Midaychi
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This is a series of suggestions for ways the crew could take nasty xenomorphs and put them to some Nanotrasen-approved productive use. I will list them in descending order, and will attempt to write them modularly so the prior ones can be implemented without the following ones. -------- First, the capture. As one might guess, the hardest part of getting your hands on a xeno is capturing one. Suggestion: Ability to detain a xenomorph somehow, possibly through increasingly robust restraints (possibly energy based) with the size of the xenomorph, to allow for experimentation and surgeries and the like without risk of mauling. The xenomorph probably has to be immobilized or injured first. Possibly: Some sort of draggable emitter or stasis field, or restraining buckles or the like. ------------- Second, the dead. Suggestion: A way to revive the dead xenomorphs through chemical means, in case they've up and died on you or the living weren't available. Possibly: The xenomorph retains all changes made to their corpse before reviving, and if it was an NPC it sucks a ghost up that's signed up for xeno too. ------------ Third, the surgery. Suggestion: Assuming you have a restrained enough (or dead enough) xenomorph, you should be able to accomplish surgery on them. This can allow you to selectively damage or remove any part of the xenomorph's abilities. Possibly: When surgerying their various parts, you have the option to damage or remove their various organs. You can use this to "tame" the xenomorph into being less dangerous. Damaging their plasma gland or arm ligaments or leg ligaments might just limit or prevent them from doing advanced xenomorph things, while removing them might prevent a majority of xenomorph things or outright kill them. Robotic replacements might be able to be used here, but wouldn't be very effective (but maybe that's intentional). Removing their brains could prove useful too, I guess. -------- Fourth, A series of modifications Suggestion: A number of objects that can be printed from R&D that can directly improve a xenomorph into a productive NT asset. Possibly: Vocabulator collar, loyalty override, and a servo-muscle rig. The vocabulator collar would be equippable onto the xeno, and would serve two purposes: As a comms headset and a translator. Loyalty override: An implant that must be carefully and surgically attached to specific neurons in the brain of a Xenomorph. This dampens the effect of a queen (if applicable) and enforces loyalty directives as an NT asset instead. Suspiciously effective. If the implanted subject *IS* a queen, the implant passes on the directives to her offspring as well. This and the directives can be reversed by removing said implant. (or replacing it with something else like a mindslave implant) Loyalty overrides show up on sechuds. Servo-muscle rig: This invasive cybernetic rig contains a series of mechanical tendons and ligaments, precision servos, and is controlled by a smart computer interface. It was originally designed to help the disabled but ended up being far too harmful. Xenomorphs, however, are just sturdy enough to accept it fine. (after an anti-corrosive plasma coating, anyways) It requires some doing, but you can implant one into a Xenomorph using surgery. Due to the sheer invasiveness, this is a one way procedure. It severely affects what the xenomorph could do with their original skeletal muscles, and slows their running speed down a bit, but has some benefits as well. A xenomorph implanted with this rig gains an ID slot, a hat slot, a back slot, a belt slot, and dexterity. The computer can intelligently detect and blacklist/prevent certain actions, though (like performing surgery, or arming a nuke, or changing laws, for instance) A xenomorph with a servomuscle rig is obvious without even examining them. They'd look like they've been integrated with some machinery. They also might not be able to morph into a new form. ----------- Fifth, The Use Suggestion: Port over a few things to enhance the use of above operations. Possibly: Currently, this sort of situation would mostly be roleplay/subjective. Some use cases would be neat. Examples: Xeno ant farm - https://github.com/tgstation/-tg-station/pull/10870 Generating power via treadmill - https://github.com/d3athrow/vgstation13/pull/5540 ----------- Sixth, The Karma Job Suggestion: The ability to play as a round start XSP, as a working drone that's severely hampered but fully rigged and implanted. Show those NT technicians how powerful the hi-*%^23 Nanotrasen is! Possibly: Some sort of job similar to cyborg, but costs like 60 karma or something. You spawn in all pre-gimped and everything. Possibly have basic access to Mining and Science wing, and are expected to help with either material gathering and monster fighting off, and further research. You can also go to medical and beg humans to remove some of your restrictions cause you're totally loyal, totes, won't come back and bite them literally nope. Alt Edit: Maybe you get a choice of 'roles' when you spawn in, and it gives you id access and changes how you're gimped based on it. Chose 'science' to become a xenobio helper and test subject, choose 'mining' to have some combat ability and digging, choose 'security' to be basically security's attack dog. Etc ---------- Seventh: The mutations Suggestion: Crazy nanotrasen-made mutated xenomorphs from slime toxin and chemistry. Possible: Take one part slime toxin, mix in some high end chemistry chems, and inject directly into a slime core with some plasma. THEN, syringe the contents back out, and inject into an unhatched xenomorph egg. Depending on what color slime core you used, you could possibly mutate the xenomicrobes the facehugger is carrying, and thus use them to create a whole new breed. You could make an alien with crazy scythe arms, or one that has a drill nose, or one that eats gold and poops silver, or a really tiny one that fits better in some old lady's purse. The science is expansive!
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Semi off topically, bay has replaced raider rounds with raider 2.0, which is more like heisting pirates. Slightly more on topically The inviolate is: Kill as little as necessary. Waste as little as necessary. Preserve the arkships. Preserve materials. Adapt and expand to all circumstances., This is important, because it does not say you cannot kill, and it does say 'Adapt and expand to all circumstances.' While I agree that Vox raiders could use some more non lethal options; If some fuck is leveling a shotgun at you with intent, and all you have is a lethal weapon, then you use that and be safe in knowing it was necessary.
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Gotta commit suicide in the brig by humping the lightbulb.
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How do you even pull intent? Besides that though, it'd be easier to just remove the burn damage. Just do what other servers have done and make it a you try to remove the light bulb but stop yourself because you don't want to burn your hand. It's kinda silly that you can kill yourself by fondling a lightbulb.
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Aside: This is all moot and ignorable if xenoarch doesn't end up getting re-added after TG mining. Also - it might be worth limiting large artifacts to having a single effect instead of having a main system and a subsystem. - it might be worth copying the artifact power utilizer thingydoodle code from VG, as theirs is fixed up and works properly. - might be worth having a 'damaged' state to large artifacts. Chance of it coming out damaged, or being damaged by some strong event, that causes it not to work quite as reliably or have negative effects. --------------- Below are some stupid ideas I've come up with for artifacts, some blatantly similar to goon, others not. -------Old bluespace artifact used to teleport you into the contents of objects before it was fixed. Repurpose the oldcode and make some way to escape or get freed, and also allow you to move around as said object? Ie, become an office chair or toolbox or whatever and move about the station. --------- Enhanced Replicator Currently, the replicator accepts any object as input and has a very small defined list of things you can produce from it. Change it so that it works off materials or something instead, and only accepts sheets/material/meat/plant produce. Then add a whole lot more item and monster probabilities to it. Huge swaths of things useful and garbage alike. Produce candy wrappers and burgers and energy guns and space carp plushies and ert helmets. Whatever. ----------- Enhanced autocloner. Expand the selection of mobs it can choose from to have the one it prints out, Make it only power on if wrenched above a knot in a wire, and make it able to be sped up by screwdrivering it, and slown down by wirecutting it. Speeding it up causes it to use increasingly extreme amounts of power from whatever wire it's on. then either: Change it so that you have to fill it with synthmeat reagent or Change it so that you have to load it with plant/animal fossils (or possibly both). ----- Additional possible thing for the autocloner ---- If wrenched down next to a fauna reconstitution console, the console and pod will become enhanced. Any completed fossil grown from the fauna reconstitutor when an autocloner is nearby will query ghosts who qualify to sign up and inhabit the result. You could expand the types of mobs that you could find fossils for too, and have all sorts of crazy spooky aliens runnig around with no cultural identity or knowlege of times before being printed out. Maybe make it so you can inject the autocloner with blood to make the outcome loyal to you, if using with the fauna recon console? That way they'd be like spooky xenobio golems. -------- More unknown artifact effects (note, these only function if you activate the artifact) -Make some small artifacts small sized and able to be picked up. Small-large artifacts could be things like: - Reagent Container - random reagent containers - Physical Container - Some sort of box full of rare loot. - Battery - random capacity battery - Weapon - Duplicate the function of a weapon - Tool - Random tool. Ie, drills, picks, RPD, whatever. - Wand - Duplicate the function of a magic spell - Emitter - Emit useless effects or shoot a random icon - Mini noisemaker - Emits a noise when fired. Can include the admin 'bowink' sound - Capture device - Works like capture balls, but can capture any mob that isn't the ai or cyborgs/drones. Throw it at mob to attempt capture. If brainless, mob will randomly attempt resisting out depending on how wounded they are. If having a brain/ghost, they will be notified that a capture attempt is in progress and that RESIST in big bold letters can resist out, resist will be pretty successful at resisting out. Best way to capture a person is to either have consent or drug them so they can't resist. Capturing successfully will brainwash target into being loyal to you, and be deployable/undeployable at whim. Some effects you could add to large unknown artifacts - Lamp - Emits bright light that's not harmful unless you're sensitive to light or something. - Holy lamp - Same as above but negatively affects cultists/wizards - Unholy lamp - Same as above but positively affects cultists/wizards - Darkness - opposite of lamp - Confinement - Sucks you up and holds you (or if an aura, a nearby person after a tickdown timer) for a minute or two before spitting you back out. You're immune to space exposure and fire/cold/bombs while inside. In this case, "human" refers to any humanoid (vox, humans, greys, humans, etc) - Human2Cyborg - Does what it says on the tin. Boop Beep. Can only be touched by humans - Human2Drone - As above - Human2??? - Same effect as staff of change, but on toucher. Can only be touched by humans. - Mutation - Instead of randomly mutating, it will choose a single mutation when created and grant that mutation to whoever gets caught in its effect or touch or whatever. Can be any mutation. - Prickly - Picks up to three random reagents, and will inject anyone who touches with them. - Noisemaker - Emits a random noise with pitch shifting almost constantly. Hide near important head's office for maximum delight. - Container - Is a larger version of the small containers. Functions basically as a water/welder/whatever tank. - Wormhole - Touching this will generate a wormhole nearby and another wormhole somewhere else randomly on a non-centcom zlevel. The wormhole will stay open as long as the artifact is active. Deactivating and reactivating the artifact will make a new random wormhole. - Bomb - An explosive device with a random strength. Activating it will give an obvious notification and begin a countdown. You can disarm it with some effort and creativity, but are better off ejecting it into space. - Laughter - Causes anyone caught touching it or in its aura to laugh uncontrollably, often falling over helplessly. - Meteors - Summons a meteor storm. Self explanatory - Singularity - Similar functionality and warning to bomb, but instead of exploding it cascades into a singularity instead. - Chicken Eater - All chickens nearby will be dragged into it and gibbed into a poof of feathers. If enough chickens are consumed, it will shoot out a golden egg. If this golden egg is hatched, the resulting chicken will lay gold coins instead of eggs. - Swapper - Swaps the consciousness of nearby mobs. - Machine - Duplicates the functionality of a machine with max tier components, but isn't constructible. Might need to be wrenched down to connect to other machines. Some examples; Exosuit fabricator, clone pod, chem dispenser, cyborg charger, etc. - Mech - Is actually a bizarre looking mech. Picks randomly from all the normally constructible station mechs, and just looks like a weird artifact. - Disrober - Causes the jumpsuits of any mob nearby to suddenly fly off a few tiles away. - Cleanser - Cleans places around it slowly and cleans any tile it's dragged over. Can fight kudzu. - Corruptor - Cultifies nearby places - Matter eater - Eats anything you specifically throw at it (besides projectiles). When it has eaten enough, it pulses and outputs a random new item.
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Not vr as it currently exists, no.
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There was a silly idea at one point where there would be a station virtual reality, overlayed on the existing station but invisible unless you were in vr or had AR goggles on. Gokart through the station hallways etc. Well the silly part was that ghosts could spawn as npcs in this vr land, and they could do all sorts of things and goof off with an exception: all their speech and emotes and writing were only understandable by other npcs, and non npcs would just see simlish style gibberish.
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More seriously though, Mammi is a fancy mmi with an equipment add-on system and ability to be used as a brain organ, can't be cloned. Peanut is a machine that can backup ghosts in brains in mammis or write a backed up ghost to a blank brain in a mammi. Peabut can also print out organs or stored/custonized templates of mobs provided you have materials. Peanut can make and store these templates when you stuff a mob in there and scan. Put a corgi or spider or unathi or xeno hunter or whatever. Dead or alive doesn't matter. Peanut can also insert mammis into living mobs that don't already have one or have a ghost, if the mammi has a brain with a ghost in it End result: you can put a dead spider in the peanut, scan a template, then rename the template geroge. You can rip the mimes brain out, put it in a mammi, and put that mammi in the peanut. You can make a backup just in case. Use the peanut to install a pda and Id and optical mesons into the mimes mammi. Then you put the materials to print out George in, print out George, and insert the mimes mammi into it using the peanut. Bam you have the mime inside a spider named George with pda and optical mesons vision and his Id built in. If the hos then gibs George, you can print a blank brain and a new mammi out, then download the mimes backup from the peanut.
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Yous gets a good research and diamonds and dens you print outs da mammi and the peanut, yous puts tugethers dat peanut machien, dens you take some bloke's brian out and put it in mammi, dens put it in peanut, den upload. From then on, yous can gibs dat bloke and then go to peanut and go 'I want to print out catbeast', feed it da meats n clonex, and it prints out tajaran. Dens you put a mammi in der with a blank brain and goes, 'hey retrieve dat bloke, and put it in dat tajaran', and wham now dat blok is a hackin furballs all day long ya see?
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A (re)deployable pocket gibber? Ehhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh. However, a portable handheld portable item shredder? Could be neat I guess. Stick an object in there and shred it to little ribbons on the ground.
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Hey, remember this thread? I remember this thread.
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MaMMI, (Modular advanced Man-Machine Interface, or 'Mamy' for short), a new advancement in miniaturization and plasmatic research, and a new slew of prototypes sent to your local science wing based on field studies in encephalopathic and nanite manipulation. The support machines needed: - Life support upgrade for surgery tables - The PEANUT (P.E.A.N.U.T. - Printer-Enhanced Augmentative Nous Upload/download Technology) Explanation: (a foreward: 'ghost' is a term popularized to refer to the sum consciousness of a sentient non-SSD employee of NT) A MaMMI functions in every way similar to an MMI, with these exceptions: ----- The MaMMI contains data on the ghost's dna (which can be voluntarily changed and customized at the PEANUT), as well as an encrypted hash of their identity. (Which is read only and allows for proper detective work) ----- MaMMI with ghost-containing brains can be inserted back into bodies, and surgically re-integrated with the spinal cord. Unfortunately, cloners cannot interface with bodies containing MaMMI and will complain about finding such. ----- MaMMI can upload a backup of the brain's contained ghost to a digital database while inside the PEANUT. If a blank brain is placed in a MaMMI, a priorly backed up ghost (read: this is not a positron) can be downloaded and written onto the brain using the PEANUT. The memories of the ghost are only recorded on backup, so anything happening afterward is likely fuzzy and/or inaccessible. (Due to quantum physics, two identical ghosts cannot be *active* at once, so attempting to write a backed up ghost while the respective employee is still in existence will fail. Due to the vastness of space and the unfortunate possibility of becoming lost, MaMMIs have a self-termination routine they can voluntarily run that deletes the contained ghost, allowing for a backup to be written to a new brain back in the PEANUT. The quantum status of a ghost is displayed in their entry at the PEANUT's interface) ----- MaMMI have a nanite powered adaptation colony that allows you to adapt certain bits of station equipment, and some things made in research, into its spinal stack interface. There are two ways to access this interface: 1. a screwdriver to open the panel in hand, or 2. Through the PEANUT There are a number of slots, some of which are: The vision stack - (Things like security and medical huds can be adapted here) The auditory stack - (Things like station bounced radios and commlinks can be adapted here) The cerebric stack - (Advanced restricted things go here, example: short range remote computer/button interface, or a fancy executive AR suite for corporate officials.) The AUX stack(s) - (Auxiliary things like GPS, Id cards, PDAs with carts, loyalty implants, and the like go here) The MaMMI has access to these devices through their hud. ( Note: These things are in the MaMMI itself, not part of the ghost. Losing the specific MaMMI they're in means you also lose the modules.) -------- The life support upgrade Creatable in research (or just a straight upgrade). This enables living bodies strapped to upgraded surgery tables to continue living in absence of vital organs, as long as power and contact to surgery table remains uninterrupted. This *does not* prevent bodies from dying due to toxins or bleeding or extraneous effects. Its purpose is to allow surgeons to remove and replace organs (including the brain) without having the body up and die on them. This was designed to have a "lower tech" method for dealing with MaMMI, but also allows for operation on other vital organs without use of extreme chemical measures. ------- Now, for the premier support machine of this suite, The PEANUT (Note: the PEANUT, like genetics scanners, requires the subject material to be in the pod. Thus it requires an external helping hand to operate.) This is a dual purpose device. It is a large stationary device that has a pod for bodies and an interface. Without MaMMI, it can: -- Scan any compatible inserted mob and store its design -- Accept vital chemicals and materials for printing -- Allows you to print out individual organs. Brains included. These brains are, of course, ghostless. (Nanotrasen takes no responsibility for the misuse and misconduct involving printed organs by personnel) -- Allow you to customize and copy already-scanned designs to some degree. Humanoid bodies, primarily. You can change their UUID and UE at will, and can generate and print preview image of the results. Non humanoids mostly only let you customize the name. -- Allows you to print out valid ghostless and completely SSD body designs, provided you have the proper materials. As an example, simply printing out a humanoid or corgi body would require synthmeat and clonexadone, whereas printing out a cybernetically enhanced humanoid would require metals and sometimes gold and glass, whereas printing out something like a xeno hunter would require plasma in addition. Etc. (As an additional clarification note, anything complex printed in this matter is completely passive and ghostless. Essentially a 'monkey human'. Certain simple organisms like the Nanotrasen standard corgi, monkey, and cat are able to maintain some sort of identity and capability.) With a MaMMI -- Allows you to insert a brain-containing MaMMI into the PEANUT. Inside the PEANUT, you can choose to back up the contained ghost (if there is one), or write a backed up ghost to the MaMMI (If there's no ghost inside the brain.) -- Allows you to insert a MaMMI containing a brain with a ghost into a ghostless and MaMMI-less body inserted into the PEANUT. (Note: In the case of conflicts between the MaMMI's stored DNA and the new body's DNA, the MaMMI consciousness will be queried if they want to continue having the same DNA or accept the new DNA. If the new DNA is selected, the MaMMI will be updated accordingly. If the old DNA is selected, the PEANUT will automatically apply it to the mob before inserting the MaMMI.) -- Allows you to customize what modules are attached to the spinal stack. Some modules can *ONLY* be installed through the PEANUT. With stored ghosts ---A copy of a ghost, as well as body designs, can be saved onto special diamond wafer enhanced discs. These can be used for extended, hard copy backups and transfers. Some talks have been made into research efforts involving the direct use of these digital copies, but no prototypes have yet been finalized. One popular idea is replacing Permabrig with a digital VR server, and having these ghosts work off their sentence mining digital currency. (Note: If the only existing backups of a ghost are in machines, you can choose which one is active by forcing activity on one machine.) --- Backed up ghosts who are detected as no longer existing outside of backups (ie, presumed dead and/or destroyed) will sometimes gain a digital consciousness within the PEANUT server. These ghosts will be given a pleasant simulated existence with access to a digital representation of an intercom and a digital representation of a requests console. They might also find other active ghosts there. (Meta read: ghost can choose to click on the PEANUT if they're backed up to enter a little inconsequential area in a temp mob using their dna with an intercom and a request console, and can use an intercom or requests console to ask people to build them a body. Of course, they won't have memories of what happened since they were last backed up, or at least the player would but IC they wouldn't. Treat it like fancy cloning, basically.) --- Stored active ghosts can choose to wipe themselves from the server. (read: suicide, or get deleted by an asshole person outside using the PEANUT's interface while inside the PEANUT server.) While discouraged, this functionality was added due to legal dispute. &ktzzt* Antag uses are numerous. - A way to change the 'read only' hash of the identity, but leave behind some indication that it was done for clever detectives (idunno, maybe the method used to do this leaves some math or hexidecimal footprint.) - A covert implant that gives you access to hacking options while digitized by hijacking the PEANUT's encephalographic scanner and feeding it bogus data, and using an exploit to modify your ghost with extra tools. Could allow you to murder other ghosts in the server, and manually print your own body out, or jump to extra digital means. - Crazy cybernetics, new interfaces, all sorts of things. It really is open ended. - Extreme identity theft, or smuggling of your antag buddies in your pocket, etc.
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viewtopic.php?f=12&t=5182 Robot martial artist takedown dog?
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Alternate suggestion: Enlarge and turn the side room into a sub-armoury with racks, but have security officer access. That way, the warden can lay equipment out and security can take its pick without having to go into the armory itself?
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I was pretty sure you could splash people with welder fluid and then light them on fire already? This would do all you want here already with only an extra step and a lot less code. I can't really see you killing anyone with a zippo lighter directly. TBH
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Vgstation has a toggle progress bars preferences. You could probably port it from them.
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focusing crystals for particle accelerator advanced pod part requirements super clown shoes terrifying makeshift technology/jury rigging chaplain/cult/wizard rituals upgrades to medical equipment magic mirror for mime much bling for head equipment energy-saving crushing for chemistry/food/drink components replacement parts for all sorts of energy and light based objects
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There'd probably be a setting or a flag for 'tasteless' so they don't qualify for primary or secondary taste unless there's nothing else.
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Well, you'd be perfect for putting the list together!
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Iunno sounds like a bunch of clutter that miners might not even take back to cargo for extra cargo points that cargo doesn't really need. If you could figure out a station use for cut/refined gems and/or plasma infused variants though then maybe it could be interesting.
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Readd the prison station changes to toxins and atmos
Midaychi replied to Tinfoiltophat's topic in Suggestions
>being unable to make bombs without tank transfer valves. -
Yeah baystation did it on their dev branch and they seem to like it for some reason. I think it looks terrible though.
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Zuhayr tried coding this once. It was called rapid prototyping. He got about halfway through before realizing the sheer amount of code bloat he'd have to do to complete it, so he restarted from scratch to a system where you assemble guns and then load them into the prototype finisher to get out an actual datumized gun instead of placing datums and variables on every single piece and having it all work like a big clump of sad. Nobody's heard from the project since, and I think he's given up on it in the same way he's given up on cortical stacks and his robotics re-write. Currently he's heading a project called Europa Station, Yonaguni
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I'll admit, by "read" I actually meant "skimmed like emo poetry".
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There's going to be rng in any system like this. Otherwise, someone's just going to write down the exact steps to get super gibbintons catbeast, spawn in and have the virus released within 4 minutes of roundstart. What you *actually* meant to say during all that rant was "Let's keep rng to have combinations randomized per round, but also give a non-rng way to discover the combination you're going for through empirical research and testing." That way, your options are 1. push button till work through RNG, or 2. Science it till work and the only way someone can really abuse this is if they accidentally #1. edit: Also, you forgot to mention that a non antag virologist's job currently is *only* to generate antigen soup and be on standby. There's no such thing as a beneficial virus in bay viro, and you shouldn't delude yourself otherwise. Anything you make can and *will* mutate at some point into a new strain over the course of a round, and cause terrible shit. There's also that not everyone wants to be infected with your super amazing microbe, and no they shouldn't just 'get fukt' and deal with it. Any symptom that seems beneficial in bay viro actually doesn't work worth shit unless you minor-mutate the strength and veroisty up to unreasonably high levels using a super undocumented and zero-feedback method, and even then it's not worth it at all.