Jump to content

FalseIncarnate

Members
  • Posts

    445
  • Joined

  • Last visited

Everything posted by FalseIncarnate

  1. Relevant:
  2. Couple of things here: 1. Porting ANYTHING from Goonstation is incredibly difficult and highly unlikely to occur. They are a closed-source codebase and highly protective of their content. Goonchem was a very big deal to get, and even that was with some serious restrictions on what could be done (since it was effectively a recreation and not a true port). 2. There already are objectives in the vein of 2 and 3 of your above suggestion. There is an objective to ensure X number of cultists escape alive (and still in the cult) at round end, and another to sacrifice a specified crew member. 3. Having an objective to simply convert (and not need to ensure survival / continued cult loyalty) crew is rather boring, as you are not really at risk of failure if the chaplain starts passing around the holy water. 4. Having an objective to steal a special round-specific item ("magic pen") is one of the largest meta red-flags, as the simple existence of such an item would immediately scream "it's a cult round!" to anyone who spots it. It would need to be an existing item or be otherwise indistinguishable to non-cult/non-chaplain players so the Captain/HoS/Sec team can't just lock it away before anyone gets a chance to try and snag it. It should also be something that exists on all round-types (especially if the chaplain can discover it's religious/arcane nature) to avoid becoming the red-flag of the round type. Obviously it would need to be randomized, so that it's not always easy to find. 4. Having an objective to capture souls would be an interesting addition, though I would make active constructs count towards the soul collection (since they are captured souls shoved into a shell), so that the captured players aren't removed from the round entirely because the cult is afraid to make more constructs from their soul shards. 5. Stealing money is a rather boring objective, given how little people actually use their money. A more interesting/interactive economy system would need to be implemented before a steal money objective could be worth adding. Overall, yes, Cult definitely needs some more variety. It is also one of (if not the absolute) oldest game modes we have on the rotation that has not been kept up to date / overhauled within recent months. Giving it some new objectives would help shake it up a bit, but a real updating/overhaul would be much more effective for breathing new life into the game mode in the long term.
  3. Suddenly they. Begin to talk like. William Shatner. ... In space again.
  4. I think if a player were to select blindness or deafness as a round-start disability, they shouldn't get some sort of handicapped equivalent for glasses or headsets. It is their choice to select those handicaps, they should do so knowing and being prepared to dealing with said drawbacks. Implementing code to select those genetic disabilities as a round-start handicap wouldn't be incredibly difficult, as there already exists jobs that begin with certain mutations (Bartender starts with the sober power). Though this could be used by genetics to quickly determine the blocks that contain disabilities to help them focus their search for the already quite powerful good mutations by eliminating which blocks contain these disabilities. It's a debatable suggestion, it has its pros and cons to be sure. It's significantly easier to implement if you don't give them special equipment for their condition.
  5. This has been successfully implemented into the server code. Locking this thread due to completion.
  6. I don't understand what you mean by the merge conflict comment above, as this suggestion was successfully implemented over 2 months ago. This has been an obtainable item for over 2 months now, I think I'll lock the suggestion as it is completed.
  7. My IPC is one of the characters who deliberately avoids ending their sentence with punctuation as part of their style. While I will use mid-sentence punctuation like commas, I will (typically) not end the sentence with a period, question mark, or exclamation mark to reflect that no inflection is being used in the tone at all. Sure, this can be confusing, which is also partially the intent behind it, but forcing the punctuation would render this developed personality quirk rather obsolete and nearly impossible to continue. I do have a habit of forgetting punctuation on my human character (mostly it's simply due to rushing my typing in tense moments, others just plain forgot), though that is not an intended mannerism. The clerical kit isn't bad, but I do kinda question the amount of use it would get (especially with it being trivial to get different colored pens and a hand-labeller as a non-antag). Could potentially just replace the Chameleon stamp with a kit that contains that stuff (since the kit contains the stamp already). TL;DR: I don't punctuate on purpose (RP reasoning), forcing punctuation would severely complicate the matter. Kit is okay. EDIT: Perhaps if the pen can fake signatures, it would take the name from your worn ID (meaning an agent ID would be needed to forge the captain's signature) and/or have some subtle giveaway that it is fake (perhaps the signature ends with a period or is slightly different in size from the normal one)
  8. He actually assassinated the king. We then walked away rather than deal with him.
  9. This poll has been active for roughly a week and a half, with few to no votes within the past few days. Therefore, I feel it's safe to say that opinionated parties have had a chance to cast their votes and the poll can be fairly judged as conclusive. At the time of this post, the results are 7 / 11 / 3, with the clear opinion being that at least some of the modular icons for botany are removed. To this end, I will remove the modular sprites from all the pre-defined plants such as apples and bluespace tomatoes. Random seeds will retain their modular sprites, which may be changed in the future (though is not promised at this time). Thank you to everyone who has voted and shared their opinions!
  10. These would definitely contain / be made with goon chems in addition to things such as juice and water. Recipes will vary depending on flavor, obviously.
  11. Thirsty? Feeling bored with your normal selection of bland Space Cola and Dr. Gibb? Well prepare your tastebuds for the newest line of Nanotrasen consumer products! With a wide variety of flavors to choose from, you'll wonder how you got by with those OTHER drinks for all this time! Okay, so bit of background on this first: With that aside, onwards to the actual suggestion. So, what if Nanotrasen made a line of soft drinks in the style of Jones Soda? Imagine for a moment a variety of drinks, each a different flavor and perhaps a different color. Each of these drinks would have a name that is a reference back to Paradise as a community, and some of the major events and features that have helped our community define itself or provided excellent stories. Further, each of these drinks would be able to be made on station with the right ingredients, as well as from a new vending machine which stocks randomly selected flavors each shift. Pretty fun sounding, right? Well, this is where YOU come in. I want your ideas for this line of beverages! That's right, this is something I'd like to add, and want to involve the community in nearly all the way! The reason is quite simply two parts: 1. I'm not always that great at coming up with names. BUT MORE IMPORTANTLY: 2. This is a community-referencing suggestion, and so it's only natural that the community be part of it! So here's a few ideas I came up with, to give you some sense of what I mean with the whole reference stuff. Name: Grape Granade Flavor: Grape Description: "Exploding with grape flavor and a favorite among ERT members system-wide." Reference to: the story of john the ERT, and all the seemingly brain-damaged ERT members before him. Name: Paradise Punch Flavor: Fruit Punch Description: "Tastes just how you'd think Paradise would if you could bottle it." Reference to: Paradise Station (I really hope I didn't need to explain that one) Name: Blackeye Brew Flavor: Root beer Description: "Creamy, smooth flavor, just like the bald heads of the masses. Supposedly aged for 30 years." Reference to: Greytide, Bald black-eyed assistants, New players Name: Apple-pocalypse Flavor: Apple Description: "If doomsday came in fruit form, it'd probably be apples." Reference to: The apple-pocalypse (when the server crashed because a certain botanist grew too many apples) Name: Berry Banned Flavor: Berry Description: "Reason for ban: Excessive Flavor." Reference to: Admins, Banned players Name: Melan Melon or MIDI Melon Flavor: Melon Description: Tastes Swedish... You also can't get Brodyquest out of your head. Reference to: Melandor0 (the host of Paradise), Admin MIDI spam So, with those examples as a bit of a style guide, I'd like to encourage everyone to post their own suggestions! However, I have some rules I expect all suggestions to obey: 1. ABSOLUTELY NO REFERENCES TO CHARACTERS BY NAME. This is meant to be references to the community, well-known events, and the server as a whole. If your suggestion refers to a character by name, it will not be considered. 2. AVOID REFERENCING SINGLE CHARACTERS. People come and go, so referencing a specific character is highly discouraged. Moreover, most characters don't have the same level of impact on the server's culture and history as you might think, so try and avoid the urge to make a drink referencing a single person like Robin Rainwater. Exceptions can be made depending on various conditions, but should still be avoided when possible. 3. AVOID REFERENCING SMALL / PERSONAL EVENTS. While you might remember that time you slipped the clown and threw his bike horn into the singularity, it's rather unlikely the community as a whole does. Try and select events that impacted the server's culture (the stories section of the forums has some good content!) and are generally more well-remembered. 4. LIMIT SUGGESTIONS TO PARADISE STATION AND GENERAL SS13 CONTENT. A reference to something that is part of TG's server culture won't make much sense here, nor would a reference to that episode of Family Guy you just watched. Keep the references relevant to this game and this server. With that in mind, let's hear your suggestions!
  12. Botany can procure plants that consume / produce gases from the random seeds. This means they can produce oxygen while removing plasma, for instance. But that part is off topic from the point of the thread. Now that we've gotten a decent number of votes, I'll state my opinion (didn't want to influence anyone's vote so I didn't vote initially or state my choice) on the matter. I think that the modular icons, while rather ugly, are great for the random plants. They really can make for some funky looking fruits, which are typically quite obviously not normal and thus should be treated with caution when you consider eating one. However, for the vast majority of plants, the modular sprites rather suck, as pumpkins don't actually look like pumpkins, carrots are almost brown, and berries are a single color (as opposed to the pile of multi-colored berries we used to have). I would personally prefer to remove the modular sprites from all the pre-defined plants, and retain them for the random seeds. This will help you identify the non-standard products, as well as retain their colorful and wacky styles. Meanwhile, the standard plants using their old sprites will generally be more identifiable and detailed, which is one of the main advantages of the static icons. Processing resource usage costs being lower is not something I can say "it will be X% better!" due to the number of factors involved. However, even a small improvement in reducing the number of icon manipulations is still considered an improvement. We still have the sprites for nearly every standard product, so it would be rather simple to reintroduce them without a need for a large number of new sprites, but removing the entire modular icon system seems like somewhat of a step backwards for botany. The modular icons and color traits are definitely fun systems for the aspiring mad botanist to experiment with, though I feel they should be more limited to the xenobotany portion of it, rather than forcing it upon even the standard farmer botanist who is just trying to make a living growing corn in space.
  13. READ THIS WHOLE POST BEFORE VOTING SO YOU VOTE ACCURATELY! As many players are aware, porting over the newer version of botany/xenobotany from Baystation a couple months back brought with it a new method of generating icons for the produce grown on station. Before the port, all plants had pre-made produce sprites which were fully colored and unable to be altered. This was nice because it allowed for multi-colored sprites (like berries), unique/identifiable sprites for different produce, and was generally less intensive on the server to assemble icons and overlays for EVERY harvest each time it was harvested. The downside was that mutating or modifying these fruits would never let you create a purple potato or similarly odd-colored fruits, and a "random fruit" would be visually identical to another type of fruit since they would use the same unchangeable icon. The port brought with it a modular system wherein the produce's icon was generated from one or more parts with the plant's trait color(s) overlaid onto it's grey-scale base to create what the player sees as the harvested produce sprite. This is nice because it allows you to create wacky colored fruit, and works well for the random plants which are able to modify the icon through the plant's color trait(s). The downside is, this is a bit more taxing on the server, as it must generate an icon and overlays for EACH harvest, and that many of the sprites and colors are either very bland, flat-looking, or oddly shaded (typically too dark). The resource usage might not be too noticeable, but does add up over time. And so, I have been quietly asking a number of coders and players individually on their opinions regarding the botany produce sprites, and potentially returning to the old pre-made sprites for them, to gauge an initial reaction towards the general idea. Further, I presented each of them with the same three options as listed in the above poll. Option 1: Scrap ALL modular icons from botany produce. This option would remove all uses of modular icons from botany produce, returning to solely using pre-made icons. This would require random plants to either gain their own special sprites, or to use the same sprites as other plants. This would also render the TRAIT_COLOR_PRODUCT unused, since you would be unable to affect the color of the grown produce. Option 2: Scrap modular icons from normal botany produce, but keep it for Random Seeds (Strange Plants). This option would remove uses of the modular icons from all pre-defined botany produce, such as carrots, bluespace tomatoes, and wheat. However, Random Seeds (Strange Plants) would still utilize the modular icons to generate their produce icons, including their wacky colorations. TRAIT_COLOR_PRODUCT would still be used, and could be copied from normal plants for use in modifying Random Seeds to customize the product of the Strange Plant. Normal plants would not appear different if their TRAIT_COLOR_PRODUCT is changed. Option 3: Keep modular icons for ALL botany produce. This is what we currently have on the live server, and would be keeping things as-is. EXTRA NOTE: Regardless of if the outcome of this vote is in favor of removing the modular icons from botany produce, the actual plant icons that appear in the tray or soil would continue to utilize it's own modular icons. This vote ONLY will determine the use/removal of modular icons for botany products. Okay, now you may vote. Thanks for reading this!
  14. My concern with a goal like that would be it could encourage doctors to harm people just to heal more. Medical and sec would definitely have more difficult to balance goals to avoid them creating their own opportunities (heal X damage, brig Y criminals for Z+ minutes), but things for other departments are definitely simpler to balance. Engineering: have X watts in the power grid at once Cargo: send back at least Y points of supplies on a single shuttle Support: mix/cook/grow Z Janitor: have fewer than W messes left uncleaned at round end Crew: collect all the mecha miniatures Mining: Don't go SSD
  15. I've got those sprites! They are not lost to the void yet! These are FoS's sprites. I'll never be this good at spriting.
  16. So effectively a way for players to see the chance of random events occurring? I'm not sure this is what you meant, but if so, I don't think that really would benefit them, since it's still RANDOM chance.
  17. Circumventing a karma lock is entirely out of the question. This would effectively render the unlock completely useless, which would be at the bare minimum aggravating to those who already spent their karma on it. Having a check to see if they have the karma lock would be snowflakey at best in terms of the code required, and would need to be checked ONLY when they are being inserted into an IPC head as to ensure that the posibrain remains a viable choice for ghosts to return to the round as a cyborg. While science may or may not reliably get diamonds now (this will likely change with the TG mining port being worked on), there IS a posibrain on the table in robotics at round start. Further, any cyborg using the "Android" alternate title has a posibrain inside it, meaning there are additional posibrains. I can support printing off replacement torsos/groins, however that in itself would be rather problematic since it's actually the torso that is considered the mob in terms of tracking variables. This already creates some odd issues that need to be resolved regarding things such as repairing brain damage on a dead IPC, as the brain damage is (counter-intuitively) not tracked on the head/brain. So yea, allowing robotics to print off new heads and effectively build entirely new IPCs, while nice sounding, will likely not happen. This is for the same reason that there are no monkey cubes for any karma race: to avoid people bypassing the karma lock system and becoming one mid-round easily. Printing off torsos, while also nice sounding, would require a heavy amount of work for coder(s) to implement given how mobs are handled, and likely will not happen any time soon.
  18. While IC assistance with recipes would be helpful for new players, the wiki covers that same information in a clear manner already, causing it to be somewhat redundant and less convienent. If it perhaps functioned as some sort of analyzer that could provide information on things like the reagent description, addiction and overdose thresholds, and perhaps a calculation of the expected effect of the amount inside, it could be arguably more useful for new and veteran chemists alike. Having it watch for reactions also seems like a rather messy/snowflake functionality. As for the automation one, that unfortunately doesn't encourage the chemist to do bare minimum for their job. Tying in economy-support would just further complicate ensuring patients get adequate care. Nothing would be worse than desperately needing a medicine, only to find the chemist is charging a king's ransom for it or that the funds are all gone before you arrived.
  19. When bay introduced the limited supply chem dispensers, there was much chatter among the admin and coders. General consensus was that we do NOT want to use their limited chem dispenser, as it makes a potentially life-saving job (chemists making very needed chems) reliant on a job that rarely does their job (mining).
  20. The PR I was referencing is pretty unrelated to this thread, and was only brought up since someone mentioned brain damage being unable to be repaired. I did my best to make the info important to the players as clear as possible in the PR description regarding the new chems. You can view that here: https://github.com/ParadiseSS13/Paradise/pull/1370
  21. This hasn't been true for a bit now actually. Following the port of goonchem, IPCs were able to process reagents for a while, so you could use mannitol on them. However, more recently, they were given their immunity to most chemicals back, with some exceptions. In addition to that, they were also given a very small number of reagents that ONLY affect them, one of which being Liquid Solder. Liquid Solder repairs brain damage just like mannitol, but only for IPCs.
  22. As Earth said, the current live code exempts IPCs from a LOT of chemicals, though they do still have some that affect them in addition to a few synthetic-only chems. Things like Sulfonal, Neurotoxin, and Initropidil don't affect IPCs, while acid does. A bugfix PR is being made right now that will return their inability to eat/be fed pills. That was something that I forgot to correct in the initial Synthetic Reagents Processing PR.
  23. As an IPC player myself who tends to hang around the engineering department, I have managed to get a little accidental study into the EMP effects on IPCs. It IS possible for an IPC to survive one or two EMP blasts, though this is quite rare. I suspect it has something to do with light EMP vs heavy EMP effects, much like how explosions have a light and heavy blast. Getting hit by a heavy EMP is a death sentence. These are commonly found from the singularity. Ling EMP screech, EMP chem reaction, and ion rifles. Light EMPs are much rarer, and seem to be an ungodly hard-to-pinpoint small area from singularity EMPs and Ling EMP screech. Given their immunity to many forms of traitor "stealth" kills, IPCs can't really have their EMP sensitivity adjusted without making them more powerful against syndicates. Sure, a well placed pistol shot will still decapitate them, but that's hardly stealthy.
  24. Just a reminder on this (will probably still be semi-relevant even if i get these requested changes in) that the weed control crate has plant-b-gone grenades and a scythe. Also, the janitorial ERT gets telescopic scythes. Don't be afraid to call for a clean-up team!
  25. This is roughly what I was thinking, have the potency or something factor into the spread chance, so that the super-fast vines aren't GONE, but rather more difficult to get if that's what you're after. Limiting the spread might be a little trickier, but I'll poke it and/or the other coders to see what can be done there. If I can get limiting working, I'd probably tie that to yield though, over maturation time. Spreading onto the same tile as plants or trays shouldn't happen. I'll look into that since that sounds like a bug or oversight that I missed. That was another thing I was considering, perhaps making a 3rd value for the trait that does the planting without spreading. So it would be something like: TRAIT_SPREAD = 0 //Requires tray, no spread TRAIT_SPREAD = 1 //Can be outside tray, no spread TRAIT_SPREAD = 2 //Can be outside tray, shroom spread (glowshrooms) TRAIT_SPREAD = 3 //Can be outside tray, vines spread (kudzu)
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. Terms of Use