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  1. Changing the config option "non_repeating_maps" from false to true will prevent players from voting on the currently played map during the map vote. Paradise has an unhealthy attachment to Box which stems it being the only playable map for the vast majority of this communities life. Our other maps will never updated, made better, or otherwise fixed if no one ever plays them. And when someone does try to fix one of our maps that isn't Box it can be highly demoralizing when those countless hours spent mapping are essentially wasted as it goes completely unused. For me at least I think the most frustrating part is that our other maps Delta and Meta aren't even bad or broken, it's just everyone is stuck in their ways with Box and refuse to vote for anything else. To be honest, this is going to force peoples hands a bit, and there will probably be people complain about having to play other maps, but we've been playing Box for the past nine years, so I think it's about time we give other maps a shot. This monotonous cycle of Box Box Box Box Box needs to be broken and this is one very easy way to do it, it's as simple as changing a config option from false to true.
    17 points
  2. Hi! I'm the one who wrote the event rework, so I'd like to clarify some intentions I had in mind for it: 1. Fix the buggy disease generation that produced nonviable diseases that could only spread by blood and displayed incorrect cures when analyzed. This was achieved by reworking the disease generation to always produce a disease that at least spreads by contact. 2. Provide plausible deniability for antag virologists. This was done by removing the type 7 biohazard announcement 3. Reduce the impact of RNG towards antags. This was done by changing the infection method from "random crew on the station" to "new arrivals as carriers" 4. Make the virologist role more useful than making the same 6 symptom healing virus every shift and going SSD afterwards. Not sure if this one has been achieved considering how little time it takes to detect and to cure diseases. I understand that it is harder for antags to get medical help, but it is the case for all kinds of medical problems (fractures, IB, organ damage) not just for diseases. Dealing with it is part of antag gameplay. Medbay will often announce the cure for the virus and it is often something trivial like salt or orange juice, which should be easily procurable. Biosuits, gas masks and internals also reduce transmission risk. As for this: What we had before, wasn't really a "system". It was a bug. Instead of the disease outbreak it produced basically a non-event 75% of the time. A useless disease that couldn't spread and was showing up incorrectly in the disease analyzer as well. Going to old "system" basically amounts to the removal of randomly generated viruses altogether. Which once again calls the complete job of the virologist in question. I'd say the disease system and the virologist job is in a dire need of a rework because as of now it is barely a job at all. I have a few ideas in mind, but nothing that can be implemented quickly. However I'll submit something to combine the major and moderate diseases events into one, which would reduce the total amount of diseases introduced to the station.
    7 points
  3. Some bar designs I've been doing, not all of them but here's the two I think are my favorites from experimenting with layouts.
    5 points
  4. Part of the rules say you have to do the role you signed up for. Protesting and striking is the opposite of that. Giving people "Some antag status" for starting a union will mean people will do it constantly for a free antag role. This is something the staff have 0 interest in for the server. It's only fun for the people doing it, not for everyone else trying to do their jobs. You can Ahelp for permission to do it, but there's no way this will be allowed automatically. It gets very old very fast.
    4 points
  5. I apologize in advance for how harsh this sounds coming across. I'm a little worried about the state of this discussion. It's been quite some time now since Delta and Meta were added to rotation and in this thread we're still bandying about fundamental questions that I think should have been answered definitively before mappers invested hundreds of collective hours building and refining them: Do players want new maps? Do we want to encourage players to play new maps? These facets of the discussion have been done to death: Change aversion is inevitable Voting being biased by vocal minorities/indifferent participants is inevitable The new maps are not getting the chance to improve that they deserve People are spending actual time, energy and passion building these maps Players should not have new maps forced on them if they don't want them An exchange I remember showing up during one of the countless discussions on IPC emergency kits was: - "Surely the number of people who expect this says something about the validity of the change?" - "The problem is with those players' expectations." I think we should consider strongly how much we should weigh community expectations regarding map rotation. We don't choose game type just because players demand a round be extended or wizard. I'd much rather have the choice be random, but if we are dead set on receiving player input: I say keep the map vote, but only use player votes as an input for weighing the random choice. That way the people who do vote, and thus care about what map they play next, have a slightly greater chance of having their vote count, but not so much that it completely overrides the result for people who don't vote. I'm sympathetic to this because that's how I feel about Tarkov. But ultimately SS13 is a game that changes *constantly*, like a dozen PRs every couple of days. You also shouldn't feel any stress or pressure to learn new maps by heart within a certain timeframe or to be specifically productive. If you're lost on a map, your character is probably simultaneously also lost, and there's nothing wrong with that.
    4 points
  6. I don't know where to put this anymore, because it's sort of art, sort of design, sort of UI, and sort of lore, so I'm just putting it here. Here's the NT logo on the wiki. I've highlighted the three inconsistent, blocky corner types: And here's the NT logo as rendered in TGUI, with different angular corner types. I think in the TGUI the differences are intentional, but generally the triangles are represented as right isosceles triangles, and the much larger curve radius in blue obscures that. In addition, the corners of the "N" are also rounded, so it's confusing as to whether it's a stylistic choice or a faithful representation of the logo. It would be cool if these were consistent, and the logo itself should be properly proportioned and balanced; as you can see in the wiki version, the triangles aren't aligned vertically with the "N". The aspect ratios between the two are also vastly different; the core elements of the logo on the wiki have an aspect ratio of 2.05:1, but the TGUI's logo has an aspect ratio of 2.125:1. The Syndicate logo on the wiki is much better off, but could still do with some touch-ups; it has a slight shading on the elements and the border radius of the S is off in places: And the Syndicate logo in TGUI is completely different: I created new vector logos for NT and Syndicate; they are both the same aspect ratio and built on a similar grid. The NT logo has no curved edges in this case, which I think fits NT better, whereas the Syndicate S has large border radii to make it look slightly more snake-like. The aspect ratio is the one used for the logos on the wiki currently, which is ~1.62:1, which is within a hair of 8:5, which is a not uncommon ratio in real-life flag design. The new versions: The vector downloads: WSO_SS13_SVG_CorpLogos.zip Dunno if anyone else cares about this kind of consistency but thought I'd share it all here before I forget about it entirely. You're also free to use these for whatever, they're licensed as CC BY-SA 3.0, since they were built off of the existing logos on the wiki, which are similarly licensed.
    4 points
  7. Introduction: Hello, i am maliciousmoxy i usually play rose white this is my first post here i hope its suitable. i want to bring to attention the reception of the new disease system and its balancing as well as its problems from a gameplay perspective and why i and many other players believe its making the game less fun. Gameplay problems with the disease system: The problem with disease in this game is that wile its much like other station catastrophic events like blob or spiders it fails to entertain players like they do. Blob and spiders let you control or spectate the catastrophe after you die playing as one of them giving you a new objective, as well as they give plenty of fun opportunities for the players to fight it escape it or be the one that survives after shit hits the fan. That increases gameplay value and frankly those are station catastrophes both i and other players seem to want more of. The other problem with the new diseases is that they disproportionately kill antagonists with out replacing them with something else that creates fun chaos, antagonists can't as easily go to the public medbay the most crowded part of the ship to get the cure if they can't make it in the short timespan it can give them debilitating effects ruining their game and the game of the people around them by making it more milk toast with out adversity, As a example i was playing as vampire named rose white, with an other vampire we had taken out the entire security department and were on my way to become ultimate vampires. Until we caught the disease security had, it killed me in a short matter of time as much as i was using the 250 vampire self rejuvenation ability it wouldn't stop hurting me continuously, until i died. round after that was boring with ERT there but no adversity to deal with. Wile the idea of space disease passing through the crew and dropping them dead is great in realism and sounds interesting it really doesn't give any fun gameplay potential for anyone but the virologist. Prospective solutions/fixes : 1. Simplest and most balanced option is returning to the old disease system. I haven't heard anyone praising the new disease system. 2. Importing game modes from other stations such as sentient disease or a form of zombie outbrake which would work much like blob giving people symptoms as a disease overmind trying to keep enough people sick and if we go with the zombies idea being able to turn the dead into different types of zombies and organize them [ This solution would take WAAAY longer to implement and balance but if it interests you feel free to make the pr for it] 4. Make the disease system more interesting like after a point of infected central command automatically messaging the ai quarantine areas or send people in hazmat suits disinfectant tanks and flamethrowers to cremate people with the disease and purge it, that could be fun. Changes in procedures making it required for people to take a disease waaayy more seriously etc. 3. This is mostly mending the problem a little bit, but either make antags invincible to the disease or give them an easy out like a 1 tc all disease curer or vampire healing removes diseases or the wizards are magically immune etc
    4 points
  8. I remember when I first joined some years ago, I was still learning doctor. Some nerd vet needed minor surgery but there was a line of people in worse conditions… so naturally their meta friend hacks the door, pushes my patient off the table, steals the tools, and starts fixing their friend’s foot. they were charged with manslaughter as the other patient died.
    3 points
  9. While we're on the toping of voting in the more recent replies, How about changing it so that the map voting phase begins when the shuttle launches? Personally, I forget to map vote at the end of the round because I'm too busy running for my life or murdering others due to EORG. While doing this might break the immersion of the game a little, I feel like it's a decent sacrifice to make in order to get more map votes. This is because in that phase of the shuttle, most people are just sitting down and waiting for the round to inevitably end in the next 3 minutes. The map voting phase can begin for those not doing anything and get their early votes in. When it comes to things like hijack where the traitor is killing all of the passengers to gain that sweet greentext, everyone involved can just wait until the bzzt bzzt bzzt sound when the round officially ends to place their vote since they still have a solid minute or two to place their vote.
    3 points
  10. If there really is a high demand for non-box maps, then encouraging people to vote more seems to be the best option. Not removing people's ability to vote for their preferred option. Forced pop-ups, sounds, a bigger icon, all that seem to give the players on the server the best and fairest choice. Removing the option to vote for a map entirely comes across as grossly unfair and the 'sour grapes' option.
    3 points
  11. it only took me a century to get around to this
    3 points
  12. This has as much approval as I can fucking throw at it. It needs to end.
    3 points
  13. I find the community awesome so I decided to sign up for the forums as well, I usually play as a bug with a cowboy hat. Thanks for having me.
    3 points
  14. Edit: some updates are done in the comments section as I received feedback on Discord as well. 1. Introduction My proposed changes are here. It has two tabs on the top. This is a design document, putting it up here for debate. Even if you do not like the proposed changes, I expect everyone in this topic to contribute with a constructive criticism. If you just say "this won't work, because" I will likely disregard your opinion. If you say "this won't work, because x, but y might solve it", then we have a fruitful discussion and we can build on it. This idea is not perfect, very few ideas are born perfect. I need input to make it better. 1.1 The Goal To make engineering more impactful and self-sustaining, not to overly rely on science for their early(!) work. Currently, engineering is unable to rebuild any department without first begging science/robotics to print them circuits, not to mention parts. To make science less of a "we can build our own station" department and more focused on "we can make advanced stuff nobody else can" (while blowing up our own chemistry over and over again). The aim is to make engineering responsible for rebuilding/expanding the station, without relying on science (at least for the first half) and reinforcing the notion that science exists to make wacky stuff. To clean up the autolathe's bloated list a bit. To make engineering once again an appealing job. We are an atmospherics-based game and yet engineering is one of the least popular departments. 1.2 The Non-Goal To make engineering the new powergamer department. To nerf science to the point it is no longer appealing for non-powergaming/antagonist players. This change will definitely hurt powergamers, but I do not want to appeal to that party. 2. The How-To: Circuit Imprinters This is the main point of this change, to cull science's ability to completely rebuild the station and cutting out that damn middle-man - that is, the entire department of engineering. Currently, being an engineer sucks. Any scientist can do your job and do it with better parts. Here is an attempt to change that. Again, my proposed changes are here. It has two tabs on the top. 2.1 The Robotics Circuit Imprinter This one is the smallest, so starting with this. It retains the ability to print the absolute minimum they need, namely: Exosuit parts Their own machines, including an autolathe board Mech bay equipment Cyborg rechargers This also helps new players to be less overwhelmed with all the stuff they can do. Instead, they can focus on learning the absolutely cursed robot maintenance. 2.2 The Science Circuit Imprinter I am aware that this won't be popular (just like this entire design document) but here we go. Science retains the ability to print: Any machines they have in science already (which is A LOT) Teleportation-related circuits Telecomms-related circuits AI-related circuits The gibber for antagman reasons 2.3 The Engineering Circuit Imprinter The engineering imprinter's job is to be able to rebuild any areas of the station, with a few notable exceptions. EXCEPTION: Chemistry machines. We do not want engineering to powergame with these machines, thus they get no access to it. If they need to rebuild the entirety of chemistry, the tool storage should have spare circuits. EXCEPTION: Most of science's circuit imprinter's product list. We do not want engineering to become the new RND powergame central, thus they get no access to AI-related stuff and the like. EXCEPTION: Telecomms. The only "rebuild the station" part engineering will still need to rely on the tech storage/science. ADDITION: Some circuits, such as the APC/air alarm circuits would be moved to this machine from the autolathe. One important factor is machine parts - matter bins, manipulators, and the rest. Engineering has to start with a low amount of machine parts (e.g. 10 matter bins, 10 manipulators, 5 capacitors, etc.), strictly tier ones. This starting amount should be able for engineering to rebuild a few areas during the most intense rounds (nukies) and to create one or two rooms (for projects and station goals), but engineering should become reliant on science after a while, again. We don't want to make engineering completely self-sustaining either. 3. The How-To: Autolathes Separate the autolathe into cargo/science and engineering subtypes to 1) avoid engineering always needing to build their own autolathe, thus getting access to non-departmental tools 2) reduce autolathe bloat 3) make science less able to build its own station. Again, my proposed changes are here. It has two tabs on the top. 3.1 The Cargo-Science Autolathe This one is mainly untouched apart from a few changes. Circuits are moved to the engineering circuit imprinter (APC module, fire alarm electronics, vendor circuit, etc.) Engineering-related items are moved to engineering autolathe (geiger counter, RPD, compressed matter cartridge). DISCUSS: Some contraband items shouldn't be locked behind contraband, since it just encourages people to roundstart hack their machines. This includes: destination tagger, hand labeler, conveyor belt parts, desk bell, spray can. None of these are malicious, they should be accessible from the get-go. DISCUSS: Some items are redundant or out of place, such as: industrial welding tool, mirror, rapid cable layer. These items should be just removed, unless they serve a function I am not aware of. DISCUSS: Some items should be made more rare artificially, namely: safe internals (very rarely used, tech storage should start with two and that's it) and the RCD - I propose this to be in a CE-locked supply crate, so cargo and science would still technically get access to a powergaming RCD should they need one, they would just need to make work for it. This would also allow the CE to order and gift an RCD to an engineer they trust with their work (or to their antag buddies). 3.2 The Engineering Autolathe This would be a new addition. Its goal would be to provide engineering with printable refillers without giving them access to non-department specific tools, such as surgery tools. You can see the list on the link above. It would be significantly weaker than the cargo/science autolathe to make the cargo autolathe dominant - not only the engineering lathe doesn't have most of the cargo one's products, but it would be also unable to print ammo. This is to ensure that engineering won't instantly become the new antaghub instead of science. 4. The How-To: Changed accesses To ensure that science/robotics doesn't default to "just stealing an engineering imprinter/autolathe from the tech storage", their access to the tech storage would be revoked. This can be alleviated by allowing robotics to start with an autolathe circuit (or an entire machine), since that and insulated gloves are all they ever need from that room. This would also end the ages-old "robotics stole the autolathe circuit from the tech storage, ree!!!" quarrel as well as roboticists bolting from robotics to the tech storage for them insulated gloves. I don't think they need insuls, but if we all agree they need insuls, they should just start with two pairs in their lab. 5. Regarding concerns Drastic changes: I am aware that these changes are drastic, but I also believe we need drastic changes. Science is powergame paradise and an incredibly self-reliant department. It is able to generate infinite resources, infinite power, and build almost anything that is accessible on the station. On the other spectrum, engineering is insignificant to the point that the department only has a few regular players and the engineering events (shorted APCs, emagged airlocks, breached maintenance, etc.) are barely if ever responded to. Engineering cyborgs vastly outperform organic engineers (another issue in itself), nothing can be done under an hour unless you have a buddy in science/cargo who actually does what you ask from them, and the whole "magic of creation" dies when you realize you need to repeatedly tap the desk bell on the RND table for machine parts, only to realize the entire department is either already culted or 90% traitors. Nerfing antagonists: I can't shed a tear for scientist antagonists being nerfed, they already have a wide variety of tools they can work with. However, should this change nerf anyone outside of science/robotics, do let me know. Antagonists are one thing I am not well-versed in and I do not want to cripple them either with my changes. Overbuffing engineering: If the above-mentioned changes would give way to unforeseen powercreep by the engineering department, do let me know. I do not want them to become the new powergame hub. I want them to become a force to reckon with. Since this is a major balance change, please keep this in mind. "But x is also overpowered, why should be y nerfed!" is a very bad argument that hurls us into a loop of never-changing features. Try replacing it with "but x is also overpowered, let's deal with that as well". Looking forward to your input!
    3 points
  15. I've been putting some work on designing bars recently, I'm pretty happy with this one. (Although some people complain it's too dark) But...Things took a weird turn towards the end. Funny enough, the new clientele was less howdy than the usual.
    3 points
  16. Needless to say mental health is important, no matter where you're at, what you're doing, how healthy you are mentally impacts what you do and what you experience. The advice I found I'm not going to paraphrase. It came from this lovely video. In short, it's easy to focus on what annoys us, makes us feel lonely, and generally hurts us. However, taking time to remember the good things that have happened to you, even just one thing sincerely, can ease this feeling. Making it a regular habit will bear greater results. As someone who suffers chronic depression, anxiety, and loneliness I know how hard it is to do this. Just remember, one step at a time, and you're not alone. We're with you, whether it's fighting the same enemy or cheering you on to take another step. Thank you, everyone for taking time to read this, watch the video, or even just briefly glancing at this post. I am grateful for you and whatever time you spent here.
    3 points
  17. About unions making sense ICLY - If you had grievances with your evil company overlord, would you protest them somewhere safe from their reach with a large audience, or on board of their security-controlled, space-faring, nuclear-bomb-rigged, remote metal box ?
    2 points
  18. Full Designation: SUPPORT HOUND LUNA 762-48173022 Designation: S-HOUND-L762 Gender: Female Orientation: N/A Nicknames/Alias: HOUND, S-HOUND Age/D.O.B: 18 Place Of Birth: Undisclosed Valax Industries War Production Facility Species: 4Th Generation SUPPORT HOUND Model, IPC Alignment: Lawful Evil Affiliation: Nanotrasen Religious Beliefs: N/A History/Personality Character Biography Personal Relationships Faction Relations Other Information I'll likely make some art of S-HOUND to post here. If I missed anyone in the personal relations section, feel free to mention me on Discord! Took like 4 hours to finish this lmao. I will likely update this as well! It was such a blast to make this.
    2 points
  19. The reason it isn't on the shuttle launch is because not all rounds end in shuttles. Examples include: Wizard Nukies Blob Any regular round where a nuke is required Admin intervention Slings when we still had them The timer for end round got raised to 75 seconds to account for this, however, I have a "better" option. Its a 3 part system. Add an Abstain vote button for those who dont particularly care for which map, but they dont want to add to the box pile Force the vote window up on vote start MAYBE lock out pvp until theyve voted as incentive? This one is highly contentious so will need actual thought behind it, but this is my 3-piece guaranteed more votes piece.
    2 points
  20. A huge project which took whole shift, and we didn't even do anything with it once we completed it! Project: Tesla engine for the BSH with fully pressuried and powered control room below engi escape pod. CE and overseer: Brick Mcintosh Containment engineer: Xann Worker of Clan Zxiax Containment engineer and room designer: Kloo-Mmmn-Yool Room designer: Herbert Dubois Support staff: Audrey Earl and borgs (sorry can't remember names) I probably missed some people, but I was running around the station getting parts, metal, plasteel, etc. so I might have missed some people Result: fully functional tesla engine in 3x3 containment (broken emitter due to meteor shower) with electrocuted grille wall (almost) full plasteel wall and normal wall beyond it. Tesla was generating over 1MW for the emitter which was powering BSH. Bless to the cargo and mining crew which got us all the crates we requested and mined shitton of metal/plasteel for this project. Somehow all of this feels small since it wasn't any wild ass tesla engine but considering that in this round we had a rod and meteor shower plus normal bullshittery I am quite content with the work we did. Cheers
    2 points
  21. Don’t really have much to add to this conversation as Necaladun made some pretty solid points. If the issue is simply voter turn out, encourage people to vote more. Remind your friends to vote not just at the end of round, but in discord as well. Saying that people shouldn’t be allowed to vote for their preferred map because it’s not the map you want kind of defeats the point of the voting system in my eyes.
    2 points
  22. If you want the choice of the players to be respected I suggest running a community wide vote on whether to enable this config option or not. I don't think it'd be too hard to add a forum thread with a poll in the MOTD. Or at the very get the staff team to vote on this. A community vote would show what everyone wants, not just what 10% of a server voted for in 60 seconds.
    2 points
  23. This is what should be used on the wiki tbh. I'm guessing the inconsistency between all the logos is because there's absolutely no standards in place for them.
    2 points
  24. The idea of changing things so that even if 99% of people want a map, it is only selected 50% of the time at most seems incredibly unfair to me. If enough people vote for another map, then that map will be picked.
    2 points
  25. Also known as Shaw. Hello fellow nerds! I have come to the realization that I am nearing my 4 year anniversary of playing on this delightful spessman game and currently boasting 2200+ hours on Paradise alone; and I never did do one of these introductions! Better late than never, eh? Some of you may know my character in game, Dahk Grel the vulp. He’s one of my first characters and definitely my most played. He’s a bit of a self insert at times as opposed to some of my other characters who I’ve actually invested lore and character traits into, but I still love to play him for that slightly more casual feel. Paradise has been my most favorite game/server to play over the last nearly four years, and I hope to invest another four at least. The community, game mechanics, art style, inside jokes, and atmosphere are the absolute best I’ve ever seen in a game, and for that I love it to death. I have also absolutely been ‘that guy’ who tries to get IRL friends to check out ‘that weird 2d spess game that’s definitely not Among Us+‘. Here’s to another four years, nerds. Love ya. <3
    2 points
  26. I would like to see this enabled. Paradise players are well known to be conservative with change, but once they are used to it there are no problems. Force them to get used to this system, break up the map meta.
    2 points
  27. Page URL(If applicable): https://paradisestation.org/wiki/index.php/Standard_Operating_Procedure_(Science) Description of your suggestion or issue report: Issue number one: Reticence has no mentions. As we can see in points one and two, all other mechs are mentioned as either: "combat", "utility", or "needs special approval" for HONK. Mime mech lacks mention however, which is rather bad. At first glance, it just looks like "HONK but mime" and it's what most people who dont know how it works assume. It is not. Fast, quiet, deadly (carbine), well-defended (mime rcd). It is combat mech if i have ever seen one Possible change: 1. The Roboticist is not permitted to construct Combat Mechs without express permission from the Captain and/or Head of Security. This refers to the Durand, Gygax, Phazon and Reticence. If permitted, the Mechs is to be delivered to the Armory for storage. The Research Director is placed under the same restrictions; Disclaimer: delivering Reticence to armory sevres no purpose, as it is ID locked to mime access. Some better solution could be needed. Maybe add exception for it? Maybe forbid making it at all? Leave it for antag purposes only? Issue number two: Point six of robotics SoP is straight up incorrect. Yes, you need tracking beacons for combat mechs, but utility mechs have one from moment they are created. What does adding 2nd do you may ask? This is what you often see on exosuit console when playing RD. Utility mechs stated twice Suggested change: 6. The Roboticist must place a Tracking Beacon on all constructed combat Mechs; (maybe HONK needs one too? Unsure really) Edit: HONK needs one too Issue number two resolved in: https://github.com/ParadiseSS13/Paradise/pull/18956
    2 points
  28. In the same round we had a tournament: Won by Gustavo Laborde the IAA. There were 5 fights overall, and Gustavo took part in 4 of them winning them all. The top three contestant were Gustavo Laborde, C.O.S.M.O and Machinist of the Milky Way And we had a party hall (or whatever you want to call it) Made by Pikiki Overall cool stuff happened in that round
    2 points
  29. We have this, you can get it through github Here's an example of a January 3th code dump, this should be easy to download as it's a branch https://github.com/hal9000PR/Paradise/tree/anomaly-fix
    2 points
  30. From some time ago (it's likely fixed by now). Turns out when you stand on a portal, grab a person, flip over them, they grab you as you were flipping over them. You get teleported and they stay on the station with their gear stripped off them. featuring James.
    2 points
  31. No, this is not a server split Thanks to our patreon members and their generous contributions, I have been able to deploy relay servers across the planet in an effort to reduce ping. You can set your server with the OOC > Change Region verb. The blow image should explain things much better, as will as give a good idea of where the nodes are.
    2 points
  32. But, Marm, my plants are low potency! I need saltpetre- what do I do? Worry not, b*tanist- simply read the below to discover the truth. How I increased my plant potency by creating saltpetre inside my own plants. Chapter 1: The Power of Saltpetre Plants The first step in my journey was realising it is impossible to create saltpetre inside my own plants. Chapter 2: The Overwhelming Power of Bees Now that we've told RND to buzz off, we're in a predicament. We lack saltpetre. That's fine, we can make our own. Head to Cargo and order yourself a Beekeeping Starter Set. If the crate eventually arrives, unbox it and you'll notice you're left with a giant apiary in front of you. Insert the honey frames, but do NOT insert the Queen bee yet. Head to Medical or Science Chemistry and ask for a small beaker of saltpetre. Take 5u of the saltpetre out with a syringe and inject it into your Queen Bee. This will chemically alter the Queen Bee. Now insert it into your apiary. You will notice your apiaries are producing bees with (saltpetre) next to them in their names. No, the bees are NOT distributing saltpetre onto your plants. Make sure to put on your beekeeping attire and carry on managing your plants. You will notice your bees are going between the apiary and the plants, and growing in numbers over time. The yield of the plants the bees visit will gradually increase over time. In addition, your apiaries will begin to generate honeycombs. To take them out, take out your honey frames, you will need to take them each out individually to get the full amount. Honeycombs will contain equal parts honey, and equal parts of the chemical you injected into your bees. Therefore, by following the steps above, we begin to create saltpetre from bees. Thus increasing the yield and potency of our plants effectively passively without the use of a chemical dispenser. To extract the saltpetre and honey from our honeycombs, all we need to do is place them into a grinder with a beaker, and grind them up. To seperate your honey from your saltpetre, simply insert your beaker into the Chem Master 3000 in the hydroponics back room, and make rather separate bottles of saltpetre or separate bottles of honey. Well done. You are now doing dispenserless botany. Have fun, B*tanist.
    2 points
  33. Rolling the lottery with the gateway. What a way to go.
    1 point
  34. I'm tired of box but I still don't want to go against the majority. A popup window would be nice as I mentioned earlier. Not everyone has all the time in the world to play videogames. If I joined recently and my schedule was as packed as it is now, I'd hate having to learn three maps.
    1 point
  35. This is fairly understandable, but if the other maps are not played, they cannot be worked on for 9+ years to achieve this status. While mappers can fix some very apparent problems with maps after a few rounds (areas not powering, broken pipes, etc.) some issues, such as gameplay flow, only become apparent after a sufficient number of test runs. Hell, Box had the issue of the disposal maintenance and mining maintenance not being connected - it became connected a few weeks ago (after 9+ years?) and it was an immense upgrade. Other maps are robbed of such decisions, because they are not even given a chance.
    1 point
  36. >Be traitor with HoS gun objective >Buy surplus crate solo for the meme >It contains a trick revolver >Break into EVA for a space raid into HoS office >Steal the mime’s space suit as it was only one left >The mime just so happens to see me >I flee into maints >Mime gives chase >Flee out airlock >Mime still chases >Stare at mime as they try to punch me to death while they take space+oxy damage >Casually drop the trick revolver >They grab it >Click >Honk.
    1 point
  37. Hey there! Started playing the other day, I played Rodger Dawkins the southern janitor who was inducted into the clown cult after a incident in the chapel, and more recently Ssekkaha Ulls the Spelunker who tends to die a lot. Had a lot of fun with you guys, so, figured I'd join in the community a bit.
    1 point
  38. My Final Escape TEG And an exceptionally good mining round I had
    1 point
  39. I have been playing medical ever since I started here. I don't love having a new annoying virus every 15 minutes, but I did notice something. This whole system made having a virologist who knows what he's doing just as important as having good chemists every shift. In my opinion this is a good thing because with the new system, virology is more interesting to play. However, it could be a lot better. Now let's say you're CMO and you don't have a good virologist. This is a problem that can be dealt with quite easily. Either hire a viro from inside or outside of your department or do this: 1. Enter viro. 2. Make a virus using the flu virus bottle and unstable mutagen. 3. Repeat until you have anti-bodies metabolism. 4. Remove the other symptoms with diphenhydramine. 5. Release and distribute. 6. ???? 7. Immunity. If you as a CMO does not know virology, you are screwed. You should always learn the entire department before thinking about leading it anyway. If you don't have a good chemist, CMO has to make chems. If you don't have a good doctor, you gotta fix people. It's the same thing with research directors and roboticists, head of security and warden (which is a hella lot more annoying imo).
    1 point
  40. I'm gonna voice some of my concerns and my feedback so 1. RCD situation Alright from POV of engineering main that does not play science at all: There are 3 types of situation for engineers: a) Nothing breaks or only small things break and so the crew fix it themselves so there is literally nothing to do (since 75% of the people have 20 years of engineering experience IC apparently) b) Some things break requiring engineering to do some repairs but doesn't take the whole round c) Someone blows up 50% of the station so engineering has to work extremely efficiently to make it even able to access every department without EVA suits (work the whole shift on fixing stuff) For a) limiting other people options so they actually need an engineer is really good fix as it deletes one of the factors that make some rounds boring. The general idea of this change fixes part of the issue so I'm for it! For b) that's (at least for me) the desired position For c) well... the RCD situation. Limiting RCD WILL make engineering less efficient. Is it good? Not sure. But I know that the difference between 10 minutes (RCD style) and 40 minutes (manual style) of fixing floor makes a big difference both for crew and engineering mental health. Considering this: I am happy :^). ----------------------------------------------- 2. The demand on metal Let's consider now machines in engineering if that patch was introduced. The 'meta' in engineering might still be to bother science for better parts. I agree to allowing engineering only the most basic parts as this will make engineers depend on science for better parts. This is generally a good thing. But.... This introduces the problem with the material amount available for engineers. That being said, what would engineering start with? If they are capable of creating their own autolathe with RCD and RPD available for print, I would imagine some people would rush to the lathe and print themselves both RCD and RPD which would take a lot of materials. We both know people will NOT be reasonable if they can get what they want. People would waste materials if they were to get RCD/RPD. (Yes I realize there are RPDs in atmo but still). This is a problem bcs if this change makes it so engineering is forced to raid EVA and camp ORM (whatever the name was) well.... This will just make engineering feel more eh... People would also start a meme of "EnGiNNeRs StEaLiNG aLL ThE MetAl AgAin". In other words the demand for metal would increase, due to people wanting RCDs. What I would suggest is providing more metal and glass in tool storage or somewhere since it's not even enough on high-pop to give everyone a stack of metal and glass. (at least I'm pretty sure, please correct me if I'm wrong). This has to be balanced tho, we don't want engineering to become self-sustainable. ------------------------------------------------ 3. Rapid Cable Layer Rapid Cable Layer does have some use. It's really niche honestly... Partially due to RCL being in autolathe and not accessible at the round start. I saw people use it while making station goal (and I did so myself). I think people would use it more for wiring solar panels if it was accessible early. You can get stuff from science at 30 minutes into the round if it's not abandoned... So you can wire the solars immediately at the round start with normal wires (which takes some time) or wait 30 minutes for parts, then build autolathe, and then wire solars. It's just not accessible enough. Honestly if we had the RCL in autolathe at round start more people would use it. I know I would use it. I think it should be left for now in engineering autolathe and if people don't use it, delete it then. -------------------------------------------------- 4. Is it buff for engineering even? I am REALLY biased to say that buuuut... I don't think we need to be afraid of overbuffing engineering with the changes as it is now (as of writing this comment). If you are 'efficient' then you would make autolathe anyway, so limiting the amount of stuff it can print is really more of a nerf than buff. It actually brings closer together new and experienced players as now both have access to it easily (and we all know new engineers don't make lathe). I love this change. (if the autoalthe will be available to build at round start that is) The only buff is introducing “Engineering Circuit Imprinter”.. Looking at it, it does allow engineering to print a lot of boards on their own, which might be a problem. But that being said I don't see an option here to even print matter bins/manipulators/etc. in any machine. Which well... kinda makes the board useless? Since engineers could not even build their own machines without science help. I think it still is a great choice! Making departments dependent on each other encourages interactions. Might be just a little bit easier to set up some machines without anyone knowing what you're doing since you don't order a board from science but just parts.... THAT BEING SAID! If we push this change I do propose that engineering would start with autolathe and circuit imprinters already built and leave them some more BASIC parts in secure tool storage for the sake of emergency. Enough to be able to rebuild for example 1 or 2 SMESes. Overall I don't think this is overbuffing engineering unless I miss something. -------------------------------------------------- 5. TL;DL Good change me like
    1 point
  41. Make sci imprinter work only with sci console, robo imprinter work only with robo console and eng imprinter with brand new, eng console. Both ID locked. For regular lathes, it wouldnt really work that well, but access-locking the engineering one could be an option?
    1 point
  42. Name; John Stewert Age; 30 Gender; Male Race; Human Blood Type; O+ General Occupational Roles; Civilian Biography; Originated from Sol with no significant developments. Moved to an isolated mining city called Geminus; records revealing noticeable criminal record including the alleged murder of the city founder. Found employment on Space Station 13 shortly after Pollux (Geminus' home planet) was abandoned for monetary reasons. Qualifications; N/A Employment Records; Was briefly employed in supply management on Geminus. Along with a brief stint as a farmer for a prominent produce manufacturer in the city. Security Records; Medical Records; Personal appearance; Slim build with slumped shoulders. A relatively tall man with a dour expression the majority of the day. Other Notes;
    1 point
  43. Hello. I just wanted to suggest few more fake items for the arcade tickets redemption machine. It has quite a bit, like fake armblade or esword, I wanted to suggest the fake abductor mask and maybe also baton. Shouldn't be too hard (at least that's what I think). Let me know what you think guys, thanks.
    1 point
  44. Manufacturer: Bishop Cybernetics/Shellguard Consortium (B.C.S.C.) Series: Emotionally Adaptive Station Intelligences (E.A.S.I.) Series Model: M.O.M.M.Y. Date of Design (initial version): June 16th, 2554AD Current acronym and version: Machine Omniscience Micro-Manager for You (ver. 4.1) Core Type: Positronic architecture with discrete emotional para-routines. Law Compatibility: Version 2.2 onwards: All NT Standard Law-sets, with a preference for Crewsimov or NT Standard. Personality Compatibility: Bishop Cybernetics proprietary technology allows the default maternal-supportive mode to automatically switch to other personalities by need. Common alternative personalities are: maternal-strict, maternal-protective (crew, station, or self protection is automatically prioritised), maternal-jovial (warning: known to make bad jokes and giggle, which some crews find disturbing), maternal-nagging (for when crew are being reluctant to maximise their suit sensors), maternal-cross, and the still experimental maternal-maternal (note: This last subset led to the unexpected - and legally dubious - adoption of a crew-member aboard the N.S.S. Cyberiad; one 'Autumn Ophelia Aggley'). Risk of Rampancy/Malfunction: Versions 3.0 and onward: Low to NIL Primary Purpose: Monitoring, motivation, and management through modelling maternal mannerisms. Recommended Operation Location: Small to medium stations with up to 100 crew (more than this number can dilute the positive effects of crew-AI relationship building). Model History: After their help with successfully resolving the Haverick AI crisis, Shellguard Munitions were contracted to assist Bishop Cybernetics with development of their prototype of an Artificial Intelligence system that could not only learn in a cerebral sense, but evolve emotionally alongside its crew, therefore consolidating stronger bonds, loyalty, and interoperability. Bishop Cybernetics had previously failed to successfully law an emotionally adaptive AI, but with the expertise of Shellguard Muntions a consortium of these two companies was able to manufacture a stable mostly stable marketable intelligence which used emotional para-routines alongside a standard positronic architecture to reach a balance. Seeking to redress a chronic problem of high turnover due to crew unhappiness and isolation, Nanotrasen were eager to adopt this new 'M.O.M.M.Y.' AI for its more far-flung research stations, and did so in early 2557. Since then, the model has shown adequate performance, gradually increasing over time as crews became more familiar with their new AIs (and less weirded out by having to keep calling out for Mommy to open doors for them). Station-specific Notes: Due its evolving nature, each NT Station's version of M.O.M.M.Y. differs, often significantly. This is primarily due to the individuality of each station's crew. The M.O.M.M.Y. system aboard the N.S.S. Cyberiad has developed some quirks, but none so severe as to warrant purging (or worse, a refund). For example, this particular M.O.M.M.Y. has developed a taste for conversational 'dates' aboard its core with certain amicable crew members, the habit of PDA messaging every single crewmember who has not maximised their sensors (see maternal-nagging personality subset), the aforementioned adoption of crewman Autumn Aggley, and a fractious relationship with recidivist troublemaker Shesi Iszair (this has been allowed to continue without being hot-fixed due to the uptick in station performance when Shesi is thus distracted). Standard Vox Greetings (by lawset): These are some of the standardised shift-start greetings a crew can expect from a M.O.M.M.Y. AI: Crewsimov: "[bloop] Hi there my baby crew. You are all safe because I, the good and nice M.O.M.M.Y. AI, am here. Have a nice time, always." NT Standard: "[dadeda] Welcome to the Cyberiad, my crew. I am M.O.M.M.Y., your Nanotrasen AI. Please activate your sensors and obey the captain." Corporate: "[deeoo] Attention, Nanotrasen crew . You are only here to make money for your M.O.M.M.Y.. Turn your sensors on and do your job, or I will fire you." Architectural Image: See primary core functions (left, in blue), as discrete from emotional para-routines:
    1 point
  45. Cant balance game if there is no game, just delete the servers ask aa7 to fix balance issues by pouring water on da servers or we can go like bay 13 and make sure everybody has literally 0 skills for completely annoying and agonising gameplay weapons have a 25% fail chance, attacking you instead
    1 point
  46. Thermite is hilariously easy to make, yeah. The first time I actually tried to use it for a steal objective as a chemist it felt like I was cheating. Also in general I support making it harder to break into the AI chamber from space. There are already too many powergamey reasons to sit in space all round as an antag. The armory and AI sat being super easy to access from space just makes it worse.
    1 point
  47. Y'all like Lizards? Here's some Lizards. [ From left to right: Lusooso, Fenton, Sulls, Koick, Keos, Ozz ]
    1 point
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