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Kyet

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Everything posted by Kyet

  1. Nobody does that, though. I wasn't even aware it was possible until you mentioned it. The point of automatically highlighting traitor codewords is to automatically highlight them. IE: to make them obvious to traitors who would not otherwise have noticed them. The people who manually configure highlighting aren't really the target audience for this.
  2. viewtopic.php?f=12&t=9220
  3. You're right. IMHO: 1) Rebalance the Tesla, so that there are pros/cons to each engine, rather than the tesla just being the objective best engine all the time. 2) Have more abandoned / partially constructed areas of the station, so Engineers have a wider choice of projects they can do throughout the round. 3) Have a VERY MINOR meteor shower be a highly probable event, so most rounds there will be some damage somewhere to fix.
  4. Do we expect that people would want to play this job, and actually do it all round?
  5. Does this mean: "Here is something similar" "Please port this instead" "You might get ideas from this" ... something else ...
  6. Scientist: - Change R&D. Instead of certain tech levels requiring the EXPERIMENTOR, delete the EXPERIMENTOR entirely, and have those levels attained by Science doing experiments on weird objects ordered from CentCom through Cargo. This drives interaction with Cargo, and eliminates the god-awful EXPERIMENTOR which is nothing but an annoyance. If we absolutely must keep the experimentor, then divorce it from R&D. Make it able to alter the properties of items in a semi-random way. So you could use it to get super-powerful lights, dull swords, etc. - Slightly reinforce the scichem lab. Quite regularly, someone screws up, blowing the whole thing up and effectively ending all of scichem for that round. A single decently-sized grenade destroys the test lab. It isn't big or tough enough. - Better integrate xenobio with the rest of the station. Currently, xenobio is only useful for creating pet monsters. It should have more uses then that. Additionally, having pet xenomorphs/etc should not be as common. It takes a lot of the magic out of these monsters when you're more likely to see them as a scientist's pet than you are to see them as a legitimate threat. Make a potion that allows players inside pet mobs (e.g: Runtime, Ian) to speak English. Make slime-based ingredients which the chef can use to cook interesting food. RP things like that. - Stop xenobio from breeding 9,999 spiders and flooding ghosts with "do you want to be a spider?" prompts constantly for the whole shift. I put an end to this when I see it as an admin, but I shouldn't have to. At minimum, there should be a "NEVER" option for player-controlled spiders which silences all spider-relates join prompts for that player for the rest of the round. - Increase the damage of the decloner, and reduce the cost of the plasma pistol. Currently, they are not worth their cost. Similarly, perhaps increase the cost of the ion rifle a bit (they're so powerful, e.g: being a one-hit kill on swarmers). - Reduce the number of tier 1 parts strewn throughout R&D at roundstart. They are never used. Robotocist: - Stop securitrons/ED209s tasing/cuffing robotocists who hold a stunbaton for 0.5 seconds while assembling them. It is annoying and pointless, both for Robotocists, and Security. - Fix the phazon, which (last I checked), is currently broken, and not able to phase through anything. - Display the material efficiency rating of the mech constructors in their menus. I am so tired of robotocists using ALL the materials to make one mech, because they never learned to wait until upgrades are done. - Place a bucket in Robotics by default. There is really no excuse not to make cleanerbots as robotocist. They're tireless, amazing miracle-workers. - Make sure it is easy for robotics to construct a bot that picks up trash. Often, nobody bothers picking up the trash on station. RD: - Revisit Lamarr's display case. Last time I tried to open it as RD, I couldn't. Maybe a bug, maybe me being dumb, but regardless, take a look at it and verify it can be opened. More generally, perhaps we should replace Lamarr as the RD's pet. Lamarr is a blatent half-life reference that is quite old at this point. Lamarr never really gets out of their case, either. The fun factor of Lamarr is quite low. I'm sure there are better ideas for a RD pet out there. - Consider giving the RD basic medbay access. Much of the time, the RD does R&D, and thus needs to get into medbay to upgrade it. They can already get in via genetics, or morgue. Not having medbay access doesn't stop them getting in - it just makes it more cumbersome than it has to be for no benefit. By the same token, the CMO should probably get basic science access because someone ALWAYS dies in science, and the RD should not be the only person with the required access to get them all the way to medbay. This would reduce hassle for both heads, and encourage them to work together more often. - Move the PDA password paper out of their office, and into the server room. It is way easier to break into the server room than the RD's office, and doing so should let you use the console there - unless the RD takes the paper or changes the code. The PDA monitoring console never gets used by antags, and the reason why is that the paper is too hard to get when placed in the RD's office. Genetecist (I consider this to be part of Science): - Do something to make it easier for them to handle bodies / discourage them always flushing badly-irradiated farwas down disposals. The amount of times this generates a false security alert, wasting everyones' time, is annoying. - Make them exclusively part of Science, have MDs handle cloning, and have a dedicated Coroner RP job to handle time-consuming dead body processing, like doing autopsies. Genetecists already spend 90%+ of their time doing powers research, calling them a "split department" is a lie. They're part of science, and the only reason people pretend otherwise is that they want someone to take responsibility for cloning - something that doctors, who are currently often idle, could benefit from the additional responsibility of. - Back off on some of the nerfs to genetics that were implemented. Nobody likes xray/TK/hulks everywhere, but in its current state, genetics barely has reason to exist. I no longer expect Genetics to do anything useful in most rounds. - Consider adding a fridge, like the medbay medicine fridge, which only stores SE syringes. Genetics could stock it with clean SE syringes. That would be something helpful they could produce for the station. Similarly, they could put useful but harmless power syringes in it for the crew to use. - Remove or alter the 'fade out until you are invisible' power. Catching an antag that has it is very hard. It allows people to set up almost undetectable ambushes. Having it isn't always a benefit as, last I heard, you can't hear anything while you're invisible. It seems rather gimmicky overall. - Also, stop hulks being able to completely disguise the fact they have hulk by wearing a suit and mask. Hulk should alter your body shape such that it is impossible to hide you have it. Or give you a permanent green glow. Hulks are so strong already - being able to keep their power secret until they choose to use it makes them unstoppable in many combat situations. They are capable of meleeing xenomorphs and winning, a fact that the xeno doesn't find out until they're downed by a punch. Hulk status should be more obvious.
  7. I'm just imagining every assistant on the station, with the ability to speak, anonymously, on comms. It would be revolution every round.
  8. Done. One small quirk: right now if you are near someone as a ghost when they use a codeword, you won't notice (as their whole text will be bold). I'm considering changing the markup for the highlight to be red text, or maybe have a box around it, for this reason. Not right now. Partly, this is because PDAs/Announcements are more complexity. I looked on https://github.com/ParadiseSS13/Paradis ... nnounce.dm - and every type of announcement seems to have its own special code to broadcast, meaning I'd have to modify all of them. Partly, this is because: - The entire point of codewords is to identify agents you did not know about. If you're PDAing someone as a traitor, you probably already know about them. - Very few people have access to create announcements, and announcements get more scrutiny. An announcement about, say, the blueshield, or beepsky smash, is more suspicious than simply mentioning those words over the radio. Everyone pays attention to announcements, but most people will miss a normal radio message. Unless of course, they're a traitor, and to them, it has bold text....
  9. Simple idea: when a traitor hears a syndicate codeword/response, highlight it in some way. Normal crew don't see any difference... but traitors can use this to get each others' attention. This would mean codewords actually got used, and make it easier for traitors to work together. Example: Notice that the words don't appear highlighted at first, but once I become a traitor, I see codewords in bold text. (Ignore the fact that "Prisoner Processing" doesn't highlight in the last line of this example, that's a bug I have not been able to patch yet) Code: https://github.com/ParadiseSS13/Paradis ... deword_say Trello: https://trello.com/c/bdgCcS7T Thoughts?
  10. The fundamental problem with cargo is that there is very little interaction with the rest of the crew. 1) Other departments need almost nothing from Cargo. - Sec, Medical, Science, etc can get extra supplies from Cargo, but they don't need to in most rounds. - There is almost nothing *UNIQUE* that can only be obtained via Cargo. WT rifles for security are one of the only examples I can think of. 2) When other departments do need something, that something usually doesn't involve interaction with cargo in any significant way. - Deliveries are done by conveyor/disposals, no human interaction required. - Disks from Science can be placed in disposals, again, no interaction required other than a notice on radio. Just a notice, not even a conversation. - With mining, people just walk up, dump ore from the machine, and walk away. Not even a 'hello' is required for this transaction. 3) The location is terrible. - Cargo is unique in that it is the only department on the west side of the station, the dead zone where nobody really goes. - It isn't even near the rest of the civil department (a department which is, in general, badly laid out) - Nor is it on the path between any two popular destinations. 4) Cargo's job isn't very meaningful - Only the QM can approve crates, and 'move crates from loading bay to conveyors, wrap them, apply a mark, then activate conveyor' is not a useful job. - Hand-delivery isn't possible due to lack of access. - Crate senders are inconvenient. Seriously, who thought it was a good idea to put the Science telepad in the EXPERIMENTOR chamber, on the other side of the department from R&D, in a room that is frequently home to EMPs and monsters? My suggestions for fixing these issues: A) Add more unique gear that can only be obtained via Cargo, probably for high point cost. B) Make departments actually require interaction with Cargo for certain high-tier items. E.g: Cargo should be able to order things which, when deconstructed in Science, give illegal tech levels. This would be far better for both Science and Cargo players, than Science players having to deal with the disaster that is the EXPERIMENTOR, and Cargo having little of value they can order. Cargo should also have a role in ordering more high-tier weapons/armor for sec, and possibly extra Engineering hardsuits. Things people might really find useful in their departments. A great example would be extra null rods for replacement chaplains, extra revolver for replacement detectives, etc. C) Give Cargo Techs basic department access, so they can hand-deliver items without it being a massive pain in the ass. Also so traitor cargo tech is more viable. D) Allow the cargo shuttle to be sent to a 'black market' trader that isn't CC. This trader would use a different supply point total, independent of the CC supply point total, which would start at 0, and not regenerate. AKA: the only way to order things from this supply source is to ship THEM useful stuff for points FIRST, then, once you have points, order stuff from them. The stuff orderable via this method should be mostly black market items. Illegal knockoffs of good but restricted items. Of course, using this cargo this way should be against SoP, and using it this way to procure weapons should be a space law violation. So should selling rare/valuable items from the station on the black market. However, all this could make for great RP. Smuggling ring in cargo... E) Rethink the locks on cargo crates. They shouldn't be so hard to break into. Right now, they're basically cargo's version of lockboxes. The only way to really break them with any speed is to order emitters, set up those, and hope nobody notices the giant industrial lasers. Also, Cargo are the storage specialists. Let them order, and sell to crew, "personal crates" and/or personal lockers. Things which, when you swipe your ID on them, only open for you from then on (or Captain). Like the personal lockers in the locker room, but easier to move around. If Cargo is ordering from the black market, let them buy versions that look the same but don't open for ANYONE other than the authorized owner, not even the Captain (of course, they can still be broken into, and are contraband). Let cargo sell storage solutions, like a portable version of the Captain's wall safe. Let them, for a very high cost, order crates that let them set up a permanent teleporter between two locations, like, say, Sec and the Bridge. F) Let the QM set a "risk factor" for their shipments from CC. At "None", cargo behaves as currently, with no risky events possible. At "low", CC may sometimes send cargo shuttles with, say, a lone hostile russian on board, letting the crew deal with him in exchange for a small supply point bonus. At "medium", sometimes CC might send a cargo shuttle loaded with a "gift" from the spider clan (a bunch of spiders), or a small group of russians armed with melee weapons. At "high", admins should be able to manually initiate high-risk cargo loads, like for example mysterious artifacts that NT has recovered and wants analysed on a remote station where, if they have horrible mind-alerting powers, they can do limited harm. If the artifact is successfully analysed in Science, the analysed version can be returned to cargo and shipped back for lots of points. The idea being that Cargo can, if the QM allows it, become notably more dangerous by indicating that they're willing to take on risky shipments in exchange for a point bonus.
  11. Calculating en-route prevents the bot from making potentially long journeys only to find there is nobody there at the end. Also, this update doesn't increase calculation. All it does is update the target destination so that IF the bot pathfinds (e.g: because it is blocked, and has to recalculate its route) then at least it pathfinds to the current location of the SSD person its going after, not where they were when it left the shed. If anything, this update will reduce calculation, as the bot now completely ignores anyone grabbed or pulled. This means that the bodies most likely to move (the SSDs being dragged around by other players) are now completely ignored by the bot.
  12. Updates (in most recent commit, added today): - Bot will now give people at least 2-4 minutes of time SSD before it decides to go fetch them - Bot will now detect when someone it is going after wakes up, or becomes unreachable, and return home immediately - Bot will now be able to handle cases where a body is moved (e.g: by a blast) after the bot has left cryodorms but before it reaches them. - Bot will NOT chase SSD people whose bodies are being moved by crew (grabbed, pulled). - Refactored cryopod code to be cleaner The bot will take several minutes to notice you're SSD, then more to get to you, and more to get back. You'd find it far faster to get out of the area yourself, such as by using a garbage disposal. If someone is abusing the bot for invincibility... simply ahelp it and we'll look into it. As an admin, I'm betting that will be a lot less common than the "X attacked a SSD" issues we see right now every shift. Ten minutes is kinda excessive. The vast, vast majority of people won't see a big difference between a 2-4 minute grace period and a ten minute one. If your connection dies, and you either know it is dying, or you're known to have a bad connection, someone can simple buckle you to a chair, grab you, or pull you, in which case the bot will ignore you completely. It can't block maintenance like that. If you and the bot meet each other going opposite ways down a hallway, the bot will simply run you over. It'll stun you for 2-3 seconds, move past you, and then you can keep going. This is faster than you both getting stuck on each other. If your hiding place is remotely secure (ie: bolted door, secret wall, etc) then the bot won't be able to path there, and it will completely ignore you, no matter how long you are SSD.
  13. I thought about this, but then I thought: 1) If I move the office entirely, then there can be this neat secret room right next to the primary corridor. A great place for antags, etc to use. 2) Splitting the items across both offices, with some items only available in one office, means that a pair of roundstart janitors have their gear determined randomly, rather than them having a chance to talk about it, or at least swipe the cart first. Splitting them up reduces interaction. 3) There isn't really any need for the first office if we have the second. The new second office is big enough for both. Added one. I'm inclined to agree, but I'm going to think about this for awhile before adding them. If I add more sec slots, I'm going to add lockers for them. Not just a box. Don't know. Added to closet. Thought about it - but decided they probably would not have enough to do. I can do it, though. Done. One suit added in the east room with the other suits. One extra suit added in the west room with the pick. Uh... I'm not sure if the popular support is there for creating an entirely new "Detective Assistant" job. I'd prefer to stick with two detectives. Or simply not change the Detective role. This isn't really viable, for several reasons. That's the idea - it assumes at least one cargo tech will go SSD. Delivery boy is actually a good idea idea for a job. Arguably Cargo Techs might do this, but in practice, they don't. Agreed, but out of scope for this PR. The current closet DOES have a camera. The fact the new one doesn't was an oversight. Camera added. Exactly. Two suits added. One locker added. If we're going to create a whole new job which exists solely to do paperwork in the brig... hm. Maybe I should call it something else. It is mostly because techs go SSD/cryo a lot.
  14. Both of them are arguably not Command. NTR is there to advise, not command. Blueshield is there to guard, not command. Just because they have access to Command radio, does not make them Command.
  15. This seems pretty doable. But, I ask you: is it worth it? Suppose you're looking for a specific rare item, like the basketball in HoP maint. Are you ok with NEVER finding it, because the RNG meant it never spawned anywhere that shift? Is that a better experience that them always being in the same places?
  16. This thread is for discussing a PR I plan to create, one that will increase job slots. The main goal is to give Civilians other, useful jobs to do, rather than us drowning in civilians during highpop. Here's what I've changed now: Engineer gets +1 slot, +1 locker, +1 start position at Eng table Atmos Tech gets +1 slot, +1 locker, all start positions moved into atmos itself MD gets +1 slot, +1 medical hud in the supply room Scientist gets +1 slot, +1 locker Detective gets +1 slot, plus a ton of extra items (+1 camera, +2 camera rolls, +1 handcuffs. In closet: +1 revolver, +2 ammo, +1 seclite, +1 det scanner) Borg gets +1 slot, with the new start position in robotics mech bay Cargo Tech gets +1 slot, +1 locker Shaft Miner gets +1 slot, +1 locker Janitor gets +1 slot, and a new office. In total, this adds: +9 job slots How do I fit extra stuff in for Janitor, you ask? Here's the code: https://github.com/ParadiseSS13/Paradis ... s?expand=1 (I have not yet reconciled how this will work with jobs.txt. For the moment, the job slot changes are in the job definitions.) Please comment with: Any jobs I missed that really need more slots Any of the jobs above which, you feel, need more equipment to account for the higher job slots
  17. @ tzo No no no. A second Ai is bad in all cases. A special Ai with other access levels would be fine. First it can be easily corrupted. It is independent from an apc/SMES unlike the original one. This is bad ( at least i think it is so, if not correct me) It can cut the power of the original ai in an instant ( see point one ) If you build a second Ai it should be bound to the Master AI like a borg It should have no access to the AI Sat Systems if it is not installed there. Really everytime I had a second ai in my shift as Ai it was a desaster. My point was: this seems very similar to having multiple AIs, and historically that has not worked out well.
  18. If we want to go that route, reinforced plasmaglass windows might be better. They're ~4x as strong (if memory serves) but don't block vision. Jackboots as a whole are rather meh. They have no advantage over shoes, but constantly give away your position with noise. Yes, they should probably have an advantage to balance their disadvantage. Interesting idea. Perhaps "Guard" as a new security position. Yes, this is needed. Interesting. Would be a lot of code. Not necessarily a bad idea, but might need to lock it to people with sec IDs. Yeah. I think this would slow things down. Not viable. There are many lowpop rounds with no warden/hos present. This idea would break those rounds. Station bounced radios already do this. Is this bad? That's normal. There's a "Virtual Reality Prison" idea that might be better. Or just be limited to disablers. Seems kinda arbitrary. What America does is not relevant. If you give the HoS the ability to demote people, HoP is semi-redundant and we get even more dictatorial HoSes than we have now. It already does this in some cases. Not a bad idea. Any idea that dramatically increases the admin oversight required is probably a bad idea. Encouraging sec to use lethals when they don't have to won't lead to RP. It will lead to people being out of the round early. We need automatic crime tracking, based on what people get brigged for. IE: brig someone for 10 minutes for crime X, this fact is entered on their record. If someone wants to report a crime, using the radio is faster, enables the AI to jump to them, etc. I doubt crime kiosks would see much use. No, it sounds like something any greytider could abuse by reporting 50 crimes against everyone they see. All of which have to be tracked and resolved in the system. Why not simply ask science to create a new AI? Solution: don't travel alone. Use suit sensors. We have a policy of never karma-locking default jobs. We should, however, consider upping the requirements to play security.
  19. I have no objection to any of these ideas. My only suggestion is to maybe consider throwing one bigger idea/project in there as well. I do plan to create an "add additional job slots" PR myself once the feature freeze is over.
  20. Yes. Reasons: - What if there are no living, full heads? Only acting Heads? And the Captain dies? Without a "yes" here, there can be no Captain. - What if the acting head is the only head that *wants* the position, or is realistically able to take it (other heads are busy?) - We really should allow for people to become Captain legitimately, otherwise it gives RPers less to aim for, and antags just another reason to kill the Captain for their things because they can't get legitimately promoted to that position. I'm not sure if the questions about actual heads outranking acting heads is sensible or not. As far as I am concerned, an "acting head" IS a full head until their replacement arrives. They get the same access, they have the same authority. The "acting" doesn't mean "has less authority than normal", it means "on a temporary basis until a replacement arrives". It is for this reason that I'm against the use of "Acting X" titles (just give them "X"), and in general, against distinguishing between acting heads and full heads in terms of policy.
  21. As soon as the freeze ends, I am going to put up a PR that increases job slots. It will start with jobs which already support many slots (Scientist, Engineer, Medical Doctor, etc) - and thus require little-to-no map changes to support more.
  22. Thanks! Currently, the bot opens doors - but it also forces the door to close as it moves past, making tailgating the bot very difficult.
  23. I thought about this. But I decided not to implement it, on the grounds that the bot already takes time to get to the person, haul them back, cryo to count down, etc. Adding a timer before the bot even picks them up probably won't do much. I mean, sure, it could stop someone being picked up if they disconnect for a moment... but the existing delay between the disconnect and the bot picking you up (it has to physically reach you, for example) should be adequate for this. Flagging people on the manifest does literally nothing to address any of the three problems I outlined that were the motivation for creating this PR. I've tested the pathfinding a fair bit, and it seemed to work well when I tested it. I even tested weird things, like blocking the bot off mid-path with walls. Are there scenarios you've seen bot pathfinding fail in before? If so, can you list them? I would like to test all possible pathfinding scenarios. New safeguard added: the bot will never cryo the Captain, or any head of staff, on the grounds of them probably carrying restricted items. New safeguard added: the bot will never cryo anyone in viro/xenobio (on the grounds of the locked door preventing access there) or cells/permabrig (on the grounds of people trying to use it to cheat out of those areas). Please list them. I want to have coded-in safeguards which prevent people abusing this.
  24. The list of criteria for pickup is currently: - Must be a /mob/living/carbon/human (ie: no borgs, no simple_animals, etc) - Must be on cyberiad zlevel - Must be not dead - Must be SSD (controlled by a player who is logged out) - Must not be anchored - Must not be handcuffed - Must not be at our home position in cryodorms - Must not be someone we've previously tried to pick up, and failed - Must not be on a space tile - Must not be buckled/attached to anything - Must not be in a completely inaccessible area (e.g: behind a bolted door)
  25. I thought about that. Currently it has a safeguard where it won't pick up anyone who is buckled. So if someone tries this this, you can simply buckle them for a minute to see if they're attempting it. There is also a safeguard which prevents it picking up the same person more than once. So no matter what, this will only pick you up once per round. I have debated making it ignore people SSDing in areas that they don't have access to. Haven't coded that yet, though. Probably will.
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