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Everything posted by IK3I
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Silly scientist makes joke. too bad no one ever said banana...
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Hello everyone, it's been nearly a year since I've been active. I've finally decided to start playing SS13 again and so I came to Paradise because it's still the best experience in my opinion. I see a few familiar people, but there are plenty of new people as well it seems, this is good. While I'll likely be on less than I was previously do to real life commitments, I'll try to keep active on the forums and discord again. Additionally, in regards to why I fell off the face of the earth rather than giving any kind of formal goodbye, I'll simply say that at the time, certain community members and staff were acting in ways that I didn't appreciate. This eventually reached a tipping point where I decided that I needed a break from SS13 as a whole. Now then, it's probably worth noting the characters you may see me on in the near future: MALICE: Mechanic, Detective, HoS, Engineer, Captain, HoP LORE: Civilian Oh and it's probably worth noting that even though I lost mentor status for inactivity, I'm still more than willing to answer questions about the game if you see me around.
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I had to kill two people as a mechanic and decided to get creative with the Hacked AI Upload Module. The AI and borgs were good sports. Hilarity ensued.
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This honestly seems like a broken feature to me, It's likely a coding oversight more than anything else and I'd consider it abuse of an exploit to do things like Kero mentioned. Just because you can doesn't mean you should and whatnot.
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They are spawned in exactly groups of exactly 5 unless there are fewer than 5 remaining in the case. If you have the magical bee duping serum though, you can just feed the bees right away and create a larger swarm so it looks like extra bees were spawned
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Considering how incredibly potent instant injections are (sleepy pen, hypo, fired syringe, shotgun dart), there really doesn't need to be another means of outright murdering a target with a box of syringes. That being said, if you want a throwing weapon that can carry a chem, why not just use darts dipped in poison that would apply say 5 units. That way, muh immersun is kept intact and you get a not so broken means of applying your chems that could be balanced and gated properly.
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I'd be willing to code this, but I foresee some serious problems that could arise with trying to properly limit people to their access range. Additionally, they would still need to have some form of GUI for jumping to places through gaps or distances. Overall, I like the idea, but if it doesn't get some real support, I don't see it happening because coding it in a non-snowflaky way won't be easy if only because a lot of the required functionality doesn't exist yet for the AI or Xeno.
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Context not required:
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After looking at the code and trying to unlock one, I can confirm that they are actually ridiculously easy once you know the secret. That secret is of course spin the dial one and one half times, reverse, spin the dial the opposite direction one time. The rest is trivial. Equipped with this knowledge, I was able to crack a safe in about 2 minutes because of there being so many positions in each rotation.
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The reason the keys work the way they do in my code where you have to pop the lock out to make a new key is not only because it's a step that any mechanic can do in 5 seconds, it's also so that the code can stay modular and uncluttered. It also ensures that you're intentionally grinding the key so you can't accidentally do it because there's no way to revert it short of var editing the key's id back to 0.
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That's actually exactly how it currently works in my code. The difference is that you have to remove the lock system to grind a new key for it otherwise anyone could just break in to the mechanic's shop, get a blank and have a one time all access key for stealing a pod. As for the skeleton key thing, that was something I was kind of questioning myself for obvious reasons. Perhaps I'll add a keychain item (made by stacking keys) to make the mechanic's key collection manageable so they can make their skeleton key by collecting a key for each pod they make. Also, because keys are tiny and designed to have extras easily available, they are currently quite cheap with the lock itself being the primary cost of the system as a whole. This is actually a good idea, though I'm still not sure as to how long it should take to crack a lock. Considering it breaks it, 10 seconds seems fair to me as an active pod would easily escape in a window that large. Speaking of timing, 5 seconds to open an unlocked door and rip someone out seem fair?
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So, as several of you have probably noticed, I've been working on bringing pods back as a source of things to do on the station. The first step of that was adding locks which is currently pending approval on github. The next steps are fixing some balance issues with pod interactions. This is where I need input as what I think is balanced, is not necessarily going to be what other people think is balanced. We could also use this thread as a place to suggest any systems or features that people may want as I continue to work on these changes. Now then, the current issue at hand is this: How do we fix the issue of someone stealing a pod and sitting inside it? My current thoughts are this: Mechanic spawns with skeleton key that works on all pod locks other than the sec pod Make Keys stackable so mechanic can have a keychain for thier pods Security [and the CE] gets a lock buster that will remove/destroy a lock system after a given period of time Make the Ion Rifle act as a pod disabler that will temporarily EMP any pod with civ armor for a few seconds Make grab intent or mouse dropping the pod on yourself when unlocked pull the occupant out Additionally, known bugs and issues that need to be patched will be listed here. If I miss anything, please let me know. Occupant code needs cleaning/refactoringItems dropped in a pod are forever lost to the void that is the space under the seat I'd like to get as much input on these and alternatives as possible. My goal is to make pods both fun to use and balanced so the more people I can get on board with suggestions and assistance, the sooner it can become a reality. I'm gonna link to each PR devoted to this as they are made so anyone who wants to take a more active role in development can comment as it's happening. PR #4301 - Adds Pod Locks
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Here's the link to the current pod icons and whatnot, just download the raw files and open them in dream maker. https://github.com/ParadiseSS13/Paradis ... ation/pods
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So I've started tackling the space pod changes that I had suggested because the main code team is working on the big stuff most of the time and this is a side project at best in the grand scheme of things. That being said, I want to make space pods and the Mechanic a more integral and fun part of the station. I've started with a lock system that I will sprite the key for as there's not really a good placeholder before submitting a PR to get it added. The problem is that a couple of pod systems have placeholder sprites in place and thus need to be redone. Particularly the Ore cargo system and the two lock systems I'll be adding, one of which is a key and tumbler and the other is a card reader. As I produce more systems (they are remarkably simple to add) I'll post others. The last thing, is pod sprites themselves. Right now, there are only a handful of them. I'd like to have a couple of special paint jobs done and some grey-scale patterns that could be tinted to the color that the user picks. These sprites will take some time to actually see the light of day though, as I still have to write the painting tool into the code and that is secondary to certain core systems that need to be added if pods are gonna get in the hands of the public. So to summarize, I'd like to have someone sprite the following things: Ore Cargo SystemTumbler Lock System Card Lock System Differentiation of Combat Systems Pod Paint Jobs Pod Armor Variants Thanks in advance for anyone that decides to assist me with this.
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As someone who likes spacepods, I tend to fly them about and understand their UIs and maint. Personally, I find that they are lacking in certain important areas such as access and customization. To start, the biggest and most glaring problems with spacepods is the lack of keyed entry. This could and probably should be a simple as either a key that when used on the pod toggles door locks, or even an ID based system to deal with them. This could be countered with say an EMP or Emag. Next up, customization. There is a lack of this, all the space pods come out white when the mechanic makes them and there is only one sprite. Perhaps some aesthetic upgrades and a dye machine in the mechanics workshop to make at a glance identification possible for mechanic pods. The UI could certainly use some power type buttons for equipment or a status page similar to mechs as having to switch tabs to use your verbs and get your status readings is tedious. Additionally a method of forcefully removing an individual without destroying the pod entirely would prove exceedingly useful considering the side affects of pod destruction. These are the main things I'd like to see happen with space pods, but I understand that they are a bit of an undertaking and don't expect a quick turnaround even if they do actually get done.
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Clearly, this needs to become a real thing. The crab Render could be spawned on someone like the cult paper and that would be how they make the tear and allow sentient cult crabs through.
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Anyone else worried about the new Ratchet and Clank Movie?
IK3I replied to Renomaki's topic in Other Entertainment
what if this is just an excuse to make the ultimate meta joke possible. They're gonna make another game, that features the movie, that references the games, that reference a different movie, that reference the previous games, that have their own movies, all of which reference Quark. OF COURSE! RACHET AND CLANK HAS BEEN ABOUT QUARK THE WHOLE TIME! -
Just some things I noticed from one crazy chem guy to another about some things that were overlooked or unknown in the guide: First off, Haloperidol is a great drug for dealing with that wave of recovering addicts when the bartender or chef doses their products as it reduces drug related symptoms during recovery. Be sure to make some if this happens. Also, make sure to give 5 unit doses or you're gonna have a bunch of hazy recovering addicts. If those addicts happen to try to force you to make drugs, just relabel this med to their drug of choice, make a 30u pill and give it to them anyway. They'll be asleep and ready to see the therapist in no time. As for Hydrocodone and the like. This family of drugs turns you into the guy that gets shot 20 times by the cops after taking too much PCP. In other words, you'll be able to hobble over to med for treatment on your stump leg while your insides become your outsides. Only really useful for miners, gateway explorers, or anyone who wants to play the melee murder game. Also, a good tip that wasn't mentioned. Take a bottle of cryox, poor 5 units into a beaker, or drink it. It doesn't really matter how, just get rid of it. Now, take an IV and a small animal. Place the animal on a roller bed by the cloning tube, set the IV to take blood and put the bottle in the IV. Rinse and repeat as needed. As for narcotics, people want meth because they don't know any better. That, or they're terrible people and want to commit crimes while going fast. My favorite drug is Krokodil, because it makes you mellow. Ignore the addiction symptoms. You didn't need that skin. It was holding you back... Another niche drug that I make a few doses of from time to time is Toporone. It's the only way to ensure that you don't freeze to death from that freshly sealed hole in the hull. It's also useful for firefighting or flamethrower users because at 10 degrees per cycle, you'd have to be on fire to actually start getting overwhelmed by the heat.
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So I recently found my old sketchbooks and pencils and decided to see if I still had any aptitude. These two sketches are the results: An IPC, or at least my interpretation of them from the sprites. And a human, no one in particular, just a portrait to see if I could do a reasonable face. I need to work on my scaling of the features a bit as this one came out a bit off.
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Because I prefer modular code that I can patch together according to round usage. I'll give you several of my functions. Naturally, a few secrets have to stay with me, such as the sentient server trick, and the explosion button. Now then, on to my code dumping: A simple Translation script with built in toggle: My advanced mute-script with customizable authlist and reporting system: And finally, the debugging script for writing new commands:
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In my experience, the captains locker is there to hold his clothes, not his high value items. SoP says that he needs to secure them. Putting them in a locker that is both out of the way and easy to reach by any competent thief (as demonstrated) doesn't really count as securing the aforementioned items. While the captain is technically allowed to put his things in the locker, central holds him accountable if it is lost and most people wouldn't risk it for the same reason they wouldn't give the disk away to another head.
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Time for the story of the Greyest Tide of LORE's career: We start our story after all the tools of the trade had been collected. Tools, a belt, some spare plasteel and metal, and of course, coins. Phase one of the plan is getting to the derelict and more importantly, the DJ station. The first step of which is getting a suit: Then a jetpack was needed in case the derelict wasn't in a straight line path: After a bit of floating, the derelict was located and the emitter collected. It was brought to the DJ station and secured in place ready to fire. With the new found DJ suit, I ditched the old one so that nobody would notice the theft: Now begins phase two of the plan, acquiring the captain's locker. We start by scoping out the site and acting casual: Then comes the false wall into the cap's maint. tunnel and bathroom: Now that the primary collection route is open, the escape could be prepared by loosening a window until it was about to fall off. I waited for the opportune moment, someone was breaking into the upload! I ran around to my hidden doors and grabbed the lockers while sec was distracted: I then brought it back to the DJ sat and shot it open for my prize, the captain level encryption key! But there was a bonus in the locker. The cap had left his spare ID! Not one to pass up such a great opportunity, I grabbed the ID and went back to the station where I gave myself all access before leaving the Id in the computer: And now we're here at phase 3, Basking in the glory of a job well done. I got a drink at the bar, told my tale, and used those coins I had collected to buy myself and my new friend some cigars to smoke on the way home:
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Be assistant tator IPC and use your super speed to steal the caps ID right out of his back pocket
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I've pulled you a few times when I was playing ROBIT. I don't think we've ever met on one of my truly insane rounds though. That being said, you're definitely my preferred PAI. Just the right amount of sanity to balance my mad scientist mentality.
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So I got bored as the RD and decided to use my in-office telesci lab to play a game: I then made the mistake of teleporting Kitsa, who proceeded to freak out and ruin my fun due to the crazy vigilante that felt the need to defend her by hacking my office door and decapitating me. Cough, Cough, Violet Talon