Midaychi
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Everything posted by Midaychi
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Short and simple: Everyone spawns as a dexterity-having xeno version of their job that they'd normally be, and have to defend the station against raids of anti-xeno teams.
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Basically, a spell or something that Wizards auto get that they can only use when they've completed all their objectives, and they've gone through some sort of requirement that'd still give the crew a chance to take them down if they didn't prepare like a ritual or something. It would send the wizard to a magic shuttle, and if they launch the magic shuttle (instead of say, going back to the station or whatever), they get a nice party win area they can mess around in. It would divest them of teleport spells and such so they couldn't come back. The server would then generate some other sort of antag situation, or could set it on nations mode, or whatever, and update the crew. The round would keep going, but just with a new antag or antags or situation, just with a scathing letter from centcom for letting the wizard federation get a leg up. Wiz could mess around the rest of the round, or hit the respawn button to join as a crew member from the title screen. Alternatively, if crews kill the wizard, it'd be neat if a new wizard was spawned or other antag/situation was set. Maybe if you have wizard set in preferences and are dead, you'd get a prompt? I could see dead people getting re-added into the round slowly in a que as antags that spawn on the arrivals shuttle as totally legitimate crewmembers. Or a Nuke team. Vox (t)raiders. Clown-ops! Honk. Just a way for wizards that don't want to go on killing sprees, or really short fail rounds to go differently.
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It's mostly for antags who'd be killed going to medbay or at least couldn't trust the medical team once they go under anaesthesia. Ie Wizards, Nuke Ops, Vox Raiders, confirmed changelings/vampires/traitors/Cultists. Hype yourself up with ghetto painkillers/alcohol and go at your broken hand with a glass shard and a screwdriver or whatnot. That'd be neat though; how come alcohol doesn't dull agony-damage?
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Could just make a canister-backpack. Nitrogen canister and backpack stuck together! Maximum skrek.
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Simply put, if you're buckled to a chair and next to a table or rollerbed or surgery table, you should be able to perform surgery on your limbs if you have at least one working arm/hand. Make the procedure give pain and have downsides/penalties if you pass out while doing it. That way you can really only do it when hyped up on tramadol/paracetamol, and you can only do it to your arms/legs/hands/feet. I suppose maybe make some chemical recipe you can cook up from soft drinks/ hot drink vendors/food vendors and/or cigarette machines to make a ghetto painkiller that has severe side effects, but would let you do this ghetto surgery in a pinch. Also, am I missing something or are there no ghetto splints? Cable coils and rods should work!
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Well at least make some changes to cloning. You have to make an environment oxygen free for a vox not to die in the cloning tube. You either gotta set up an extra cloning room full of nitrogen with an airlock, somehow, or abort the clone early with an apc cycle and shove them into a cryo chamber with clonex before they die of toxins, then stuff them full of antitox while shoving internals on.
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More specifically it stops plasma fires from heating up further and decreases their temperature slowly, but.. basically same thing as you said.
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Well said, fellow crewmember!
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Vox are not equally represented in the NT workforce. Those that decide that raiding and thieving from outside are not the answer, and do so from the inside instead, find the workplace a toxic and barely suitable disaster zone! Some possible fixes could be: 1. A nitrogen canister or two stuck in various maintenance! Can't breathe stupid air, and life support technicians not always nice! Also ability to hold breath but take oxyloss while doing it, so Voxes don't choke on the stupid air while refilling cans. Or, maybe grab intent + canister = pulse refill? I dunno, cyborgs can do it with jetpacks. Why not voxes and nitrogen? 2. More magclaws in eva in-case a clown somehow manages to wrest them from you! 3. Some REAL TREES somewhere. To climb! Botany trays and potted plants don't count. 4. Nitrogen based versions of dexalin and inaprovaline, so doctors can actually treat downed Vox! Many times they put dexalin and inaprovaline in Vox, and wonder why they die faster! 5. Emergency oxygen filtration masks! Runs off batteries and can be replaced/[upgraded, allows Vox to breathe station atmosphere without worrying about ambient oxygen or lugging big cans! Doesn't filter n2o or co2 or dust though! Maybe science makes better ones? Side benefit of putting on assistants and laughing as they suffocate! 6. Jury rigged straps that go in exosuit slot and allow you to carry large canisters in suit storage without the penalties or benefits of pressure suits. Spess-Skrek! 7. Either make space metal tiles on the turfs not 0 kelvin freeze-vox to death or make being in space warm you up a little due to sunlight! Voxes freezing to death in space wiring stupid solars many times! 8. Closets that you can leap out of! Maybe all a Vox wants to do sometimes is turn the lights off and hide in a closet? Annoying assistants should be lept on in surprise before the locker is opened! 9. Vox brand soft drinks and food in dispensers, for that taste of the Shoal. 10. Non lethal adaptations of the pneumatic cannons and other traditional Vox weapons, because Inviolate!
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Alter damage mechanics a bit regarding lethality and decap
Midaychi replied to Midaychi's topic in Suggestions
You're right about the limb getting smashed up with some lower thresholds using blunt weapons.. but.. I thought the damage mechanics did that already with broken bones and internal bleeding? -
Just a small suggestion, and open for others to add onto: Some ways to deal with or abuse the gravity generators would be neat. Say, Antigrav tiles you can place instead of normal tiles, that make those turfs weightless if the gravity generator is powered. Extra gravity tiles that you can stick in the brig, that make movement and heavy actions slower and more difficult when gravity generator powered. Maybe even certain activities impossible. Low gravity tiles that make movement faster, and provide many other benefits to heavy equipment or item manipulation, but also can cause an increase in workplace related accidents. Finally, maybe research can print out special tiles with enough levels. Tiles that cause certain air-reagents to fall down to the ground and become partially inert (I know that's unrealistic. It's ss13.) Tiles that make water and foam not slip you. Tiles that suspend liquid and allow chemical mixtures to react on them. Etc. Obviously these would all deactivate if the gravity generator was off. Maybe super high research levels could make tiles that only require apc power to create gravity fields? Maybe even make them emit an aura of gravity field that allows the other tile types to keep functioning?
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Alter damage mechanics a bit regarding lethality and decap
Midaychi replied to Midaychi's topic in Suggestions
A side effect of this change would be that using lethal weaponry could still be used to take down people alive. You'd just have to get them to the medbay after you've taken them down so they don't bleed to death. -
Preface: I have no in depth coding knowledge of ss13, and am working off observation. The 'Pain system' I'm referring to is that 'fake damage' that puts people in crit and writhing in pain despite being say, 36% healthy, or what makes them feel 100% if they take tramadol, or why people feel like shit after being stunned. I have played a bit with pneumatic cannons in my spare time, and found the most lethal ways to prepare and utilize them. Instakilling targets with it by doing 200+ brute damage in one shot is pretty neat. It made me realise how silly spacemen 13 is though in its damage system. 200+ brute damage to say, the hand or the foot will kill and not decapitate or maim. So I propose a general change: Make brute and burn damage only lethal to the chest and head areas (and subareas). Damage to limbs can be represented instead in the Pain system. Divide the damage and then add that to pain. Obviously enough pain damage and they'll still pass out like normal, but the actual lethal ways to brute or burn kill a person would be head or torso or bloodloss related. Targeting limbs would just cripple and maim them and put them in serious pain. Add a few threshold values to the 'joints', ie: If you do x amount of brute damage to a limb in one hit, then there's a chance it will sever. If you do y amount of total damage to a limb in a small window of time, there's a chance it'll sever. Sharp objects would get a bonus reduction to the threshold. Same for burn damage, but 'burnt to a crisp' instead. Severing would cause bleeding stumps that would need to be bandaged or cauterized. Cauterizing with a welding tool is obviously painful. This would apply to the head as well, but obviously it would be instantly lethal decapitation. Also: robotic limbs/prosthetics. There should be a way to use say, a screwdriver or something to disable the pain sensors. It would malfunction a lot more often, due to not having feedback from the limb to tell if you're touching or handling something properly, and a chance for using things to fumble like old clown disease, but not contribute pain. You'd also have no way to tell if its damaged unless you look at it. Finally, make the groin slot not get decapitated. That's just silly; it should be a nonlethal but very pain-susceptible part of the torso.
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--- Note: There have been updates and changes since this was written. Reconstitutions are actually useful now, alden saraspova counters are no longer useless hunks of junk, anomaly harvesters and analyzers have been fixed up and altered a little, some new large and small artifacts have been added, and some existing artifacts changed. I am however too lazy to update this and the main body of this post stands.. so... happy hunting! --- I'd like to add that: 1. Reconstruction of fauna fossils sort of works, but I think it always results in a random telescience monster that insta agros you. I've only managed to make those blue omnivorous things, and it takes a herculean effort to get enough fauna fossils for a single one in a round. Flora fossil reconstructor is broken due to a typo and/or an unimplemented plant fossil feature. 2. You should rock core a tile that you dig, so you know the age of the artifacts in it and what radiation it may or may not be emitting. That said, nobody really ever cares about artifact dates on paradise station, so this really only has the purpose of determining if you have something you can actually harvest energy from using the anomaly batteries. (Considering there's only four anomaly batteries, and they each have a random and very specific emittance that they can harvest from, your chances of actually managing this are pretty fucking slim to none.) 3. Has no guide to the radiocarbons, but they're pretty easy to operate after you fuck it up a few times. Keep the wavelengths matched, make sure to fill it with coolant before scanning, coolant is tungsten oxygen and water, also make sure to keep the seal integrity with nanopaste. Don't want contamination. The amount of coolant you need almost seems linked to the RPM of the centrifuge, but not quite. Best to start at 1 unit a second, increase it when the heat goes up till it starts going down, and occasionally experimentally lower cooling rate to save on coolant. Also don't forget to wear an excavation suit or anomaly suit. The scanners *do* put off radiation, and you'd look kind of dumb laying there gasping for air after you mutated your limbs off scanning a rock sliver. 4. You can stick a fauna fossil that looks like a bone onto a fauna fossil that looks like a skull or a skull with horns to start a skeleton. Then stick more fauna fossils that look like bones on it until it says it's complete. Then use a pen on it and name it the chicken-gobbler-erectus or something. 5. *Always* steal a pair of latex gloves from the anomaly suits area. Do not go excavating for large artifacts without them. 6. Super ninja ancient xenoarcheologist trick: When you reach the artifact's radius and have the field generator on, instead of just using a red pick.. read how far the radius is and use that exact size of pick on it. So if the radius is 8, use an 8 pick on it. 12, use a 12. Etc. You'll dig the artifact out directly and will never get strange rocks. 7. Some artifacts you can dig up will either hum or repeat what they hear around them in some form. This includes bowls and alien skeletons and whatever else. Best use for these are putting them near open intercoms and hiding in a closet nearby, using them to confuse the fuck out of the AI. Also, some of the artifacts can be deconstructed. Especially some of the guns or the sleepypens. Addendum: Some objects have uses. Like knives, tools, I've even found a telebeacon disguised as a useless object. 8. Large artifacts can hide under any tile. Sometimes they're the only thing in a tile (usually only hidden tiles) but most of the ones I've found are buried under normal artifacts at the very bottom. When you scan a tile and see that 0 dissonance 0 center unknown radiation thing, drop everything and grab your coring device and core the tile, then grab your hand pick (Note: the 30cm one). Then just wail at it till something falls out. You don't need the stabilizer or anything to get large artifacts out. Scan the rock sliver later to find if you got the lucky one that matches a battery (you can check by sticking batteries in the energy harvesters and checking their designation) There are a number of large artifacts you can find. There's the preset ones: Gigadrill, hoverpod, autocloner, replicator, crystal, construct shell, ninja crate, cult pylons, the wishgranter, and supermatter/super matter shards. There's also the randomized ones, which are just unknown artifacts. The anomaly scanner will often give you incomplete or false information on the full secrets of unknown artifacts, but I'm not sure if this was intended or if its because it's Caelcode. Always make sure to check all the vectors for additional activations or effects, especially if the scanner doesn't say anything about a secondary subsystem. I've had an artifact that slowly healed burns to those around it turn out to be an artifact that severely damaged people if they touched it with bare hands. Also on paradise, some unknown artifacts that require energetic interaction with surface (Stun baton active, multitool, etc. Note: Energetic interaction has a few variations. Stun baton/multitool etc are only one type of energetic interaction.) can't be activated because the use code is broken. Works fine on baystation though. Gigadrill: activate it by touching it. Push it against a wall, watch it slowly dig at slug speeds. Walk away disinterested. Hoverpod: A ripley-speed engineering pod with no mount points and a weird sprite/sound with some stupid custom movement code. Dump in robotics. Autocloner: A device that automatically syphons power from the nearest apc and slowly generates a mob on its own. It can't actually be used for cloning people. It only produces one mob, and it does it forever, but very slowly. 33% of the time, stuff it in a locked room and bolt it because it's spawning space bears or something, the rest of the time: run a pet factory. Replicator: Use it to see the panel, and press a button. If you pressed the right one, it slams shut and eventually produces a random-ish item. Then I'm not 100% sure if it just has a long cooldown, or if there's code to delete designs from it if you press the wrong one. The one thing I do know is that I usually find one of these near round end, print out a wrench or a table part, and then frustrate at it clunking at me. Crystals: Giant paperweights. They don't do anything besides look pretty and get in the way. NOTE! Some unknown artifacts masquerade as large crystals, so make sure to scan it first. Construct shell: Does exactly what the cult version does, because it *is* the cult version. Dig out a soul stone shard too, nab a willing assistant, stuff it in and make an artificer. Construct your own non-cult round mini cult, or construct your own cult to fight off the existing cult. Ninja crate: It's a crate containing a ninja book and the full ninja equipment. Self explanatory: Read it, put it on, get murdered by the HOS instantly while trying to RP a NT ninja. Cult Pylons: The only large artifact that you can't move. I'll be honest; I don't play antag in cult rounds and I generally avoid being culted, so I have no idea what you can do with these. I'm sure someone does. Wishgranter: Never found one of these, but supposedly it makes you superhuman or something. I remember back on tg when it was first introduced as a hidden room find. I think it used to antag you and do some other things too. They removed it/nerfed it a day later caus' some miner kept finding it and abusing it to annihilate rounds. Supermatter/super matter shards: Exactly what it sounds like. Refer to an engineer to not get annihilated. Unknown artifacts: these are artifacts that usually have a random of a set of sprites, and have one or two activation methods. The first activation method always works, and the second activation method usually activates a subsystem (Secondary effect) instead of the primary system (primary effect), but also usually only has a 25% chance of activating per exposure to the activation method. I have also noticed that the act of digging out an unknown artifact sometimes activates one of their systems, primary or secondary, despite not being exposed to an activation method. Not sure if there's a way to prevent this or promote this or anything, just seems to happen randomly. Methods of activating unknown artifacts: (WARNING: wear the full anomaly suit. Including the hood and latex gloves and science goggles. The excavation suit is only partial protection to artifacts.) 1. Exposure to one of any of the atmospheric elements. Only need one, and in high concentration. (use the isolation rooms for this) 2. Heating the air around the artifact, or cooling it. Usually need extreme temperatures. 3. Shooting it with that handy dandy emitter there in the anomaly lab, or a laser gun, etc. 4. Shooting it with bullets 5. Touching it with your ungloved hands (Reason for having latex gloves) 6. Using a multitool/active stun baton/ various other electric methods on it (Currently broken) 7. Using a welding tool or a lighter on it 8. Smacking it with a heavy object (Hand pickaxe works well.. for some reason. :V) 9. Having a cyborg touch it with no module active 10. Splashing it with water 11. Splashing it with acid 12. Splashing it with toxins 13. splashing it with plasma or thermite -- Be sure to have a captive awake assistant monkey nearby strapped down for testing effects, and remember: If you're wearing the full anomaly suit, you probably won't be affected by the artifact activation. There are many effects that the unknown artifacts can have, and you should try and find them all! They're usually either: To toucher, a pulse burst effect to an area, or a small aura around the artifact (usually right next to) They're also usually either helpful, or a harmful variant of that helpful thing, or a completely harmful thing with no inverse variant. There's also a few misc effects, and I'll spoil two: One freezes the air around it and the other is a force field. Extra notes: Unknown artifacts won't always visually activate when their effect is triggered. This is especially true of secondary subystems. However, most (but not all) of the effects will give messages to entities not wearing anomaly gear and being affected. The upside is that you can take your gear off and try and get a message for a hint at what the effect is, (or cyborg, if is a synth affecting effect). The downside is that you need to expose yourself to a potentially harmful effect to get the message. Mining cyborgs have most of the tools required for excavation; just grab a stabilizer and go at it. Main disadvantages currently: No measuring tape or coring device, so you have to keep track of depth and hope no human excavation scientist flips a lid at no rock slivers. Also, no ability to carry or store items you find, so expect to be leaving crap everywhere unless you find something interesting enough to drag back or have human assistance. Finally, plastic bags are the most robust belt-slot carrying item for excavation. They make the excavation belt not worth using.
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Tried the reconstructor on a private compile and it looks like: when you put the first fossil in, it randomly picks a starting letter, makes a category of it, and then randomizes the scrambled genetic thing locations, but doesn't add a snippet to put in. Then for every fauna fossil you insert, it has a chance of adding a genetic snippet for that category or adding a new category, or adding a snippet to the first category. I've finished and cloned one successfully. The only thing I've been able to make even after multiple filled categories was one of those little blue omnivorous alien things with the weird name that starts with a D that sometimes raid telescience. Not sure if it was because I was spawning the fossils or if that's the only thing it can make, or if the RNG just didn't like me. It's possible it just spawns a random telescience alien, which is funny because it immediately starts attacking you and there's no containment in that room. ---ALSO--- Some changes to existing artifacts I'd like to see: 1. The hoverpod. I'd like to either see each one's variables semi randomized on roundstart, or at least the hoverpod improved. Currently It's just a ripley with a weird step sound and the inability to mount anything. I'd like to see it mountable with stuff and maybe as fast as an odysseus, and maybe the ability to propel in space, so it'd kindof be a fragile ancient gygax that could space travel. Maybe have different variants to find, with the higher end variants the most rare and the low end versions the most common. Maybe make them start broken, and have steps to fixing them to working order? That way a miner could drag it to robotics to have it fixed up? Might be super overpowered or something to just find and bring a mech back for repairs but you'd still need research and robotics to outfit it with anything. 2. The gigadrill is kind of silly. You turn it on and push it against something and the gigadrill attempts to really slowly mine it. Make it mine faster and/or able to knock down structures and I think it'd be hilarious. Especially if you could mount it like a janicart. 3. the auto cloners are interesting. They very slowly create a random monster over and over when activated. The first one I found printed a corgi every ten minutes or so. I was saddened that you couldn't actually stuff people into it and turn them into corgis, and I was also sad that it was so slow. Maybe make them a lot faster, and on activation instead of automatic, but require biomass and or light or other things? 4. The replicator kind of suffers from the same thing as the autocloner; It's too slow to be very useful, and I think there might actually be code in it to delete designs from the replicator if you press the wrong button (which I guess adds a risk factor but is also dumb). Maybe make it require a certain amount and type of material inserted, but have more designs on those buttons and work faster? Make the materials required random so you print crowbars from diamonds and flamethrowers from glass sheets or whatever.
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maybe pda pictures are lower rez, so for items that could be multiple things, instead of "You see Garret with an arcane tome" you get "You see Garret with some sort of book"
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Suggestion for a chemistry thing: Make the Chem Master's contents not react when a Cryogenic beaker is inserted, as opposed to normal beakers. That way you can make silly combo pills that react after being eaten. Also maybe some chemical effects and reactions that rely on the cryobeaker, especially used in such a way. Like a chemical reagent result that's harmless on its own, but during the reaction of the precursor chemicals, does something to the holder. Stuff like that.
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https://github.com/ZomgPonies/Paradise Go there, find the button on the right to download as zip. Extract zip somewhere, go into folder, double click the .dme file. Go to the build menu at the top, go to compile. Wait a while for it to say 0 warnings 0 errors. Close out of the compiler, open up byond pager, use the sprocket at the top right to open dream daemon. In the dropdown of dream daemon, locate the .dmb file that was compiled in the same directory you had the .dme file. Click go, wait for the program to stop locking up. Click the detour sign to connect to your own server. When at the title screen, you should be able to close out, stop the server with the stop sign, go to your taskbar and right click + exit dream daemon, and join Paradise Live. With the old pager, this should get around having to download resources. With the current one? I haven't tried it recently because my connection can download the new revisions off the server within a minute or less.
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PDA messaging server space-twitter would be funny too.
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unfortunately Byond doesn't work like that. Fortunately what you *can* try is download the git repository, and compile the dme in the root directory of it. Run a server with dream daemon (sprocket in your pager) and connect to it. You should have the proper resources for connecting to the live server after that, assuming ponies doesn't update again. I don't remember if that works anymore but I remember doing it once upon a time with the really old pager.
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Well, if someone joined as an npc from ghost, and someone else de-brained that pet and put it in an assistant, then since the brain didn't originate from a human mob; barking assistant.
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Just like the title says. Would be neat if you could take pictures with your pda, and send them to other pdas for viewing. Doubly neat if you could stick an existing photo into a pda to get scanned, then send that. Triply so if you could use a photocopier or something to print the photo out.
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With the potential future advent of space pod upgrades and various mechanics, the stupid thought occurred to me: what about a massive switcharoo and overhaul? Take the big stompy mech building out from robotics, and give it to Mechanic job alongside the pod building. Move the mech bay over there, too. Now, amid the screams of suiciding roboticists, you might ask what the purpose is? To overhaul robotics, of course, and make it more about robots and cybernetics, of course! Added to robotics would be a wider suite of surgical tools, and the facilities to build (increasingly more varied and better with higher research levels) prosthetics, implants, robot parts, and cybernetics. Build an enhanced robot arm and upgrade it with an engineering circuit board for a built-in utilitool set, replace the HoS's arm with a stun baton, build customizable battery powered sheaths you can surgically attach to people's heads and chests to replace their ability to wear items in those slots (in return for say, extra brute or temp protection, or pressure resistance.). Replace the captain's groin with a miniature autolathe! Rebuild or build new IPCs from scratch, plug optical meson mechanical eyes directly into an assistant, give your roboticist colleague chainsaw legs. Make implantable versions of the various huds, as well as implants with whole new functionalities, and with impressive enough research levels, maybe even handle nanite colonies. Upgrade the station's starting dapper service borg into something resembling a miniature ripley, or take them over to the mechanist's and attach thrusters and grappling arms to make them into space pod robot! Build various new automated robots with new functionalities, like spiderbots with various attachments (such as for hydroponics farming). Build the ai a monkey-sized shell to run around in and steal people's shoes with! Build new (useless) robotic pets for the station to drag around and pet. The possibilities are quite vast.
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Sticking a station vent and scrubber in there, and air alarm, and blast doors to space would do it. Make a button that causes the blast doors to open and the scrubber to go into panic mode, then the blast doors to close once the air alarm detects low pressure and replaces the air. Scrubber might actually be redundant.
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Alternative suggestion: combine a spiderbot with a medbot/floorbot/cleanbot/firebot/secutron assembly or various tools to make a hydrobot or sciencebot. Then you'd have a gimped little spider that can help out in various jobs, but not do it completely without human assistance.