having good setups can be way more rewarding, skill required doesn't even NEED a mass driver under itself, the space vent is a waste of collectors place anyways sabotaging can be harder if you're not smart enough, but if you are, sabotage can be the same as the current SM cons: nothing worth mentioning, really TL;DR: /vg/ SM is love, /vg/ SM is life
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I was only talking about how /tg/ handles seeing the ores, but PLEASE don't use /tg/ mining, it's the absolute worst, unrewarding as fuck, dangerous as fuck, and the most porting /tg/ would cause is make mining dependant jobs(R&D, robotics) boring because most shifts won't even have miners with the awfull system /tg/ uses
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I personally didn't like the fact that mesons light EVERYTHING up either, I ussually take them of whenever i don't need them, might be easy to code if we look at /tg/ mineral scanner too
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Small but necessary changes to the prison labor camp
PJB3005 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 -
airborne diseases i think
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https://github.com/d3athrow/vgstation13/pull/1938 honk
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Department / Job(s): Mining Objective Text: Mine and process X pieces of (optionally) X ore. Completion Criteria: have the furnace keep track of what it smelts and how much it does, and just check that. Department / Job(s): Geneticists/Medical Doctors Objective Text: Have atleast X people scanned in the cloning computers. Completion Criteria: check the cloning scans on every cloning computer, and just add them together Department / Job(s): Janitor Objective Text: Ensure that X area is spotless at the end of the shift Completion Criteria: just check if the contents of an area include vomit/dirt/blood/etc Department / Job(s): Clown Objective Text: Slip atleast X people before the end of the shift Completion Criteria: just count every time somebody slips Department / Job(s): HoP Objective Text: Ensure Ian comes back to centcomm alive and well on the shuttle. Completion Criteria: just check if Ian's on the shuttle when it docks, and alive Department / Job(s): Engineers Objective Text: Ensure atleast X amount of power is being generated at the end of the shift Completion Criteria: probably codeable, but don't ask me how Department / Job(s): Atmos Objective Text: Ensure there are no active alarms at the end of the shift Completion Criteria: there already is a list of alerts for borgs/computers, think 5 seconds about that
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either this, or remove extended from the rotation, nobody RPs enough to justify extended.
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what wintermote said, I find the simplicity stupid too, making space more hazardous is a good thing, SS13 STILL doesn't feel like a space station, AT ALL, games like dead space do catch that feeling, and guess why? SPACE ISN'T A FUCKING VACATION RESORT, ESPECIALLY NOT ON THE SCALE SS13 IS SUPPOSED TO BE.
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I think the best option is some kind of obvious indication when you examine the robot and when you look at the sprite. The examine verb should indicate that the cyborg is shut down. The sprite itself should be slumped over, lights turned off, certain parts no longer glow. Same case for when the cyborg dies - it needs to be made more obvious that the cyborg is out of commission, at a glance, to players who run by. IIRC, there already is, the sprite of the borg has no lights, and when you examine it says the borg looks completely unresponsive
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"larger field": completely useless, unless the fields have % failiure rate with bigger singulos, and it makes the singularity unreliable, because it'd be able to dodge PA shots(if it's stage 2) "more collectors": also for SM, can't use it as an argument this much, also the SM is way easier to add collectors to "dual singularitys": last time i tried, on a test server, when just messing around, they just went boom, gone, though that might've not even been paracode
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Just gonna this image from a recent /VG/ round here, to "help" the debate a little: what I'm saying is: TINKERING FOR FUCKS SAKE, CAN'T DO THIS, STUPID PUNY "SINGULOTH",more like, smallolothI'm bad at puns, CAN YOU?
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TeG, because it's the engine that allows for the most tinkering, AND it allows atmos to help out aswell else, SM, for tinkering, and actually being able to be used as a traitor tool
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PSA; bananium is smeltable now, due to a pull request i made a couple days ago, server might've not yet updated though
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the title explains itself, anbody who's a ling at round start can't be a target for other antags i have a couple of reaons technically, your kill target would be dead BEFORE ROUND START, since the ling would have killed your objective to get on the station, this isn't counted ingame, because, unless you have escape alone or the alike, you'd be an antag without objective second; HAVING A LING AS KILL TARGET SUCKS, if the ling doesn't get itself killed by doing its lingy things, it will most likely be tranformed into somebody else, and it could be ANYBODY (except yourself), basically you'd have to kill the ENTIRE station if you want to be sure you greentext, wich is murderboning and grief, see the problem?
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wouldn't placing the 'empty' station on a hidden Zlevel work? then make everybody start on that specific Z and change some Z level accesibility settings
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i would personally like to see a more complex power system, currently, the only side-effect of doing things like hotwiring is that an assistant hates you because they tried breaking in somewhere and got more burn damage, it also makes power sinks trivial, wht'd be cool would be to care about power outputs, substations, etc... for example, you place a powersink at science, but, you modify the settings on the science substation and the sink so that it goes unnoticed, unless somebody sees the sink itself or an engineer bothered to monitor power levels, then, once the sink stops, the amount of power outputted will be too high for the APCs to handle, all science APCs overload, breaking lights, overloading machinery and and luring ALL the engineers to the area, so you can emag into the CE office and steal the blueprints unnoticed
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i'm straight up gonna say no; let's be honest, virology is boring, nobody will buy it, because at the first sign of a virus the CMO would fix it, or a herd of 'metagamers' runs to the HoP, jobban people who can't be bothered washing their hands and change the round into the human side of plague inc. not to mention the problems if the heads are unavaileble; this can be due to revs, traitors lings, or an other antags, really, you need a full time viro in that case, and making it a karma job will do the opposite