FalseIncarnate
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Everything posted by FalseIncarnate
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Wasn't able to do the normal weekly post like last week due to domain issues with the forums, but not much happened beyond fighting a couple trolls and then everyone leaving early. So, this week, hopefully Team 2 will see some more action! As usual, stream can be found at http://www.twitch.tv/falseincarnate
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Should illegal implants be hidden from body scanners?
FalseIncarnate replied to Crazylemon's topic in Suggestions
I spitballed a concept internally among the coders, and am re-posting it here for feedback and consideration. However, this is NOT a promise of implementation, but rather a point of discussion related to the topic at hand. The concept is that medical scanners would be unable to identify or even locate any implants that are not Nanotrasen-standard issue at round start. This means Death Alarms, Loyalty Implants, Chem / Tracking and the incredibly rare Exile Implant would be visible on the scanner, as Nanotrasen actually stocks the station with these routinely, and thus has their data in all the medical systems. However, any Syndicate implant would avoid detection and identification as the system simply isn't able to identify it due to . However, should such Syndicate technology be located and confiscated, it can be deconstructed and analyzed by science (or maybe medical or security have a special machine for this) to update the medical scanners' firmware to properly reveal and identify that type of implant. Obviously, in order to do this, a working implant must be recovered (or "donated") and would be destroyed, giving security a valid use for confiscated equipment that would not be in violation of Space Law, and would actually aid them in locating other traitors in a non-meta way. This avoids the potential of a random doctor reporting someone 10 minutes into the round because the scanner detected a "foreign body" or whatever the exact readout was, but offers a co-operative counterplay to the stealth offered by implants. In effect, a given Syndicate Implant will remain undetectable to the scanner until after one has been found and analyzed, at which point all scanners become capable of revealing that given type. By that point, you already know that there are traitors aboard the station, since one was stupid enough to get caught with his implants anyways. Again, this is NOT a promise of implementation, but simply an offering of a concept for furthering this discussion in a civilized and productive manner. -
Lighters can fit into cigarette packets
FalseIncarnate replied to Saint Pepsi's topic in Suggestions
Consider it successfully suggested: https://github.com/ParadiseSS13/Paradise/pull/3288 -
I could see grenades (specifically flash bangs), but not syringes. The medical and hydroponics belts both hold syringes, and the bandolier is specialized for ammo, something most of the other belts cannot do (sec can, but usually fills up on cuffs and donuts and such).
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Lighters can fit into cigarette packets
FalseIncarnate replied to Saint Pepsi's topic in Suggestions
Seems simple enough, though might have to limit it to the cheap lighters. A zippo would probably take up like half the pack. Perhaps let you shove a cheap lighter in at the cost of losing 2 cigs worth of space, or a match at the same space as a cig (if we even have individual matches, i should check that). As a non-smoker myself (in and out of game), I'm not entirely sure of the spatial constraints you'd realistically face from this, but I know it's possible. -
The bio generator (aka, that weird boxy machine in hydroponics and the public garden) is capable of producing almost every job belt. Yep, that means: Tool (utility) belts Medical Belts Security Belts Janitor Belts Hydroponics Belts Bandoliers Now, the cost may seem high at a first glance (300 each), but the bio-gen is actually upgradeable! Even a small upgrade drops the cost significantly! Additionally, plants give an amount of biomass to the machine based on the amount of plant matter and nutriment reagents present in the inserted plants. This starts at 10 biomass per unit of either of those reagents, but is also increased by the upgrades of the machine. It's possible any issues with the machine people have had regarding biomass values were from either from a while ago, or due to using poorly chosen plants (plants with lots of Chems or protein tend to be inefficient choices). But again, even a single upgrade goes a long way with this machine.
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We did have domain issues all day yesterday, causing a drop in population and also forum access. This has been fixed, so the population should bounce back. Add on the fact a lot of people returned to school this week, and those of us who work, this drop isn't too surprising. We should see a rebound starting today as the domain works again (it expired, whoops) and the weekend is just around the corner. I don't think "more random events" is the right answer. However, that population lull would have made for good chances to run small admin events because lower pops tend to have fewer issues simply by virtue of everyone having more space, thus requiring less admin over-watching.
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Actually much more difficult than you realize. This would require rewriting the JavaScript of the claw game to support effectively a second mode with a modifiable drop chance that isn't tied to pixel offsets and such. Making lube interact with a machine like space cleaner and a microwave is simple because that doesn't affect the actual code of HOW something runs. This suggestion is technically possible, but more work than it really is worth.
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End the traitor's "contact" suggestion at round start
FalseIncarnate replied to alexpkeaton's topic in Suggestions
They are already related to your character's nanotrasen relations choice, so if you want to avoid it, put yourself as supportive or loyal. Although yes, it should probably make sure they aren't banned from antag roles just to be safe, if we went this route, so that we aren't giving people mini-antag rights when they can't be trusted with full antag rights. -
Last week, we saw the return of Shia LeBouf, and fought valiantly against the endless tide of his motivational shouts. Kagura was mind-controlled, forcing Aisha to cast a geas on her and put her in time-out. Annie and Keenan were both also absent (due to the players not being around last week), so the party was fighting at only about half-strength even with the newcomer and his lizard. After defeating one of the Shia Leboufs, it was discovered they merge upon death, forming monstrously sized former actors. The party fights on, but will they all survive? TUNE IN AT http://www.twitch.tv/falseincarnate TO FIND OUT!
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End the traitor's "contact" suggestion at round start
FalseIncarnate replied to alexpkeaton's topic in Suggestions
While I do like the idea of using other antags so as to encourage cooperation, this runs the risk of a captured traitor simply ratting out another traitor who hasn't actually done anything as a means of escaping a harsher sentence. The main issue I see is that the "contacts" very often tend to entirely a crapshoot for the contacting traitor. They don't know the codewords, so you are almost forced to reveal your status to them directly unless the help you need is very subtle. Additionally, nothing stops them from simply turning around and calling security on you, meaning many times the traitors simply won't bother out of self-preservation. It would be ideal if the contacts received the code words when they were selected, so as to help both them and their respective traitor aware of their "role" and to facilitate contact and communication. This runs the fine line of danger though, as they can still betray their traitor and turn in the codewords / traitor, but balances it with the knowledge that they are actually meant to be an aid and will likely not be as scrutinized for actually doing just that. -
When TG mining was ported, it was decided to outright remove Xenoarchaeology to speed up the port's timeline. This was done based on a popular opinion that it needed a big overhaul and we wanted better mining first. When this decision was made, it was said that we'd be looking into possibly redoing the entire system from the ground up, and there was some internal discussion on potential options for how the new Xenoarchaeology could function. To my knowledge, no significant work had been done on it since that point due to various other projects / life stuff, but it has not been officially announced as being permanently removed. I'll shake some discussion up with the coders again to try and get some better details released. TL;DR: unknown timeframe or extent of changes, but return is planned to my knowledge
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This week on the Pathfinder stream: SHIA LEBOUF RETURNS! http://www.twitch.tv/falseincarnate
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The chemistry windoor currently has a quarentine blast door already on its tile. Adding a SECOND nigh-indestructible set (shutters are pretty much just blast doors) would be far too much security, actually in excess of that at the bridge or the secure armory. Additionally, if the chemists don't want someone to see what they are making... well, perhaps chemistry isn't the right place to be making it.
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Make Heater/Freezer Pipes Rotate Clockwise
FalseIncarnate replied to Shadeykins's topic in Suggestions
https://github.com/ParadiseSS13/Paradise/pull/3045 -
Make Heater/Freezer Pipes Rotate Clockwise
FalseIncarnate replied to Shadeykins's topic in Suggestions
This probably wouldn't be too hard to implement, I'll look into doing so soon. Alternatively, I might just make it pop up a list of the directions and let you select the one you want. That seems like it would be far superior than make someone spin it around 3 times again because they accidentally clicked once too many. As for why it's like that, probably laziness on the original coder's part. It's much easier to just use a pick() of the 4 directions than to make it actually loop around properly, although clearly not ideal. -
The World is back, with a vengeance. Our intrepid heroes (and anti-heroes) split into teams to take down this abomination with the help of some extra-dimensional allies! Zhen Hyuga, samurai of the Pathfinder Naruto conversion campaign guest stars as a member of Team 1, who has been shot onto the surface to take down The World again. Tune in at http://www.twitch.tv/falseincarnate to join in on the shenanigans!
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The idea is that the ticket counter would work like a hybrid between the merchandise computer in cargo (the one that has the flags and snap pops) and a vending machine, in that it lists all the prizes and short descriptions while only accepting a physical payment (like how you can buy with cash from a vendor, except this would use tickets). The arcade would to some extent be much like the bar, however it would be obviously more focused on the games and act as an alternative to the "younger" crew and those who don't drink / hate the jukebox / the bar blew up and I'm not able to survive in the vacuum of space. The arcade room would house at least one of each of the arcade games (eventually this might not be the case due to size limitations, in which case it would house a random assortment) as well as the ticket counter, and maybe a snack and drink vendor. This area would not really make sense as part of the bar / cafeteria that we currently have, as it simply doesn't fit the right theme. The problem with making it reliant on a person is that there'd be little stopping them from just giving out the toys for free. The bartender has their EFTPOS device so they can actually collect appropriate income for the drinks served, but how often do you actually see this used (ignoring potential lynchings, riots, and theft of the booze-o-mat as a result of them doing so). Further, fighting the RNG for would still give you the reward of the tickets for beating the game, just as they currently reward you with the prize itself now. There'd be little to gain other than some guy saying "Hey, good for you, have a sticker." to differentiate it from the current method. If the ticket counter machine is able to be emagged, it would likely unlock some secret syndicate prizes instead of turning it into a death machine. Things like a syndicate balloon or perhaps some of the cheaper and less commonly purchased items like syndicate cards or soap, for example.
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The plan is for there to be a machine that handles the ticket redemption, not an otherwise useless karma role that would lock people out from getting prizes because there is no arcade tech on board. That said, since the arcade stuff is/will be buildable, nothing would stop an enterprising scientist / engineer / grey shirt from building a competing arcade establishment, and acting as its owner. Not sure if the ticket counter will be upgradeable, but definitely a possibility (better prices or maybe gate the prizes behind upgrades? Need to think on that) I am considering. On that note, though, keep an ear out for an upcoming announcement regarding arcades.
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That's definitely a direction i'd like to see things progress in. the claw game shows that it is possible, just gotta find coders who are dedicated enough to make new games using it. I can look into doing a Cyclone game (as this would work fantastically with the transition to tickets from arcade games rather than direct prize dispensing), and definitely encourage people to try and find / make new ideas for arcade games.
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Probably feasible to make it as a "stop the bar" game, though Cyclone would probably be a better fit for that style. Cyclone (aka, that one game where the light spins around the circle and you gotta stop it between the hoops to win the big prize)
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Honestly, I'm not sure which is better: Phantasmic's art, or the pictures people post as reactions. Keep it up regardless of whatever the answer is!
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Laptops were initially intended to have a game cartridge or something they can use, though laptops have more or less been abandoned as a project. However, with some work, it definitely could be possible to give laptops some love and add games like you suggested to them, fulfilling both your suggestion for a portable game and giving laptops another reason to consider wasting your hard-earned credits on.
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The point of that forum is not so much for the cases where admins make mistakes (because, despite what some of us might tell you, we at least have a shred of humanity in us), but rather for cases of outright abuse of permissions. Many times, perceived cases of abuse of permissions tends to be a misunderstanding due to perspective, situation, or other biasing factors, and are easily and quickly dispatched as untrue. However, there have been cases in the past where admin complaints have led to investigations into the actions of some of our past admins that uncovered blatant misuse of their powers, and the rescinding of their permissions as a punishment. Many of our admins would in fact admit to their mistakes; I have personally apologized to players for wrongfully contacting (or in a rare case, banning) them by mistake. However, in the interest of keeping our admins both honest and mindful of their boundaries regarding use of their admin powers, the admins complaint forum is a necessary evil. I do not foresee it's closure/removal in the future, though I would appreciate that players remain mindful of its purpose and avoid accusing an admin of wrongdoing for ensuring that our players are held to the rules they agreed to follow by continuing to play on our server and as a part of our community.
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This week on CRIT FAIL: THE CAMPAIGN, King Dertien and his menagerie of mismatched comrades attempt to hold a coronation ceremony and festival for the new king! But will everything go according to plan, or will the nefarious GM prove to be more than a match for a simple festival? TUNE IN AND FIND OUT! http://www.twitch.tv/falseincarnate