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Midaychi

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Everything posted by Midaychi

  1. The pneumatic cannon is an interesting weapon. While its execute function doesn't work (cause the objects fired out of cannons can't hit resting targets), you can abuse certain aspects of its functionality to make it into a arbiter of death that only a deathsquid can resist. What if, however, you could mod it to be more? Possibilites: 1. Use lighter and timer together, use on a manipulator, use the assembly on a pneumatic cannon and secure it. You could make the new pneumatic cannon activate certain things when shot out of it: Lighting cigarettes a second or two after they're shot, you can combine with cryostasis beaker hax to fill them with chemicals. Example: 1 unit sugar, 1 unit phosphorus, 1 unit potassium, 1 unit pacid, 11 units condensed capsaicin = Ghetto crowd control grenade Also, you could have it activate grenade assemblies shot out of it. Make a large emp assembly with uranium liquid n' shoot it at deathsquid seraphs. 2. Some way to hack the cannon to be leaky. It would make it so the maximum valve would be like, 25% or something but when you fired it, it would also shoot out some atmosphere. That way you could use N2O for giggles, or flamethrower mix to make a glass shard/flame thrower combo gun. Also ability to dry fire it in this hacked mode. Bonus points if you can use it as a propellant in space or buckled to office chairs. 3. Combining the pneumatic cannon with something like an experimental bluespace belt or maybe a combination of other R&D creations. The result? A vortex-ring gun. Can't launch objects anymore, but launches vortex rings instead. Experiment with all sorts of gas combinations to see their different effects! 4. Add a pneumatic cannon or vortex gun or whatever to a turret frame, go through some assembly involving proximity sensors and security hud or security hud glasses, put it ontop of a connector port, and then hook a pipe up to it on the ground. Run the pipe over to another connector port, hook up a canister, bam pneumatic turret cannon. Drag yourself onto it to use it as a mounted turret, or just let it automatically find targets. Load it up with random junk you find, maybe even jury rig an extended magazine box for it. Bonus points if you can combine it with the janicart or some other kind of canister and some mobility parts to make it into a hybrid cart/gun turret that you can refill by wrenching while it's over a connector port with gas in it. 5. Modding the cannon with a second manual valve to give it a slot for another reserve tank you can switch over to. This can give you a quick second lethal shot if you're using normal full big cans, or an extra set of two or three lethal shots if you're using overpressured toxins mixing hax. I guess maybe you could also set it to use air from both equally, but you'll easily hit the speed cap. Any other ideas/modifications you can think of?
  2. I tried on a dead xeno once as a roboticist. They were on the table and everything but I couldn't make any incisions or saw anything or even chop their head off.
  3. Edit: 5. I've noticed that artifacts that require being energetically manipulated with on the surface don't allow you to use charged stun batons or multitools or etc on them. It's as if the attackby code is broken somehow. You'll try to use it on it, and it won't even give a debug message or feedback, but you smack another artifact that doesn't require a multitool or stun baton just fine, and you can smack the artifact with an un-charged baton just fine. This functionality works fine on baystation. 6. On baystation, you can automatically mine rocky debris by walking into them with your opposite-from-pick hand selected. It's a small but very noticable difference. Would be pretty cool for paradise, because currently you have to stop and pick it manually. A step further: If you're holding a pick or mining implement, and a depth scanner in the other, and have the depth scanner hand selected, It'd be pretty awesome if you automatically scanned tiles before you picked them, and if it wouldn't let you auto-pick if it pinged. Would make searching for hidden tiles infinitely easier.
  4. As a preface, I know it's caelcode, and ponies said that eventually xenoarch is gonna get revamped, and they just don't wanna mess with it right now, but there's issues that I've found that might just be simple edits of a few lines to fix. Note: I'm not at all fluent in byond code. 1. The flora scanner has rejected every plant fossil I've ever found over the span of tens or twenties of rounds, on the grounds of it being a new type fossil or something? The error message is very vague and I don't understand the reason for that functionality if it even has one. I *do* know, despite my dumbness at byond, that it looks like changing a single line in reconstitutor.dm would allow all plant fossils to be read. Seeing as *all* fauna fossils can be read and don't give that senseless new type error, that'd be pretty neat. 2. It'd be nice if it required less fossils to do reconstruction. Currently you'd have to get pretty darn lucky to get enough of the right fossils in a single paradise round. Currently, my observations on how it works: The Fauna scanner *does* work, but it's weird and convoluted. When you use a fossil on it, it'll make an entry of seven or eight dna codes, but the first fossil won't give you a code to put in those slots. You have to put another fossil in there to actually get a code, assuming that you find a fossil related to that creation and not another. Breakdown: Fossil A has some hidden 'type', so it points to ie Ancient Space Corgi (doesn't exist, just an example). Fossil B has some hidden 'type', points to space chickens. Fossil C also has Space chickens. If you use fossil A on the reconstitutor, It'll make entry A. If you check all the spaces, there's nothing to plug in. If you put fossil B on the reconstitutor, it'll make entry B. Same as before. If you put fossil C on the reconstitutor, it'll add a genetic marker to entry B. ---- 3. Make artifacts and anomalies only generate on the mining z-level. After playing on Bay12 (and learning some pretty impressive tips from the Professor), I've noticed that bay station's occurrence of dig sites seems a lot more common. At first I thought it might be because they possibly increased it, or something? In actuality, my guess would be due to paradise station having more asteroid then just on the asteroid zlevel. Paradise has the asteroid at clown-crash, and all the turfs at clown planet. Seeing as it'd be near impossible to get a stasis machine to the clown crash without telescience, and it's a pain in the butt to get a stasis machine to clown planet, I think limiting their spawn to mining z-level would be pretty neat. It might also save on startup time. 4. Tubes! The pneumatic tubes on xenoarcheology are kind of buggered. They're supposed to cycle and travel to the various stations, but what they actually do is just get stuck at the mech recharger and have to be manually moved. Ontop of that, you can't slide underneath the tubes like you can in bay, so the tubes are essentially unbreakable walls.
  5. The title says most of it: Need the ability to manipulate wires with a wirecutter and multitool before you stuff an mmi into a cyborg suit, so roboticists can continue to make helpful creations even in a malf round or during a rogue ai situation. As it is, even if you do give cyborgs a drained battery before you make them, and are quick enough to catch them and crowbar out their actuator, and go to town on their wires.. there's no way to un-synch a cyborg's law short of building a cyborg upload console and snipping the ai synch wire, or pulsing the cyborg's ai wire in the rare case of a second ai with normal laws. As a side benefit maybe the ability to switch out batteries as well.
  6. I think the ability to debrain creatures would be neat, doubly so if you could stuff an assistant's brain back in. I'd like to be able clone certain creatures in the genetics scanner, as long as they have a ckey, like corgi puppis and xenomorphs and goats and spess carp n' spiders 'n stuff. The result could have the ability to speak/understand common (If the brain originated from a human mob) and might need a textual reminder that they're still technically not an antag? Maybe dexterity gets added for select creatures too? I'd turn the mime into a xenomorph, stuff the captain into the goat, and clone a xenomorph back to life in a clown body.
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