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Everything posted by ProperPants
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Everyone is aware of the rivalry between the loud and obnoxious Clown the silent and cunning Mime. The Clowns, according to the lore, have an entire planet, complete with Clown troops and Bananium. Clowns are even loved by their god-queen, the Honkmother, who actually has an adminbus sprite! The Mimes get no such love, no Mimefather, and no Mime ore. Well, the Mime deserves some love too, and it should start with the addition of a new ore. The name of this new ore is up for debate, though I have "Silentium" on my mind. The method of obtaining it is also debatable. Bananium is rare because everything that can be produced by it is for the Clown to make the crew's time on station more of a living hell. Silentium should be the counter, easier to get a less drastic on the crew. With this in mind, perhaps adding it as a normal ore would be fine. Otherwise, I suggest a crashed Mime ship with a cargo of Silentium, similar to the crashed Clown ship full of Bananium. As far as I know, Bananium can make two things (outside of the grenade casings and whatnot that you create directly from the sheets). These two are the HONK mech and air horns in R&D. To counter, the Mime also needs a mech and something that can be created in R&D. The Mime's Mech: I don't know what the name of this mech would be - something French or perhaps QUIET, similar to HONK. Just as the HONK has three unique modules (HONKer Blaster, Banana Mortar, and Mousetrap Mortar) so should the QUIET mech have three modules. I propose these modules to be A Noir Bomb/Blaster - Every tile, entity, and object caught in the blast will be colored black & white, as if they were in an old film. The code could be borrow from the detective noir glasses. Anything entering the blast zone later would retain its color, and any person originally in the blast will be black & white and mute until the effect wears off. The effect time on players and NPCs should be as long as the HONKer Blaster's effect of deafness is. The effect on objects and tiles should be permanent. An Invisible Wall RCD-esque Module - This module allows the construction of invisible walls anywhere. For balance, perhaps only allow it to make a certain number of invisible walls, which can all be deactivated at once. The code for this could be borrowed from the RCD and the Janitor's holosign projector. Additionally, the walls are visible to the pilot of the QUIET mech and nobody else. I forgot what I wanted as the third module in the process of writing this - feel free to discuss. I managed to think of a Baguette Launcher. It feeds the crew ¯\_(ツ)_/¯ The Mime's R&D Items: What would be really cool would be more Noir HUDs. For all of them, everything expect the following would be black & white... Science HUD would only color items with tech origin/research value, slimes, and beakers/chemistry apparatus. Medical HUD would only color people who are sick or injured, pills/patches/pill bottles, and surgery tools Security HUD would only color people who are set to arrest (or other criminal status), weapons/armor, and Beepsky. Diagnostic HUD would only color IPCs/cyborgs/maintenance drones/bots (bucket, ED-209, etc.), surgery tools, and regular tools/toolboxes/toolbelts. Noir mesons would color mining tools, ores, and mining beasts/all NPCs. All Noir HUDs would color people in the respective department (based off the ID they are wearing, just like TComms scripting), including the head of that department. Of course all of them would need "Silentium" to create. Let me know what you guys think. As ambitious as this sounds, I genuinely believe it wouldn't be that hard to do - a lot code could be copied and modified from elsewhere. After that, there may be a map edit to make "Silentium" available. EDIT: I forgot to say the Mime could get a "Silentium" statue in his office like how the Clown has a Bananium statue.
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Jetpacks are meant for easily traversing space, which already requires an EVA suit or hardsuit. It also happens that EVA suits and hardsuits have a Suit Storage slot that, among other items, can hold jetpacks. Wonderful! Imagine a cheerful adventurer knowing these facts and thinking to him/herself "I'll just go to EVA Storage, grab myself some magboots, a jetpack, and an EVA suit, and go exploring space. And anything cool I find I can put in my backpack! The joys of spess. <3" But alas, the adventurer is an ignorant fool, for spessmens CANNOT use a jetpack that is equipped in the Suit Storage slot. The equipment slot, given by wearing a spaceworthy piece of clothing, cannot allow use of the item that allows free movement in space. "Whyever is this so?" I ponder. I don't have a clue. You have to take your backpack off, put the jetpack on your back slot, and fly around with a backpack taking up one hand and an empty Suit Storage slot mocking you. I suggest that jetpacks work in both the backpack slot and the Suit Storage slot of any hardsuit or EVA suit able to equip it - otherwise, what's the point of even being able to put it in that slot? And I realize that hardsuits allow various other items to go in that slot, but many of these items can go in a backpack, freeing up the Suit Storage slot for the jetpack.
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Make EVA access and EVA Storage access the same access
ProperPants replied to ProperPants's topic in Suggestions
Even better! This way, nothing would be changed except having a slight convenience added and a tiny amount of code removed (I assume this would happen if two accesses were merged into one). A little P.S. - I did mention that it's as easy as asking the HoP for EVA access, but that I always forget to. The HoP also forgets to give EVA access when giving EVA Storage access because it's uncommon for someone who doesn't already have EVA access to need it, but the situation does happen. It would just be a minor convenience, like when vehicles were given the ability to go through doors. That wasn't necessary or even a big deal, but it was nice - that's how I hope this suggestion is seen as well. -
It's possible to get EVA Storage access from the HoP, get an EVA suit, jetpack, and magboots, and then be totally unable to leave the station because EVA Storage access doesn't grant access to the EVA airlocks. To me, this doesn't make much sense. I cannot think of a situation where someone who doesn't already have a hardsuit would need an EVA suit but not need to leave the station. The implication is, if someone wants a space suit, they also want to go out into space. I don't care if this gets flak or support because on the one hand, it's easy to just ask the HoP for both accesses (though I forget every time since it's so rare). On the other hand, why are these two separate things? The only reason I can think of is so that Engineers can EVA without having access to EVA storage, but they don't even need EVA Storage because they already have hardsuits. Give your opinion; I expect little support since this is a minor issue, but I hope to be surprised.
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I'm kinda whatever on RD gloves - I wasn't expecting much agreement. But why shouldn't HoS have combat gloves? I don't know what they are, but I assume they're gloves with some armor. The person in charge of security, who has to deal with dangerous combat situations, deserves a little armor IMO. Unless maybe armor doesn't work how I think it does, and armor on one piece of clothing applies to the whole body. In that case, maybe HoS shouldn't have them. But if HoS doesn't have them, I assume nobody in Security does, in which case, who does have access to combat gloves?
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I refuse to let this be lost to the abyss.
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Idea for x-ray gun nerf in blob rounds
ProperPants replied to Cupcakes_n_Hacksaws's topic in Suggestions
Bones reflect X-rays. Bones are made (mostly) of calcium. inb4 skeltal blob -
They spawn like that. The whole vendor system is buggy. I do know that this happens to Getmore Chocolate Co vendors when you reassemble them, so we've got... Vendors that spawn with duplicate menus Vendors which gain duplicate menus when reassembledand Vendors which are totally fine, no duplicates involved
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I think he's saying something along the lines of autodrobe shows Mad Scientist Labcoat x1 (Dispense) Horse Mask x1 (Dispense) Pirate Bandana x1 (Dispense) etc. x1 (Dispense) Mad Scientist Labcoat x1 (Dispense) Horse Mask x1 (Dispense) Pirate Bandana x1 (Dispense) etc. x1 (Dispense) instead of the more logical Mad Scientist Labcoat x2 (Dispense) Horse Mask x2 (Dispense) Pirate Bandana x2 (Dispense) etc. x2 (Dispense) I know the autodrobe does do this, to my great frustration, and it seems that WhiteCrow is saying the booze-o-mat does the first method too, but the botany seed dispenser uses the second, more logical method.
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From my understanding, Freedom Ops are just a reskin of Nuke Ops. I'm essentially asking for yet another reskin, but Commie themed instead of 'Murica themed.
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The counter to Freedom Ops. Maybe they could be called "Brotherhood Ops" or "Comrade Ops." Somewhere, somehow, they have gear that looks like a bear, to counter Freedom Ops's eagle outfits. Both Ops attack the station, and crew have to choose between freedom, brotherhood, or independence. This is somewhat like the adminbus round that meme-senpai Elysian gave us, but I feel that Commie Ops should be permanently coded in for usage whenever.
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Bruce was hungry ;^]
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Endround griffing and Tully's bullet was about to hit me before "APC destroyed mission accomplished"
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Anyone who has played janitor once knows that you have to click on doors to open them, which doesn't seem like a huge inconvenience, but it makes you realize how much you take autodoors for granted. I mean, Beepsky and MULES can open doors—they aren't even players! But when an actual player riding the janicart tries, the door somehow doesn't see them? This code probably extends to the paramedic cart and SecWay, so making autodoors while riding a reality would benefit jobs associated with those objects. If doors already automatically open for players riding either of those vehicles, then the code can be copied and modified to apply to the janicart. If that's not the case, please could someone who can code make it so. Fox called this "a can of worms," so perhaps it's not as easy as it sounds.
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I don't know about you, but I can think of a few projects off the top of my head. SUBTLE HINTING please make the mushroom race a reality, coders
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Every grenade assembly is made by first taking an igniter (from an autolathe) and the object you want to attach to it. Assemblies I know can be made are mousetrap, tripwire, proximity, remote signal, and timer. All of these objects must be attached to an igniter, and they can all be found in the autolathe. You use a screwdriver on them until they are ready to be attached (both of them) then slap them together. Once you've made that, screwdriver the assembly to ready it, then attach it to an empty grenade casing (small ones are made from metal sheets, large ones from the protolathe). ONCE YOU HAVE ALL THAT, put in whatever beakers you want, then screwdriver the grenade-igniter-other object-chemicals assembly to have a finished bomb. The tripwire bomb (made from an infrared something-or-other), points a laser straight down once it is armed. You can set the laser to be visible, and if you do, you'll notice that the laser always points down—never left, right, or up. That's where our problem is.
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+1 I couldn't find a way to rotate these either. Limits their usage to objects and walls along the top side of the screen.
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Get rid of the god awful Experimentor already.
ProperPants replied to Cupcakes_n_Hacksaws's topic in Suggestions
I've seen it used for that literally once. And I do agree that the implants themselves are OP, but looking at everything the EXPERIMENTOR can do kill you maim you spawn corgis kill you turn useless objects into annoying objects spawn cats kill you spawn space bears that kill you explode and kill you spawn bees that kill you EMP everything in the room and possibly (not sure about this) things in adjacent rooms kill you with an EMP if you're an IPC spawn butterflies kill you I would not dare call the entire machine overpowered, or even high risk-high reward because of the fact that it's RNG. I would rather adrenaline implants have to be acquired by deconstructing the captain's antique laser pistol—I'm almost certain getting implants would happen more often if that were the case. Yes, it doesn't hurt anyone by just being there, and none of us are admins or coders so we can't do anything, but the principle of the machine is infuriating. That room would be better served as an extension of medical. I'm fairly certain that the reinforced wall on the left of the room is the only thing separating it from the psychiatrist area—no maintenance tunnel in the middle or anything. -
Get rid of the god awful Experimentor already.
ProperPants replied to Cupcakes_n_Hacksaws's topic in Suggestions
To add to what Cupcakes said, I would be willing to play around with it and learn it, except it's not that I don't want to entertain the risks associated with it. The machine doesn't hurt me—I would love for it to just hurt me, then get healed and keep trying. It just kills me. Instantly dead, 10 minutes into the round, and no one comes to find me because no one dares enter that godforsaken room. As for the relics, there are a few that are nice, and some that are trash. Diona nymph and monkey spawners are the best I've seen come out of those. The teleporter strange object is random and ends up sticking you in walls sometimes. The toy that shoots out 10 other toys in all directions is irritating. Maybe there's an effect that can be seen in the code that I haven't seen, and maybe that effect is good, but I can't fathom what those strange objects can produce that can be called overpowered. -
Get rid of the god awful Experimentor already.
ProperPants replied to Cupcakes_n_Hacksaws's topic in Suggestions
I do play science a lot and I can tell you my order of priority would be Telescience > this idea > everything else that can be thought of > empty room > experimentor The experimentor is helltrash. I've died more times than I care to remember to it. Literally the only thing I can think of that it does that is useful is, if RNGsus blesses your peon soul, you can get illegal tech to 4 or 5 with the experimentor. Then Jack Price gets freedom and adrenal implants and becomes a demigod. Other than this, I don't know of a use for the damned machine. I realize my idea is probably a bit ambitious, but I'd still rather have an empty room than the experimentor. -
If trays can already be wielded as shields, yes please! If they can't, make it so! I can imagine all the kitchen warriors rolling out. "This wish soup is just water!" "What the fuck did you say about my soup?" *bang bang bang* "N-nothing..." *slurp*
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Easy. Shields can be banged with a stunbaton, so why not a telebaton? I say this because I play as RD, so I start with a telebaton. Eventually, if I have the time, I like to make shield just in case, and I would love to be able to bang on it.
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The ore satchel of holding. Perfect. LEMON! TASTY! Get on this please.
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Miners should automatically pick up ores they walk over if the ore satchel is equipped in the suit storage slot of their hardsuit (or anywhere if that is too hard to code). Mining cyborgs already do this, so I imagine it would be easy to copy and modify that code to fit my suggestion. Not a huge deal, but a nice convenience.