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Everything posted by Crazylemon
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Don't think I've forgotten about this one - I'm keeping this at the top of the forums until I follow through, since removing a neat ability like this in its ENTIRETY would be mean. For now I'll probably restrict it to standard brain <-> posibrain though, since I don't want to bother with the can of worms of the pocess of creating a slime person body. Even then, though, there IS the possibility of going "spehsmann -> le dead -> posibrain -> meatbrain -> monkey -> clone -> spehssman", but I think our playerbase has the restraint not to abuse a feature that could lead to a lifecycle like that.
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To be fair, I'm not entirely sure what the synthetic union is, and what the relationship between it and what an IPC is, is (sorry for the odd wording there). The positronic brains are the root of the IPC's personality, does the synthetic union consist of only those with a particular chassis, or does it center around intelligences that lack a biotic origin? And as such, what does the origin of IPCs center around? The design of the chassis that allows synthetic intelligences to function at human-level dexterity, the creation of unlawed, free-willed synthetic intelligences, or both simultaneously? The last point seems the least likely to me, at least given that multiple technologies being developed/tested at the same time in the same context is somewhat not much sense-making. I could see the chassis being designed for positronic brains in particular, because if you need a meatfolk to have a human-capable body, you'd just clone up a good body to use, transplant in the brain, and good-to-go. Sans IPCs, positronic brains lack such an option, and needing a synthetic intelligence to do a task that requires organic-level flexibility seems like a problem that might be addressed in the corporate world, and since the primary target is a positronic brain, the product itself would most likely named after it's target audience. So, I'd say MMIs being able to slot into the slot for the posibrain seems consistent, especially since MMIs and posibrains are interchangable everywhere else.
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Yeah, would probably twofoldedly obsolete a traitor MMI and be a goto for a traitor roboticist. Na, then.
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This is probably way too OP of a suggestion, mostly motivated by lore reasons, but... I propose emagging a posibrain or MMI mindslave it or the brain inside respectively, making having direct access to such things an extreme vulnerability. Unlike a mindslave implant, which can be used on live, walking people, this procedure only works on people at their most vulnerable, and for anyone who isn't an IPC, an MMI and defibrillator is needed. Since being permanently mindslaved is kind of suck, this can be reversed by using the AI integrity restorer, to dehack the brain. Ya or na?
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Left my two cents on the main document, though I left a few other comments on the last one too.
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Remove research console access requirement
Crazylemon replied to GelatinousGlob's topic in Suggestions
Can't you just add a line of code to block the screwdriver from working (a straight "return" without a parent call) just in the attackby of the rdconsole, checking if it's locked or not? Since the deconstructed console is on a different path type, this won't lead to weirdness of not being able to reconstruct if it somehow gets deconstructed a bit -
Remove research console access requirement
Crazylemon replied to GelatinousGlob's topic in Suggestions
I've got a PR in the works where I'm patching up the access restrictions on R&D consoles so de/reconstructing the robotics one, for example, doesn't toast the roboticist, and swiping an ID with RD access lets you swap out the access protocols to one of the 4 default station configurations. So, in the works. -
Putting another of the tasks that Robotics can do behind an R&D lock seems pretty not-that-great. I mean, you could add some extra manipulators to the map in the robolab so that robotics isn't toast if they're inexperienced and have crummy coworkers, that could very well make this viable. Of course, with the map freeze in place, a change like that will have to wait. However, faster work speeds sounds dandy. I think it might work well if, each part that was one step away from completion could have the manipulator added at that point to enhance functionality, rather than being a lock for completion. The map edit wouldn't even be needed at that point!
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Sorry for prying, but I take it the consensus is among admins?
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Glory to synthetica!
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Swap around item name and vend buttons in Smart-Fridge
Crazylemon replied to Professor Cupcake's topic in Suggestions
I've put the buttons on a new line, so that they don't make a mess with the titlle. PR here. Sorry, if I kind of silently accepted this one - or did that PR not do what it needed to? And yes, Professor Cupcake, it is as easy as modifying that file, though I'm not sure if floating to the right will work nicely. But of course, you can download the repository and run it yourself to verify that your changes will work as planned - in fact, if you look in your Documents folder, under "BYOND", I think you can find the version of the file you're using while connected - you can modify that while on your test server for immediate results! That helped LOADS when doing the sleeper UI. -
How do people even find out? What's the tell?
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That's... far more tricked out, at least for certain aesthetically, than I've ever gotten robotics so far. Fantastic! Simply looking at your setup, just fills me with ideas... Though, what exactly are you keeping in that display case?
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Since when is science, esp. in Nations, dependent on cargo? Can't robotics make a RIPLEY, RnD build their own ore reclaimer, and proceed to flood the station with METAL GEAR?
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Finally swung down the axe: Here's the redirect For future reference, to do a redirect, you replace the contents of the page with:
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Thing is, radium isn't what's normally used to cure the infection, it's the blood. Once the cure is generated by the person injected by radium, doctors take a sample of their blood and distribute it to others. Radium DOES have a 50% chance per virus cured to deal 100 toxins damage, which requires immediate treatment in cryo or other intense care, lest the patient die, and some treatment later for their damaged liver, but from there you can take a sample of that person's blood to cure the others, which only does mild toxin damage when injected into others if the bloodtypes don't match.
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I believe so! As long as they don't get sucked in, they should work fine; there's nothing magical about the collectors that start in engineering besides the fact that you have to get extras from centcomm. Though, that makes me wonder if you can arrange multiple layers of collecters for maximum stupid levels of power...
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I thought science's job was to keep all those shiny minerals in their cute-looking autolathe and dispense adorable little pellets when it's feeding time for robotics
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hold on racial emps? way out of line like they could destroy all IPCs crack open all the lockers nerf nao
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Can't you just make a redirect, even as a non wiki admin?
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The "Cyberiad" (the name of the station we're on is "NSS Cyberiad") was a series of short stories by Stanislaw Lem, and "Trurl" was one of the two main characters in the series of stories. At least, if that's the reference I'm catching here.
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How much of the mutagen did you apply per dose? If it was less than 11, there DOES exist the possibility that all of the rolls failed, though for 18 doses of 5u each that likelihood would be 1.8%, which is rather low. Plants, however, DO keep the same stats from shift-to-shift. I've already catalogued this in the Guide to Plants, which, besides the table of plant data, seems to cover much the same contents as the guide to botany. Perhaps, the not-plant-list bits should be yanked out.
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Perhaps just integrate a GPS into hardsuits, so that the wearer can be pulled back if needed? I mean, they're expensive Nanotrasen equipment, and letting people have tabs on where you are at all times, even off-station, is a down/upside to consider when romping around in a hardsuit all the time.
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Mechanic access addition: Ore Redemption Machine.
Crazylemon replied to Kevak's topic in Suggestions
yoy -
Ya hoy Kablammo Working on something fancy with mulebots, too.