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Showing content with the highest reputation on 07/09/2021 in all areas

  1. The Basics Full Name: Idunn Raan Nicknames/Alias: Boss, Chiki’s Human, Doc, Miss Idunn, Mom Gender: Cis Woman (she/her) Orientation: Bisexual Age/D.O.B: 41 years old. December 24, 2524 Place Of Birth: Earth Species: Human Blood Type: O- Alignment: Somewhere between Lawful and Neutral Good. Affiliation: Nanotrasen employee. Initially hired as a Medical Doctor. Religious Beliefs: A loaded question for Idunn; initially Christian, suffered a lapse of faith, and is currently aimless and considering atheism. There is no simple answer to this one. Personality: Detailed Information Appearance: Character Voice: Idunn has a low and almost raspy voice. When teaching others, the raspiness becomes rather warm and almost maternal. I currently don't have a voice claim for her, but something close to her vocal range is Panne from Fire Emblem Heroes. Medical Record: Character Biography Family: History: Personal Relationships Faction Relations Images Other Information Tbd. Kahlua is her favorite alcoholic drink. Jello shots and margaritas are an honorary mention. As for nonalcoholic drinks, her go-tos are cafe latte, hot chocolate, and milkshakes. Her favorite foods include banana bread, berry pancakes, caramel, and herb salad.
    4 points
  2. Hey, engineer! It's been three whole minutes! Where's the power to xenobiology!?
    4 points
  3. To be honest I'm just making this thread to see what rank I am. I hope it's something cool. Here's something- Looking at your rank (Bottom left of your profile picture) how do you think you'd fair personally as that role? Edit: Station engineer? Come on! I would've thought I'd be higher than that. I don't even KNOW how to work dangerous equipment. Oh god I'm going to de-laminate the SM...
    3 points
  4. Today's menu consists of Brain Burgers, Robo Burgers, and Clown Burgers, what would you like to eat? (Don't worry, the Clown Burgers were made with Prion Sauce).
    2 points
  5. Why do you think I get no sleep and always seem pissed off
    2 points
  6. Then the host should clearly be renamed to the firekeeper. Fire goes out even for a second and there's a major uproar. Gods forsake the tribe as it collapses, one half of it breaking the sacred taboo of IC in OOC and the other trying to flay the firekeeper alive for failing his vital duty.
    2 points
  7. I will proceed to open the 3 shield sat crates inside cargo bay and the window warning me not to do it won't stop me.
    2 points
  8. July 6th, 2021 - @Jakki@Rythen@McRamon@Meow19@White In Sky@CornMyCob@Exavere All promoted to Trial. July 8th, 2021 - @Ionwardhas been promoted to full GA.
    2 points
  9. Can't believe I never thought to share this one: Rivera's apartment bedroom, before she moved into a larger house. (Drawn about April 14th, 2021) I'd love to do more of these, they make great practice and are actually fantastic for character building. Maybe another for the house she lives in after her apartment? (Also, this was 100% inspired by the drawing Heather did of Chikitita's apartment.)
    2 points
  10. So cool to see all of Idunn's info laid out like this! I can't wait to see you fill out the rest :D
    1 point
  11. You're not getting any of that Well then! this post is quite literally my botany resignation letter.
    1 point
  12. 1 point
  13. CE vs Vampires in a nutshell.
    1 point
  14. I'm apparently a virologist. As an IPC main... Accidentally spreading disease because I Don't understand diseases go brrrrt.
    1 point
  15. Figured you'd post yours soon, nice. I'll have to revisit it when you get it finalized but it's good so far!
    1 point
  16. Personally, I would be happy just knowing if one of my PRs has been objected to at all. 90% of the time it's communicated very well and the reasoning behind the objection is laid out clearly. On that other 10% though it can be incredibly frustrating to have a PR closed without even knowing that there was a single objection. In some cases like the 'Genderless' PR I made a while ago then it's obviously understandable that people would rather not put a big, publically visible "I dislike this" on something as sensitive as that. But on other non-controversial ones, sometimes the most feedback you'll get is a with no explanation, if even that. I'm not saying this to complain of course, it's pretty obvious that all of the Maintainers & Heads are very busy people in real life who simply don't have the time to write a 2000 word essay explaining why replacing Tajaran with Felinids is a bad idea. Even so, I would argue that the "If you can't justify it in words, it might not be worth adding." policy on pull requests should go both ways. If they are unable put into words their reasons for objecting (Which again to reiterate, is completely understandable), then I don't believe that it should be officially counted. That's just my thoughts on it anyway, at least in terms of objections.
    1 point
  17. o/ I added the ranks to give the forum some flare to it. No I'm not going to tell people what all the ranks are. Yes I do plan to add more then 28. Currently the highest post count rank is 10k.
    1 point
  18. Finally sitting down and making a bio for Rivera. She has an official Nanotrasen Crew Record as well. This is more personal. Note: Please consider pretty much everything here OOC knowledge unless it's gained IC. The Basics: Full Name: Rivera Janice Clair Kirkland Nicknames/Alias: Riv, Miss Kirkland Gender: Trans Woman (she/her) Orientation: Lesbian Age / D.O.B: 42 years old. August 1st, 2523 Place Of Birth: The NXV Eclipse (considered by many to be the predecessor to the NXV Luna) Species: Human Blood Type: AB+ Alignment: Neutral Good Affiliation: Nanotrasen Employee. Initially hired as a Geneticist. Religious Beliefs: Agnostic Personality: Rivera has a calm and cool demeanor, and many would consider her level-headed and rational. She has a fair level of confidence about the way she carries herself, and her actions often border on being outright smug. It's hard to make her genuinely angry or upset. When she is, she usually tries to hide it, as she hates the thought of being vulnerable. Despite her overall personality, Rivera has a tendency to be more reckless when she isn't feeling well, and secretly has a low self-image. She will often throw herself into danger with little to no regard for her own self-preservation or safety. She cares for others around her much more than herself, and may come off as hypocritical when criticizing someone for doing something she wouldn't think twice about doing herself. Detailed Information: Appearance: Character Voice: Medical Record: Character Biography: Family: History: Relationships: Personal: Factions: Images: Other Info: tbd, uhhhh her favorite alcoholic drink is a daiquiri but non-alcoholic she will drink most warm drinks like tea, coffee and hot chocolate. i will add more here later
    1 point
  19. So you rolled/want to be a nuclear agent. This is hopefully a quick guide to not fall for "noob bait" and understand how your new job with the syndicate functions. If you are in an emergency and are reading this guide read "Basics of training." After scroll down to "HELP I HAVE 3 MINUTES BEFORE I DO WARCRIMES WITH OTHERS AS AN AGENT" and hope your fellow operatives aren't as bald as you. There are alot of things when it comes to nuclear operatives, if you're currently one and the syndicate needs you to be robust and nuke a station 5 minutes from now, scroll to the bottom for the small list of things to follow. All above is going to be in depth look at gear, kits, and what to grab from the station. Agents, operatives and you. As a nuclear operative it is a MUST to work together, your 5 (ish) against 60-140 people. That might seem like alot but understanding how the station functions and how you can take advantage of it is a must. Below is a list of what to expect once you declare war against the station. Cargo ordering guns. Everyone being armed and having AA Everyone looking for BLOOD RED HARDSUITS (and elite hard suits but that's for later) AI's with the idea they can attempt to door crush you (they can't but they try their hardest) Meth-head scientists with chairs that somehow made every chemcial in the time it took you to board. That one guy in toxins. The clown. Theres a few more but these above should always be expected. Things to take advantage of. 1. Like 90% of crew has AA and you have an agent ID, if you steal their ID and scan it, you can literally steal all access. 2. Cargo can easily be bombed, do that. 3. The AI is either very rude and door bolt happy or is a respectful observer, either way the AI sat is mostly unprotected and can be broken into easily to kill the eye in the sky, probably should have someone go do that. 4. Clown has banana peel, shoot the clown. 5. If you lose your gun, you can probably use the stations against them, expect them to be alot worse though compared to your superior and cooler gear. Basics of training. HELP DYING IN SPACE WHY!?!: Look at the image below, toggling your hardsuits mode impacts alot of things. For example if you can run fast or survive space, take a look at the image provided. Good note that if the helmet icon isn't there, then you need to click the suit, if the helmet icon does not display a light, you are in COMBAT mode. In combat mode you are NOT space proof but you have 0 movement penalty. WHERE DO I BUY GUNS PLEASE.: In your backpack is a radio, use it in your hand to open your uplink. Understanding what to grab and what to leave. A huge mistake new nuclear operatives make is taking wrong items and leaving correct ones. The list below follows the order of items you can see and what you should and shouldn't grab. 1. DIRECTLY INFRONT OF YOUR SPAWN there is what is referred to as "the funny" by some and others the "BRB" or the "Big Red Button" it is a very fun and extremely underused item that isn't just a joke. Planting any syndicate bomb for any amount of time and then pressing the "BRB" sets the timer to 5 seconds. This 5 second delay is to avoid accidents and for you to run away, I won't even show a picture because if you can't find a giant button in the middle of the spawn desk then you probably shouldn't be a nukie. 2. Below the spawn desk under an airlock area is an arrangement of lockers, one for each operative normally. Inside the lockers are 3 items of interest, these are the military belt, NV goggles and the crowbar. Reason for these is NV goggles allow you to see in the dark and normally as an operative you lack glasses anyways, crowbar is the LEAST grabbed tool as a nukie but you'd be surprised how many times firelocks get in the way. And finally the belt which can hold more things then you could imagine, including your trusty stetchkin. There is also an Ion cannon and mech recharger with a tool vendor for fixing things. Ion is used mostly against crew mechs and the recharger for your own. 3. The bathroom, being above to the east is more as a privacy area and character customization with a free bar of soap then anything else. There are mirrors to change hair color and style and a small room to have some privacy and do a chameleon suit in peace or go AFK. Do note if you go AFK I suggest you LOOC to your new found friends and inform them you will be back. Try not to AFK longer then 2-3 minutes as an operative, admins may give your body up or you might screw over your team with timings. 4. Heading into the nuclear shuttle to the west reveals the first bit of "noob bait" this is the "syndicate suit storage unit" room with a line of suit storage units filled with near useless things unless you're a reinforcement. DO NOT EVER IF YOU HAVE YOUR OWN HARDSUIT USE THE "JETPACK HARNESS" Your suit can fit a oxygen tank in the suit storage and has a built in jetpack, use that for space propulsion. The actual gold is above in the corner hidden away. In the locker at the top right of the room contains bulldog shotguns, a military PDA to use PDA bombs from, stetchkin mags, a suspicious duffle bag, and some less then lethal grenades which include flashbangs which can be very useful against borgs and crew. On the table a useless intelicard because you're not carding the fricking AI and 1 free c4. 5. Directly below the room above is the medical section. If you're ever here you're probably doing something wrong but its a nice place to retreat to if you're not too injured but your medi-kit and or borg are missing. In the medical crate is replacement robotic limbs if one is broken or has IB and you can replace it rather then fix, and a free bone repair kit. The med-kits there are useful but combat med-kits which will be explored further will be below in the gear section. 6. Across from it is the explosives/teleporter room. This room exists to grab bombs and SOMETIMES build a teleporter, the parts to build the computer are around the shuttle and are easily found, if you can't find them you probably shouldn't be using the teleporter. (Teleporter board must be bought for 25 TC.) While in the bomb room who ever grabbed the "BRB" has to grab the suspicious beacons, these beacons send a high explosive ordinance to where ever they're used. Most of the time the person with the "BRB" and the beacons heads to cargo to cut off the supply of guns to crew. Make sure a plan is made between the people who wish to use these and the button. Aswell in the room there are 2 mini-bombs, useful for gibbing those you hate and area denial, trust me no one likes walking near these things and if you put one on top of someone they'll never bother you again, (COUGH VOX COUGH) 7. In the room pictured above, you must come to realize the superior object. The O2 Box. In this box there are O2 tanks, if you put one in any syndicate hardsuit's suit storage you can activate a jetpack, this will last you the entire shift unless you turn on stabilization and or are breathing the air. DO NOT EVER TURN ON STABILIZATION UNLESS THE SITUATION REQUIRES IT such as space-walk with the nuke. In your backpack you will have an O2 box, put the O2 tank of this box in your pocket and that will be your breathing air, separate from jetpack air. This air may run out and you may need to breath your jetpack air but it will last you awhile. (this is the o2 box i love him) 6. The very last room to know about is the cockpit, it is where as the commander, czar, team leader or anything else really control the shuttle, you can choose a custom location or northwest of the station. Do be careful most players will metaknowledge the northwest location and may attempt to board your shuttle, it is suggested you go somewhere else. If you go somewhere custom be sure to use your pin pointer to know which way the station is, it'd be terrible if 3/4 of the team floated the wrong way in space. To the left is a box of donk pockets (which are actually syndicate donk pockets, they have meth and a few other "helpful chemicals" (meth and stuff) but you have a high chance of addiction after consuming one, these also make the microwave useless. Theres also glass for the teleporter and a useless microwave, make sure to make fun of the microwave (for being useless) before looking in the bottom right corner to spot another armory locker with NVG's, a military belt and a crowbar, incase you're missing any. This concludes the gear and what to grab section. Next will be kits, gear and understanding how to properly sort inventory and spend telecrystals. One of the most important parts of being an operative is buying your kit, theres a simple formula for this and even if you're planning on doing a gimmick you should follow this. Main weapon cost + Adrenaline Implant + Combat med-kit + Hardsuit + Energy Sword + Emag + No slip shoes. The remaining telecrystals can be spent on ammo, more implants, bombs, reinforcements, and so many other things. I suggest allocating a bit of time to see your options and weigh the worth of you to your team before giving any crystals out. Example kits, strategies and weapons. If you're unsure what to buy and you wish to follow the formula of being a good nuclear agent, a good very unrobust friendly kit goes as follows. C20r bundle bag, 3 spare magazines of .45, 2 Adrenaline implants, 1 combat medkit, 1 shielded blood-red hardsuit, 1 energy sword and a pair of no slip chameleon shoes. The advantages of this kit are. Inexpensive and has enough TC left for alot of extra ammo, cybernetic implants and other fun toys. Allows for alot of versatility giving you a powerful SMG and suit that prevents damage completely with enough healing and anti-stuns to survive a bit of robusting, and an esword as a last resort and finisher. Also free syndicate dufflebag for maximum storage. Very newkie friendly, you click spess man with gun till horizontal and click with loud light saber, if your spess man goes horizontal use adrenaline and run away, I can't make this any simpler. Most kits bought with this formula will be competitively useful against the crew of the Cyberiad, an explanation of almost every weapon and gear will be below. (Images soon) Highly Visible and Dangerous Guns. L6: Expensive, useful if you wish to completely shred people while telling them "Yes, I spent 2/3's of my TC on ammo and this gun and I intend on using it all." Very fun, very useful but you need 2 hands open, probably for robust people only. C20r: Stamina SMG, completely broken currently when this was written and an amazing inexpensive choice for newkies and veteran operatives alike. Its main point is to quickly down and finish people off, it doesn't have the best stopping power in terms of damage but can still kill very well. Expect D-chat salt. M90 Carbine: Somewhat a compromise between the L6 and C20r, higher damage then the SMG but no stamina with more expensive ammo. Comes with a fanch 40mm grenade launcher that really sucks to get hit by, recommend basing an entire gimmick around it as its a TC sink similar to the L6. Bulldog Shotgun: Amazing fast high capacity shotgun, the bundle is purchasable for a varity of ammo including incinderary buckshot. The bulldog chews through ammo but is easy to replace, one of the main guns gimmick ops go for since they get some for free in the locker. Stetchkin: A under used idea for operatives, very easy to maintain and has speciality ammo for armored people. Doesn't pack an insane punch but unloading a stetchkin into someone will make sure they won't get up, mostly used as a side-arm and you get one for free. Flamethrower: Complete gimmick weapon, you better be named something fire related and in an elite hardsuit, avoid CM tier friendly fire (pun totally intended) and expect to die fast, fire isn't the best at killing and is more of a deterrent to people trying to come in a room and kill you. Syndicate Sniper Rifle: The true way to remove AI's quickly, mostly used as utility by veterans and sometimes as the main weapon as nuclear operatives named "Sniper TF2" it can be loaded with specialty ammo such as penetrator rounds to dispatch of people through walls, sleeping bullets because why not, and hemorrhaging bullets if you really want to make someone have 0% blood. Regular bullets can blow organs and limbs out and off respectively, including heads. Boom, headshot. Donksoft: Used as utility for easy stuns against crew without wasting ammo and not requiring to get close, mostly used by people who buy the clown kit (because that exists.) Syringe gun: Yes... this exists and probably needs to be removed. Its just a syringe gun you can buy meme chems for that work better as gas since 90% of crew has armor that syringes can't penetrate, and if they do it would have been better if you shot them with literally anything else. Not recommended to buy even as a gimmick. Useful gear. Syndicate Chainsaw: An extremely risky but very rewarding melee weapon, used by mostly people with shielded hardsuit and adrenals to recover quickly, and rarely by elite hardsuit people, it stun upon hit and does immense damage, can even turn people to meat. Combat Medic Kit: One of the must grabs, gives you a combat stimulant injector and synthflesh automender, one of the few ways to heal. CQC Manual: Situational, and you need to understand how to use it properly, can get you out of tight situations and can be very useful as a stealth operative. Not recommended for new players. Combat Gloves Plus: Just krav maga + combat gloves, easier martial art to use and can be very good if someone is rushing you, makes punches also quite deadly. May be something to look into if you have extra TC. Composition X4: C4 with alot of extra kick, very good for breaching walls if they can't be broken, alittle expensive but its the fast way to do things. Can be put on throwing stars for a fun gimmick. Composition C4: Its just terrible, sometimes doesn't even break glass, sometimes breaks entire walls. Cheap and free in the shuttle, useful for cheaper C4 + throwing star combos. Viscerator Delivery Grenade: Gimmick grenade, when thrown spawns Viscerators which deal 15 brute, one of the easiest things to forget to use, will not attack other operatives though. Honk-brand Infiltration Kit: Honk. Energy Shield: Extremely useful to newer operatives and veterans as well, makes lasers even more useless. A 100% chance to reflect lasers back at the person shooting you, but doesn't block anything else. Most crew might use combat shotguns so this may be useless alot of crew, but when lasers are used and thrown at you, this can save your life. Thermal Drill: Only use is to exist to open a safe if the captain decides thats a perfect place to put the NAD. Expect to never buy it and when you do need it that one time you'll never have it. Elite Hard-Suit: The elite hardsuit is the other option for hardsuits, its cheap at 8tc and it has superb damage negation, its job is to NEGATE not prevent. It has its use and is my personal choice but if you're new, not recommended due to how risky taking any form of damage is. If you're comfortable healing and understanding when you need to retreat and understanding and the risks (IB, broken bones) then its an amazing choice. Shielded Hard-Suit: The shielded hardsuit is the other choice between the two hardsuits, it provides a shield that prevents damage while leaving you semi squishy on the inside, its not bad armor just theres always better. The shielded hardsuit keeps you safe for a few shots, completely preventing damage, apon the shield breaking you'll take substantial damage and require to retreat, avoid dropping shield. Its the clear more expensive choice for newer players and isn't a bad choice if you use it to the fullest if you're confident in your abilities. Cyborgs & Mech & Reinforcements. Medical Cyborg: Honestly just buy a medkit, it can be really useful especially if you tell it to load you up on nanties but its... just comparable to a medkit that you can't control and can die. Saboteur Cyborg: Semi robust, gets meta tested easily and can die fast outside operative help, if it can actually sabotage it can single handedly destroy station, or some blueshield who asked AI flashes it once and it died. Combat Cyborg: The literal glass cannon, dies pretty dang fast under direct fire but steamrolls every single thing it fires at. An L6, and a grenade launcher stun and drain all it can see, expect it to do some work but for 60tc you're better off with the next thing. Reinforcement: The absolute best thing you can sink TC into, reinforcements are extra guns, and most importantly hands that can go under cover, loud, heal you, drag you away while firing, are EMP and flash resistant and just generally are strong. If you do get a reinforcement leave at least 10tc for them to buy something, most will buy no-slips and adrenals and live off the lockers and suit storages just fine, for example instead of buying a single medi borg, buying 1 reinforcement and giving him 10tc is an extra pair of hands that can take out at least 5 crew and serve as one hell of a distraction. If you're buying multiple for a gimmick it can be extremely strong having 8 operatives even if 4 are slightly less powerful then expected. Mauler: It.. doesn't die its scary I'll be honest. Its the strongest thing you can buy and its what you pay for, smoke is useless just spam scattershot and the carbine. Gygax: It's just a faster Mauler with less health, spam scattershot and absolutely destroy. (this will be finished close to last, other parts are easier) HELP I HAVE 3 MINUTES BEFORE I DO WARCRIMES WITH OTHERS AS AN AGENT WHAT I DO!?!?! This is a situation alot of people find themselfs in, this will be an extremely quick run-down of what to do, I recommend reading the above afterwards. Follow this formula and buy accordingly "Main weapon cost + Adrenaline Implant + Combat med-kit + Hardsuit + Energy Sword + Emag + No slip shoes." Recommended for newkies is C20r bundle bag, 3 spare magazines of .45, 2 Adrenaline implants, 1 combat medkit, 1 shielded blood-red hardsuit, 1 energy sword and a pair of no slip chameleon shoes. Remaining TC should be spent on more ammo and other things. Inform your team you're new, they may give you advice and help you out alot more then if they believed you where completely and totally confident, if you are but its your first time make sure that's known. Go to the bottom right of your nukie shuttle after your buy your hardsuit and open the "Internals box" with the O2 markings and put that in your suit storage, that is your jetpack oxygen and will be used to move around space. Do not enable stabilization unless its needed, it consumes alot of extra oxygen. In your backpack is an O2 box, use the suspicious oxygen tank in your pocket as your breathing air, if that runs out use the jetpack air. Make sure someone grabs the "Big Red Button" from the starting location table and the suspicious beacons, read above to understand why, if you don't just make sure someone else does. Prioritize getting "da fuking disk." Have fun, being a nukie shouldn't be annoying or tedious for you when you play it, understand how to properly board the station and stay calm, use gear to your advantage and stay as a group. More soon, with images maybe. (w.i.p will be done tomorrow or not. I'm tired.)
    1 point
  20. So, hi! I avoided making one of these for a while since I didn't think anyone would even know who I was, but at this point I hang around so often I feel like one of these things is finally warranted. I still have plenty to learn about this game and there's still several moments where I feel like I don't know what I'm doing, but I'm glad to be a part of a community who seems overall receptive to teaching and helping! My name's Skyler, most people just call me Skye though. My most frequent character at the moment is Rivera Kirkland, but I also play many others like Tidal Kirkland, Luke Rosensteel, Lace Masuno, Sybil Swords and C.I.T.R.U.S.. I mainly play genetics, but I try to do an actual decent job of it; I've heard a lot of horror stories unfortunately. I also draw a lot. You may or may not have seen my art around, even before I became super active again because Chikitita's player is one of my best friends so I draw Chiki a lot. I hear my art gets around, apparently? Anyway, it's fun to be back! Thanks for havin' me here in paradise. :rivera_thumbsup:
    1 point
  21. Hey, good thread. I've only just starting getting involved on the contributing side of Paradise, but I quickly noticed the backlog. Whenever I would ask on the discord what's up, the answer from others has always been some variation of "heads aren't approving things." which it seems is not the full story based on this thread. I wonder if more transparency in the process would help. As a new contributor, it would be nice to know: 1. What the process actually is. I had to learn about the github approval process by asking around and I'm still not totally clear on how it works. I understand that heads vote to approve features, but I don't know much beyond that. As far as I know the github merge policy isn't actually documented anywhere? 2. Transparency on the head votes/approvals. I often see Kyet on github very helpfully approve or object in a comment, but I am never sure what that means. Is that him voting for it? Does that mean it's approved to be merged by all the heads? What else needs to be done? Do the other heads need to vote as well? 3. A clear indicator of when the baton has been passed to the next stage. Maybe this can be accomplished with PR tags or comments, but its not clear to me who "has the baton" on most PRs. Is it awaiting head review? Is approved and awaiting code review? Does it need changes? Has it been objected to? It would be nice to know clearly what stage a PR is in. Sometimes github comments show this, but other times I hear through discord that the story is different on certain PRs. For example, I got a PM from Neca saying he voted for one of my PRs (thank you!), but based on what's in github I don't know what the other heads think, if it has been approved, if they need something more from me, etc. 4. Is it okay to PM people about github stuff? I imagine staff get pinged all the time about random stuff. I don't want to add unnecessarily to the noise, but I'd also like to know how staff/heads/maintainers feel about discord PMs on github issues. Is it okay to ask what the status is or would you guys prefer we keep things in github comments? Is there already too much noise for you guys or is it okay? The impression I get from discord is that many contributors feel their work is being ignored, but maybe that's not the case. Some of the suggestions above might help people see "Hey, we're looking at it, we just haven't been able to move it forward yet." Or, at least it will help people understand what stage their PR is in. Related to maintainers: Like I said, I'm new to the contributor side of things but I've already seen what a madman AA07 is and the work he puts in. A big thank you to everyone who contributes and maintains the github. It's often thankless work and I'm sorry you guys have had to deal with any abuse at all. You make the game possible and we players really appreciate it! It's unfortunate that angry players are usually louder. I don't know what the process is for this, but is there any way we can make it easier for maintainers? Are there any PR reviewers that can step into the role of trial maintainer? Are there any contributors that are ready to step into the PR reviewer role? Is there anything the average player/contributor can do to make their lives easier? Lastly, big thank you to the staff here. Paradise is a really amazing server and the work you guys put in has made something special in SS13 history IMO.
    1 point
  22. So as far as head approval goes - not an issue. We've approved about 100 or so. That's not an issue at all. Really, there's one perfect solution to this: We chain up the maints in a basement on an IV drip of Amphetamines. But supposedly that's 'illegal' and 'unethical'. It worked great with Ponies tbh. Look, frankly I'd love for the maints to be more active. I'd love more hours out of them. If you read this - please be more active and do more work for 0 pay and negative respect. But in the end, this is a volunteer project. The biggest thing that they've told me would help with this, is for the contributors and community to stop treating them like shit. Every. Single. Maint. Ever. Has complained to me about how toxic the github is, and how much they hate 'the communities' reaction to them moving rapidly. If you want more shit done, give us the permission to do move quickly on things without the abuse, toxicity, and general bullshit we have to endure from it.
    1 point
  23. Hey everyone! The wiki is chugging along nicely, improvements are being made slowly but consistently which is always a good sign. It always makes me happy to see that new people are stepping up and offering their writing ability and creativity to contribute to our ever growing wiki. Now that Shadey is back, we've been discussing what steps we want take regarding lore and the appearance of the wiki. I know I keep saying I want to get a lore project started and that date keeps getting pushed back for when we will start, we're getting closer. I have a list of lore pages that are going to need to be written/revised as well as some drafted guidelines and expectations for them. When I get the green light I will make a forum post. Other things: I'm currently attempting to develop a dark theme skin for the wiki. This entails me redoing the CSS and HTML of the actual webpage. All that's left to do with it is some styling and then I'm gonna offer it up to the community to judge. What needs to be done on the Wiki: Apparel needs to be rewritten @EmilitiaEnnehrt has expressed interest in giving it a try so feel free to work with them Starters Guide to Admin Tools needs to be updated (more admin stuff) Guide to Atmospherics needs to have heat exchangers included in the guide Implants needs more explanatory content added to it as well as following WCAG a bit better Supply Crates is missing a few crates, however, @Quacks is already fixing this (feel free to add crates to their page as needed) Ex: Foam Force Crate needs to be added Sol Traders need a character icon uploaded for them (vs having a flag) Secure Storage's Contents is incorrect and needs to be fixed EFTPOS Scanner should be added to Misc Items Vendors needs: To be put into tables For all missing vendors to be added To explain what vendors are These Pages need to be gone over with a fine comb: Janitor Guide for Beginners These Pages need to be written: Guide to Cleaning Guide to Command/Leadership These Pages need to be REwritten: ERT Special Event Roles There are missing images on the following pages: Headsets Tesla Engine (could also do with a rewrite) Singularity Engine (could also do with a rewrite) Derelict Researcher (needs to be written also) June Change Log: Guide to Construction had a few objects split up, heat proof walls have been removed, and plasteel reinforcement for firelocks has been added 240 Duplicate/Unused images have been deleted from the wiki (fuck wiki bloat) Vox, Diona, and Slime people pages have had creature boon/maluses/mechanics updated thanks to: @SabreML@Woje@Mightykitten81@Charliminator Low Quality images on protected pages have been upscaled Guide to Virology has been updated thanks to @farie82 Guide to Robotics has had the abductor modules added to it; clarifications were made to cyborg brains thanks to @CornMyCob Roboticist has been updated to be more inline with community guidelines thanks to @Mitchs98 Unnecessary Crossout Humor has been removed from a few pages Lots of spelling has been converted from American->British Legal SOP has had its wikicode cleaned up and the proper SOP table added at the bottom of the page Antag Sidebar template has been alphabetized Telescience mentions have been removed from E.X.P.E.R.I.M.E.N.T.O.R Security officer has been added to the Security Sidebar Template Removed further references to Shadowlings breaking mindshields when thralling Clarifications have been made to plastic surgery Guide to Medical has had multiple grammatical corrections and its section on defibs and cryox mixes has been updated Recipes for donuts and their respective recursive templates have been corrected Honk Squad has recieved the Awaiting PR Template Engineering Items has been checked for grammar and spelling thanks to @PopeDaveThe3th Janitor has had tables added to it as well as the flyswatter thanks to @Abigail886 Implants has been formatted into a table and styled thanks to @Quacksand @PopeDaveThe3th Clarifications have been made to Supermatter mixes thanks to @Starmarine3355 This Months Contributors that I haven't recognized yet: @Aleyck@maxfromsweden@Meow19 @Pckables@Agatasa@ManOfNoAddress@LiberatedWaveMan@Iwanabeu Projects in the Work: Lore Project is slowly but surely inching closer to being ready to start Images on the wiki are slowly but surely all being updated to be 64x64 Almost all of them are updated At some point I would like to see all location page images be updated so that windows are fulltile but that's more a QOL thing and not 100% necessary to do unless someone feels up to the task The looks of templates/articles/tables on the wiki may been rebranded soon Guide to Editing the Wiki needs to be updated (admin stuff, I'll likely get to this before July) I will hopefully be expanding this so that there are proper tutorials to learn sprite upscaling, creating proper location images, how to use wiki syntax, and more I will try and integrate(and split up) my current syntax guide in my user page for this A dark theme for the wiki is in the works Good work this month everyone, we're making solid progress. Our wiki team is growing and that brings me much joy, if you were @'d on this post it means that you contributed meaningfully to our wiki in some aspect and I'd hope you are willing to stay around another month to keep doing so. If you want to get involved with editing the wiki and don't know how, @ me on the discord and I'll happily sit down and teach you stuff when I get the chance. I hope to continue doing this every month. Here is a syntax guide for those who are curious As always, thanks for the hard work everyone!
    1 point
  24. Clickbait title woo. So let's talk about shaming culture. Shame is an important social tool to indicate a societal attitude towards behaviour. Go look up sociology shit on wiki. As crew, comments on your coworkers shape their actions. As admins, it can be our job to shame people for their behaviour. This can be done appropriately some times - but someone shouldn't feel too ashamed over a simple mistake, especially newbies. This needs to be done carefully and correctly to ensure that it stops the behaviour, and teaches people the correct action. You should avoid direct insults to the persons intelligence. This can cross IC/OOC boundaries, where your IC insults are being reflected at the person behind the screen. Several people have talked to me recently about how they've been shamed by admins OOCly and ICly in a variety of circumstances. Some of these times have been appropriate to shame someone for their behaviour. The degree to which this has been done and ways has not always been to my liking - I'd like to take this opportunity to remind admins that even a minor comment from someone with the power of a banhammer, comes across very strongly. Calling them an idiot in front of the entire station can be mortifying, and totally turn a new player off the game. This is something that should be remembered when you play the game too. Everyone has off days, and abusing the CE for messing up the singularity isn't going to stop anyone getting sucked into it or make the shuttle arrive faster. When you criticise someone's actions, try to do it in a way that teaches them what the correct thing to do is, and doesn't humiliate the person behind the screen too much. Over this weekend especially I'll be collecting various feedback etc on this, so feel free to message me. If you're reading old forum posts a year from now, also feel free to message me. It's literally my job to talk to players and the community about things like this.
    1 point
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