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Posts posted by S34N
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Man, no S rating for chav, or mention of chav at all? Sad :(
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Welcome to briggston, where we aim to rehabilitate you. Enjoy sofas, socialising, and potential 4 way fights in our new gen-pop cell!
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Damn this art is adorable
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18 hours ago, PPI said:
Floors should not have a direction
Also mentioning something about fastdmm
So I think most of these are covered already, regarding these two:
Floors do have dirs, mostly seen along the edges and corners of rooms.
FastDMM should not really be used for mapping anymore, the only feature it has that is worthwile is the rotation function that lets you rotate selections in 90* intervals.
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9 minutes ago, SteelSlayer said:
Looks good. Maybe add a short explanation to the the Sanitize Variables and Clean Unused Keys guidelines for those that aren't familiar with them (I'm curious as to what these do myself). Everything else seems logical and straightforward.
Done, thanks.
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Hi all,
Now that we have map rotation and more users are picking up mapping, it has become apparent that our lack of mapping standards and lack of mapping direction has caused issues in the past.
Why make these changes?
Delta and is a spaghetti piped mess, and both delta and meta's standard map practices are all over the place. I've written a suggested addition to the Mapping Standards section of the current paradise contributing guidelines.
I also feel there should be someone who ensures these standards are followed, considering how busy the maints and PRR's currently are, but thats a suggestion for another day.
Here are some examples, illustrated by pipes and wires, of why we need these changes:
Ask yourself, are these pipe and wiring layouts easy to follow or predict? Are they intuitive?
The suggestion:
Regardless, click here to view my suggested changes that are in green.
I welcome any feedback or requests for additions. I wanted to avoid bloating the contrib guidelines too much but I really do feel that we need these.
If there is general support for this change, it is easy for me to open a PR for the changes.
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Straying into design discussion with this one, but how do you personally feel about the fact that a lot of balance decisions are made by people who don't really play actively, or "bridge hobo" when they do log in? What would your thoughts be on a system not too dissimilar to EVE online's CSM?
Also, Apple or Android?
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7 hours ago, necaladun said:
11. Intentional self harm, including suicide, is considered a psychological problem, and a waste of NanoTrasen's resources. Patients may be treated at the lowest priority. If the self harm interferes with the crew members ability to perform their job, medbay staff may recommend a demotion. Patients who intentionally commit suicide are to be considered DNR and the Coroner to be informed of this. Psychiatric treatment is recommended if possible and available.
Nitpick the above, please.
Gladly:
is considered -> should be considered
Making it more vague here lets doctors apply it in a broader way, rather than it always being true.
psychological problem, and a waste -> psychological problem and a waste
I think for readability removing this comma would help the sentence flow.
Patients may be treated at the lowest priority. -> Injuries that are the result of self harm should be treated at the lowest priority.
I think it would help to clarify what patients this is talking about, I know it might seem obvious from context but these policies need to be idiot proof.
may recommend a demotion. -> may recommend a demotion to said crew member's department head.
Again, might be best to idiot proof this bit.
Psychiatric treatment is recommended -> Psychiatric treatment is recommended for those who self harm
More idiot proofing. It's shocking how much SoP is taken out of context.
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This makes sense to me. Being punished for not trying to revive someone who offed themselves seems totally ludicrous from an OOC perspective.
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If performance issues are a problem, can the changes be staggered area by area to prevent the horrid lagspike it causes?
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On 5/4/2021 at 1:13 AM, BlackDog said:
Side note: Im not sure why the mechanics bay always has reinforced floors, they cant be floor painted so they always gota be wrenched up to apply proper floor textures and markings. Personally im in the opinion that the bay should in no way have reinforced floors simply for better asthetics, its not like it needs explosion resistant floors.
This is due to pods having the ability to explode. You would want the only places they can enter the station to be reinforced against this.
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I agree with some of the comments here, "meme chems" as they are known are already so much of a joke that the idea of buffing them truly leaves a bad taste in my mouth.
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Yeah, I'm not convinced unfortunately.
The magistrate is not really a publicly-facing role, they already have bold radio messages if they want to make something clearly known to the crew.
Adding this access would just contribute to the announcement spam that we sometimes see. They can do their job without it, why fix what isn't broken?
Regarding bubbledumbs comment, yes that should be removed, but it's not really the point of this thread.
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Seems like its not a "solar flare" as thought before
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Perhaps once the ranged stun rework PR is merged, you could tweak the stun revolver properties. Tasers are being removed from it anyway, so its just fiddling with the energy per shot, really basic and simple changes that anyone could make to the code!
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Hi all,
With fox implementing 3/4 "top down" perspective sprites from TG, I think it's time to put forward a suggestion fora radical change that will freshen up the paradise aesthetic.
What I'm suggesting:
Implement 3/4 perspective walls, windows and doors; similar to bay, CM, and goon styles. There are spriters willing to make paradise themed walls, and coders willing to help with setting up the smoothing code.
What does all this jargon actually mean? Have a look at this handy stolen chart:
Paradise currently uses "classic" top-down perspective. Of the other perspectives, "slanted" 3/4 would be best as all sides are visible for mounting air alarms, APCs, etc.
Why I'm suggesting this:
Paradise currently has a dated look vs other codebases, while this is not inherently a problem, moving all other sprites to 3/4 will leave walls windows and doors looking out of place.
This will be a significant aesthetic improval to our server.
The following screenshot gives an example of what a typical room currently looks like on bay, and while we have different textures it would be in the same perspective as this.
Issues that need solutions:
The biggest issue currently is knowing if this project will be approved or not. While it is a lot to ask headmins and maints this before any real work has gone into the project, it is a large undertaking that needs conceptual approval beforehand.
Other issues include wall-mounted devices being out of place until they get updated and remapped. Something that won't be part of my initial proposal but can be done later, as that requires map-edits, and there is currently a hold on mapping PRs while we wait for the queue to start moving.
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3 hours ago, TheYeetster said:
Quick question, when tracker implanted crew go to the syndicate jail what prevents them being teleported to? I would assume its something to do with Z1?
Some game areas and Z levels are designated as no-teleport zones. They cant be targeted by teleports available to crew.
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Also, a point to address some concerns I've heard regarding CPU usage due to atmos having bigger rooms to work with:
The actual floor turf count for cere is almost the same as box, just a few hundred more (~10k turfs). So a lot of the additional non-space turfs are just asteroid walls or airless asteroid flooring. So I don't actually think the atmos impact will be all that different between the two maps.
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The big problem with this is, how do the crew (or even sec for that matter) determine if someone is a hijacker, as opposed to a regular antag. By the time they've gone loud, it's already too late.
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3 minutes ago, Gaty said:
Being able to ride disposals in almost all maps but this one (and punishing that with perma-death) would feel very unfair for new players/those who play this map for the first time.
It would not be perma death, you would end up in cargo and hopefully be taken to med by a CT.
I don't think disposals riding without preparation being dangerous is an issue, it isn't really safe to jump into a waste disposal system to move about...
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51 minutes ago, Mitchs98 said:
I don't like how absolutely easy it would be to cripple the whole station/large parts of it.
While taking out a walkway would cause navigation issues, the quantum pad network is a robust backup to walking around.
Another idea I've heard thrown about is implementing more vehicles for map traversal.
"A pair of horns erupt from your head", A traitors guide to genetics.
in Guides
Posted · Edited by S34N
To be fair, Esseno, ban statuses (for anyone with a linked forum/discord account) and appeal history are public. If it serves as a cautionary tale against powergaming geneticists being a 'gateway dug' into bannable behaviour, what's the problem? I don't remember how it was worded in the original post, but if it was intended as a warning to future geneticists, I think that's fair enough.
Edit: Sorry if this is off-topic, feel free to hide the post if you think it is :)