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Showing content with the highest reputation on 05/13/2020 in all areas

  1. I love bots. They're a fun thing to make to help out the crew when you either have nothing else to do in robotics, or if you just want to create an army for the AI to play with. I feel like there's the potential for a lot of other bot types too. Some of these ideas come from other code bases, while others are original. FireBot (Buildable fire sprinkler) Requires a Fire Extinguisher, Proximity Sensors, Firefighter Helmet, and a Robotic arm. Will detect people and tiles that are on fire and attempt to extinguish them with a blast of water. Still only moves at bot speed, and can only fire the extinquisher once every five seconds or so, making crew better firefighters, but bots good to have for immediate response. Ideal for places like chemistry or toxins where people tend to catch things on fire. Can be configured to send an alert to Engineering if it detects a fire. Strong resistance to fire, but an uncontrolled plasma fire will still probably be hot enough to destroy it. Atmos will still be the best people to have fight one of those. When emmaged, it will go around spraying scalding hot water or some kind of acidic chemical at people. HelperBot (Need a hand?) Requires a Box, a Proximity Sensor, and a Robotic Arm. Likely the most basic of bots, this little robot will go pick up any tiny to normal sized object you point at, pick it up, and then drop said item at your feet. Perfect for the lazy guy that doesn't want to get up from his chair or if you need to stay rooted to one spot. When emmaged, the robot will pick up random objects and throw them at people while screaming at people to get the (object name) themselves! TrashBot (AKA, a roomba) Requires a trash bag/trash bag of holding, Proximity sensor, and a Robotic Arm A cousin to the clean bot, the trashbot will wander the station and pick up any loose items it encounters that are not on a table or a container. To keep the bot from running into people's work place to steal thing, the bot will only pick up items that are directly adjacent to it. If the bot does take something of yours, interacting with it will give you the option to eject its contents. The bot can be configured to send a message on the service radio when full, requesting to be emptied. When emmaged, the bot will be able to steal items off of people it passes, giving a message such as 'Trashbot stole your (object name)!' MusicBot (Mobile music box) Requires a Piano Synthesizer, a Proximity Sensors, and a robotic arms. Once made, you're able to open a secondary interface that allows you to set the music that plays like you would an instrument. You can give the bot a different instrument to change what it plays. To keep noise pollution down, the bot will automatically pause what it's playing if it encounters another music bot. When emmaged, the bot will zip around the station playing Flight Of The Bumblebee while tripping anyone that approaches it. FriendBot (For when not even the borgs want to be friend) Requires a Plush Toy, a Proximity Sensor, and a robotic arm. Takes on the appearance of the plush used to make it with wheels under it. Will occasionally hug people, making the plush unique sound if there is one. Will say words of encouragement to people it passes. When emmaged, it'll slap people across the face while yelling insults. Not very friendly.
    2 points
  2. Hello and welcome to another small suggestion thread made by me I'm not exactly sure when it was added (somewhere in the past few years), but I've always felt that the immediate message you get when examining a dead person was fairly... lame, for lack of a better word. Prior to this, you generally had to actually confirm someone was dead, typically via medical scanners, other obvious sighs that show up later during death (flesh rotting, bloating, et cetera)... or the most common, walking up to someone and taking their pulse. This, while somewhat small, had quite an interesting impact at times. It allowed people to do a much wider variety of things, such as playing dead, springing traps on the unsuspecting, and other miscellaneous things. It made people slightly more cautious about approaching random bodies in maintenance. I think this would be beneficial for elevating paranoia.
    1 point
  3. Made a PR on this: https://github.com/ParadiseSS13/Paradise/pull/13428 do tell what you guys think of the implementation there!
    1 point
  4. When the stars align on a surplus crate...
    1 point
  5. That made me laugh more than it should have, i would love a Gordon Botsky in my kitchen! It just plays really bitcrunched audio of gordon ramsy "ITS FROZEN!" "WHERES THE LAMB SAUCE?!" "ITS RAW!" “This pizza is so disgusting, if you take it to Italy you’ll get ARRESTED!.” and if it catches you making Hawaiian pizza it says “This isn’t a pizza, this is a mistake. This is an Italian tragedy.”
    1 point
  6. Admin/Mentor apps are now closed. Apps that have already been filed are still being processed. PR Reviewer apps remain open.
    1 point
  7. Sounds a neat idea to me, good one to make a PR of, and to test it out? Due to the examination text giving out the death, a thing like count pulse is rather useless. And it feels indeed kind of too straightforward to judge between the living and dead just with one glance, without hitech medical gear or some effort to check it out. Irl you would need to check whether they respond to speak, pain, light, do they breathe, have a pulse; inspect them, unless it is really apparent. (Slapping as test whether spaceman lives or not, when?) A space adaptation of that would bear some potential horror indeed, presently what only a changeling could really do. That is terrific and as such fun. Spot a downed one, start counting pulse - oh damn! Concerning antags, they could be in the receiving end of tactics done with this, just as well as crew/sec would be, thinking about fight scenes. And as the examination would still give out physical damage, to avoid getting surprised, you got to stay alert of surroundings, which is a general requirement of staying alive as say, a sec officer: a motionless guy in the dark maintenance, but they appear to be in sound condition externally - better approach this fellow carefully, if I have to. Test shift or two could give out how this would turn out in terms of adding to the game. No examination text giving it out, coupled to a function in style of what Marsmond said.
    1 point
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