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Crazylemon

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Everything posted by Crazylemon

  1. It seems that emag thing applies only for RIPLEYs... but either way lockboxing won't do a toot, since you can just emag the lockbox, so yeah, restrictions still don't make sense. And the mandated communication between robotics and security sounds great - it should foster better coordination between the two groups, and make the latter group more aware of what robotics has to offer.
  2. One issue, is that once materials are sorted and squared away, is that nonetheless, mechs take time to produce - Not only do the parts have to be produced serially, bottlenecked by the speed of the fabricator, but they must also be assembled step-by-step - and the protolathe requirement for all combat mechs puts their creation behind yet another delay for all roboticists that don't set up a secondary protolathe in their station, which is the majority of them. In a time of crisis, such as a xenomorph infestation, or hostile operative attack, there is not the time to produce mechs to cope with the threat at the point you're aware of it, starting from a point where you have the materials, but nothing constructed. Perhaps: Once this is all finalized, I can modify the code to prevent piloting combat mechs by non-security members in code green, but in code blue, this constraint is relaxed? That way, robotics can still make a bunch of mechs ready for trouble, but you don't get the "my personal deathmachine" problem you seem to be running up against. Also, I don't get the extreme restrictions on constructing mecha weaponry, when they're completely useless without the combat mecha you're not supposed to construct in the first place...
  3. No, mutadone goes through every block - sets all 55 blocks to 0, just that the bug was that some mutations didn't trigger that ({de,re}activating dna blocks is costly, so we leave it be unless there are actual mutations). This DOES mean, that if you give a monkey mutagen and mutadone, that they'll turn human.
  4. Sooo, I'm holding off merging this PR until I get a consensus, or people stop caring about this thread. The argument I see here - that it would cut out the process of humanizing a monkey, and transplanting the brain inside. I point out, it is still possible to revive NO_SCAN species with this change, even without advanced technology, and still needs the above process. To revive them, you can do the above, and defibrillate the corpse in place of cloning, provided the recipient body is fresh. Any other arguments?
  5. Well - If I WERE to remove the ability to clone NO_SCAN species, one is still able to brain transplant to a viable body, and defib, yes? This still requires the geneticist and the surgeon - this is satisfactory, right?
  6. I second tzo's verdict, that having combat mechs be as restricted as locked weapons from the protolathe, diminishes the ability to have a standing force ready in times of crisis. It is already hard enough to get the standard weapons unlocked - getting permission to make something that must be brought to the armory, very slowly and conspicuously, seems like it would reduce the practicality of mechs to the point where their use-cases would be nil, similar to the impressive array of hand-held weapons from the protolathe, that never get used due to the logistics of both producing and unlocking them.
  7. Ah, so - what are your thoughts on NOT changing the requirements on the body to be scanned, but then letting the "brain scan" mode I'm adding create a body of normally unclonable species?
  8. Ah, perhaps useful advice: Knowing how to make Styptic Powder and Silver Sulf quickly is extremely handy when preparing heavily damaged bodies for defibbing - Drag the body over to your workstation, make the appropriate splash-healer in a bucket for them, splash it on them, and repeat until they're good for defibbing. Of course, you'll want to check that it's been less than 10 minutes in-game before bothering with this procedure.
  9. The reason I put this thread up was in response to this comment on my smartfridge ghost-viewing PR - As I thought that the change proposed there would be rather controversial, as well as not directly related to what I was doing in my PR, as part of my resolution to include the main body of the community in controversial decisions, I put this question here.
  10. As it stands, ghosts can observe chemistry machinery. According to Fox, this causes some problems with players trying to keep their special mixes secret - should I shield their interfaces from ghostly observation? Ya or na?
  11. Yeah - tracking the language on the mind might be a better fit than putting the language on the mob - the current system leaves some things to be desired...
  12. So, move that capability to the brain-scanning mode, which will still give them the species of the body they were placed in, rather than their original species?
  13. As it stands, the unclonable organic species (vox, slimeperson) can be cloned by removing their brain, and placing it into a clonable species' body. However, we're deliberating whether to make that stipulation harsher, and making the scanner not accept the brain at all, brain scan mode or not. Ya or na?
  14. Mmm, there should be a way around a mass-overwriting of genes, yes...? I think I'll look into enhancing facial reconstruction surgery, so you can use faces other than what your DNA originally says so...
  15. Actually, it just reads the name they showed up as - So if it's "Stickyfingers McGreytide (as Captain Dozy)", producing a UI+UE syringe would name people "Stickyfingers McGreytide (as Captain Dozy)", even if they were otherwise equipped. This is a pretty blatant bug, one that I've gotten to fixing.
  16. Oh no, it sure is a shame I am a total novice and unknown contributor to the code. I clearly have no idea of what I am doing, and I haven't already done this in the course of half an hour. What an impossible, herculean, task.
  17. Ah, I've added logs to the action, so it should be better now...
  18. P*V = n * R * T P: Pressure V: Volume n: Moles of gas (basically the amount of molecules) R: Ideal gas constant (handles unit conversions) T: Temperature I think a big problem, is that many air containers are unclear of their volume - make that more accessible, and I think that'll clear up a WHOLE bunch of confusion...
  19. Oh! I DID misremember! Sorry, Plotron! Yes, yes, this was johannhawk, yes? My bad, Plotron! I'll check the genetics scanners, now!
  20. I'm not saying that cloning should work with a brain, and only a brain - rather, that it should have the ability to draw the genetic data from the brain, rather than the body, so that if some unfortunate twerp gets gibbed, that they still can come back as the person they were, rather than monkey (742), when the genetic data to reconstruct the person is still present in the brain. This seems like something that'd be an upgrade from the norm, though - I'll be sure to leave that in upgrade territory. Since this still requires surgeons to transplant the brain to that of a cloning-viable body, I'm not sure how this invalidates their work... As for the difficulty of implementation, that's on me - I've coded a bunch of features before, so don't worry about who on earth is going to do it.
  21. Ah... Yes, a better system for the paramedic might be more effective, and not duplicate a job's tasks... Say, a handheld device, that requires paramedic access by default, that allows them to request elevated access for a set of regions for an amount of time they select, from the AI - like a portable, handheld guest pass console. Ya or na?
  22. Mmm, a special gravitational catapult, for vacuums only, perhaps... Though personally, I was thinking the doctor would kite the mobs away from their charge, and return once the coast was clear. We'll see, though...
  23. I was thinking just making an odysseus for the mining doc - doesn't have mining equipment, and won't let them wander the asteroid on their own, as I don't plan on giving them their own hardsuit. Ideally, their playstyle should focus on evading the monsters, rather than terminating them - the odysseus should let them weather a few hits, while transporting injured miners to safety. A karma cost should keep candidates in line, and base medical access gives them something to do before anything kicks in - say, ask for additional medicines from medbay.
  24. I've buffed spaceacillin within the last month or so, so perhaps your knowledge is out of date - it used to do only 6 in mild, and 2 in acute - at which point, YES, it took 150+ units of spaceacillin. And if you contain more than a single processing's worth of spaceacillin, ALL organs will benefit - multiple acute organs do not need more antibiotics than a single one.
  25. * Jumpsuit * Sechud Icon I THINK that's all...? Maybe a combo supply/medical headset, but the brig doc doesn't get a medical headset either...
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