Midaychi
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Everything posted by Midaychi
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Vox raider rounds are interesting. Objectives are bugged as heck but its still fun. Usually turns into extended RP any way it goes, with a bunch of Vox trying to get materials or equipment and the command staff trying to find ways to oppose the Vox's objectives (even if they approach reasonably). I think seven changes might make it more interesting though; The first: Add a one-use teleportation device that each Vox have, and a closet of various jumpsuits (or just chameleon jumpsuits). The Vox could dress up, set their agent cards, then use the device. The device would hack the arrivals announcement computer to announce the Vox as a new arrival and their job position, and silently (without sparks or noise) teleport them onto the arrivals shuttle. Not sure if it would be unbalanced to also add them to the crew manifest? Maybe maybe not. I can definitely see this method being heavily metagriff'd by the station crew. "He's Vox and not on the crew manifest! Gib-he because of a device I shouldn't IC'ly know about!!" The Vox can choose not to use this method, but it gives them access to a powerful new infiltration method that takes advantage of Vox being crewmembers on normal rounds. Get lucky and convince the hop to change your job. Now only an attentive customs officer can stop them! The second: Make Vox start with some sort of device that lets them control the Skipjack remotely. I dunno, or make it a verb as part of their cortical stacks (there's actually a whole part of the wiki fluff that hints at them being able to remotely control the skipjack). As part of that, now allow them to freely go back and forth between their station and the cyberiad. That way they can go back at will to visit the station and resupply on chems.. botany.. use the surgery.. imprison people! Maybe even add a whole slave trading mechanic. Give them an objective to capture a specific crewmember and sell them on the slave market or put them to work? Skys the limit. Third: Change the Skipjack doors so they are protected from ai/cyborgs, check the cortical stacks of Vox, and only open for original Vox Raider crew. Also add blast doors to the windows with a toggle that the AI/cyborgs are forbidden from. It's kind of silly that just about anyone can waltz right in. It'd also be nice if the doors had a tamper alarm that triggered in the Vox Raider's cortical stacks if someone started messing with the panels and trying to hack in or smashing the windows. Basically, people should be able to break in as they can now, but it should be challenging. Fourth: Give Vox Raider a communication channel that is entirely over bluespace, through their cortical stacks. A completely nude vox raider wearing absolutely nothing and standing in a room full of nitrogen and no oxygen with telecoms bombed to shit should still be able to communicate over it. I know you can just use :h on the headsets but I think this would work better both mechanically and fluff wise. Five: Crew Vox. This is a big Charlie Foxtrot as far as the fluff is concerned. They should technically be on the raider's sides, but they're not always(and I'm fine with that). There should, however, be some sort of voluntary procedure they can undergo that adds them to the skipjack's crew, enables their cortical stack to communicate and to access the skipjack and be included in round end objectives. It should also antag them, though, so nobody does any funny meta business. Basically, ability through a voluntary procedure to get recruited off the NT crew. Would make rounds slightly more interesting. Would probably involve surgery and cortical stack manipulation. Six: Probably not necessary, but it'd be nice if Vox Raiders could see each other through a floating antag flag. Like in Rev Round. It'd let them see converted crewmember as well al'a #5. Seven: Make Vox cortical stacks always drop when they gib or explode. Also occasionally from disintegration. Make them carry the ghost of the Vox and have a method for implanting them in a new host or uploading them to an ai card or cyborg? Maybe give Vox Raiders grub-cubes so they can grow new Vox bodies. Would also be pretty neat if you made Vox ghosts tied entirely to their cortical stacks, and cutting out Vox brains just kills the host body and gives you a SSD brain. Cutting the cortical stack out wouldn't kill the body, but would leave it SSD due to the ghost being in the stack. Would need to add Vox surgery instructions to med wiki and Cyborgization instructions to robotics wiki though, or have a lot of rounds of frustrated dead Vox.
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Changes from my big post: 1. Alden saraspova counters work now, kinda. They update whenever it 'clicks', so its slightly counter intuitive readings, and the distance is purposely randomized within a small degree so you'll get wildly different readings sometimes. Find a reading, get close to it, figure out what hidden or not hidden, and dig it out with a hand pickaxe (or the normal way if you care about the small artifacts in it) 2. Due to #1, finding large artifacts has become very easy. Due to RNG, despite unknown artifacts having a spawn weight of 1000 and supermatter/shards having a spawn weight of only 5, people have still been finding them. You should be fine in an anomaly or excavation suit from all the effects except heating the area up. Just don't walk into it or you'll get disintegrated. MAJOR PROBLEM, though, which has existed even before the latest changes... it's just nobody really found these so often before. They will go critical if not quickly put into containment. Refer to supermatter containment or call an admin to avoid ending the round AS SOON AS YOU FIND ONE. 3. Fossil reconstitution don't work. Well it do, but it won't accept valid fossils, so it mechanically doesn't. 4. Anomaly battery harvesting has been fixed up and improved! It works properly and intuitively now. Don't even need to know the radiation. Just stick any anomaly battery, input artifact in the scanner port, and harvest dat radiation. Just make sure only the effect you want to harvest is active. It'll say there's interference if there's both active sometimes and you have to shut one down. Unfortunately, most effects that are instantaneous will drain the power utilizer's charge at incredulous rates (going from 300 to -15,000 at the blink of an eye) even if you max out the duration and interval. The only effects that work drain 100 charge at max duration/interval per interval active (and sometimes even more for some bizarre reason). The only one I've really gotten to work properly with the handheld utilizer is force field. On a side note; you can actually bug forcefield into existing permanently with the handheld by turning it on and then quickly shutting it down, even if the handheld is out of charge. It'll leave the forcefield there but it won't move with you. Draining the power from a harvester works as intended though, it seems. Unfortunately they're immobile! 5. There have been changes to some large artifacts, and some new ones added. Apparently you can get some neat but rare artifacts now involving vampires? I haven't found any, but I have found the replicators. Apparently, the replicators and the autocloner were changed up. Not sure how the autocloner works now, but I know the replicator is interesting? All of the buttons make something now, and it requires a material to work with. Unfortunately, ANYTHING you put in works as a material (Leading to frustratingly feeding it my hand pickaxe). It mostly produces various things around the station; I've seen one make rollerbeds, bone setters, empty comms headsets, empty crates, cleaner grenades, all sorts of things. It's pretty neat because you can feed it pieces of paper and get useful objects, made out of paper! Paper roller beds! Unfortunately there's also a small chance for the buttons to print telecoms monsters disguised as objects. Killer closets and metal crates, to name a few. One time got a viscerator made of paper. INTENSE PAPERCUTTING ACTION.
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Remove supermatter and shard from Xeno Anomaly drop
Midaychi replied to Midaychi's topic in Suggestions
Maybe replace them with like, durand, odysseus, and gygax variants of the hover pod? Could use the same sprite and everything, maybe recolour it if you really care (but then again keeping it identical means you'd have to find out which one it is). I'd really love to replace the stupid movement sound it has though with a much quieter and neater one. If you really want to, make them start broken and in need of fixing by robotics, but also pullable. Supermatter and shard weight is '5', whereas unknown artifacts are weight '1000'. They're supposed to be really rare, but RNG keeps spawning them. -
Remove supermatter and shard from Xeno Anomaly drop
Midaychi replied to Midaychi's topic in Suggestions
As far as I know, they'll start going unstable within a minute of being unearthed. -
As in the title, they're neat ideas but a good xenoarchaeology team finds at least one shard a round now that Alden Saraspova counters were fixed. It's pretty darn difficult to space a supermatter or shard and it affects the station zlevel after it goes off. Onotop of that, the supermatter alert is unspecific and people tend to think it's the station supermatter going off when it's not. All in all, an instant round ender even if a non antag digs it up. Needs to be replaced with something else, or some sort of mass driver set up on the asteroid for getting rid of them.
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Constructable Atmosia Penumatic Engine Firefighting tanks
Midaychi replied to Midaychi's topic in Suggestions
Potential design theory 1: Like a cargo train but with custom sprites, and you'd need at least three total cars. While in motion, the train automatically opens doors and firelocks it runs into and closes them behind the last car. The front car has a large turret cannon that has an epic sounding windup phase, and fires a large suppression gout. At least two other cars must be used; one must be loaded with a liquid tank of some sort (Water if you're trying to put it out, welding if you're trying to keep it going) and one canister (Chilled Nitrogen would probably be most effective for putting out a fire). Any further cars can also be loaded for extra fuel, OR be ridden. If a player is riding a car, it gains a turret sprite, and they are able to use a rapid fire smaller version of the main cannon. Firing the cannons uses pressure and liquid. People caught in the blast of the main cannon can be knocked over. -
https://www.youtube.com/watch?v=uyGDxglTVgA&NR Based on this? These are tanks constructed from mig-21 fighter engines that annihilate fires with high speed by blowing water with the exhaust. I'm sure atmosia could cobble something smaller scale together on the station. An Air-pressure powered, rideable multi-passenger tank with fire-fighting pneumatic pressurized fire suppression water nozzles. You'd have to load gas canisters and water tanks into it to use as fuel. Maybe make it like a cargo train, and each unit has its own side mounted water gun? Or just make it a single seater with a big air-accelerated water turret I guess.
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Looking at the GIT repository, Vox have been made NO_SCAN, meaning the only way to clone them is to do species-reassignment surgery. Are there any plans to make a special Vox version of a cloner? Say, it grows a grub and sticks the cortical stack in the new host? Alternatively, make some other ways to bring them back? Maybe involving rejuvenating the body or doing something with the cortical stack surgery-wise? Kinda sucks. On a side note: shouldn't borging a vox involve using their cortical stack, not their brain?
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Fun new information: Don't need some silly rock stuff for batteries. Just need the artifact effect that you want to suck out be active when you harvest. On-touch stuff and stuff that's not sustained is a little tricky to get, but you gotta spam and hope the harvester picks it up. Good news!: Someone fixed the alden saraspova counter! Bad news!: Pretty much every digsite has a radiation, large artifact or not, and the same person also made digsites absurdly common and jam-packed with artifacts. Yay?
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You can just decon a medical analyzer for level 2 research, repair the chem dispenser and get sulfuric acid, then just deconstruct medical-related boards. Operating computer to get to three, and one of the cloning boards to get to four, etc.
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Yeah. Ghetto launcher for the scientists and crafty atmospheric technicians, real launcher for the ERT. Totally cool with that.
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Yeah, either that or the ability to combine prescription glasses with the various kinds of vision enhancers.
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What? I was agreeing with you and just mentioning you made it look like you didn't know about the book database.
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So basically, roundstart spawn random books from the database in ordered fashion in the bookcases, and register them with the library so you can check them in/out easily? There's a whole database of books on the server, just have to access it and print it out from the library computer. Can upload your own books too. Would be neat if we could steal books from (But not upload to) baystation's database somehow.
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You know what we also don't need? Bola rounds, fire it at someone and if it succeeds, it wraps around their legs and knocks them over, acts as legcuffs. Also Net rounds, capture people in nets! Would need a chance to fail and miss or would be crazy op. They'd need to be constructed ghetto style with stuff around the station. Bonus points if you could also attach a rope to them, so that when you fired the cannon, a rope end appeared in your other hand (or on the ground if other hand is full), which you could use to drag the victim around by.
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Fun fact: If the pneumatic cannon could ignite cigarettes launched out of it, you could abuse dipping cigarettes in cryostasis beakers to make reactant chemical rounds. Cigarettes don't react their reagents unless lit, and you can use cryostasis beakers to put reagents into cigarettes without reacting them via dipping. Only 15 units of storage, but plenty for a small smoke or foam bomb, or an explosive waterpotassium or nitro bomb. Shame you can't use cigars for the same thing, but with bigger storage capacity.
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Needs a special grenade launcher-y sound when you do it, too, so people know you mean business.
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Simple as the title. Ability to load prepared single tank bombs into pneumatic cannons, launch them, and have them activate when they either hit something or come to a rest (or during flight I guess). That way, toxins can experiment with various single tank mixes. You can make an explosive round(boom mix), a crowd control round(N2O mix), a fire fighting round (Cold N2 mix), a fuck you round (super freezing CO2+N2O mix), or an incendiary round (Burning Plasma and/or oxygen mix). To top it all off, due to the silly way damage mechanics work, you also have a chance of lodging it into someone's wound. Kikikikiki.. Edit: I guess you could also make air replenishment rounds! (Oxygen or nitrogen+oxygen mixes!) Save people from suffocating, or abuse it to cause people to slip n slide around due to air pressure!
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N2 filled airlock secured cloning room for cloning vox.
Midaychi replied to Bone White's topic in Suggestions
Vox Embassy needs a meat spike too, though. -
N2 filled airlock secured cloning room for cloning vox.
Midaychi replied to Bone White's topic in Suggestions
Honestly I'd just finish the vox embassy with a legitimate airlock, then leave like a cloning pod or scanner in there as a hint and let players who care get the parts from R&D and put it together. That way it encourages Vox who want to live in dire times to work together, and it gives clever Vox Raiders somewhere to establish a talonhold. -
I just steal a bar of soap and never run out. :V
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N2 filled airlock secured cloning room for cloning vox.
Midaychi replied to Bone White's topic in Suggestions
It'd be nice but it's against NT policy. If you care about Vox, only way to bring them back is to be proactive and prepared. -
So, you have one of a various number of self-made aspirations to create a highly explosive device. If you're a scientist on Paradise Station, congratulations! You've got everything you need to make a bomb-cap bomb. If not, well, I'm sure the cunning can adapt this guide to their own uses. TL;DR version: You cool plasma canister to 271 kelvin, empty another plasma canister into the hot loop, harvest furnace heat in hot loop, fill empty plasma tank to 701KPA of cold plasma and then top it off with 2500C or hotter plasma. Stick on tank transfer with a normal filled 20 Centigrade oxygen tank and boom The advantage of this method that I am to describe: 1. Very easy to do 2. 99.9% reliable and reproducible 3. Result actually exceeds bomb cap a little bit 4. Result seems to be a little less laggy than other variations. (I suspect it's due to the lack of bizarre things to process in the reaction; just plasma and oxygen reacting straight to CO2 at 100 centigrade) 5. Infinite shelf life. Disadvantages: 1. Probably the RD or another Scientist might come in and whack you over the forehead with a clipboard for "'doin it wrong" 'cause they think they know what they're doing. 2. The freezer pipe gets plasma stuck in it. Might be able to clear it somehow. 3. Some bizzare code exception prevents you from using exact molarity.. and creates a dud instead. On a side note, if you want to make an amusing dud, use only 401 kpa of room temperature oxygen (11 moles) 4. No actual in game way to check molar content. Method was refined via using a solo server with admin verbs. I guess you could mathematically derive the moles with PV=nRT, but that's effort and I am lazy. Big tanks have 70 volume (small blue have 4, yellow have 6, double yellow have 10, and Jetpacks have 70), you've got the temperature and pressure, and a full big tank of 20 centigrade plasma OR oxygen is about 29 moles. For some reason oxygen and plasma have the same molar size? :V? Spess magic. -------------- In the following picture is a typical starting state of the toxins mixing lab, with parts circled post-picture taking in a picture editor. If there's anything different (besides the circles) then you probably have another co-worker causing shenanigans and need to work with them. Unless it's on fire, then you probably want to call an atmospheric technician and also turn those scrubbers on the left and top sides on, also burn brightly and hope you get cloned. If you see the circles ingame, consult the station psychiatrist. https://dl.dropbox.com/s/quicmddvr2ojske/derp1d.jpg Circled parts: Yellow: The heat exchanger loop. This is where you're gonna get the heat from. Fuck the furnace loop. We're not gonna use that crap here. Blue: This is where your fuel comes into the furnace from. Green: The freezer. Important for one step in this guide that will probably piss off any scientists of the freezing oxygen religion. Red: Fuck that one pump outside the circle. We're not using that. This is now the waste processing loop so we can vent excess plasma to space. ---------- First step: Put all those voice analyzers in a closet and stick them in a corner, or else go mad from beeping whenever you talk. -Next, nab a screwdriver and a wrench (and an air analyzer if you want to get fancy/too lazy to use pda gas scanner) out of that blue toolbox on the counter. If it's empty, go find some cause you'll need them. https://dl.dropbox.com/s/ilzwl24v11uzky4/derp2d.jpg - Drag a plasma canister over to that freezer and wrench it on, set the freezer to 271 kelvin and turn it on. Plasma has 10 times the heat capacity of oxygen, so this will take a while. https://dl.dropbox.com/s/jwxp0k9os7493on/derp3d.jpg -Next go over to this switch here and press it. You need to vent the furnace because it starts with standard station atmosphere in it. Nitrogen will mess with your fire a little bit. Go back and close again it when that meter down there on the furnace is (zero'd or close to it). https://dl.dropbox.com/s/o89gt5inwhnmk1d/derp4d.jpg -Drag a separate plasma canister over to the heat exchanger loop and connect it here, then empty it into the loop with this single pump. Don't need to mess with anything else for the heat exchanger loop, honest. https://dl.dropbox.com/s/fhdw7mevq6g07x8/derp5d.jpg - Next, for the actual furnace itself (Separate from the heat exchange loop!), you'll need to configure a few things to make a nice fire. Two molecules of plasma react with one atom of oxygen at 100 degrees centigrade to create a very exothermic reaction and a lot of CO2. So, you want to turn those three pumps on in this picture, then go to that filter there and configure it as shown, and turn it on. Shouldn't need to mess with the pump pressures at all; and if you do you'll need an admin to set them high again. At this point, hopefully you have the furnace shutters closed, and the furnace should be filling with a lot of purple gas. Wait as long or as short as you like, and press the ignition switch to see a fire. https://dl.dropbox.com/s/s77fi5lzgk7znq4/derp6d.jpg After examining and possibly staring down your handy work, you might notice that the heat exchanger loop is also heating up. This is intentional! Go over to the east side of toxins mixing and nab a blue air pump (looks like a mailbox with a propeller) and drag it over to the exchanger loop. Attach it as so, but don't turn the pump on just yet. Wait till that meter there on the heat exchanger loop says at least 2500 degrees centigrade or higher, then turn the pump (read: ground pipe pump, not the blue one) on to fill the blue pump with what's in the heat exchanger loop. You should end up with a blue pump filled with heated plasma, 2500-3500 centigrade. You can get higher with ninja mix finagling and some other tedious tricks, but it's unnecessary*. Edit: I was stupid when writing this and remembered heat capacity. Duh. CO2 has a lower heat capacity than plasma, so of course your dirty bomb mix will *LOOK* like it has a higher temperature but it actually has the same total energy as ~3000 centigrade pure plasma. *(Unless you're trying to far exceed bomb cap, then you need a much much much hotter heat source in order to heat the next step to about 120-130 centigrade or hotter, 'cause you need to cool the plasma down more to fit more moles into the same amount of pressure. II haven't managed to do this very well. Always end up with high molarity that's too cold to start ignition. Feels like it was intentionally coded like this.) https://dl.dropbox.com/s/ecuqlwokw8sg4fs/derp7d.jpg Also drag a scrubber over to that center connector and connect it, and turn the exhaust pump on; we'll need it for the next step. Toxins should end up looking like something in the above picture, especially if you're a responsible bomber and turn off pumps when you don't need them. If you're feeling nice: after you've filled the blue oxygen pump with hot hot redhot plasma, open the furnace exhaust blast doors and turn the igniter off cause we don't need the co2 shit in there and it'll save on spess lag for the server. Be sure to turn off the heat loop pump too when it's emptied. ---- At this point, bomb assembly is pretty simple. Take a plasma tank from the tank storage there in mixing, empty it out using that scrubber in the center that you hopefully set up, and fill it with 701KPA of 271 kelvin plasma from the freezer canister. Then, go to the blue air pump and fill it the rest of the way with superhot plasma. You should end up with 1013.12 kpa of 100% plasma at about 130 degrees. Should be between 20-23 moles of toxins in there, but you won't be able to tell. Stick it on a tank transfer valve, go get a blue oxygen tank and top it off with normal 20degree oxygen. Stick that on a tank transfer valve. Utilize a screwdriver and put your priming device of choice on, and congratulations. https://dl.dropbox.com/s/psny4kf154r6xw3/skreeeee.jpg JC! It's A BOMB! (note: is size 27)
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The same can be said about literally every other Karma job.
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Edit: Might need a security+medical headset so they can flag down paramed over medical and talk over security. Also might need a new name.