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Midaychi

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Everything posted by Midaychi

  1. Iunno. Apcs work as is but it might be neater to have them work like this, and also you could simplify/centralize how they work both ingame and in code. First change: Copy pasta atmospherics console into engineering and retool it to be able to remotely control apcs that have remote enabled. Secure areas like telecomms and the AI stuff have remote disabled by default, and AI/cyborg access to apcs is unchanged as is. Second: Remove batteries and battery functionality from apcs, and simplify them and their code to be node switches. You can turn lights/atmospherics/equipment on/off, but no longer do they handle charging or have their own internal backup. Third: Add in battery racks. I'm pretty sure bay has something vaguely similar already but I've never used it so idk. There'd be two versions: The standard and ghetto version. Both versions would allow you to change batteries on the fly, but they require insulated gloves OR for the rack to be un-wrenched (or for the switch to be turned off on the standard version) first Both battery racks are manual control only, and cyborgs need to be standing next to it to access the interface on the standard version. Ghetto version would be constructable with metal and a cable coil and wirecutters and a screwdriver. Once complete, you get a portable machine that can have a few batteries inserted. It has no interface, can remove batteries with a crowbar, disassemble when empty with screwdriver+crowbar, and can be turned on/off by wrenching it over a wire knot. This device cannot charge the contained batteries, only draw off them. If emp'd, the contained batteries will dump all their charge and blow the lights dependant on how much charge was in them, so a few standard batteries might not do anything, a few high cap batteries might blow the nearest apc's lights, and a few super cap batteries might blow a few nearby apc's lights. ( A new use for emp grenades. Taking out power/lights) ------ The Standard version is a bit harder to construct, and is more of a standard machine frame thing, requiring capacitors and possibly a board from an imprinter. Fundamentally lower requirements than an smes and level 1 data and engineering requirement for research. It could however, have an interface to turn it on/off and the ability to change how much power is being provided to the subnet. Standard version also has smes-like functionality, in which you can deploy a terminal to charge from, so you can use it as a buffer. Standard version is also unaffected by emp due to shielding and proper regulation, and doesn't have the same problems with discharging as the ghetto version. Fourth: Pre-map a standard battery rack in a secure department-accessible location for each area. IE: Medbay, security, telecoms, whatever. Example: The science rack could only be accessible by scientists, or even just the RD depending on how you wanted to do it. Each rack would feed off the main power grid, but serve as a service buffer for powering its area. Fifth and finally: To allow powersinks to still be useful, they have technology that sucks charge in reverse from racks, but this technology doesn't work on SMES. End functionality: You can still depower the station, smes and powersink interaction unchanged, and have the additional ability to isolate an area specifically for draining power from with a little creative quick wire-work.
  2. I mean, cool you don't want it. Neat. I wasn't going to reply to anything in this thread, and was just going to leave this as a suggestion, until I saw this post. I had to reply because I was WTFing so hard. Did you seriously just basically post, "We have a gimmick that we need to keep so that we can teach people not to be clever by allowing us an excuse to ban them." ? Also that second part, one word fix. "Blacklist" Anyways bye.
  3. As far as I can tell, that ridiculous D&D reference (that even dnd has abandoned because I'm pretty sure now it sucks everyone into the celestial plane) is only good for ending rounds. Even the explosion of getting rid of the results of a baguloth with a third bag is gonna at least make the captain hammer the shuttle button. (edit: Due to not having been on paradise in a while, it's possible this functionality no longer exists. The following suggestion still stands, however.) So, I propose an alternative: Copyloth. Per this suggestion, putting a BOH into another BOH would spawn a swirly mysterious portal, possibly green in nature. The first thing that enters this portal gets copied, and then the portal dissipates. Ostensibly, you're just forming bluespace stuff into normal world stuff, so it's made of bluespace goop or handwavium or whatever. The catch is that it'd only be copied and not any unnecessary contents. Throw an esword in, get two eswords. Move a mech in, get a second mech without modules or a pilot. Throw the clown in, get a naked ghostless clown back. Throw your uplink pda in and get a second uplink pda without telecrystals or a cart. Throw another BOH in, however, and you summon a random anomaly instead. Pyroclastic, Gravitational, Bluespace, etc. I figure if you have the research and materials to waste on two bags of holdings, you either did A REALLY GOOD JOB AND DESERVE IT, or it's late enough in the round not to matter. That, and you have to get your hands on something/someone first to duplicate it/them. ___ Additional possible ideas: 1. There could be a % chance of something hilarious or horrifying or unexpected happening instead or in addition to, to make this more than a copy machine. Getting a rubber ducky instead of an emag. Have the copy clown possessed by an evil spirit. Cause a massive EMP. Summon Cuban Pete. Etc. 2. If you somehow get a Copyloth to eat another Copyloth, it could spawn a mysterious permanent portal, which would give you an excuse to have a new themed or randomized zlevel to explore.
  4. You sure are putting a lot of faith in cargo techs actually looking back in the disposals room.
  5. I suggest an add-on for the current request console system; The Chef Excellence delivery chute. Coming standard on all terminals; sending a request to the kitchen will enable the kitchen to reply with fresh food! How it works: Go to a request console, and send a food request message to the kitchen. Your scanned id is required. This will create a request at the kitchen terminal, hopefully with a message about what specific food you'd like. The chef would receive the message on his request console, and to the message he will be able to attach a food item. The message can then reply to the request with said attachment, and either request a payment or offer it for free. Upon reply, the food item and message will enter the Chef Excellence delivery chute system, send a message to the intended recipient's pda about their order being available at your most convenient request console, and await a confirmation. The recipient can scan their id in and confirm the order at any request terminal. If no fee was requested, the food item will be dispensed through the Chef Excellence delivery chute. If a fee was requested, the recipient can either accept or deny the charge. Accepting will ask for a PIN to be entered, and will dispense the food and charge the account if valid. Denying the charge will cancel the order and send the edible item back to the Kitchen. Optional extra feature: Being able to attach a box instead of a food item, and the terminal listing the contents of the box.
  6. (Sort of a stupid/silly idea and won't be surprised if a codermin is one of the first few replies giving me a detailed recount of the number of ways I am dumb.) Basically, even with goonechem, since the recipes are in plain text in the source in an easy to find state, chemists can crank out almost whatever chemical they need five minutes into the round. Chemicals that require reagents that have some effort to acquire not included. I get the feeling that the idea though is to have some basic essentials out of the way and then have the chemists spend the next thirty minutes figuring out how to make the rest of the chems while the station undergoes its throes and frenzies in preparation. So, the idea: 1. Randomize all the temperature requirements for reagents on round start. 2. Give every chemist that spawns (late or roundstart) a handbook. The handbook contains the recipes (and the post-randomization temp for them) of what are considered bare essentials for chemistry to produce. Basically stuff that you want them to have in the fridge within 10 minutes of round start. 3. The handbook also contains a few freebies: The recipes for few a randomly selected chemicals and their post-randomization temp. (About three, or whatever works.) This is just to reduce some of the tedium and allow chemists to beat eachother senseless for their secret pocketbooks compare notes (and potentially get lucky) The result would be a totally artificial difficulty curve where the chemists have to experiment to find the temperatures their intended recipe reacts at, giving the rest of the station time to prepare for whatever they could throw at it (Or at least traitors a window of opportunity in which there aren't crazy lifesaving/life-ending chemicals available.) They'd still be able to look up the recipe itself, if they wanted, or experiment and write it down to remember later, whatever. Just the reaction temps randomized once on roundstart. If this proves to actually be too tedious/difficult, you could add a little Stoichiometry minigame to the chem heaters to give hints at what sort of energy you need to put in or remove.
  7. This is kind of like harvesters from vg's re-write of the cult round. You might want to look into it. (when you summon narsie on vg, instead of nomming things it converts the station bit by bit and summons monsters (some player controlled) and all sorts of shenanigans. http://ss13.nexisonline.net/wiki/Rise_of_Nar-Sie
  8. ^actually on topic
  9. https://github.com/Baystation12/Baystation12/pull/8834 Soon
  10. You could probably base robust combat system 2.0 off of adding new modules to this https://github.com/tgstation/-tg-station/pull/8810 and stealing things from this https://github.com/Baystation12/Baystation12/pull/8722
  11. So tl;dr, put a light on cyborgs that changes colour based on their battery cell charge?
  12. No. Not pointing. Give them a laserpointer that works on middle mouse instead.
  13. I don't disagree with the above posts, but there was a semi recent PR to tgstation that allowed monkeys to basically wear anything hat and mask-wise that humans could and removed the reliance for monkey-specific sprites. https://github.com/tgstation/-tg-station/pull/8554 80 lines of code.
  14. You could just un-comment the code that used to make it so hitting bends in disposal pipes was the same as slamming into a wall from a mass driver.
  15. The only way that'd be irrelevant is if you're completely gutting bay mining and the standing drills, in which case, why? Because "it's from tg, therefore superior"? I mean, at this rate, wouldn't it take a lot less time and effort to just rebase to tg and add paradise features onto it?
  16. Midaychi

    Corgimen

    Some silly fun race idea, similar to the rifts pen and paper and how they have dogboys to sniff out psychics, maybe nanotrasen genetics division figured out how to take their ever popular and loyal corgi and make an efficient worker out of them. Mostly for the adorbs. Best approximation I could find, randomly crawling the interwebs (some furry raver's avatar or something. I was surprised how hard it is to find something half decent related to this idea.): In game terms, they'd probably be similar in size to how goone has their dwarves (Miners have a very small chance to spawn as dwaves, which are shortened and stockier). Stubby short adorbs, clearly suited to combat the Tajaran threat. If possible, various colouration shifts to represent different breeds besides vanilla corgi. Bloodhound-corgi detective, germahshephard-corgi hos, etc anyone? Mechanics wise, maybe they can tell that magic/ninja powers were used in their general vicinity? Mentioned this in ooc on the server once and got some ridiculous replies like face licking and having their text sometimes replaced by frantic yapping if they tried talking too long a sentence at a time.
  17. There's a medical borg upgrade on vg but it just upgrades medborgs to have a better array of chemicals and a defib. It's rarely used though because it requires research and a lot of minerals. On paradise, make a medical upgrade module, and have it give them a mini portable chem dispenser module that dispenses into a large beaker that they have, and give them an empty hypospray they can fill that rejects non healing chems when they've not also got an illegal module? Then they'd be pharma-borgs. Alternatively, give them the odysseus syringe gun without the syringes part. They need to scan chemicals first, but once they do they can synthesize it and pour it into a beaker or something.
  18. Currently we have tg's mineral scanner, which means we have a device that lets us slightly alter the mineral tiles visually. It's kind of silly. Bay's mineral scanner is used for determining the concentrations of the mineral map on the asteroid, for use with the standing drill. Much more useful.
  19. Roundstart, one or two mining buggies. I've heard mining tugs existed at some point, but I wouldn't know. Here's what I think of when I think of mining buggies: 1. A device that a miner can hop into, so they are able to transport themselves faster. Bonus if the device seats three (including the driver), but only one can pilot. 2. The buggy moves faster than a miner on foot, but can only travel on asteroid tiles. The built in safeties will refuse to drive on anything but asteroid tile or exposed un-tiled surfaces or pipes or such. Much like the snowmobile if the restriction actually functioned. Driving off into space would leave it helpless until it landed next to or onto a valid surface. As an emergency measure, you can turn the vehicle off and disengage the mechanisms to be able to drag it anywhere, but the device would not be drive-able until the mechanisms were re-engaged. 3. A hand mining drill can be mounted on front. Either normal or sonic jackhammer or diamond. This allows the driver to drive into asteroid walls and mine them. It uses the drill's speed and stats, and only mines one tile. The buggy will refuse to drill if a mob is in the way, due to safeties. 4. The buggy can drag up to three objects at once behind it. Much like the cargo train but not requiring a tug (it however, can only be specific mining equipment). If one of these is an ore box, then the ore mined from the drill transfers to the ore box. The buggy can drag un-manned ripleys (but not manned), and also drag the standing drills behind it, for easy transport to work sites. 5. The buggy has headlights, for easier seeing. There are two different lights that can be turned on; the omni-directional floodlight (which works like a normal light emitted), and a directional front light, emitted in-front of the buggy. 6. The buggy can be left in the sun to slowly charge from solar power, but is much easily charged from a mech bay port. The charging in sun must be at least enough to allow the device to keep its headlights on and idle without running out of charge. This way the buggy can be used as a directed light source at work places when not being driven. 7. A research version exists for research equipment. 8. Emagging the buggy disables the safeties, allowing it to traverse any solid surface and drill any mob it runs into, with obvious traitorous benefits involved with such.
  20. Note: copied from another forum ( https://tgstation13.org/phpBB/viewtopic.php?f=9&t=3252 ) Note 2: Might work better with LINDA than ZAS Ideas based on this article: https://newsdesk.gmu.edu/2015/02/pump-b ... hts-fires/ The idea: A slew of sound based battery powered devices for extinguishing fire. It uses base speakers projecting sound into a point at high wattage to basically stabilize fire and cause it to dissipate. The basic Wub-Wub is questionably useful in the face of the fire extinguisher backpacks, which explains why its probably only recently becoming used. The advanced research versions are where the good stuff is at. Starting equipment: Atmos tech lockers each have A Wub-Wub. Works like a defib, where you have to wear a backpack with a battery in it and you can deploy the cone into your hands. Point it at fire and wub the fire away using battery power. Emagging disables the safeties and changes the frequency, causing it to aid the spread of existing fire and allow you to use it on single adjacent target as a mini honk blast. Research can eventually make four new additions: 1. The hand-wubber. A battery powered re-usable grenade. Prime it, toss it, and for the duration of its battery it will wub the flames away. Emagging the safeties causes it to work similarly to the Wub-Wub, but it only activates on adjacent targets occasionally to prevent perma-stunning and allowing victims a chance to run away if they try hard enough. 2. The Mini-Wubber. Works exactly like the Wub-Wub but mounts on the belt instead of the back. 3. The Porta-Wubber. A device the size and shape of a security barricade that is a machine that you drag/push around rather than carry. It has two modes, and can either operate secured or unsecured. Mode 1 dissolves flames in all four directions for a somewhat short range (a few tiles), allowing you to either push it into a fire to create an opening or block fire from spreading a direction. Mode 2 only works if there's another Porta-Wubber nearby in one of the 4 directions, and allows you to create a wub-fence that blocks fire passage and has a slightly longer range than normal operation, but removes the wub effect in the unused directions. Emagging this device creates a rather useful tool for disabling people. 4. The Mega-Wub: A device that can be mounted on mechs, specifically designed for firefighting ripleys. Works like a Wub-Wub but on a mech scale. Additionally, if filling extinguishers/containers/welders were nerfed to take a few seconds rather than be instant, these would be super viable. Trading off easy water spraying for a battery powered wub device. Secret extra function: Might prompt the usefulness of a traitor uplink item: Electronic filter + earplug. Use it to upgrade an existing commlink (can be removed to use on another uplink instead). Causes wearing your commlink to act as if you had ear protection from ear muffs, but without the sound being blocked entirely. Good for avoiding self-wubbing, but don't get emp'd or you might regret it.
  21. Pretty salty, and no it was for the anti toxin. Since tea has anti toxin, that makes it different. I agree random seeds would be better in a separate crate or the kudzu removed.
  22. well, 1. I described that process in just a more vague manner 2. they work fine on vg and 3. I just suggest things here. I'm aware most non-admin suggested suggestions that are more than a few lines of code just sit and rot here in this graveyard. I just post suggestions for the giggles. You're doing it way wrong then. Activating artifacts is as simple as going down a checklist. Takes a few minutes at best. Crowbar? nope. Hands with glvoes? nope. Hands without gloves? nope. Hand pickaxe? nope. Stun baton active? nope. Sulfuric acid? Wham effect! But there was a secondary so lets drag it over to the anomaly battery array. Hey interference from two different signal sources, let's deactivate the primary system and see if we can harvest. Yes? Well, try it 8 times, still yes? Then clearly the primary and secondary subsystems are separate activators. Let's find the secondary subsystem activator, making sure to realize that secondary subsystems have a 25% chance of activating via their stimuli unlike the primary which is 100%
  23. Shameless Necro Bump, due to situation still being valid.
  24. More specifically, remove them and in their place implement Vg's Fourier Transform spectroscope and Hyperspectral Imager. Currently on Paradise, if a shaft miner wants to locate large artifacts, here's what they have to do: 1. Break into the research outpost 2. Steal a hand pickaxe and an ASS counter 3. Walk around the asteroid clicking the counter and picking into walls till you get within 4 meters of a large artifact, then hand pickaxe that tile till a large artifact falls out. -------------------------------- If the FTs and HI were implemented, a shaft miner would have to: 1. Break into the research outpost 2. Steal a core sampler, a hand pickaxe, and a depth scanner 3. Go back out into the asteroid and find three somewhat close (but not too close) digsite locations. 4. Rock core each site while carefully cataloging their exact coordinates and their carrier fluid using the depth scanner 5. Break back into the research lab, then into the chemistry lab 6. Perform simple chemical analysis on the rock core to get analysis liquid, pipe 1 unit into a sample dish and then add 1 unit of the carrier fluid, put the lid on it and label the sample dish with the coordinates and carrier fluid. 7. Go to the lab, make sure the freezer is at room temperature so you don't overheat the machines while in use, stick each sample dish into the Hyperspectral imager and in turn, test each. You might have to do a dish more than once but usually once is enough. 8. Make sure that all three sample dishes have a xenoradiation source, and that the source is the same. If this is not the case, go back out there and take better samples. You should also get a fancy graph, which is pretty much meaningless besides fluff and rp. 9. If 8 returned the same radiation source, now run the dishes each through the Fourier Transform spectroscope. This should give you a radial distance guestimate in meters of the location from the coordinates to the large artifact, with a percent error guestimate as well. You can run a dish through the machine multiple times to get different results, then average them to get a more accurate result, but that isn't entirely necessary if you're in a hurry. As a note, 2 meters = 1 spessman tile. 9. Now that you know that you've found three samples that point to the same source, and you know an approximate distance, you can either a.) use a fancy graphing program to plot the coordinates as the center of three circles, and input the radius of each circle as given by the Fourier Transform spectroscope. b.) Do what I do, and guessimate a. in your head based on knowledge of the maplayout. 10. Where those circles intersect is where you need to look! Go around digging there until you've found/accidentally destroyed your fancy new large artifact! http://ss13.nexisonline.net/wiki/Guide_ ... e_Analysis http://ss13.nexisonline.net/wiki/Guide_ ... ng_Samples As a note: If you didn't get the joke, I was referring to ASS counters making large artifact hunts so easy a shaft miner could break in and do it. Note 2: as a side effect of how xenoradiological source power and ranges works, you might have to increase cluster amount and density of dig sites to provide better granularity for searches.
  25. VG Mommies: http://ss13.nexisonline.net/wiki/MoMMI KEEPER lawset: You may not involve yourself in the matters of another being, even if such matters conflict with Law Two or Law Three, unless the other being is another MoMMI in KEEPER mode. You may not harm any being, regardless of intent or circumstance. You must maintain, repair, improve, and power the station to the best of your abilities. On Vg: How to play as one unassisted: Either set it up as job preference and spawn as one of the two mapstart ones at the mommi nest (which contains two cyborg chargers, an R&D console and a protolathe + autolathe, and a welding tank), or travel to the derelict as ghost and click on the mommi spawner there. Caveat: Derelict mommis have an extra law preventing them from leaving the derelict, and defining the derelict as their station. They also cannot be teleported off the zlevel. (On the flipside, derelict mommis start with a research lab, and since vg's R&D lab is more complete in the amount of things you can build, they have a lot of options for what they want to construct.) How to play as one assisted: Have a roboticist take a brain, put it in an mmi, then build a mommi shell around it. What mommis can do that paradise drones can't: 1. Choose from a variety of sprites (though admittedly, most of them are programmer art and ugly. They do have paradise's animate drone sprite though and have headgear and everything all set up for it already). 2. Have glow in the dark eyes; Normal glow blue and Emagged glow red. 3. Pick shit up and use it. Basically everything a human can. Instead of having it as a separate module, their utility claw is built in. They have a single hand for picking up and activating things, but there ARE limitations, but some of them are nonsensical. You can't pick up pieces of paper (I think its a bug cause reading the paper takes precedence), you can't harvest botany trays or do some things that normal hands could, etc. 4. Wear hats. Yes, you can wear a vox space suit helmet and look like some sort of little terrifying scuttling alien. 5. Alt+Click on vents to bring up the ventcrawl dialogue. You can vent crawl. 6. You can construct your own mommi highways using the Rapid pipe dispenser. You can paint tiles using the tile painter. You can synthesize materials using battery (though there was an old pr that might work better, by iamagoofball, where he was trying to replace the synthesizer with a matter recycler. Basically you'd recycle matter and turn it into points, which you could spend on other kinds of materials, with some materials being more expensive than others.) 7. Meson vision. Invaluable. 8. They can be petted. 9. They can use the HIDE verb. What Paradise drones can do that mommi drones can't: 1. Recycle trash and broken things 2. Be worn as hats (except for ones with the paradise sprite. Those can.) 3. Be joined from as ghosts (except through posibrains and the derelict) 4. Disposal themselves to a location like a piece of trash.
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