FoS
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Everything posted by FoS
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Except what are you going to add that isn't going to be impossible to implement or a waste of time to code because it doesn't actually influence anything or come into effect ever? What is the point in having an advantage or disadvantage that doesn't ever noticeably have any impact on the round? Heat/Cold/ resistances are this way. They have pretty much no impact. You can hardly call them a disadvantage, they basically don't even exist. Actually vulp were originally going to have some unique traits and cost karma but the people commenting on the PR didn't seem keen on that idea and we ended up with what we have now. Things were originally proposed but they were shot down by the community. At the end of the day I'd rather see darksight just be removed but there's still a feature freeze so I guess that's something that wouldn't happen for a while anyways.
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I'm getting the impression that most of you weren't around when some races actually had mechanical differences and it was quite honestly pretty terrible. Vox leap, Slime vent crawl, Kidan's built in rioty-lol-you-cant-touch-me armor. All things that made people pick races like those purely for abusing the things that made them "unique". I would much rather people pick races because they actually like the race for what it is and not what mechanics it offers them. From what I understand things are pretty limited when it comes to what you can do to set something apart and make it different while not making it obnoxiously over/underpowered. Does darksight even really come into play that often? Is it really something that matters or doesn't it also fall in line with cold/heat in the grand scheme of things that generally aren't noticeable? I also do not at all understand how so many people complain that vulp are too "Earth-like" yet plenty seem to suggest things like certain foods/drinks being toxic to them. They're not earth creatures/pet dogs.
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Tea will plant! Pretty much everything.
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I think there are far bigger issues than people having characters with unusual colors, names and clothing choices. The quality of "RP" doesn't suffer because of weird colors/names/cosmetics it suffers because of the way people choose to play/neglect their roles. Restricting colors wont make the RP better if the core issue still remains. Do we limit human haircolors then? should all IPCs be forced into 'factory' colors? Who decides what is reasonable and what isnt? Are "realistic only" colors the first step? Should we crack down on memes and unrealistic names as well? I can think of quite a lot of regular players that have names that probably wouldn't be acceptable in a work environment. Most of the regular players I've seen that have unusual colors don't have obnoxiously vibrant/saturated colors unless it's been intentionally to rile people up or due to genetics/the barber dying everyone. I cant think of many situations where the number of characters with unusual colors exceeded the number of people of that species that had natural ones.
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I don't really understand why people want to limit customization of what are supposed to be "alien" species. In a setting where there's cloning, geneticists, spooky magic and strange chemicals that can instantly grow beards/change hair colors/revive the dead it seems silly to pick at the idea that a species that isn't from earth would naturally (or perhaps dye/genetically modify) their fur/scales/skin/hair to be more exotic. Plenty of people dye their hair an assortment of unusual/weird colors these days irl. It would probably be much much more common in spess/the future when you consider that you can just go to a geneticist and have them alter your UI to be whatever you want.
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Use salts for making great cookies! Tea knows these things!
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I don't think the answer is to just remove everything that 'feels' broken. So many round types and events getting removed just means that things are going to get stale faster because you're pulling from a smaller pool of things that can happen to make a round interesting. I agree with Shadey. Most of the issues that I've seen with xenos "overwhelming" the crew has been because the crew didn't deal with the threat seriously. The crew doesn't seem to like to work together and I've run into more and more command staff lately that refuses to arm the crew for xenos or blobs (aka "omg ur a civ no lasers 4 u"). There's also the really obvious problem of people rushing a nest alone with no face protection or gear that is suited to fighting xenos. Considering how late in the round xenos potentially happen, the crew should already have a fair amount of things to deal with the threat. If security/medical/random people have somehow not noticed xenos in the turbine/virology/electrical maintenance then who's fault is that? If the crew doesn't weld the vents and merely continue about their shift that isn't exactly the xenos fault. At the end of the day. I'd rather see improvements made to something that makes it more enjoyable instead of things outright removed and probably never re-implemented or this will go the same direction as the actual Xeno round type. =/
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*Chirp?! Tea mostly likes the warden's office. Talking to prisoners is fun unless they're bad beans. She loves adventure! Learning all the things! Misunderstanding and mishearing all the things...Rissa has taught Tea so many things..probably on accident. Narsie is a bad bean! It's true! Am Tea! I actually have a log of Tea vs Medical Sensor Seedling saved somewhere. Tea likes being a translator hat or a messenger hat. She also interrupts things with questions. Timing? Tea doesn't know it!
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I still find it interesting that hardly anyone knows you can use trauma kits on nymphs/pets to heal them. It's just hard to explain ICly.
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I like doing 'floor art' sometimes and i've mostly done small things like these a ian a fox But today I made a unicorn..before someone else randomly painted over it for no reason but HAHA, Dave/Earth got pictures for me first...so...shame on you unicorn-destroyer...there are pictures of my glorious magical critter!
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Make a list of the things you want sprited and I'll see what I can do.
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I've had normal bacon sprited for a long time, it just never got added. I also have drumsticks and a bunch of other things. FoS_Foods.rar FoS_Foods.rar
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It'd only really need a minimum 3x3/5x5 area, that's something that can just be tacked on in the locker area to jut into maint a little. ... Does pest spray kill bees? probably should. The entire point of bees (or at least why i personally use them) is so that they boost the stats of your plants. They cant do that if they're in an area that is away from the main plants. Also the pasture area is for the chef and the chef's animals. Botany does have access to it so they can tend plants back there but ultimately it's for betsy and the chickens + pig.
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As a regular botanist person who likes bees. Here is the list of things that generally causes my bees to escape despite my best efforts to avoid it. - Borgs. (many seem to use botany as a shortcut)(bees will attack them) - Maintenance drones. (usually opening doors/windoors and not closing them) - Other Botanists/People with access. (Not closing doors after leaving them) - People who hack/break their way in to be with bees. (An engineer did this recently, they hacked their way in to "die" by bees) Alternatively many command/sec/etc seem to stupidly walk into hydro when there are bees to do whatever and proceed to then complain about being stung, rush to leave and of course the bee follows them. It is then (apparently) the botanists fault that someone else chose to walk into a dangerous situation with full knowledge of the repercussions. Bee Tips & Tricks. - If being stung, kill that bee. - If being stung in botany, leave botany then kill the bee(s) attacking you. - Proceed to medbay. - Officers: Ask botanists to step outside to talk. - Don't loiter outside hydroponics if there are bees. You'll anger them. - Check the fridge, chances are if a botanist is intentionally doing malicious things the chef wont have anything good to actually use. A good botanist with bees is using them to increase the productivity and health of their plants in addition to using bees to produce difficult to obtain chemicals. It is absolutely not fair to even compare bees to xenobiology mobs.Unless they're an antag or someone who's probably gonna get banned any xenobiology mobs are probably either player controlled (Sentient) or are passive and will not aggro anyone. Even slimes wont generally attack unless they're hungry or rabid, which is at that point probably intentional? Bees are not this way. Bees will aggro and sting people who are not wearing proper protection and who loiter needlessly outside of hydroponics (which is a past time many anti-bee-crew seem to enjoy partaking in for some reason). This means if the door opens for any reason that bee will go harass whoever they're currently focused on. Xenobiology is also in a secluded place with no windows/windoors and with a proper airlock system. Hydroponics is in a busy hallway with two normal doors and three windoors that could potentially let bees out if anyone or anything opens them. I don't really think this is a fair statement. If someone breaks into a place that has bees, walks into a place with bees or otherwise enters a place with bees it is THEIR fault for exposing themselves and other people to those bees/dangerous things. It is unfair to expect a single player to take responsibility and control other player's actions. If someone has to break a window or open a door to release the bees then they were obviously secured before that and the fault doesn't lie with the botanist who clearly was keeping them contained just fine prior to that incident. Shifting the blame is frustrating, even more so if you've actually played botany and done a lot with bees to realize that for whatever reason many borgs/maintenance drones/crew will walk into a room full of bees and lure them out and get themselves stung and then complain about it. Even if engineering adds more protection - in this example it would still be my fault as a botanist that some jerk came and welded a wall down, broke a window or opened a door and a bee stung him. This is of course assuming that any modifications to botany wont be "vandalism" and that you can actually get engineering over at a reasonable time to set something up.
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That doesn't sound right. It shouldn't pull random people who have it disabled, what would be the point of having preference settings then? I think it used to be tied to characters but it definitely isn't anymore and that's a shame. It's a little annoying to have to constantly check antag preferences when switching characters. It isn't fair to people who actually want to be those antags or to people who have characters who they feel wouldn't be suited to particular antag roles. It's easy enough to confirm this by setting everything to 'no' on one character slot then switching to another, setting one thing to yes and then switching back to the character with nothing enabled. I totally support it being individual settings per character slot.
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Well, I don't really know how you make sprites but I make all of mine in photoshop and tend to use lots of layers for alternate parts so I can easily make edits/recolor things. I think lots of it is just practice really.
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Ah! I just realized I never posted a .dmi for you. Feel free to poke/edit/etc these if you want. spidersinthenight.zip spidersinthenight.zip
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I decorated the bar for St. Patrick's Day.
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Kelpie. They're super awesome (and honestly not very well known) mythical creatures. Essentially they live near lakes/swamps/rivers and can shapeshift. Commonly known to take the form of a horse and lure people to ride them and their skin has an adhesive quality and they drag their victims in and drown them. Omnom everything but heart/liver depending on which lore variant you're readin'
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I still think it was less scary than some of the other things that happen on station but anyway... Random sketchy quick doodles, unrelated to ss13 and just 'cause