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Everything posted by IK3I
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well this is just 4x10 mastermind, so I'm sure you can find an inbrowser clone if you want to test yourself
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Jetpacks are just miniature rockets. Jetpacks designed for space have very low thrust to weight ratios as they don't want to injure or kill their pilot by over-accelerating. If gravity comes into play, you're probably not going to get anywhere. Maybe if you're on wheels you could use them, but your feet are more than enough traction under normal scenarios. Now if you remove the gravity, but keep the atmos, air resistance at low speeds is negligible, so you'd be fine to use it.
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Changes to identification of talking masked people with stolen id's
IK3I replied to NoWolfie's topic in Suggestions
On the one hand, you have my attention, on the other hand, I'm not starting this without some admins and at least one maintainer on your side. -
I tend to use a different route for my solutions. It's based off of reducing the space of possible digits, then testing conditionals 1. check 0123 and 4567 This splits the space into up to three groups. We know how many from each set by how many show up in each answer 2. if more than one group is used, check its proportion of the total against other groups so if you have 2 from 0-3, 1 from 4-7 and 1 from 8-9, then you should pick two from the first group, and one from the other groups 3. This divides your groups into grids of potential digits for each position and group. You should strive to make each continued guess eliminate as many items from the grid as possible This can get rather complex, so I'll just show an example of how can you put this into use CODE TO SOLVE: 1376 A. 0123 0 2 B. 4567 0 2 Code contains 2 from first set, two from second set, and neither 8 or 9 C. 1045 1 0 We now know that 3 of the four correct digits are on the right side of the initial guess group We can determine which is the correct one by working through permutations moving positions and numbers. Any guess from here on will have a minimum of 2 correct digits D. 3026 1 1 Because we only have two correct digits, we know that the digit from the first group must be wrong. This follows from the fact that the second group can only ever contribute one wrong digit, which is has. Therefore, we should work our way through the first set, and pick another permutation of the second set maintaining one position from the previous guess. We can deduce something further about the fourth digit in particular here. It has 5 possible digits, as C tells us the only first group answer is 5, we can already see that neither 3 or seven are correct in the second group bringing us to the following three possibilities: 2,5,6 If 2 is the correct digit, then it follows that 3 must be in the correct position in D and 6 must not be in the code. If 5 is the correct digit, then it follows that 3 is in the correct position in D due to A and either 2 or 6 is not in the code. If 6 is the correct digit, then it follows that either 2 or 3 is not in the code and either 1 or 4 is correct We should now seek to eliminate each of these options by testing as many as possible at once E. 1635 1 2 We've just tested all of our statements with this sequence. If 2 is correct, then 3 would have to be in position one. We know that either the 1 or 5 must be correct as we have three correct digits with two selections from the first group If the one is correct, then 2 is not in the last position. If the five is correct, then 2 is not in the last postion. Therefore 2 is not in the last position If 5 is correct, then 3 must be in position 1. We know that 3 and 6 are also in the code. We can see that 6 has been in all positions except one, but has never been in the correct position. Therefore, it must be in position one. Two numbers can not be in position one, therefore, five is incorrect If 6 is correct, then no issues arise and we can deduce the following: 1 is correct 6 is in the fourth position 3 is in the second position as its the only position is has not been in while also never being in a correct position 7 must be in position three as we know that the 2 isn't in the code from D F. 1376 Done
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I did a thing: https://github.com/ParadiseSS13/Paradise/pull/8754
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If there's no officer monitoring the area to release them, then there's also no officer there to stop them smashing the glass door open and pressing the button. It would be better to just hook the blast doors directly into the cell timer if you wanted to do this, but a dedicated one way door would be the superior option, like turnstyles in Oracle Genpop
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When my motivation to code returns, I MIGHT look at Icon Code revamps, but I'm still a bit salty about the 20 days of maintainer silence on my utility PR so idk when I'm gonna start being productive again.
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We've got spooder butts from multiple angles this time around. This is the first full draft of the queen. Might need a couple tweaks, but the form is pretty much there at this point. I'll be moving on to the mother now so I have fresh eyes when I come back to do final touches.
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Paradise brings on a couple more maintainers/Maintainer work day
IK3I replied to florodude's topic in Suggestions
My point was that more devs isn't the solution, but rather a more robust review process. As it stands, if a maintainer is having issues IRL, then the review and merge process dies until they can resume their duties. This is the least robust form of QC and creates situations like this where we have multiweek stretches of zero relevant changes. Rewards should only ever be given out on a case by case basis and should never affect anything IC in a balance altering fashion. I'm simply suggesting that the admins and maintainers get together and assign trusted individuals to act in their stead should they encounter a situation IRL that would prevent them doing their duty for para. -
Paradise brings on a couple more maintainers/Maintainer work day
IK3I replied to florodude's topic in Suggestions
So I think there is a deeper issue at work here in terms of the review process. As it stands, if dev is bottlenecked by a maintainer not having time to review code for an extended period of time, there should be failsafes in place such as authorized reviewers that can condense it into something they can meaningfully review or a temporary stand in that can act on their behalf for the time they take their leave. While this is at its core a hobby we all indulge in, having no means of production for more than a few days at a time should not be an acceptable state. I don't know what process works best, but as it stands, its been a week since anything was merged even with simple bugfixes and features on the table for significantly longer that that time. Active development is the lifeblood of SS13 and it would be best to ensure it can continue even when the normal team is having issues. -
Some spooder sprites for actual use. or at least the design process towards them. I'll be updating this as I hit some milestones in the creative process. Currently I'm working on making unique sprites for the queen and mother as they are considered a "boss" class by tzo and should have appearances to reflect that. Queen sprite VU: The initial linework and color palette was based on the real world wolf and spitting spiders. Shown here next to the red. After some discussion, the palette was darkened and desaturated, then some purple was introduced to the shading layer to make it less greyscale. The eyes were brightened and more prominently highlighted and the spots on its back made more prominent. The next version is slated to have a bit more blue in it, depending on if it can be worked in reasonably well. I'll be posting that up in the next batch.
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I got a terrible idea and went through with it, so here's SPURK the SPARK lookalike in a hastily sprited SPORK suit.
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So I recently made some sprites for a cyber spooder that while ultimately won't be used, I had fun producing. Plus a modified version is the new brown tspider so I guess one out of ten is good enough. Anyway, I'll be dumping anything else I happen to sprite here and who knows, if you like my work and want something made, I may be able to draw something up for you. Without further ado: The Spooders raw sprites: And their Organic Cousin joining the ranks of a TS Colony near you! And because they're animated, enjoy some GIFS General Animations: WEEEEEEEEEEE!
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So as someone who spends far to much time in the realm of formal logic to be healthy, You can get most of my thoughts from this PR discussion: https://github.com/ParadiseSS13/Paradise/pull/8631 However, this seems to be the most relevant piece of information about AI laws that every synthetic player should know and understand.
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The problem with explaining changelings is that they are designed with options in mind. You have a large array of tools at your disposal and your playstyle and targets determine how you use them. For instance, if you have dissonant shriek, you can freely disable borgs, cameras, IPCs, and anything that requires a battery. This is great in situations where you may have multiple enemies coming at you, such as if your objective is on the bridge. You also have enhanced methods of kidnapping people via mute sting. You can use this in combination with regular means or a grab tentacle to grab and deal with someone. The main thing to be successful is to adapt and readapt as needed. All it takes is one absorption and you can reselect all of your abilities once. All you have to do to be successful is ask what you want to do and what powers are critical to that. Select those first. From there, look at things to increase utility or that favor your general playstyle. Once you get your first kill, hold the readaption until you need to change your approach. It's your most powerful tool. A good example would be if you had to kill a sec officer. The options open to you are anything as mundane as a stunprod with mutesting to something as extravagant as tentacles and armblades with a shriek to take his baton and taser away. Being a good changeling simply requires one to be willing and able to compile a strategy from a sum of lesser parts. You get ten points and anything on the station you can get your hands on.
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That seems like a decent way to hotfix the problem for the current loop, but my current PR is going to be remapping the entire network from the ground up. Hard to say when mine will get merged though since it is considerably larger scale. That being said, just finished with the the actual routing and I'm just cleaning things up at this point so it could be under a week depending on issues maintainers/reviewers have. https://github.com/ParadiseSS13/Paradise/pull/8469
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Well the simplest method for function would be to convert it to a headset radio and give the PAI encryption keys or the ability to slot/swipe a headset. Alternatively, you can grant access via an ID swipe wherein the last card swiped dictates channel access. If the pAI should only have access to channels of its current holder, then it would have to go on a trip, finding where it's stored recursively until it meets a human or turf at which point if it was human it would have to check both ears for headsets and then check each headset for keys. and this would all happen every time it changed inventories minus some minor optimizations. It just gets really complicated really fast...
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Sometimes, you just gotta have weapons out on green...
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So while I can't claim to be an expert. I do know a decent amount of physics astro and otherwise. Lets break this down a bit. We'll start with the quantity of gas listed. A mole refers to a number of molecules. I won't go into details on that but all you really need to know is that the size of the molecule directly affects the size and volume of a mole of that molecule. Under normal circumstances, Nitrogen and oxygen would be at roughly 82 and 21 moles respectively. Due to the pressure they're under, the gas has achieved a density of about 4.5 times that. We won't touch the CO2 and Heat Capacity is a result of density and air products so they are relatively self explanatory. Now for the big stuff. How much pressure is 6.15e+015kPA? Well, to start, it's 6.07e+013 or 60 tera-Atmospheres. While I wasn't able to find great sources on the actual pressures in stars, this is above the point where hydrogen would start fusing but certainly still in the realm of possibilities for larger metallic stars. Enjoy being one with a star I guess? The Temp is the real fun one 4.00e+015C is about three orders of magnitude higher than the Hagedorn temperature. In other words, this is so hot, that matter is no longer recognizable. Atoms can not form at this temperature and you get a quark gluon plasma not dissimilar from the earliest moments of the universe. We're not talking about anything to crazy like the merging of the fundamental forces, we're just talking about the temperature reaching a point so hot that the kinetic energy of the quarks that make up the particles in the cores of atoms becomes greater than the strong and weak nuclear forces. In other words, you would not be vaporized, you would not be atomized, you would instead be rendered into a state so unrecognizable and exotic that we have not yet even been able to confirm its existence.
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If someone dies of malpractice and can be revived, they simply need a competent doctor to fix them. If someone dies do to willful negligence and in such a way their round is ended as a result, that should warrant harsher punishment. The point is, if someone is trying to save a life, but then kills the patient in such a way that they themselves can not fix the damage done, they can and should be demoted, and charges pressed in accordance with the seriousness of their mistake. In other words, if you don't feel confident about something, you should ask for help rather than take it upon yourself to try something you have no idea how to do. If you OD someone on epi for instance, that's worthy of demotion, and potentially some time in the brig for criminal negligence as you've just taken 10-15 minutes out of someone's round due to your mistake. If you gib someone that's already dead, that's a similar degree of negligence but depending on species, you may have removed them completely. When you permanently remove someone from the round, there should be consequences, not just a slap on the wrist. The CMO is there to make sure medicine is done right, failure to do that is what causes malpractice bay to run rampant.
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you are indeed correct in terms of real world law, but sadly space law has no such provisions, hence the thread.
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The assault line of laws in space law: There is a gap in the laws about negligence leading to someone's death. In a recent round, the HoS, following space law by the book, gave someone workplace hazard even though the ssupect believed they should have manslaughter charges brought against them, (they confessed). The HoS was simply going by what the text states, but the end result regardless of intent was that a player was permanently removed from the round due to negligence from another player. No assault took place, they simply administered the wrong SE to a vox and gibbed them as a result of inexperience with genetics. The player wanted and expected to be charged with manslaughter as a result of what appeared to be guilt, but there is no provision regarding such an event.
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That's ultimately a balance issue, in theory, one would not be able to acquire everything simply because there's only so much blood you could acquire in two hours, That being said, the idea is that you would only be limited by how crafty you are. For balance reasons however, static increases in package cost should probably be implemented after x number of purchases.
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Okay, this is gonna be a long one but it sums up the sort of direction I'd like to see vamps go as antags. It's pretty much a list of changes and some examples of powers at the end. Still need to finish the power tree, establish pricing, and balance out the various options once everything is laid out. On blood draining: Blood level directly affects drink rate with minimum 5 units at 40% or less Heart being stopped defaults to 5 units Visible message every cycle Drink strategy modified via drinking toggle verb/button On powers: Power tree unlocking on various blood milestones to allow different playstyles or objectives Power packages purchased with total blood Package trees have core mechanics but require greater investment at later tiers Certain abilities unlock at milstones of true total blood regardless of packages Initial power package chosen from narrow selection similar to mining vouchers Literal power progression in the sense that some abilities just outright upgrade lesser forms of themselves similar to rejuv+, but for active abilities to cut down on clutter Ex. Summon bats -> Summon swarm -> Summon bat'sie On objectives: No more total blood objective, It's arbitrary and doesn't add anything a successful vamp won't already have. Drop objective count to one with vamps having grand schemes to complete rather than the mundane tator objectives. Grand objectives could be things like the following: Become the Captain and leave aboard the shuttle bridge. Destroy the station with a nuclear device, you must survive. Shroud the station in perpetual darkness. On new power tree Standard powers (in no order): Vamp Vision (thermal) Vamp Vision+ (xray) Holy Defense (holy ground defense) Holy Defense+ (holy water defense) Holy Defense++ (chaplain defense) Starting Package Choices (can unlock others later for blood)[choice discounts some packages]: Cunning { Hypnotize (stuns and mutes for fraction of channel duration up to cap) Conceal (hides identity in darkness and for a brief time after entering light)[toggle] Clean Drink (no visible message) } Rage { Glare Gouge (Causes target to scream, then mutes them for a short duration while causing heavy bleeding and moderate brute) Gorge (Drains blood significantly faster, but more is wasted in the process) } Will { Enrapture (Causes target to do as you say. Breaks if target is touched, a set time elapses, or you lose sight of eachother) Shout (You are a living megaphone. You have made everyone deaf. Good Job.) Casual Drink (looks like a hug, slower than normal drinking) Package list (WIP): Mobility { Sprint (A burst of speed) Recover (Removes stuns) } Mobility 2 { Vault (Tables and similar obstacles don't block you) [toggle] Recover+ (Adds stun reduction) } Mobility 3 { Mist Form } Darkness { Shroud of Darkness [toggle] Shadowstep ) Darkness 2 { Dark Embrace (Applies Shroud affects to grabbed mobs) Corrupt light (causes light to emit darkness, usable on any electronic light) } Darkenss 3 { Project Shadows (Shrouds large designated area in impenetrable darkness for brief time) Shadow form (Dodge a large portion of attacks while in darkness, upgrades shroud) } Influence { Capture Soul (Turns victim into a ghoul [Obviously undead, not very smart], costs 100 total blood) } Influence 2 { Enthrall (Brings victim under your influence fully, costs 150 total blood) Unshakable Will (increases number of ghouls you can control for each thrall you control) } Influence 3 { Lesser Vampire (Creates a lesser vampire with limited influence capabilites. [Helps channel your influence, increasing your own as it grows in power. If it should gain more influence than its master, it will get an objective to overthrow and kill said master however.] Costs 300 total blood, limited to 1) Imdominatable Mind (Increases number of thralls you can control) Vampiric Voice (Enables you to broadcast your voice to all those under your influence) } Influence 4 { Total Control (Enables you to use influence abilities through mindshields) Vampiric Mind (Makes total blood directly affect maximum thrall counts }
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In regards to that, I'm working on something based on all the vamp related suggestions right now, but it'll take a little bit to actually have something presentable. When I finish the next phase of reimagining/reworking, this will be the first place it gets posted. Also, all the abilities the vamps currently have do have a cohesive picture once rearranged, but they force a certain same old same old playstyle. My goals this time around will be to continue with the routes discussed previously, however with the following additional goals: Add more choices to the vampire from a playstyle perspective. Quiet and manipulative focus may mean you forgo your more directly lethal options. Give vampires new objectives to make playstyle choice more meaningful.