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Shadeykins

Retired Admins
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Everything posted by Shadeykins

  1. Presently the encryption key is a wopping 2TC, which while that isn't much is enough to somehow dissuade the majority of syndicate agents from getting it despite it's massive utility. Traitor rounds could be made a lot more interesting if we saw more coordination between various agents, and a good way to encourage this would be to halve the cost of the encryption key which provides people with the syndicate radio channel. So! Modest proposal. Drop the cost of the Encryption Key from 2TC to 1TC.
  2. The one you could get to by emagging a teleporter. It's been removed outright for whatever reason. If the argument was "Nobody used it", the counterargument is "The teleporter was bugged, and it was unusable." The teleporter should have been fixed, rather than having the station removed outright.
  3. Kidan have a language that's a bunch of clicking noises, I'm pretty sure it doesn't parse in an onomatopoeic fashion.
  4. I don't think it necessarily has to be onomatopeic. It'd be nice to have a language that actually looked foreign more than some fancy, coloured text gibberish.
  5. Avoid excessive violence on the first one, as well as "Don't let anyone escape" is not an objective.
  6. There was no real reason to remove this, as in the solid year of playing here I've /never/ witnessed someone manually detonate the nuke to grief. We just had a nuke-ops round where we had the nuke and the disk, and couldn't arm it because the menu was broken. Logically, the team was told to go to the ship and send it off while one stayed behind to manually detonate the nuke. Manual detonation was removed, so there was just an awkward fifteen minute wait until the shuttle left. The suggestion is thusly - if the NAD is in the nuke, you should be able to manually detonate it by cutting or pulsing the wires. This is useful not only for nukeops when things go awry, but for blob rounds and deathsquads when things get out of hand and the nuke needs to be fired off ASAP.
  7. 1) Fair enough, but couldn't you use gas pumps for the /exact/ same reason? 2) Passive vents don't work at all presently, digital manifolds when selected at the dispenser dispense uvents, and pumps can stop working entirely if you toggle environment power. These are all things that were recently broken (expect for the digital manifolds). Example: I set up a turbine line, and rigged a pump connecting two pipes together. I had hacked the APC to toggle environment power to remove the air injector. The pipe before the pump had 4,500kPa. The pipe after had 0. I turned the pump on, at 4,500kPa. Gas did not move through the pump. I replaced the pump with a volume pump. Nothing. I replaced the pump with a passive pump. Nothing. I toggled environment power again. Nothing. As soon as I added a straight pipe to connect the line, gas went through. The only variable that I can really think of is the toggling of environment power before laying the pumps down. This is something recent, and started happening at the same time passive vents broke. 5) Alrighty, that makes a bit more sense. 8) The return won't quite be 12.5% as some aspects of LINDA are not going to be solely computational. The return in efficiency is likely smaller, but with that said we've got no real reason not to make the Atmos system as efficient as possible. Whether or not the degree of efficiency is negligible, we should still try to make as many savings as we can - small steps add up eventually. "Rounding" of places occurs anyways regardless of the number of decimal places you have (unless the decimal places are zero), what this does is effectively remove an extra number from processing. Instead of rounding at the hundredth thousandth place, you round at the ten thousandth. Depending on how Dreamweaver spooky script works, rounding may not even occur at all - much like in C++ where nothing is calculated beyond the defined decimal place. (It simply doesn't calculate beyond the number of decimal places defined. No rounding occurs.) 5.574 is easier to compute than 5.5743, even if just marginally. As I said, it would drop computational weight by 12.5% at best - which isn't necessarily an uptick in performance by 12.5% overall (The actual net savings in performance are probably under 1% considering how fast a processor can do math). I just see having a ten thousandth place as being moot in terms of game mechanics, and needless computation. I'm not sure how Dreamweaver spooky script works, but in most scripting languages defining the amount of decimal places you calculate is really, really simple and generally involves changing one number, or adding one line.
  8. Hate to double post, but I wanted to add on this. Atmos Grief is pretty much outright bannable, so why do we have the lines hooked up like they are to make it easy? The efficiency of an atmos network also has knock-on effects on server performance, so there should be strides made to make the pipenet use as few pipes and work as reasonable as it can to both reduce the number of calculations involved and to get the most out of LINDA.
  9. 1) Passive pumps should be... Passive pumps. Currently passive pumps are useless because they cap at 4,500kPa effectively doing the exact same thing as a regular gas pump. Passive pumps should act much like the passive vent, which is to say they should be used to direct passive flow without pressure caps. Remove the 4,500kPa cap, and make them operate at the same speed as passive vents. This would give atmospherics three distinct options, 4,500kPa, 200l/s, and passive. 2) Fix digital manifolds, passive vents, and pumps. This could probably be slung into a bug report. Digital manifolds spawn uvents when selected, and passive vents don't work. Pumps stop working at random in rooms that have had the environment power toggled. Tully can confirm that weird things happen in the turbine room because of this, all the time. 3) Make air injectors run off air alarms. Air injectors in their present state draw from environment power, meaning to turn them off you need APC Access. Atmos Techs do not have APC access, and therefore can't disable or remove their own air injectors. They are also a giant pain in the butt to turn on in their first place, and should have a manual option of enabling and disabling rather than the current signalling nonsense they use. 4) Allow 'doubling up' of pumps, or remove double up'd pumps in atmos altogether. Doubled pumps cause some weird bluespace shenanigans and don't work. Want to make a line not draw anything? Just add in another pump! A great example is the turbine gas line, which doesn't actually work properly due to the presence of two pumps, one near the outtake for the gas tank, and one in the turbine room. This is probably a bug, but there's no real reason to have two pumps in the first place - if you want 'throttle' control in certain lines they should be hooked up with a pump placed somewhere sensical, and valves. 5) Remove the Turbine tank. It's not really necessary, and it actually reduces efficiency by capping what can be put in the line at 50L/s, rather than 200L/s. I have yet to see someone serious about the turbine make use of this tank, it's always cut out from the line. 6) Fix overpressurization, and add a space line to the scrubbers network. Yesterday we had someone get griefy with N2O and air alarms, by setting a few alarms to 1,000kPa. The end result was that the scrubbers line had so much pressure in it, that it was ineffectual. It was working at 4,5000kPa per tick, and in 20 minutes the pressure didn't visibly reduce (The metres and all forms of tracking cap at 9,000kPa) from the metre reading of 9,000 despite the oxygen tank rising by 40,000 kPa. In my experience, the more pressure in a pipe the more ineffectual intake becomes. At this point in time, there was likely over 100,000kPa in the scrubbers pipe - not good. There should be an passive vent outlet into space controlled by a valve for the scrubbers pipe. This presently isn't doable because vents don't operate without being under the control of an APC, and the area outside of atmos' windows in terms of mapping is not a designated area for any room. 7) Add in high-volume metres. Our regular metres cap at 9,000kPa, as do PDA gas scanners. Add in other metres that can detect volume above this amount, or just change the existing metres/scanners. 8) Speed up LINDA by capping it's calculations by the power of a thousandth, rather than ten thousandth. In layman's terms, LINDA calculates atmos to .0001 decimal places - at least from what the in-game scanners and metres suggest. .0001 pressure is irrelevant in mechanical terms and impact, and I assume only exists to measure the effect 'breathing' has on the atmosphere of a room. Force LINDA to only calculate to .001. There would be a huge amount of net savings in terms of computational weight. Assuming our common pressure range runs from a thousandth, to a ten thousandth the savings are somewhere in the range of 1/8th, or 12.5%. That is of course assuming that the ten thousandth decimal place is factored into all calculations (Which it by all means should be in the vast majority of cases, unless there's some weird voodoo going on). If this affects breathing (As breathing may or may not calculate in the thousandth decimal place), simply make breathing cost more. The net effect breathing has on atmos is so incredulously small that it's irrelevant anyways - the only potential knock-on effects from this is that oxygen/nitrogen/plasma tanks may run out at a slightly faster rate. This is easily offset by changing their default values. Feel free to add on to this, or discuss.
  10. By that logic, Cyrillic and Arabic alphabets make no sense. There are plenty of languages written, and parsed in symbols.
  11. The oxygen thing already occurs if you haven't taken a considerable amount of it. I believe so long as your lungs aren't ruptured, oxygen damage heals if you're put in an oxygenated environment.
  12. Hardsuit helmets don't deploy if you have a hat or other headgear on. None of the hardsuit helmets automatically deploy anymore, even if the head slot is unobstructed. Not sure if it's a bug or a recent change, but it's dumb.
  13. Plasmaroom thanks to moi. c:
  14. Make it use symbols. It can be like the UNKNOWN language from that pokemons all them kids are playing.
  15. Skrell were water-based or something right? Make them more pressure and cold resistant, at the cost of roasting easily and taking oxygen damage if their toxins hit too high. (Logic here is water-based species can't properly process oxygen if toxin content is too high). The damage bonus has been removed. The only advantage they have is their damage type is "sharp". Inaprovaline has never done anything to Kidan, actually. It no longer exists, either. Kidan damage reduction has been nerfed. Their damage type isn't sharp for melee combat. Kidan/Unathi are generally taken by people who want to play over-the-top ridiculous, characters. I have yet to encounter a Kidan/Unathi character who actually takes themselves seriously, or in the case of Unathi isn't just greytide who saw a free race option.
  16. I'd rather see greater differentiation between races implemented before we see more races.
  17. I suppose, but I look at it from this angle. LINDA pretty much nullifies plasma or N2O grief with atmos, and therefore there's no real reason to have plasma lines connected or an additional line at the end of the scrubbers network - because they're functionally useless for traitors as is. But good that I know what that line is for now! Either way, I'm saying efficiency is important - especially at round start - because of how slow LINDA is in the first place. There should be as few pipes as possible, with as few connections/random dooamahickeys. Isn't it possible to have pipe caps at a few junctions here and there so people can cut in if they want to make modifications? As it stands present modifications to increase line efficiency require you to ratchet up active, pressure filled pipes anyways.
  18. I'd like to add.. Cut out the excess lines on the scrubbers network. At the end of all the filters there's a line connecting it to the turbine line, for reasons unknown. As the gas present has gone through every single filter, there's no gas leftover and therefore.. No reason to have a connecting line. Just put a cap on the end of it.
  19. Admins have fixed this for me on multiple occasions by just making my plasmaperson an IPC prior to evolution. c:
  20. Plasmamen will have enough time to hatch without dying due to the flames, but the fire more or less bugs the hell out and produces infinite light on the player, which then turns the newly transformed shadowling to dust. I have first hand experience with this. >_>
  21. As much as I love my IPC's, I'd like to see a few different things with Plasmamen first. They're essentially Vox who auto-die if their suit gets taken off right now.
  22. Specifically... Change where the plasma line feeds into the distribution loop to not include the turbine gas line - I feel like it'd make a lot more sense if the turbine gas line - in the distribution loop APC room - was completely separate and unattached to the big shamble of other pipes to free up some space... And cut out or cut back on the currently existing freezer array in favour of some free space that better allows people to rig up additional pipes for either the distro loop or for the turbine gas line. If not that, at the very least there's a few places where gas pumps are doubled up - in what I assume is an attempt at better pipe control - where there could simply be a valve instead. Again, a great example of this is the pump feeding into the turbine line about six pipes away from the tank. The primary two pumps leading from the plasma line and oxygen line both can slug out 4,500kpa, but that's irrelevant because both are choked by another pump, meaning you cap out at 4,500kpa output despite having 9,000kpa input. With LINDA, the concept of superpressurizing/supercooling gases and putting them into canisters for atmos has sort of lost it's appeal and I think it'd make more sense if the space was freed up to give atmos technicians some breathing room if they want to do something other than fill tanks all day. *Cough* Turbine *Cough*. But really, this'd drop the time it takes to rig up a proper turbine gas line and make the turbine a viable option for what it's actually suppose to be - a different way of powering the station.
  23. "Competent geneticist." PFFFFFFFFFFFFFFFFFFFF
  24. Wow, a man after my own heart. Literally after your heart, as in his fist is going to impact your chest, go through it, and take out your heart.
  25. Everyone knows that foxes say "Kon-kon" just like cats say "Nya-nya". Like, oh my god, like, god people, like, really? God.
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