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Everything posted by Shadeykins
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The exam room used to be a security checkpoint with medical guard armbands, for reference.
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*Updated armour section, and went back and rehashed some of the weapon descriptions (namely the telescopic baton) in the Security Items page.
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Updated to take new suggestions into account.
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Mushrooms aren't plants at all, they're mycelium. (the vegetative part of fungus)
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Dreamweaver magic. Personally, I just used paint.net. Despite "every second counting" I'm actually in favour of blocking cryo off like this, because I want to murder someone every time there's 4 fully healed random people standing in the cryo tubes room simply because they slipped in when a door was ajar. It also stops patient stealing by civilians dead in it's tracks.
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The walls between the cloner and the tubes are a massive pain in the butt, and a window on the genetics wall is sorely needed. Doors have been moved to the opposite end of the tubes, to still keep the rabble out of the cloner - this also has the benefit of keeping the rabble away from the tubes where bodies are generally stripped of belongings for cloned people to then take. This not only looks a lot nicer, but it clears up room and allows the geneticist to actually see the cloner, and even as far as the cryotubes. Removed a wall and added a locker, as per suggestion by FalseIncarnate. Removed the excess alarms, as per suggestion by FalseIncarnate. Added in a chemfridge, as per suggestion by Keroman. Before any more door arguments pop up, if you can get past the first doors in medbay, you can get past this second set. It poses no real delay/issue in actual emergencies where you need to use the cryotubes.
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Make genetics have only the CMO's authority
Shadeykins replied to FlattestGuitar's topic in Suggestions
I'm going to distill my argument, since there still seems to be a lot of confusion for some reason. Genetics is required for medical to function. Genetics is not required for science to function. If it's going to be put under one department, it should be the department where their services are a requirement, not the one that isn't. I support it being placed under one department entirely for the sake of accountability of geneticists, and making them not-impossible to fire. Geneticists being easier to fire will in turn help steer them back to actually doing the primary and most important component of their job, CLONING. Cloning is I shit you not, the first thing mentioned on their job page after the two sentence summary (which also mentions it). http://nanotrasen.se/wiki/index.php/Geneticist They never do it despite this, and placing them directly in the medical department (as well as putting a damn window in) will alleviate this issue. -
This could be easily solved by having the tiny 16x16px (if it's even that) sprite that shows up on examine be enlarged to 32x32.
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Make genetics have only the CMO's authority
Shadeykins replied to FlattestGuitar's topic in Suggestions
@tzo Borging someone when cloning/transplating is an option is akin to murder, and you deserve to be charged with murder every time you do this. You are literally stripping a player's ability to have any amount of free will just because you don't want to do an extra bit of work. Roboticists who don't have papers get charged with murder (even if the person consents), and people who arbitrarily borg brains (where they can't possibly get consent) are doubly guilty of such. @Fox Mutadone isn't supposed to or intended to reset all the blocks AFAIK. Humanized monkeys are incredibly important for brain transplants, cloning purposes (head transplants for skeletonized/husked bodies), organ banks, and limbs. In a changeling round (one of the most common round types), it is not unusual for me (as CMO) to go through anywhere from 6 to 15 humanized monkeys/farwas/naeras/wolpins/whatevers. Geneticists being able to be dismissed far more easily is far, far superior than the current situation where they are almost impossible to fire. Genetics has a direct impact on medical. It has no impact on science. -
* Updated weapons section of the Security Items page.
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welcome to paradise regens senapi
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I'LL TWIST MORE THAN YOUR WORDS, PHANTASMIC i'll twist your hair into lovely braids
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Less a respawn and an alternate method of cloning, then.
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Make genetics have only the CMO's authority
Shadeykins replied to FlattestGuitar's topic in Suggestions
Genetics provides Clean SE's (presently broken as mutadone accidentally fixes all blocks, oops), Humanized Monkeys, and subsequently identification fixes to brain transplanted/injured parties. They have a direct, and active role in medical functions. They have no direct, or indirect role in science - science already has medchem, xenobio, an outpost, deathmechs, deathlasers, and the ability to build entire departments, I fail to see why they have ever also required the ability to demand geneticists hand over powers on demand. This is not to mention that geneticists powergaming (and they do) has absolutely no impact on the science department but SEVERE and major ramifications for the medical department (greater patient influx, not to mention to expenditure of time to make mutadone smokes and the CMO being expected to chase after hulked geneticists with syringe guns). When I played medical religiously I'd always encounter the issue that I was unable to fire geneticists who blatantly abused their position and refused to provide basic services when directly ordered to do so (such as farwahumans), or decided they were entitled to steal every last toxin kit for their tourettes abominations because they'd fall back on the fact that the RD is their boss, and the RD will generally always side with the geneticist because they're not accountable to genetics at all, and siding with the geneticist has the advantage of the geneticist sharing their superpowers with the RD. Having genetics moved solely to be in the confines of medical is a good first step, and a good second step would be to move the genetics consoles up a tile and replace the walls adjacent to the cloner with glass windows. No other job straddles two departments like this, and there's realistically no good reason that this one should - it just creates a lack of accountability and headaches for a sub-department that's already renowned for not doing it's job and causing trouble. -
I can see the ability to respawn as being a huge issue, respawn is largely disabled as it is to make death slightly more meaningful and to avoid meta.
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I Want to Flesh Out Slime People Lore
Shadeykins replied to MrBarrelrolll's topic in Wiki Development
Sounds good. As per usual make sure not to push any lore edits live until you get approval from the headmins. -
Found the shadowling ten minutes in when it tried to pop, and yelled about it. Shadowling almost got seriously robusted by an army of greytide immediately after.
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Updated to strikeout pages edited by Flattest.
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I don't see why not. It's probably a remnant from rev rounds.
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Kei'Shen x Bulma
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Most of the pages I'm referencing are link-offs from that page.
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Representative's Journal: Luca Trovato
Shadeykins replied to Nakhi's topic in Stories of NSS Cyberiad
It took me reading this to realize that Luca isn't a guy. ... >_______> -
Updated.
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Uh. No. Necaldun x Nomzy. It's already written out in the stars. http://nanotrasen.se/forum/viewtopic.ph ... dun#p22287