Midaychi
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Everything posted by Midaychi
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Make medibots aware of the crew monitor for all cases on their zlevel, and attempt to path to any crew members reporting injured, prioritizing chronological and then most damage. Have the A* sanity check if the medibot gets stuck and then retry once, and then fail and try again later or track another sensor. Protag use: Chase those greytide around and heal them Antag use: Load with chems and chase those greytide around.
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This codebase is a barely mitigated disaster consistency-wise.
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The first: Ability to load species and UI+UE onto a cloning disk, and load that as a profile off the disk into the cloner, so that you can print out mindless copies of that UI+UE and species. Example: Take a UI+UE scan of Kiki the vox, save it to a disk, and then load the disk into the cloner and start using biomass to print out mindless clone voxes that fall over dead from oxygen poisoning and puke all over your clean floor. The second: Ability to click drag a living ckeyless carbon humanoid into the clone growth pod to load it up, and to "Clone" scans into it rather than growing a new body. This takes much less time and transfers the mind scan into that body, rather than taking the time to grow a new one. You can also pre-equip it with stuff, so in the previous example you could print out a vox, then put internals on it, then load it back up and load some mind into it. Or dress up people's future bodies in horse masks. Example: Geneticist prints out a neon pink catbeast and has them fitted with glorious nanotrasen brand cyber arms and loads them back into the pod, then the captain comes in dead from nuke-itis. Geneticist turns them into a glorious pink catbeast in a tiny fraction of the normal cloning time, and the grateful captain then robusts the nuke ops, then orders the geneticist fired out the mass driver, and the cmo to make a copy of his old body and put him back into a clone of that. (Emagged clone pods also accept living and ckey'd but unconsious carbon humanoids, and you can resist out if you manage to wake up before your brain gets over-written.) The third: R&D should be able to produce boxes of advanced cloning disks, using diamond and plasma, which allow geneticists to store the entire brainscan rather than just the SE. Saving a scan in this way also saves the time it was saved. This allows you to load select people back up into the cloning database with just the disk. DOWNSIDE- when you're cloned from a disk in this faction, it gives you the time the disk was saved, and gives you a message that you have no memories from after that save.
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Need a generic hud for simple animals, and intent switching. That way you can actually do interesting things with them and also configure if your space bear gives hugs or BEAR CLAWS. Disarm intent for ian when.
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First, would be nice if you could configure your PAI options in character select, instead of having to wait till someone checks for one with a device. You can probably port the code for this from polaris or bay, as they have such a feature on their preferences/settings page. Secondly, a proposal: Roundstart as PAI. Start as a pai using your options in some random person's PDA or pocket or otherwise, with default laws set to obey that person. Would make things interesting. I doubt it really has to be a karma job.
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Ability to equip hats onto mine bots, a lantern upgrade and an optical mesons/scanner upgrade.
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Need the DOOT skeleton trumpet too.
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Makeshift and Syndicate varieties. Makeshift: Tablecrafted from: a power control module (apc circuit), a battery (any kind, doesn't matter, end result doesn't matter either) a medical belt 5x cable units Creates: A Medical belt-looking device with obvious modifications and doodads. Screwdrivering it exposes wires, and allows you to attach a sensor/trigger mechanism. Using a multitool on it when exposed will bring up an interface that allows you to configure values and remove existing mechanisms. When belt is triggered, it will find the first non-empty syringe of any kind in the inventory of the belt and inject it into the user. Effect of mechanism: 1. RSD - Belt triggers when signal received 2. Medical Analyzer/sensor - Belt triggers when wearer total health drops below (or is above, if configured to be inverted) set % 3. Motion sensor/prox - Belt triggers when the user moves by themselves at a speed faster than a walk. Does not trigger if dragged by someone else or on a vehicle. Can be inverted to trigger when user moves slower than a run. 4. Laser/IR - Belt triggers when wearer goes prone. Also triggers when user is hugged. 5. Voice Sensor - Belt triggers when phrase is heard. ------ Syndi variant - Orderable via uplink, and looks identical to a medical belt. On close examine though, the description mentions some sensors hidden in the seams. This functions similarly to the makeshift belt, save for two (2) exceptions. 1. The belt comes installed with ALL the sensor mechanisms at once, and each can be individually configured and turned on/off. The sensors can also read labels on syringes and are keyed to specific short phrases, so you can define which sensor injects which syringe. The belt also has an additional sensor that can detect if you are infected with something. 2. You can lock the belt with an ID, rendering your jumpsuit much more difficult to remove (takes 3x as long). There is also a low cost box of assorted syringes you can order to arm it with, ranging from combat stim to general rejuvenation drugs, to a chemical that severely bolsters your immune system but irradiates you.
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Tablecrafting recipe: 1x Belt of some kind 4x Capacitors of some kind 2x Microlasers of some kind 1x Battery of some kind 2x Telecrystals 1x Subspace amplifier 1x Scanning module of some kind Recipe respects the R&D tier of the components in final result. Device can be turned on/off via a verb or a hud button. This device does not stack with other forms of blocking., as the same effect that allows this field to block also accelerates anything that manages to get past. The field actively conflicts with most other forms of blocking even if using a foci that removes blocking. IE: using riot shields or whatever with this belt is pointless. Screwdriver on the Shield belt disables the field and exposes the wires, multi-tool opens up a window where you can switch out components (including the battery), crowbar dis-assembles. Replacing objects using this window takes a few seconds and has a progress bar, and is interrupt-able. The multi-tool window has an additional slot open for 'field foci', which is optional for operation and not required for construction. Replacing a foci takes upwards of 20 seconds, due to the complicated recalibrating. When device is on, a field is projected around the person visually and the battery slowly drains. The belt gives a base 10% chance of blocking all projectiles thrown and explosions (upgradable up to 40% with best microlasers), but requires a calibration cooldown per block of 2 seconds (upgradable to no cooldown with best scanning module). The belt uses Force*500 charge per block (Upgradable with the capacitors to Force*100) When a user wearing an active shield belt wields weapons or armor using Cyalume technology (Ie sabres or energy shields), the field shorts out due to field incompatibility. When a user wearing an active shield belt encounters an EMP, the device dumps all remaining charge of the battery into the user, causing a stun and electrocution. ------ Field Foci: Crystals refined from telecrystals and some process. The process determines the type. These alter the field and its functionality. "exposing to a reagent" usually refers to dunking it in a beaker of liquid. 1. Plasmon fluxer - Created by exposing a telecrystal to a beaker of superhot carbon, and then beating it flat with a toolbox at least twenty-five times, and then running it through the microwave once. Uses a graphene matrix to slow the bluespace field by generating plasmons from ambient light. Causes the field to emit a bright Čerenkov blue and works vs Melee grab and disarm instead of ranged thrown and explosions. Having this field active means you block melee at the same rate (though, cyalume technology passes right through), but it no longer works against projectiles and explosions and thrown. 2. Orangespace Crystal - Created by attaching a telecrystal to a subspace transmitter, dunking it in molten uranium, and then teleporting it recursively. This can be accomplished by placing a teleporter beacon next to the teleporter entrance, targetting that teleporter beacon, and then tossing the contraption through the active portal. The recursive loop through bluespace crystalizes the contraption into an orangespace crystal. (Whatever the heck orangespace is) Focusing the field through an orangespace crystal causes a spatial displacement of matter inside vs the outside. When the field is on, you glow a distinct orange, and it acts like you have the phason phasing ability active (with shield cooldown being phase cooldown instead). Unfortunately, the shield belt no longer functions as a shield, blocking nothing. In addition, having the field active with this focus renders you unable to hold things in your hand or throw punches/disarm/do anything interactive-wise, until you turn it off. 3. Plasmatic Lightning - Created by exposing a telecrystal to liquid plasma and then exposing it to a powerful arc of electricity. This is a crystal with an electrical arc frozen inside. The crystal glows eerily purple. Using this causes your field to be a bashful purple, and reduces the effectiveness of your shield belt by a quarter, but also halves the power usage of said belt's operation. In addition, EMPs no longer cause the belt to malfunction (or effect it at all). 4. Ionospheric normalizer - Created by exposing a telecystal to Perfluorodecalin and then leaving in a raging plasma fire for an entire minute. This crystal flickers like a candle, but colored green. Using this foci causes your field to be a gorgeous green, and renders the shield belt unable to block anything of note. Having its field on, however, allows you to ignore environmental effects. You can walk through a fire or a nanofrost or even space in just pajamas, and the field drains battery based on how far away from ideal environment you are. You do, however, still need internals. 5. Balance Catalyst - Created by exposing a telecrystal to spacelube, mass drivering it off the zlevel and then retrieving it, and then slipping a live and active non-ssd clown or janitor over top it at least three times. This crystal buzzes an angry yellow and smells faintly of wet floors and bananas. Using this foci causes your field to be a yodeling yellow, and while on, instead of blocking anything, renders you completely incapable of falling over or slipping through any means (including stuns), but also temporarily gives you the clumsy gene. 6. RAGE crystal - Created by exposing a telecrystal to blood and then beating at least five people into crit with it in a hand. (you can be using a weapon in the OTHER hand to do it. Just required to be holding it in A hand when beating someone into crit). This craggy shard pulsates a deep foreboding red, reflected in your shield. Using this as a foci in your field doubles all melee damage you do by accelerating movements you make, using power in the process, HOWEVER, it no longer blocks anything and does the same in return for melee attacks against you. It also doubles the range and speed at which you slip over wet and space-lubed surfaces.
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It's more a format thing than anything else. Changing it would require a re-write of both the method to generate the songs as well as the songs themselves. It would be easier (and better) to just write an ABC notation parser and use that instead.
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I mean, all the TG branch does that the Paradise station branch does is make it more userfriendly and remove the secrets. Paradise already has most of the same recipes (though is missing the scooter and skateboard and a few things). If anything, it might be better to figure out a way to make the tablecrafting aspect more user friendly. Maybe have a constructable object you can anchor on tables called a workbench, and clicking on that object gives you an interface like the goon's metallurgy and workbench stuff? But also still keep normal table crafting. So you have a user friendly way to craft and also a robust way to craft.
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First part of the suggestion is for more instruments. Examples: 1. Trumpet w/ muted mode 2. Trombone w/ muted mode 3. Saxiphone 4. Tuba 5. Clarinet 6. Drum kit 7. Vocaloid microphone 8. Whatever the heck this is: Second part of the suggestion: A sync button for instruments. What it does: You set a time and turn it on, and when station time hits that time and someone is holding the instrument, it begins to play. Why this would be useful: Bands could synch up to the nearest minute if they're using a song that has multiple parts, and you could play multiple instruments at once.
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Specifics: Icon requirements not already met by porting or existing dmi: 1. Vats + Animation of growing generic organ 2. Body vat + Animation of processing 3. Better Neural Lace Icon 4. Alternative sprite for genetics console to be a vat-like device, shows content. 5. Maybe alternate organ sprites for radiation damaged organs and damaged brains? Map Requirements: 1. Repiping 2. Re-wiring 3. Re-everything-ing Code requirements: 1. Lots of datums. 2. Better brain damage tracking 3. Lots of commenting out. 4. Code for working the vats, and the genetic console. 5. Porting of lace and r&d requirements. 6. Implementation of a new department and ID access levels 7. Char setup UI modifications Balancing: 1. Implement 2. ??? 3. Profit!
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That's why it's a suggestions forum. If I had that sort of thing just on hand, It'd be a PR instead.
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As a semi-recent thread in this forum suggests, cloning *as is* trivializes death, and puts mass revivification into the hands of any clown that can work a grab and work a button. HOWEVER, I do not believe that outright REMOVAL is the answer. I posit an alternative, based off of the lore of a semi-popular creative commons tabletop roleplaying game, where constructing new bodies really isn't the issue with body scarcity; The brain is. The brain is an incredibly complex organ, the mis-forming of which even subtly can directly alter the resulting person in drastic and unwanted ways. As such, most parts of the body take not very long to grow, but brains take upwards of six months even using super-fancy nanotech. The outline for what I am suggesting: 1. Replace both cloning and robotics with a single department, shared between science and medbay. 2. That department has a number of vats for accepting dna and material, and growing organs. 3. This department, now instead of performing genetic experimentation on full bodies, experiments on lab grown organs and limbs instead. The organs have modular datum, and new fantastic genetic diseases and powers can be created in the future, but for now they just use the existing mutation system, just tied to limbs and organs instead. 4. That department also has machinery for producing synthetic parts and implants from metallic and glassy compounds. 5. That department uses a formation vat to properly form a body from said parts. 6. The problem? Brains. You *NEED* the brain from the original host. Or a positron through an ASSIST interface or in a synthetic head. So you can copy the structure? Cool. Now spend six months growing it! It's not very feasible in the short ss13 round time. 7. Brains can be directly damaged, and while they can be repaired, there is a point at which they become too damaged to make use of or repair. Repeated gunshots to the head or fire are good ways of accomplishing this. 8. To combat the above, as a medium or high tech R&D discovery, basically just port neural lace and use only the lace part as an R&D thing, with a scanning machine. Scan someone in using neural lace and store them on a disk for later. UNFORTUNATELY YOU STILL NEED A BRAIN TO PUT IT ON, but the brain can be a blank one you get from some other source, like a monkey man. People restored from echos, of course, only remember from the point they were last echo scanned. ((SOURCE FOR #8, https://github.com/Baystation12/Baystation12/pull/12576 )) 9. Also I guess they still handle cyborgs and mechs, or you could deligate that to science or engineering? Derp.
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You could make it so that defib is the only way to bring someone back mentally, and that the brain decays too fast after the cpr timer ends to be useful due to a super space-disease or something. Then you could port this, but make cloners unable to actually process mental patterns due to some sort of galactic lawsuit about clones and space ethics. https://github.com/Baystation12/Baystation12/pull/12576 The only way to come back after your defib timer runs out is to have had your echo backed up beforehand, and then your memories only extend to when you last backed up.
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Make upgrading the EXPERIMENTOR actually good
Midaychi replied to ProperPants's topic in Suggestions
Just FYI, the 'upgrading tech levels' triggers off of anything the code doesn't consider a failure, not just that one event. If you notice, the connected R&D terminal's tech level goes up whenever certain of the normal non-globalmalf events trigger. You should try experimenting on slime cores. -
Old lizards are ass on sticks, Tg has had infinitely better lizards with four (4!!) customization slots for their bits and kebabs for almost AN ENTIRE YEAR. https://github.com/tgstation/tgstation/pull/9808 It's probably time to port them. Also while you're there, port their better char preferences ui as well. And dufflebags.
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Not to burst your bubble of glitter, but zas has it's own problems. Linda is better for paradise's implementation on many fronts, and there are quite a number of in development as well as already implenented changes on tgstation that severely speed up and dynamic Linda. Coming from someone who was in the yoniguni chanel when zuhayr originally chose Linda and ported it from paradise; paradise's implementation of Linda is hacky, and incomplete.
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What if air alarns averaged the area's atmos instead of just reading the tile its on?
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Xeno bartender with a shotgun
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Said theoretical bald person shoudlnt be surprised then if they get banana peel slipped and eaten.
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What might help, could be adopting some of the fastmos changes that tg has made, as well as their 3 range scrubbers. Then add an expansion factor to fire. See, the problem with Linda fire is that it's more like a creeping blob, when it should actually be expanding with the pressure to fill the room. Fire is essentially a gas. (Though it's technically more complicated than that) If you really wanted to be realistic with fire though, you'd need to handle flammable material datums and stuff. Real gas fire would have an initial explosive and fast reaction, that would burn most of the gaseous fuel really hotly and quickly. The resultant flame would go out but leave any ignited fuel soruce to burn slowly in its wake until the oxygen or heat ran out. Plasma is done sort of magical space hydrocarbon, so it would probably be an exception and keep burning in the air even after the initial explosion, and would spread riding on the back of the incredible amouts of hot C02 being generated. So really the problem is lack of burnable solids, explosive ignition, and the plasma fires aren't riding their own magical c02 carpets.
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Service xeno?
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Hm. It's only now that I noticed I said "security" when I meant "science". Whoops. Guess I'll edit that. Now that I think about it though, you could totally repurpose a slightly less gimped one to help with security.