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Everything posted by SkyPing
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Ayy, this guy! Welcome to the forums!
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Canada Bestnada, welcome back <3
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Bill Chompski's Personal Logs and Files
SkyPing replied to Bill Chompski's topic in Stories of NSS Cyberiad
*Breaks into Bills office to find Entry Four* *Endless Screaming* -
Introduction So, me and Jacob both agreed that the genetics guide on the wiki sort of made sense, but was a bit hard to read/understand. Thus, we wrote this guide that both 1. Retread the points stated in the original genetics guide so that they were easier to comprehend. 2. Let’s us share our little tips and tricks to make your life much easier working in this field. The Medical Side Your job here is to clone people and make sure the cloner is stocked. Realistically, you will likely never need to clone people (unless it’s a major disaster) because using the cloning machine is the EASIEST THING ON THE FUCKING PLANET. Doctors that have an unrevivable dead body will likely never call you over to the cloning machine for cloning, and they will do it themselves. However, you also need to make sure that the cloner is stocked. The cloner needs meat stored into it to make the new bodies. The easiest way to stock the cloner is to use Synthmeat, which is a combination between Cryoxadone and Blood. Doctors will likely scream at you for leaving the machine empty, so I always spend the first 5 minutes of my shift stocking the cloner. You’ll need: -1 Animal for your blood. Refer to later on in the guide if you don’t know how your cubes work. -Cryox. Chemistry should be making it, but for now you can just take some from the Cryotubes (Don’t worry, no one will notice). Grab a beaker from a Nanovend, eject the Cryox beakers in the tubes, and pour about 10 units from each Cryo beaker into your new beaker. You should now have 3 beakers, each carrying 20u of Cryox. Take one and store the other two back into the tubes. -An IV drip. They’re on the other side of medbay near the sleepers. -A roller bed to pin your animal down so they can’t move Alternatively you can just break the animal's legsWe at the Praxis Guides team are upstanding citizens that treat our subjects with the utmost care and responsibility, and we never harm or abuse any of our subjects. 1. Attach your Cryox beaker to your IV. 2. Place down the roller bed (Use it in your hand) and then buckle the monkey to it (Drag the monkey sprite onto the bed) 3. Drag over your IV and attach the IV to your monkey. 4. Right click the IV and switch its mode so that it sucks in blood. 5. Profit. As a side note, you can use this method as any job; it’s just easiest with Geneticists since you have monkeys by default. Alright, and that’s about all you’ll be contributing to medical for now. Let’s move on to the bulk of your work; discovering them fucking powers! The Science Side Your job is to radiate individual blocks in a monkeys DNA to try and find the sweet super powers hidden within them. This requires you to radiate and change the value of each block inside each person's DNA. When you manage to set a block to a certain hexadecimal number (DAC), then the power inside that block will activate. You discover the actual modifications by radiating a monkey, and once you get a block which you think has a power in it, you apply that block to yourself to see if there’s anything cool in it. DNA is made up of three specific branches: UI, UE, and SE. Unique Identifiers (UI) This stuff makes up your appearance: the color of your hair and facial hair, your skin tone, your gender, etc. Essentially all of the cosmetic stuff. You can use these to make yourself or a monkey look however they want. In practice, you will likely never mess with these, since we live in a perfect world where everyone can look exactly the way they want by default. Unique Enzymes (UE) This stuff makes up your identity, essentially your name. Not only will you never have to use these during your job, you physically CAN’T adjust them. The only way to store and create UE’s is by copying someone else's already existing UE. Structural Enzymes (SE) THESE are the things that you’re going to spend your time with. This modifies the practical DNA of your subject and where all of your powers are hidden. Your job is to keep radiating the blocks in these Structural Enzymes to a high enough number to activate its power. Jacob’s section will go into more details about this. All of these blocks use a hexadecimal system: one of the EASIEST THINGS to fuck up if you don’t understand how it works. So, I’ll quickly explain how they work in the most concise way I can. We count 0,1,2,3,4,5,6,7,8,9. After it passes 9, we add a new digit and continue, for example, 9 becomes 10. Of course you know this. Now then, Hexadecimal works the exact same way, except it goes 0,1,2,3,4,5,6,7,8,9,A,B,C,D,E,F, and then we add a new digit and continue. For example, 20 is higher than 1F, F0 is higher than EE, and DAC is higher than DA4. THE BIGGEST MISTAKE NEW GENETICISTS MAKE IS MAKING ALL THREE DIGIT GO ABOVE DAC. That is wrong, because DAC represents ONE NUMBER. The easiest way to imagine this is by visualising it with normal numbers. Imagine that DAC is 413. That means that ANY number that is 5XX is going to be bigger than 413. Therefore, you can activate powers instantly if you get an E or F as your first digit. THE BLOCK IS A THREE DIGIT NUMBER, NOT THREE ONE DIGIT NUMBERS. Let’s repeat that again. THE BLOCK IS A THREE DIGIT NUMBER, NOT THREE ONE DIGIT NUMBERS. ALRIGHT, LET’S TORTURE THE EVERLIVING SHIT OUT OF ANIMALS! But of course, we can’t actually DO any modifications if we don’t have anything to modify! Fortunately, NanoTrasen provides you with monkeys to do all of your sadistic testing on. Step one: Grab an animal cube from the table. They’re in the boxes. You can get Monkeys, Farwas, Stok, Wolpin, or Nearas. They all work the exact same, except they represent different species (Monkeys are animalized Humans, Farwas are animalized Tajaran, etc.) They’re all living beings, and they all have their own separate DNA code, and that DNA can be applied to humans! Step two: Bring your… thing, back to life. You’ll notice that your monkey cube isn’t actually a monkey. All you have to do is add water to it though! Unwrap the monkey cube and put it under your sink, and the cube will grow into a monkey! Just like Looney Tunes. Step three: Toss that thing into your DNA modifier! Just pull it out of your pen and drag it’s sprite into your machine. Boom, you can now radiate it to your hearts content. BEFORE YOU GO ALL TRIGGER HAPPY THOUGH, YOU NEED A CLEAN SE A clean SE is a buffer that is entirely normal and has absolutely no powers or disabilities whatsoever. It’s just normal, regular old human DNA. They’re important to have because if you get a disability that you don’t want, you can just pull up your clean S.E. and fix it up real nice! We can get our clean SE from our monkey, but there’s one slight problem. The monkeys a monkey. If we inject ourselves with that monkey’s SE we, too, will turn into a monkey. That’s really bad. So, the first step we have to do is turn that monkey human! All of the blocks in the SE of a person are randomized, but block 55 will ALWAYS be the monkey block. If the block is below 800, then that person's a human. If the block is above 800, that person’s an animal. Once you have block 55 below 800, save that SE to any buffer you like for later use. Can I Test this Block Yet? Each block contains a series of three hexadecimal digits. Possible digits from least to greatest is 0,1,2,3,4,5,6,7,8,9,A,B,C,D,E,F. When irradiating a block, always start with the left most digit of the the block which is the most significant digit. These are some sure fire steps you can take to determine whether a block is considered active or not. 1. Irradiate the left most digit of a block. Keep irradiating the digit until you have a value of D, E, or F. -Is the digit's value E or F? If so you are done! Skip step 2 and test that block. -Is the digit's value D? If so move on to the middle digit of the block and start irradiating that. 2. Irradiate the middle digit of the same block. Keep irradiating the digit until you have a value of B, C, D, E, or F. -Did you get any of these values? Good! You can now test the block. The maximum value that any block will need to activate a gene is DAC. However it is slightly easier to get a value of B or higher for the second digit than it is to get a C or higher in the third digit. Knowing this, there should never been a reason for you to irradiate the rightmost digit of a block if you want to follow this method. Now we get to use block injectors, stabbing yourself with these is the main purpose of your job. Save a copy of your test subject’s SE into one of the buffers that does not contain the clean SE that you created earlier. When printing a block injector, you will receive a pop up of all 55 SE blocks and the value of each. Find the block you were modifying, select it, and print it out. The resulting injector will change only that specific block when injected into a person, meaning you can directly correlate the block you tested to a power/disability. Once injected, you will likely get a message in the chat telling you a new feeling you have after the injection. Blue messages indicate good traits you have just unlocked and red messages indicate negative or harmless traits. Should you get a negative trait from an injector, you can create a block injector from your clean SE buffer (which you still should have saved) to fix it without wiping out any powers you may have found earlier. Another important thing that you’ll notice is that every time you inject yourself with a genetic modification syringe, your toxin damage goes slightly up. Always make sure you have charcoal on hand to inject yourself with. You start out with a bit in your locker, and if you run out you can run over to a nanomed to get new ones. For the BEST results, ask robotics (you have sciences channel after all) to make you your own personal medibot, and fill it up with a bottle of charcoal! It’ll automatically heal you when you take too much radiation damage and is significantly more efficient than healing yourself as you will need to heal off your toxin damage every second or third injector. Having your genetic console upgraded by the science department will also lower the amount of toxins you take per injector, so it doesn’t hurt to ask if you know they are out upgrading things. Another solution is to collaborate with the virologist (if you trust them that is) to try to get a virus which neutralizes toxins. Go ahead and give that virus to your monkey subject as well and you will never have to worry about toxin build up again. This doesn't seem so b- *you twitch violently* Genetics testing can be fun, but there are a few defects out there that will really ruin your day. Here's a list of me venting on some of the most debilitating ones in my opinion: 1. Tourettes 'you twitch.': This is the worse disability, by a huge margin. Getting twitch means that you have a 10% chance every clock cycle to get paralyzed, drop whatever you are holding, and if you are unlucky shout a random curse over comms like a complete maniac. If you are really unlucky, the twitches can trigger in a way where they chain together, leaving you unable to move while you scream the most tactful of words over comms for minutes on end. Either get someone to help you fix this or attempt to fix it yourself during the times you are not completely helpless. 2. Radioactive ‘You feel a strange sickness permeate your whole body.’: This lovely gene will slowly build up radiation in your system causing you to take toxin damage over time. It also has this effect on every person immediately next to you for added fun. Easy enough to fix on your own however it can activate on it’s own in your test monkey as well which makes moving the monkey anywhere a pain as well until it is fixed. 3. Epilepsy 'you get a headache.': This gene causes seizures, but the chance of it occurring while you have the disability active is much smaller than the tourettes gene. If you are not able to fix this gene before it triggers, you will remain shaking for bit, even after deactivating the block. You should have no trouble curing this yourself when it occurs. 4. Unintelligible 'You can't seem to form any coherent thoughts!': More of a nuisance than an actually dangerous gene. Unintelligible makes it pretty impossible to communicate with anyone. For example, let's say Baldy McViolent breaks into your office and starts wailing on you with a toolbox. You may try to call out, "Excuse me fellow crewmembers, I require assistance in Genetics to stop this assailant". This gene would make you instead say something like, "ME CREWMEMBER FELLOW!! GENETICS STOP I REQUIRE IN THIS ASSAILANT!!". Pretty clear right? Really unless you are actively trying to talk to someone, this is a non-issue disability which can be fixed easily. Genetics sure does sound terrible, I'm just gonna go back to safer jobs But wait, there's more! Some of the powers out there that you can find are life savers in a huge number of situations. To offest me whining about defects I hate, here's a list of some of my favorite powers: 1. X-ray Vision 'The walls suddenly disappear.': X-ray vision is never a bad thing to have and its almost universally loved. You can see everything, that CMO who locked himself in his office, the inside of the vault, and Baldy McViolent beating on someone in the next room over. Combine this with a Health HUD and you can see everyone's health as well. Combine it with telekinesis and you can safely beat on monsters like xenomorphs from the safety of a different room (don't actually do this because the second a xenomorph figures out what you are doing, they will find and curb stomp you). 2. Jumpy 'Your leg muscles feel taut and strong.': This is another gene that is always great to have. Each jump saves you almost an entire screen of walking and the cooldown on the power is very low. Need to respond to call for help? Just jump. Only have a few seconds until the evac shuttle launches? Just jump. Baldy McViolent somehow found a gun and wants you dead? Just jump away like a true heroic coward. 3. Remote View 'Your mind expands.': Ever been frustrated trying to find someone because they didn't turn there sensors on? Then this is the gene for you. So long as the person doesn't have the pys-resist gene, isn't off station, and isn't dead you should be able to locate them. Great for finding that guy who just screamed help without giving a location or for spying on that shady coworker who isn't doing his job and refuses to answer over comms. KERO NOTES - A recent patch made it so you can only Remote View other people who ALSO have Remote View. Suuuuuuucks. Kero is right, death to the remote view! 3. Telekinesis 'You feel smarter.': Move objects with your mind. Most useful when combined with the X-ray Vision gene. People do tend to get angry if they are constantly being smacked by flying objects, and most of them are smart enough to look for the guy with a glowing blue telekinetic aura around his head. A pretty simple and handy power to have. 4. Shock Immunity 'Your skin feels strange.': Shock Immunity is quickly becoming one of my favorite genes to find. Tired of malf AI's shocking doors, revenants shooting lightning at you, and the loose tesla engine literally killing everyone? I'm unsure how well known this is since I've seen geneticist shrug this power off as just so-so; this gene prevents all of those. Not lessens damage or makes you recover faster, you cannot be harmed by these events anymore and that has saved my life so many times. Go up and take a selfie with the rampaging tesla if you want, it can't stop you. Tutorial Writer! I followed this guide and now everyone hates me! Help! Well, did you do something to make everyone mad at you? The fastest way to turn the crew against you is to run around with the hulk gene on punching things or to telekinesis items into people at random. Even having hulk on without a good reason will cause most sensible people to have seconds thoughts about your intentions. To keep people happy and stop them from forming a lynch mob, here are some do-s and don't-s of being a good geneticist. Some of this is rehashing of points we made earlier, so feel free to just skim this if it seems pretty common sense. DO watch after the cloner. Yes, it is not in your direct line of sight but you work 10 steps away from the thing. If you see or hear about bodies piling up go lend a hand, I promise you the genetic lab computers are not going to get up and run away while you are gone. Swarmers might eat it though, those things are basically flying mouths that eat anything, including all your hard work. DO fill the cloner with biomass when asked. Again yes, any doctor can do this but you will likely be asked to do it plus you have a massive supply of blood in the form of monkey cubes. Just do this if someone asks you to or if you really want to make medbay happy, do it without being asked. DO respond to anyone trying to contact you over comms. This is more of a general 'do this' but I've seen geneticists who ignore comms. If someone in medical or science is asking for something, respond to them because they aren't going to enjoy having to go searching for you because you aren't talking. You are also a link between the science and medical departments so if there is pertinent information to pass between the two, do it to save everyone some time. DO offer to give copies of what you have discovered to Command Staff and, if the RD allows, Security Staff. This is a great way to show them that you are a responsible crew member and can even help clear your name as proof that you were doing your job today. DON'T use your powers 'because I was bored'. In case the opening blurb of this section wasn't clear enough: abusing your powers is wrong. People WILL be mad if you are breaking into places as a hulk and people WILL be mad if you are beating people randomly with a telekinesis'd locker. Just don't do these things, please. DON'T give genes out to every person you come across. This is especially bad if the person you are giving them to is our dear friend Baldy McViolent from earlier. Nothing will incite a riot against you faster than the station being overrun by superpowered civilians. DON'T throw dead monkeys down disposals. Unless your intention is to scare Cargo by piling corpses up in the garbage, don't do this. Cargo will call medical to deal with the bodies, medical will confirm that they are in fact dead monkeys, and then everyone will turn towards the most likely cause of dead monkeys in the trash, which is you. DON'T go hunting for criminals. If you see someone who needs help, of course you should then go help them if you can. This is different than running around the station as some kind of a vigilante. You are still a doctor remember, not space batman. In certain cases (like on red alert or with RD approval) you are allowed to give security genetic powers so let them handle whatever the threat of the day may be. If you want to hunt down antags play Security instead. Why does this Vox keep saying "Is has no breaths?" to me? This is a good thing! Part of being a functioning member of the crew as a geneticist is helping species who could benefit from a genetic boost. Certain species can often better survive with the help of some of the powers you are able to find. Most of these are considered harmless enough that no one will get upset with you and in most cases the gene being active is not even noticeable to a passerby. You don't have to go out of your way to get these genes to people, but these are things I've been asked for before and if they come to you there is (normally) no issue with assisting them. It's always a good idea to let the RD know what you are handing out as well. Here's a list of some of the common requests that you might get from your non-human crewmates. Vox 'No Breathing': This is the most common one you will deal with just based on the large number of vox around most shifts. Vox love their voxygen tanks, but they love not having to lug them around even more. Giving them this will allow a Vox to run around without a tank and gas mask. Plasmamen 'No Breathing': Same reasoning here as with Vox, Plasmen can't breath without there special plasma tank unless they have this gene. As an added bonus, they will no longer burst into flames with their hardsuit off making them much easier to clone/defib should they need it. Diona 'Super Speed': This one is slightly more iffy than the others. Dionas are already built like tanks whenever they are in well lit areas and giving them this makes them nearly as quick on their feet as everyone else. Be sparing with your distribution of this and you should be fine. Grey 'Telepathy': This is more of a note to make sure anything you do give a Grey has telepathy on it. You know those big headed monochrome fellows you rarely see around? Those are Greys, and they by default have telepathy. Giving a Grey an injector that does not have telepathy on it is not a good idea, so just remember to be considerate in this case. Skrell 'Sobriety': Nobody gets drunk quite as fast a Skrell can. Imagine a lightweight drinker, then double that. That's the alcohol tolerance level of a Skrell. Giving a Skrell this will at least slightly improve a Skrell's chance of not drinking themselves silly, but it will still probably happen. Additional care should be taken in regards to the next four situations. All temperature resistance genes cause the user to have a glowing aura around them, meaning that anyone and everyone will know that they could have other genetic powers active as well. Additionally, these genes can provide bonuses to a species that would be considered above just improving their quality of life on station and should be used sparingly. Tajaran 'Heat Resistance': This is something you will very rarely if ever be asked about. Tajs have a lower temperature at which they overheat, and this gene will counteract that. Unathi 'Cold Resistance': This one is even more rare than being asked for a heat resistance gene. Unathis are your cold-blooded reptile friends, so they are more susceptible to low temperatures. Slime People 'Cold Resistance': Same argument as with Unathis, Slimes will freeze to death quicker than other species. You will probably never get a request from any of these last three mentioned groups but in case you ever do this is what they are likely ask about. Vox ‘Cold Resistance’: While Vox are capable of traveling in space without hardsuits they do suffer a fairly severe slowdown from the cold. Although this can be counteracted by wearing heavy clothing like a firesuit it can also be nullified with the cold resistance gene which is considerably more convenient than wearing cumbersome clothing. Job-Specific Powers Before I go into detail about jobs that can benefit from genetic powers I want to reiterate that you need to get permission from the RD first. As was stated above do not go handing out powers to everyone you see and expect to keep your job for very long. Any crew member that regularly wears a hardsuit on the job will love you if you provide them with the ‘Super Speed’ gene. Miners can gather ores faster, engineers can move around the station more quickly without worrying about lugging their hardsuit in one hand. The paramedic, too, could benefit for those times when they have to bring a dying person in from space and forget to take off their EVA suit. Security armor has a very slight slow-down effect, as does the Captain’s carapace armor so it doesn’t hurt to include this genetic enhancement when buffing Command and Security with powers. ‘No Breathing’ is another godsend for crew members who regularly have to leave the station. Miners and engineers, pod pilots, mechanics, paramedics, and even scientists who want to mess around with telescience. Credits Written by Praxis Chailer and Jacob Ryals (SkyPing and Paranoid Sofa) Edited by Maxwell Edison (Keroman)
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Right into your fucking soul. I forgot he had the circles under his eyes, you now know Praxis better than Praxis knows Praxis.
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*Raises hand* Me too. I think it's been like this for a while.
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Rare Case =/= Standard Operating Procedure. Also, yes it is, or should be, but it should still be written down, just in case. Not exactly what I meant, sorry. I'll get straight to the point. Guideline HoP 2 and Guideline HoP 6 mean the exact same thing. Guideline HoP 6 can be removed, and any extra information in HoP 6 can be moved to HoP 2. Sorry, should of said it like that sooner. .-.
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At the same time, we have Oculine, Mitocholide, Cryox, Unstable Mutagen, Mutadone, Spaceacillin, etc. None of them are real, but they exist and add to gameplay. The game is 500 years in the future, we can always say that the new chemicals that are discovered (Plasma and Space Fungus being the primary examples) can also be short cuts to making already existing chems. Things can afford to be flexible. That being said, I love how chemistry in this game already works and I love how the medicines in this game also transfer into real life. It's one of the reasons why I stuck with Paradise. But at the end of the day all of these suggestions are just "suggestions", and I have a few to make. Let's gooooooooooooooooooo. SGS in real life IS supposed to be an IV medicine, so Saline being more effective or something when in bags makes sense. To be honest, I've never actually enjoyed using this chem at all because of how slow it is. Patches and Iron work faster and are (*Cough cough*). If I wanted to spend extra time waiting for someone to heal, I'd just use the sleepers. Definitely not. There should always be a choice on whether to use Charcoal/Calomel/PI or Pentetic Acid. Pent is faster, more efficient, and friendlier for chemists because it takes the role of three meds in one, but if the chemists prefer charcoal for whatever reason or you need a really fast purge or radiation killer, both Calomel and PI take about an instant to make and distribute. The variety needs to be there. Honestly, I thought this med was completely useless until I read Fox's little blurb on how it's supposed to be a combat medicine instead of a regular healing chem. I have no idea where I stand on this cause I never have gotten into a situation where I needed to use it. I'll definitely try it out now. Yeah, pretty much. We had a discussion about it before and the general consensus was that Salb was useful for combat situations and that Perf was used for medical application (When the silence effect didn't matter as much). So both have an application. But at the same time, it uses Salicyclic as a component and is all around just awkward to make. It's recipe could use a bit more love, and Perf made harder. Basically, from a user standpoint, the two are fine. From a creator standpoint, it doesn't make much sense. Meds that purge certain chems really well never really made any sense to me. I can count the number of times I've had to deal with Histamine poison with one hand (If that hand had all of it's fingers sawed off). Plus, Calomel and/or Pent would of been made already. It IS being used in Viro apparently, so... yeah, I got nothing. Recipe doesn't seem too ridiculous to me. Same problem; I never get into any situation where I can apply these, so someone else probably has a deeper insight on this than I do. It's likely that I won't apply them to patients regardless while I have a Cryo and Fridge on hand. The only reason Oculine is somewhat practical to make is cause Atropine can be made from the components locker and spaceacillin is in the Nano Vends. Mitocholide has Synthflesh and Cryox, but you should be making Synthflesh and Cryox anyways. Making Atropine and Spaceacillin using nothing but what you get from the dispenser is much more difficult and requires more steps. In summery, that statement is absolute bullshit and you know it. Agreed, I'll be stating an alternative at the end of this little blurb. @Fox OH, that was you that did the instant cloning thing. Really impressive. Basically, if Rezadone is applied to a clone that is 1% complete, the clone will be instantly healed up to 100% completion and be ready to work again. Rezadone is legendary, I feel like it's difficulty is well founded. Now that that's all and done, here's my proposition. Have certain Meds require minerals from mining. IE, Synthflesh now needs Gold/Silver instead of blood. This will force chemists to make both low tier and high tier meds. Low tier for the beginning of the shift and high tier later on. This means that chemists won't just spend 19 minutes making meds and then fucking off, and they'll have more to do. I've always compared Medchem to RnD. They're both things that help the station a SHIT ton, both can be completed within a reasonable time span, both can be mastered to get a shit ton of things out really quickly, both are usually abandoned, etc. Meds such as Perfluoro are going to be preferred over their weaker counterparts every time. Forcing restrictions that are based off of time would force chemists to make a wider variety of meds, and force them to be more dynamic (EG, mining isn't completed). This is already the case for drugs such as Strange Reagent, which require a visit to Viro/Kitchen AND The Bar. SR is also really useful and is generally made despite these restrictions. Of course, this also could just be annoying as fuck and add nothing to the game whatsoever, so opinions would be nice. I myself am neutral on the idea; I absolutely fucking hate relying on other departments to get work done.
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Magistrate is a role that is unique to paradise station. No other server has them and they work just fine. However, sec is taken pretty seriously, and people CAN and WILL get job banned from it if they mess up SoP. Ahelp if situations like those happen again, or file a player complaint.
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Prevent people from killing themselves on light bulbsV2
SkyPing replied to Hero_Swe's topic in Suggestions
Alternatively, put in those grates that are generally suppose to be around lights in the first place. At least for security; it's annoying as hell when unruly prisoners just keep touching their light bulbs in order to get attention/kill themselves. And when you attempt to move them into solitary confinement, HEY ANOTHER LIGHT BULB! Granted, you could argue that if prisoners wanted to kill themselves anyways, there's a suicide verb. So hey, there's that. I really like this idea for the Brig cell lightbulbs, because, let's be real here, Brig Cells are where 90% of this happens and it's usually a way for people to commit suicide, without using the suicide verb or ghosting to circumvent the downsides those commands usually have entailed. ...OH YEAH. It's literally respawnable suicide. On the other hand, so is Russian Roulette and shit. I still have no idea where I stand on this. -
Prevent people from killing themselves on light bulbsV2
SkyPing replied to Hero_Swe's topic in Suggestions
Well. Copy-pasta time. Alternatively, put in those grates that are generally suppose to be around lights in the first place. At least for security; it's annoying as hell when unruly prisoners just keep touching their light bulbs in order to get attention/kill themselves. And when you attempt to move them into solitary confinement, HEY ANOTHER LIGHT BULB! Granted, you could argue that if prisoners wanted to kill themselves anyways, there's a suicide verb. So hey, there's that. -
Alternatively, put in those grates that are generally suppose to be around lights in the first place. At least for security; it's annoying as hell when unruly prisoners just keep touching their light bulbs in order to get attention/kill themselves. And when you attempt to move them into solitary confinement, HEY ANOTHER LIGHT BULB! Granted, you could argue that if prisoners wanted to kill themselves anyways, there's a suicide verb. So hey, there's that. Also I don't think.... ANY of those things on my original thread were added. Except maybe labelling pill bottles with a pen. It's still fun making these though.
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Right, quick little update just so you guys know that this isn't abandoned already. I currently have footage for three new videos: Cult, Botany, and Janitor. In addition, we're wrapping up recording on a general engineering guide which will likely be split up into multiple parts. I've been fairly busy with real life stuff, including arguing with my parents about which post-secondary program I'll be attending, going down to the states for a robotics competition this week, and a long massive man hunt for a non-trial version of Premiere. Along with that, I REALLY want to try and get a regular upload schedule going (Likely a video every Tuesday and Thursday). Any free time I'm given is time I actually want to spend learning new jobs (I've been doing a lot of security lately and have been enjoying it). So yeah, we ARE still alive, we are collecting footage and planning videos for the future. Thanks to everyone offering their support, feedback, and ideas and let's make some goood shit. (Oh by the way this isn't a closed group at all. Aside from when I want to invite specific people for one off things or jobs, everyone that's been helping me are people that directly said to me "Oh hey, I want to be part of this." So if you wanna be a part of ze videos but think you need a personal invite from me, ya don't. Just ask, and I'll add you to discord channel where we plan things, ez as that. For real. Message me. Thanks for reading.)
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And diona. And Grey since most of them are cloned into existence.
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Just like how there's a limit of how many gene modifications you can make to plants. I give a preemptive yes (being it sounds good on paper, but I'm too lazy to think about it too deeply and I wanna hear ze arguments and discussion BEFORE I'm certain.)
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Considering around half of regular blueshield players consistently ask for additional gear and access and roundstart, explicitly banning it via SOP needs to happen. This is off the topic of the threat, but SOP probably isn't enough to properly fix blueshield powergaming (though admittedly it's been less frequent recently). Actually handing out jobbans over it or making them unimplanted might be a better solution Yeah, that's a good point. Sorry, Blueshield was one of the latter jobs I looked over and I wanted to remain consistent in my criticisms. I'll ju- ...FUCK Ping's Nitpicks 2: The Nicking Pits Back Ok, starting off, these two seem really really similar and can probably be cut down (Specifically, acting as security is performing the jobs of other personnel for them). I DO agree that the captain needs to be reminded that he's not security in SoP though, since the captain supervises the HoS. Maybe toss it at the end of this guideline down here? They seem to fit. It might need to be specified (Cause this issue comes up occasionally). That in these situations they are to be promoted to acting head and only acting head. Not actual head, just acting head. An absent head just means that the person that regularly does that job has not arrived yet. Head of Personnel: ... Wait. ...Hold on, what? There were two options, "Captain Authorizes" or "Hire a new HoS first". You said that the correct wording was the latter, but then changed the guideline to the former. Or were you saying that it was originally the HoS, but the Captains authorizations sounds reasonable? There are two anomalies to this rule that... may need to be clarified? I think? Specifically... Geneticist: No one can really agree on whether these suckers are more research or more medical, but for the time being they're joint custody jobs. Who gets the authority to fire them? The argument of who gets custody over the geneticist is long, bloody, and at a stalemate, so this job will remain in it's dual-leadership hell for the foreseeable future Internal Affairs Agent: The wiki states that their supervisors are the Magistrate, but is the Magistrate a head? Does the Magistrate get the same rights as a head during an emergency vote, and are they eligible for Acting Captain duty? (I'm sure this will get cleared up in the Legal SoP) There could be a rare case where every single head could decide "Yeah, this sucker should have an all access ID card". But more importantly, isn't this automatically presumed to be the case when the Acting Captain in question gets promoted to Acting Captain? If it's just "respond to the request over radio" or something, fifteen minutes is probably way too long. I feel 3 or 5 minutes is more reasonable. 15 minutes is 1/8th of a normal shift. ...Well, wouldn't a new QM be hired, and the old QM fired, in that case? A reword to "The HoP is permitted to carry a rifle and armor for self defense" would be a bit better; similar to what was done to the NT's similar guideline. Although I think I remember reading something about the HoP being unable to carry his rifle and armor unless there is an emergency. Not certain.
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...I lost a part of my soul writing all of that. That took an hour and forty minutes. My sanity may of dropped while nitpicking all of that, so if you guys notice anything overly pretentious or annoying or just plain wrong that I said, I'm so sorry. I will never attempt to act like I'm TZO ever again. *scream
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Allllright, full fledged nitpick time; I normally make multiple posts each with only one edit. Now we go hardcore. Captain (Edit): I was GOING to make an argument that both of these items should get the exact same treatment in regards to handling, since they're both traitor objectives, but I managed to convince myself that while Nuke Ops exist, the disk should always be considered a special case. So never mind. These technically apply to separate situations. but they also technically say the same thing. One of them could probably be reworded/removed. An active crisis doesn't sound standard to me, and I feel like this isn't needed considering that the wiki already says In fact, that's also already been said multiple times during this discussion. SoP is designed to be malleable, and people should be reading and interpreting these guidelines with that mindset already. Head of Personnel: ... I think that was suppose to say "Captain", not "Head of Security". If it IS suppose to say Head of Security, it should be specified that: "This does not apply to Security. If there is no HoS to authorize the job transfer, a temporary HoS should be assigned." I think this can be changed to "Only open Job Slots if the relevant head approves", since no one can really judge properly what job slots need to be expanded upon except for the relevant head. Also, this guideline means that there can be multiple heads to one department (2 Active CMO's, for example), I'm not sure if that was intentional or not. If it wasn't, that needs to be specified. See Captain-13. I agree with TZO that this should be changed to "HoP can't ignore ID changing requests". Security can just be taken out of the equation completely, and the guideline can instead be: Although to be honest, I think that this can sort of be just removed all together, since it's stressed that the HoP is equal to all other heads of staff already. Of course the HoP doesn't have the authority. If they're acting captain, an entirely different set of guidelines apply to them, making this guideline a bit irrelevant. In addition, any head can be acting captain, yet this isn't written in every SoP. Not a complaint with the actual guideline, but considering the theme of the first 3 guidelines, I feel like this one should be grouped with them. It just sort of makes sense that this guideline is 4. and not 10. This is already disallowed because of HoP guideline 2, making this guideline completely irrelevant. NanoTrasen Representative: The entire SoP can be made exceptions if authorized by CC; the italicized portion of this guideline sounds unnecessary. The first part of that guideline basically had it covered. I mean, what else could the NT reps threaten to use the fax machine for? [spoiler2]the correct answer is BSA but shhhhh[/spoiler2] Ok, this keeps coming up and it kept bothering me for some reason. All three of these heads have been SPECIFICALLY warned that they can't perform security duties, and without even getting to the BS's guideline section, I know that theirs will say the exact same thing. But this guideline isn't applied to ANY of the other heads; not the CMO nor the RD nor the CE. They all have stun batons as well, for self defense, but nowhere in their guidelines does it say they're security. I thought that this was common sense already. No job besides security is security. All jobs have the capability to carry some sort of weapon or stun. Certain jobs that have possession to Telescopic batons are given to them for self defense, and that should be known. If this guideline is to be applied to the NTrep, HoP and Captain, it should also be repeated for every single job SoP on the station. It isn't and it shouldn't, because that's stupid. ...Ok, rant over, sorry about that. I propose that this and similar jobs should have their guidelines changed to this: I ripped that straight from the RD's SoP page, and similar is stated on the CE's and CMO's SoP page. I think it's fine the way it is. Well geez, what the hell was NT-5 about? Also, see NT-1 since A. It establishes that the NTrep already has no authority, therefore they can't fire anyone. B. Central Command interference is always going to break SoP anyways. Blueshield: You all know my opinion on this. (Come on, I used RED TEXT, you can't ignore red text even if you tried). This literally applies to everyone and feels irrelevant. AI Maintenance: Shiet, what the hell? Why does the AI have a guideline in SoP? AI'S AIN'T PEOPLE. What's "Proper Approval"? The Exception listed here pretty much sounds like what standard "Proper Approval" should be. Revised Chain of Command: I'm crying. All I can imagine right now is MachoFish's sketch with the baby sec guards, except those sec guards all have captain hats on... That's not supposed to be plural, right? For both of these situations, I feel like it should be clarified as to what happens AFTERWARDS? Is a new Captain hired? A new Acting Captain?
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Completely forgot about that, good catch. I'll update that after I decide which meds to cut from my main order.
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Updates (Fucking finally) -Pentetic Acid was lowered from 10 units to 5 units. The problem with it before was that Pentetic cycles pretty slowly and will purge ANY other chemical in the body, so if you were going to deal with poison damage you had to have the man take the pill then wait. And wait. And wait. And wait. 5 unit pills will increase the flexibility while keeping it's effectiveness. As an extension of this, you'll won't need as much Cyanide and Formaldehyde (20 units of each instead of 40 units). So I switched the recipes for both of them so that they're less fucking toxic to make (GET IT, TOXIC, CAUSE POISO-*Shot*) -Perfluoro was switched from 5 unit pills to 10 unit patches. This is because perfluoro was recently given an addiction modifier, likely to make it easier for traitors to screw people over with it. In order to avoid addiction, we put the stuff into patches, since the addiction flag only activates on ingestion (think of it like how Silver Sulf and Styptic only work in patches, and ingesting them in pills will poison you). However, only half of the units inside the patch will actually be used, so we have to increase the unit size by five. -Added Gas Masks, and the wall mounted fuel tank cause yes. Also updated the pictures a bit. -Added COLORS cause why not. I actually didn't know you could add colors until recently cause I'm stupid.
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Con: it's not Silver Sulf Pro: it's not overdosine omnizine Burn damage matters too, +1 for every time someone thought the sleepers were useful until they realize they couldn't heal burn damage with it.
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Sorry about joining the convo really late, but I agree that guideline 11 under HoP should be changed or outright removed. Guideline 11 being.... The main reason for this is because it directly conflicts with guideline 8. -If the HoP cannot deny and overrule orders, they don't exactly sound like they have "Authority over the Supply Department" -The HoP is generally viewed as the runner of cargo, with the QM being his right hand man completing doing the work while big daddy is busy with more adult things. (There's a great analogy here but Jesus fuck it's late and I can't think properly) -The HoP typically supervises cargo during any given round (at least decent ones such as Jack Edwardson) by looking through the orders in the filing cabinet. That means that most decent HoPs HAVE presence in cargo. (At least that's my ideal version of a HoP, disregard this point if you must) -Typical QM's currently view the HoP as the grand-daddy that they don't want to piss off. That's my view of the HoP/QM relationship. But back to the point, there is one major loop-hole. If the QM and the HoP have a major disagreement over what should be ordered, the HoP can fucking fire the QM because the HoP has authority over cargo. Guideline 11 doesn't matter. So it's either remove guideline 11, or modify guideline 8 so that guideline 11 can actually be implemented. I of course am arguing for 11 to be removed completely, but either or will "technically" work.
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I saved up a bunch, here are they. Wait in line for table sleeping These two happened in the same shift Aaaaand botany nonsense
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Praxis turns 24 today, a lot of stuff happened to him, and no ones posted in this subforum recently, so I figured "Eh, time for an update".
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An alternative solution to this would just be "Give Atmospheric Technicians access to the engineer equipment room." I played a lot of engineering this weekend, but I'm not exactly sure why Atmos would have access to these gloves Practically, it makes sense so that Atmos members can easily break into a room to when the AI is absent to fight fires. Or to drag air scrubbers across a plasma filled room But I don't think engineers get access to multi tools and insulated gloves so that they can hack doors. ICly, I'm fairly sure that engineers only get these tools so that they can mess around with wiring, check to make sure certain areas get certain power, don't get shocked by exposed wiring, blah blah blah. Of course, hacking doors is an amazing thing you can do, but I think that kind of stuff makes sense for an OOC point of view and not an IC point of view. Again, Ive been playing in engineering enough so I have a basic grasp of engineering concepts, but I also am not by any stretch of the imagination experienced enough to claim that I understand what I'm talking about.