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Everything posted by Kyet
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There's a partial blacklist already - queens, for example, won't nest in hallways, or in any room where a hostile is visible. I'm not going to arbitrarily ban spiders from ever entering the cryodorms room, though, because: A) If the person is actually SSD, they should be in the cryo pod, which spiders can't open B) If they're not actually SSD, they're just AFK, they're a valid target. I might code in something that makes spiders consider SSD players to not be valid targets, however, and prevents player-controlled spiders attacking anyone who is SSD.
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Yes, the plan is to do a PR and get it merged in once I'm satisfied with it. It is taking some time because it is complicated. For comparison, Xenomorphs reproduce in one way (facehuggers), have 7 types (facehugger, larva, drone, hunter, sentinel, queen, empress), and one event. Terror Spiders reproduce in 3 ways, have 10 types (red/green/gray/white/black/purple/mother/queen/prince/empress), 3 events, a gateway mission that revolves around them, and are designed to have AI smart enough to be a genuine threat to crew even without player control (though equally, they're also playable). Terror Spiders will not be as polished as Xenos upon release. But they should be at least as deep as Xenos are, mechanically, and just as interesting, both to fight and to play. That's what I'm aiming for, anyway. Yes, the spiders can hold their breath in space. RL spiders can survive being underwater for literally hours. These are space spiders. To have space kill them seems silly (and bad gameplay, it encourages people do do things like bomb areas / depressurize rooms to try to kill them). As for the wiki, check out: http://nanotrasen.se/wiki/index.php/User:Tzo Not final, but it is where I've been working on the documentation I will add as a proper wiki page when they're merged. They're looking forward to it too.
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Update 9 https://github.com/Kyep/Paradise/commit ... 2d59ad39c9 Major changes: - New awaymission featuring the spiders - Major balance changes designed to enable crew to use defensive items - Major AI rewrite/improvements - New loot items The awaymission may yet see substantial change. It is intended to be a tutorial for fighting the spiders, but also a challenge which is much harder than any existing away mission. For further info on the away mission added in this update, see here: http://nanotrasen.se/forum/viewtopic.php?f=2&t=7449 If you'd like to download the map and test it, you're more than welcome to - I value all feedback! Detailed changelog (copied from the update on Github):
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Current list of sprites needed: 1st priority (I'm currently using placeholder codersprites I dislike, because I have no usable sprites): Green (egglayer) Black (giant black widow with red hourglass) 2nd priority (I'm using sprites shared between classes, or that don't really fit what the class now does): Mother (spider with other spiders on its back) Prince (big boss hardened for battle) Queen (big boss, if possible carrying large egg sac) Empress (older, more experienced battle-hardened queen, needs both 32x32 and 64x64 sprites) 3rd priority (I'd prefer to see them closer to the references I posted, but it isn't a big deal) White (vicious-looking, fluffy) Gray (smaller-looking, stealthy) Obligatory example image for the Prince class: The Prince graphic doesn't have to look like that, or be black, it just needs to look fearsome.
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Who decides whether a patron is "unruly" or not? Persumably, the bartender themselves? What happens if the patron says they were not being "unruly", but the bartender says they were? Does slipping people, or attempting to slip people, count as attempting to be funny? If it does, then clowns who even attempt to slip people semi-regularly never need to do anything else to be funny. This is bad. If it doesn't, then perhaps we might see clowns who actually entertain the crew, or at least attempt to, rather than just being an annoyance by slipping everyone as often as possible. I wish there was a SOP guideline along the lines of "Clowns exist to keep the crew entertained, not simply to slip as many people as possible, or to be a general annoyance". Does this include actions such as " traces the letters 'LET ME OUT' in the air"? I ask because I saw a mime do this within the last few days. There was a long, drawn-out argument as to whether or not this counted as 'talking'. The mime said it did not. Nobody else present agreed with this. Perhaps worth mentioning "because doing so causes brain damage". What about cults, vampire, etc? I wish there was a clause like: "Janitors are encouraged to use space cleaner wherever possible. Space cleaner does not create slippery surfaces and thus does not require wet floors signs, making it faster for the janitor and safer for the crew."
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Given https://github.com/ParadiseSS13/Paradise/pull/4014 it is very unlikely.
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Awhile ago, I went on a mapping/coding project to fix the labor camp. I came to the conclusion it was fundamentally unfixable. Yes, removing it and replacing it with something new is a good idea. Agreed - it is more fun for everyone when prisoners have something useful they can do. The big safety issue is that mining as a prisoner will quickly expose you to depressurized areas and deadly monsters you have no defense against. It is fundamentally broken for that reason alone. When I was trying to fix the system, before I abandoned the idea, I realized that you'd have to make a completely separate prison mining asteroid (with no random cave gen algorithm!) to make prison mining remotely viable. Creating an entirely new z-level and prison outpost for prison mining would be a LOT of work, almost as much as creating an entirely new system, and while it might fix this one problem, it would not fix any of the others. This was one of the big things that made me decide the current labor mining system is unfixable and should be replaced. This is actually a solvable problem, but it isn't easy. Making it much harder to escape, much harder to cause a mess in, but easier for prisoners to get in/get out without smuggling contraband. It can be done, but it is complicated and would require much remapping/coding work. Correct. We can't just have an auto-release system either, or they can steal the stuff they got from the outpost. You need to have a sec officer search them before letting them out, or an automated system to throw them out almost-naked, but let them get their stuff. You need to worry about how the ore they mine gets moved to the rest of the station. There are several complications which make it way, way too much hassle to be worth it. All of this is true. This is also true. This sounds good thus far. I particularly like how it doesn't rely on them having any special clothes/gear/equipment, thus sidestepping all the annoying requirements of making sure they're outfitted before they start, taking the equipment back afterwards, etc. This reduces hassle greatly. Problem: high point sentences will generate a LARGE number of items. It would be better if they just generated one item, a "stack" of plates which counted how many were in the stack and was worth an appropriate number of cargo points. That would make the product a single item to move, rather than a huge stack. AFAIK, BYOND does not handle huge stacks of items on the same tile very well. Why not simplify it further? Why not remove prisoner IDs entirely? Just have normal IDs be usable to accrue labor points. A console to let the prisoner out when they have enough could be very similar to the current labor camp console (but, it would have to actually work). Doing it this way would completely eliminate the need for security to fiddle with prisoner IDs / swap IDs at all. That sounds pretty neat. Having an actual mini-game to it. That also sounds pretty neat. There are two significant questions there: Can prisoners already given a timed sentence do this activity to lower the time? Or does this have to be their sentence, set at sentencing? To what extent should prisoners be allowed to choose, voluntarily, to participate in this system without security input? E.g: should a prisoner with a timed sentence be able to use this to collect points and ask sec for early release, or should the console they use be able to directly modify their cell timer? Should SOP require that security allow prisoners to reduce their timers via labor if they wish to? This is all fairly accurate. Sec don't use labor camp because: it doesn't work, its a hassle, its escapable. Sec often prefer execution to perma because: perma is escapable, they might be overwhelmed and need truly permanent solutions, and frankly, being a ghost is more fun than being a perma prisoner. I don't think the tiny chem lab is a good idea. Reasons: Preventing prisoners from mixing dangerous chems would be very complicated. Even extremely simple mixes like potassium+water can be explosive, sacid+plasma+phosphorus can set everything nearby on fire, and ethanol+silver+oxygen+heat produces a lethal poison that can kill you with a single syringe, sometimes before you can even get to medbay. I've killed people with it before. You *could* eliminate most of these combinations by limiting the chems the dispenser can make... but that could be very complicated to do without gimping the ability to make healing chems. There are some things which are dangerous but you just can't eliminate. For example, sacid (aka: sulphuric acid). This is a requirement for syptic powder, the most basic brute medication - yet a beaker of sulphuric acid can be splashed on things to burn them. See https://github.com/ParadiseSS13/Paradis ... s_toxin.dm - sacid/reaction_mob. It will burn your face, and you can't stop prisoners making it. It does some organ damage, too. Even if it were possible to solve all of these issues, there's no reason to do so if there's a simpler, better solution (plate stamping) available. Prison garden is more viable - but it suffers one of the issues that the labor camp did. Lots of small items needing transport. Also, the slow growth of plants with the eventual payout suggests a system more suited to perma, than to short sentences. Janitor could be a good punishment job, but there are several issues: They can't be allowed to clean with water, or anything else that makes floors slippery. Space cleaner only. Annoyance potential too high otherwise. What's to stop them simply ignoring their punishment job forever? Do they have to complete it in a certain time? If so, what happens if they exceed their allowed time? What does it say about janitor gameplay that we'd consider making someone do that job as a punishment? Janitors, in general, are more annoying than helpful in most rounds. I wouldn't want there to be more of them. Letting them out on the station, even as a paroleee, is never going to give sec that feeling of control/success they get from having the prisoner under their watchful eye in the brig. Sec aren't keen on even using the labor outpost, which is a confined area with cameras. Why would they be OK with letting criminals roam the station on "supervised" release? I don't see it happening. Sec would just think "too high chance of them causing trouble" and refuse to use this punishment option. That is not a labor collar. That is a training collar, also known as a shock collar. You're using electric shocks to modify behavior. Works on dogs, but can you imagine being an assistant in a shift where bad security is using shock collars to control unrest? That would go to hell fast. Pinpointer collars would be pointless. The tracking implant already does this, but better. It can be tracked via consoles and can't be removed without surgery. Death alarm collars are of debatable usefulness. Ultimately, you can't stop someone suiciding. At most you can know they died. But if you're keeping any sort of eye on them, you know that anyway.... right? And shouldn't parolees be required to have max sensors, so you can locate them more conveniently, using a mobile device (crew monitor), and see their location on a map? If you want something that keeps track of their labor within a confined area of security, I still think their ID would be better. It is something they already have, and the code for tracking points on prisoner IDs already exists. Much less fiddly. If you want something that controls prisoners on parole or supervised release outside of security... then these sort of features aren't really what you want. What you'd really want is a "recall" feature. Basically a sec-controlled telepad set to recieve only, and an implant you can put in someone that functions as a teleport get target. So, with the press of a button, you can teleport the person back to that locked room in sec. Basically, you can recall them to prison at any time if they fail to obey your commands over the radio. That negates the need to track them, it negates the need for a death alarm, it negates the need to use shocks to control them (just recall them if they disobey), etc. However, perhaps it isn't a good idea - the concept is highly abusable. Give someone one of these, and nothing short of (presumably illegal) surgery will stop them being instantly apprehendable by security at any time. Especially if the room they get teleported to is full of, say, knockout gas (something sec can easily do, they have a canister near perma). Teleport implants would actually be a big buff to security, too, even if never used on prisoners. Why not implant your sec team? If they scream about being murdered, just recall them. If nuke ops start breaking into the armory, mass-teleport your entire sec team back to handle it. Heck, give the Captain one so they can scream ".c AI RECALL ME" at any moment to have the AI teleport them out of danger, guaranteed. Teleport implants would be extremely powerful, both as a form of control for prisoners, and as a general utility item. Overall: Yes. This. Let's just have the room be reasonably secure, and use normal IDs to track points rather than requiring we fiddle with prisoner IDs. Oh, and have the plate machine create a single item (stack of plates), not 100s of individual items on the same tile.
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If traitors want more objectives, they should be able to get them. Either via asking (e.g: public fax machine they can use), or some automated, traitor-only method (like a button in their uplink). Forcing new objectives on them when they complete existing ones doesn't sound fun, and has a good chance of creating impossible situations for them. If you want traitor rounds to be more exciting, perhaps a case could be made for: More traitors being chosen in that round type. Change the weighting of objectives to favor ones that create interesting situations, e.g: more murder objectives, debrain objectives, steal-the-captains-gun objectives. Less 'print a RCD at an autolathe' objectives. Less 'survive the whole round by doing nothing' objectives. Changing the way traitors work so as to discourage people from simply hiding in a locker half the round in order to make sure they get their greentext. For example, making it easier to 'lock in' greentext once you've met your objectives. That way, once you've completed your objectives you can relax a bit, and play a fun antagonist, rather than being encouraged to play it safe by the mechanics because you're already invested in trying to greentext. Smart admin intervention. I'd love to see the game evaluate how much action there is in every 15 minute period, and notify admins 'hey, people might be bored' if a round goes for awhile with no action happening. Then, senior admins can make the decision about whether they want to introduce something to spice up the round.
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I endorse the ideas of: 1) Toxins Job Split Toxins Researcher should be a separate job from scientist. So many reasons: Toxin bombs are one of the most destructive craftable items on the station, and their legitimate uses almost non-existent. To allow the entire sci department access to this area doesn't make much sense. One of the biggest issues we have with griefers (when we get them) is toxin bombs. Having toxins access be tied to a special toxins job (with a higher days played requirement) makes griefing slightly harder. While it is true that griefing/self-antagging can be reversed, the damage caused by toxin bombs is amongst the hardest to reverse. Dead people can be rejuv'ed, etc, but AFAIK there is no way to quickly fix problems caused by toxin bombs. For that reason, they should not be so easy to access. I suggest splitting off Toxins first (its the most dangerous/explosive sub-department), and seeing how that goes, before splitting other jobs off from Scientist. 2) Experimentor Delete the Experimentor and replace it with something else. Anything else. Even an empty room would be better than the Experimentor we have now. The Experimentor is terrible in every way. It isn't helpful, it isn't fun, all it does is wreck things based on RNG. Its EMP affects other areas (psych, server room). Its monsters go on rampages that can reach as far as the bar (I saw this happenen, yesterday). It isn't fun to use. It is a total disaster zone. It isn't fixable due to terrible underlying RNG-based mechanics. These same RNG-based mechanics make balancing it impossible. 3) Sci Outpost Science does need an off-site place to test truly, horrifically dangerous things. There's no reason for it to be a full-fledged outpost, however. The science outpost is massively, massively bigger and more complicated than it needs to be. Reduce it to a mere testing area for epicly dangerous things. 4) Require cargo crate items to max R&D Maxing R&D should require ordering crates from cargo which provide R&D items they can deconstruct. This would push science to interact with other departments, provide a way of limiting R&D speed, give cargo something to do, and provide a way to complete R&D without using the loathsome EXPERIMENTOR. All at the same time. I'm opposed to the ideas of: 1) Merging Robotics and R&D into a single sub-department/job The fact that robotics can't simply print mech components from the protolathe (as they lack the access) is one of the major checks on the power of robotics. Merging the department eliminates this safeguard. R&D and robotics already produce very powerful stuff by themselves. Merging them isn't a good idea. No, I don't think that having them visible from the corridor is going to make a difference. It is VERY easy to simply make stuff when nobody is walking past. 2) Making botany in any way part of science Botany is fine where it is. If you move it to science, you create huge issues for the chef, and you encourage botanists to screw around growing drugs even more than they already do. 3) Moving Toxins, Xenobio, or any other sub-department to the outpost This just makes them harder for anyone else to access, giving the people working there more control over their environment. This is a buff, not a nerf.
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I think you're attempting to solve the wrong problems. The reason cargo is boring to play is that most rounds, they get barely any requests. The only requests I see regularly are metal/glass, and viro crates. No virologist? They might not get any requests the whole shift. Nobody likes manning a desk for two hours that nobody visits. IMHO, the first step to improving cargo is creating a reason to import/export more things. Sci: Having science able to export disks with tech levels for points is a good start. Ideally, they should also be able to import items that they can deconstruct for levels, or import hard-to-find materials/blueprints/whatever to make more things. Eng: It would be neat if there was an item that, like the RCD, allows you to deconstruct things, but stores the mass value of whatever you decon inside it. With enough things deconstructed (ie: eng deconning a fair bit of one of the derelicts) that could be packaged into a mass block and shipped off for points. Conversely, it would also be neat if eng had neat supplies they could order for large-scale construction projects - making major modifications more common. Sec: As for security, it would be neat if they could order some kind of test kit to be used on dangerous alien foes (changelings, shadowlings, etc). When used successfully, the results could be sent back to CC for cargo points. The station doesn't just need to produce physical things. Intel is valuable too. Conversely, it would be great if security had reason to order things from cargo. For example, if there were ready-to-use (ie: filled!) chemical implant kits, or advanced security tools they could order if they had the need, and points. Civil: It would be neat if there were more options for supply crates that helped out the civil sector. Botanists sometimes get seeds, but most other civil jobs don't seem to have much in the way of helpful crates they can order. Conversely, it would be neat if other jobs could make 'kits' of items that could be sent back to CC for points. E.g: librarian could print off 10 books, crate them up, and that could count for something (CC does not have all of Cyberiad's books). Or perhaps the botanist could send back samples of advanced plants that are the result of research. If cargo was more useful, and had more stuff to do, it wouldn't matter if you used mules/mail/whatnot. They'd be kept busy regardless. Making paperwork extra-complicated, IMHO, serves nobody. Many people (myself included) despise paperwork as it is. Frankly, I don't think that the QM, or cargo in general, should be ordering a bunch of supplies "just in case" they are useful later. When cargo orders crates to "reserve for later", they're probably bored. We should address the root of the problem - that cargo does not have enough useful things to do - rather than encouraging them to create extra work for themselves which probably isn't useful.
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This. Let's not complicate the crew manifest even further. Custom titles already fail to show up under the right section.
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Over the long haul, a completely random system seems to be pretty fair. Sure, there will be times when your luck is worse than average, and there will be times when it is better than average. Over the long haul, though, it should all even out. Perhaps lucky results (like that, in their case) are simply more obvious/memorable than unlucky results (how often do you notice the fact someone is NOT an antag for a few days?). If the admins did this, they might have a lot more "plz let me be antag it has been 3 days!!!" ahelps. <3
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Script I use:
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Update 8: https://github.com/Kyep/Paradise/commit ... 284e4d84a1 Minor update. Adds: - Prince of Terror, T3 type boss mob. Cannot create infestation by itself. Is formidable. - Improves "control this spider" ghostchat notices. - Fixes QueenHallucinate
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Thanks. Still holding out for someone to sprite the remaining unsprited types (mentioned above). I don't mind if they're recolors. I did codersprites for them all originally, but I'm confident an actual spriter could make better.
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Still in active development: http://nanotrasen.se/forum/viewtopic.php?f=12&t=6967 Still badly need sprites, especially for: Green Black Mother Empress Would like to do a PR soon, so I can see how the players react to fighting / playing as these. Would really like to get the other classes sprited before I do a PR, though.
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Update #7: https://github.com/Kyep/Paradise/commit ... 7e45cde5be Of the 22 changes, here are the major ones: better coordination between player-controlled spiders (e.g: hivemind chat, notification to all spiders when one dies, queens/empresses can telepathically survey their brood to know their status and issue commands which are shown to all, etc) proper incentives (positive and negative) for behavior (e.g: purples have incentive to guard queen as they die if she does, queens/empresses can remove problematic spiders that don't listen to their commands, etc) better death handling (non-player spiders give tease phrase on death, fixed bugs relating to gibbing, brought back corpse decay, added randomized names to prevent spiders being confused, etc) changes that enable more defensive play (fixes to defensive AI aggro, propogation of aggro on queens, prevention of most spiders hurting each other, etc) changes that enable a more RP-oriented play (queen-based abilities that spread fear rather than cause damage, by creating fake spiderlings, hallucinations, breaking lights, etc)
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Lockboxes are lazy, unrealistic, and inconsistent. They're lazy because "lock em up" is the standard approach to anything people don't want to deal with. Item OP? Lock it up. Clown being annoying? Lock em up. Can't be bothered to carry the nuke disk around with you? Lock it up. Same with everything. It is the go-to lazy solution for every problem. They're unrealistic because they're more secure than the vault, or the Captain's personal safe. The only ways in are authorized ID, or emag. Anyone with tools can break into the vault, or Captain's safe, but a simple lockbox? Good luck. Science items should not be held to a higher security standard than the items in the station's high security vault. That's just ridiculous. The fact that lockboxes exist at all in their current format is an obvious rule patch to make certain items harder to get, even though it makes no sense in-universe. Scientists are capable of hacking their devices to produce all sorts of crazy things, but in-universe, they can't make items materialize without a lockbox on them? Even when they, presumably, researched and input the design themselves? Silly. They're inconsistent because their application seems to be driven by salt, rather than any sort of coherent rule or principle. Bags of Holding are not lockboxed, despite being one of the most dangerous R&D items, historically prone to creating unwanted singularities in the middle of science. RSGs are not lockboxed, despite being able to create mixes which instantstun+silence, cause death in 24 seconds from one shot, and cause death in 30 seconds whilst dusting the body and preventing cloning with one hit. RSGs are perhaps THE most dangerous weapon in science, yet they're almost unique amongst the R&D weapons because they're NOT lockboxed. Even stun revolvers ARE lockboxed, despite almost identical tasers in the armory not being lockboxed. Loyalty implants are lockboxed, even when placed in the armory, and only accessible to security, and having no bad use that I can think of. Chem implants, however, despite having very horrific uses, and being placed right next to the lockboxed loyalty implants, are NOT lockboxed. There is no consistency as to what is, and what is not, lockboxed. No consistency at all. Whether an item is lockboxed or not seems to be driven entirely by how much salt people pour on it in the forums. Fear leads to hate, hate leads to the dark side, the dark side leads to lockboxing? Why would blatently illegal tech be spawned in a lockbox? If you're making something you KNOW is illegal in-universe... why would you program the design with a lockbox? To turn your potentially useful item into an incriminating box you probably can't open, and which leaves further evidence of your deeds behind even if you do open it? Makes no sense. Why do sec HUDs not check your ID before allowing you to change arrest statuses? Let everyone wear sec huds - they're useful for identifying jobs and people you should stay away from - but only let security / etc change arrest status. It is silly and inconsistent that sec terminals require a sec ID to view/change info that a sec hud lets you view/change with no authorization check whatsoever. No consistency. I don't understand the hate for mechs. If an antag wants to use a mech, they have emags, so lockboxes won't stop them. If a non-antag is using a mech, they're probably harmless. If they attack anyone, or wreck the station, they can be banned for self-antagging, so its unlikely they'll do these things. What's the problem with someone having a combat mech if they can't use it to hurt anyone or wreck anything? What are they gonna do, walk around and look real scary? They're a paper tiger! At any point, sec/command can decide to destroy their mech, and arguably they can't even fight back to defend themselves without being accused of self-antagging. You can literally laser their mech to pieces with them in it, and they can't lift a finger to defend themselves. The most they can do is run away, but you have the AI to bolt doors for you, and they're usually very slow even with doors open. How, exactly, are these slow-moving, too-loud-to-be-stealthy mechs, who can't fire back, and can often have their location tracked at all times, giving you trouble?
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I don't see any major issues with this. I get the feeling I must be missing something, but whatever it is, I don't see it. Maybe a "Don't take the last hardsuit unless you actually need it." clause?
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Update #6 completed (with changelog): https://github.com/Kyep/Paradise/commit ... bef8f951f9 More general diff: https://github.com/Kyep/Paradise/compar ... ep:spiders Current main Terror Spiders code (not shown above, it is too large for Git's auto-diff feature): https://github.com/Kyep/Paradise/blob/c ... spiders.dm New wiki page to document stuff: http://nanotrasen.se/wiki/index.php/User:Tzo (temporary home, will make it a proper wiki page after merge, content is still first draft) Important code changes: - Terror spiders are no longer a subtype of giant spiders ("space spiders"). They are now their own species. Any changes made to giant spiders no longer affect them at all. - Terror spiders are no longer friendly with giant spiders. - Terror spiders are now better at responding to attacks. They will now go after turrets. - Terror spiders no longer gib on death. Death handling was also cleaned up. - Many bugs fixed. - Several AI improvements. - Red terrors now enrage, doing more damage the more hurt they are. This is a nerf overall, but also an attempt to give them their own, unique mechanic, to ensure that every class of terror spider has its own unique mechanics. Still seeking feedback, help with testing, etc
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QMs are going to ignore this. Still, nice to have an expectation that they do something. So, it takes nuke ops or a blob for QMs to consider efficiency/expediency to be more important than the creation of paperwork? Actually, that would explain a lot about how QMs operate. I've met QMs which could be replaced with a photocopier without any substantial reduction in the unnecessary paperwork generated. If it is that big of an emergency, it might be best to leave it up to them what they do with it. There may not be a brig left to bring it to, and they require a sec ID to unlock it anyway. I would add "unless there is an abundance of supply points and nobody else is ordering anything" to this. In short, cargo techs must actually perform a useful function? "Inside the crate". Science needs plasma more than the supply shuttle does. If science is ignoring the plasma in the machine, because they have plenty, sure, send some back. Don't send back plasma that science wants, though. Good. This seems oddly specific. Still, I guess the line has to be drawn somewhere. How will individual shaft miners' contributions be distinguished from each other? Good. Do they normally bring hostile creatures? I would think if they were truly hostile, they'd kill the miner long before the miner got them all the way to the main station. Unless miners have some way to be immune to their effects that I'm not aware of?
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Get rid of the god awful Experimentor already.
Kyet replied to Cupcakes_n_Hacksaws's topic in Suggestions
The EXPERIMENTOR is terrible. I can remember many rounds where its RNG effects were quite annoying (EMP, spawned monsters, etc). I cannot remember a single round where I saw it be useful. Not even one. I too would consider an empty room more useful/fun than the EXPERIMENTOR. It really is that bad. It isn't even fixable. Every individual aspect of it is bad. Random behavior, heavy weighting towards bad outcomes, bad outcomes not being limited to the room it is in, terrible 'rewards', etc. I can't think of a single good thing about it. Adren/freedom implants are designed to help antags escape custody. Normal crew don't need them. Traitors can simply buy them from their uplink. Cult have stunpaper, changelings can buy a stun-reduction ability. I just don't see who is supposed to find this machine useful, even in the rare event it does work without killing you first. -
Development continues on the Terror Spiders. In the latest update, I started using FoS' sprites instead of my codersprites. Currently, from FoS' list of sprites: #1 purple is being used for purple terror, the bodyguard. #2 gold is being used for queen/empress, the most dangerous. #3 black/red is being used for red, the juggernaut. #4 white/green is being used for white, the infector. #5 gray is being used for gray, the stealth vent ambusher. Here's my current situation with regards to sprites: Currently, I am using FoS' initial sprites above. That leaves the black spider (should look like a black widow), green spider (should look like an egg-layer), mother spider (a spider with other spiders on its back), and empress spider (an older, more scary queen) still using my codersprites. I'm still on the lookout for a complete set of spider sprites I can use (red, gray, green, white, black, purple, queen, mother, empress). Especially one that has each spider's graphic reflect what it does - that would be awesome. I have no object sprites (spider fang, spider carapace armor) yet. Those are sought, too, but with lower priority. Here is the most current overview of what I'm looking for in terms of sprites for each type: red - a juggernaut-like brute of a spider, like a red tarantula, with vicious fangs gray - a stealthy spider, looking slightly smaller than average, perhaps with an alpha like the alien hunter has green - a green spider with an egg sac white - a fluffy-looking white spider with long fangs black - a giant black widow, with red hourglass symbol on its abdomen purple - like the red spider, except meaner-looking and purple queen - a spider with a big egg sac and/or one that looks like it is in charge mother - a spider with many small spiders on its back empress - like the queen, but older / battle-scarred And the objects: spider carapace body armor - just a body armor that looks like it is made of plates of spider hide spider fang - just a large fang that looks like you could stab someone with it
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Update 5 completed: https://github.com/Kyep/Paradise/commit ... 90d2277de6 This is another bugfix update. More people volunteering to test, especially as I'm doing bugfixing and balance, would be grand. Notably, this update includes some updated graphics for most spider types.
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New update, mostly centered around balance and bugfixes: https://github.com/Kyep/Paradise/commit ... ab29f26b6b Here is how to download my code and try it yourself: On https://github.com/Kyep/Paradise/tree/spiders click 'download zip' Save & unzip Copy default config files from config/example/* to config/* - then edit config/admins.txt and insert "YOURBYONDKEY - Host". Rename the parent folder to 'paradise' Open paradise.dme In Dream Maker (which it should open with automatically), under the "Build" menu, hit "Compile" Once it is done, under "Build" menu again, hit "Run" Wait a minute for it to start Once you're connected, under the "Server" tab, click 'Start Now' Use Admin -> Game Panel -> Create Mob and search for "/mob/living/simple_animal/hostile/poison/giant_spider/terror/" - you can then spawn any of them you like and try them out - both fighting them (they default to AI) and also playing as them.