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FalseIncarnate

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Everything posted by FalseIncarnate

  1. This is the initial release of the aquariums, they'll definitely be getting some tweaks to things like food consumption, filth build-up rates, and egg laying rates. The chance to get dud eggs might also get raised and/or a cooldown between fish being able to lay eggs might be put in place to help cut back on egg spam. Fish eat an extra amount of food when they successfully lay eggs, and given the chance to lay an egg is quite easy to increase, this means they do so quite often. It's a good thing I didn't make no food start killing fish too, otherwise it'd be really infuriating to care for an aquarium. As for uses for the stuff... This is actually planned! Caviar, sushi, and possibly other uses are already planned / being planned. New varieties of fish are also planned, some of which have special interactions such as cleaning filth, producing food, or perhaps even eating other fish... Suggestions and such are always welcome either via IRC, the TS, or in the suggestions forum. As for letting tajaran fish in tanks, it might be a little snowflakey from a code perspective and sorta pointless since a fish net is so easy to get and pretty much does the same thing. The interest has been noted, though I make no promises at this time about implementing it. EDIT: Currently, aquariums cannot be emagged. Given they are built entirely from just a few panes of glass, it's quite impressive they have fully functional (and rather advanced) filtration systems, built in lights, and the ability to sense tank conditions without any sort of required electronic components. I might consider emagging them later, though I have no clue what this would cause other than possibly murdering all the fish or blowing up the aquarium or something.
  2. INTRO So you want a fish? A little aquatic friend to call your own, or perhaps a future snack? Either way, there are some very important things you should know about raising and caring for these tiny aquatic lifeforms, their new home, and the dangers to your fish that lurk around the station... Step 1: Procuring Your Aquarium Step 2: Maintaining Your Aquarium Step 3: Populating Your Aquarium Step 4: ??? But wait, what about those dangers!? Other Useful Tips and Stuff!
  3. Cool idea, possibly could take this a step further and make general purpose wall mounts. Hang that Mega Carp, Xeno head, or Captain's Retro Laser that you stole... whatever you feel like showing off! Anything you mount could then be retrieved, making is sort of a holding rack (imagine the bartender grabbing his shotgun from a nice mahogany mount behind the bar when a fight breaks out), making it a way to store AND show off stuff. Spriting for it might be a bit tricky, but I'm sure that can be figured out. As for making things sing... maybe rig up some sort of tape-recorder and proximity sensor assembly to make it "sing" a recorded message. Have your Mega Carp sing, your Xeno head insult your mother, or your fire axe do a spot-on David Buck impression... the creativity of it would be hilarious!
  4. I like this idea, but am really sad at one thing: No one has mentioned the Agent ID. It literally is an ID that can change names on the fly. Sure, you gotta swipe an ID with access onto it, but once it has that access it NEVER loses it. These are one of the absolute best items to frame people with, deceive security and the AI with, and would function beautifully with the access log idea proposed here. Adding logging to high-security / command areas like the vault, bridge, and department head offices by default sounds great. As for other doors, I think that should be something that would need to be specifically added in-round via an upgrade, much like how you can upgrade security cameras. This would help avoid every door being logged all the time, but also avoid the issue of which doors should and should not be logged. Shove a tape recorder into the door's open maintenance panel, and it will log every ID that it opens for (logging failed accesses would be too messy). However, once the tape in the recorder fills up, the logging stops until a fresh one is inserted (or the original is popped out and wiped). High security doors would have a much larger storage capacity, so they can typically survive a normal round without filling up. AI and borg accesses would be logged as well.
  5. https://github.com/ParadiseSS13/Paradise/pull/1175 Just gonna leave that here for your viewing pleasure.
  6. Wasn't aware it was stacking seeds with different genes, probably a limitation with the code for handling packets for mutant/modified variants. I'm aware the toolbelt doesn't hold everything, which is why I didn't say that it does. I did say that it would be possible to tweak the toolbelt to accept them, as an alternative to another belt being added. Indeed, but that's part of inventory management. Which piece/set of equipment is more important to have on you at the time (or in this case all times) is a decision that many jobs already handle regularly. I was simply pointing out the options currently available to the botanists to manage their tools, not suggesting that it was the ideal case for all times. Once again, I come back to the point that a belt to hold the tools could be a new biogenerator product or that the existing toolbelt (which can be made in the biogenerator) could be adjusted to accept some of the more common botany tools like the hoe and hatchet.
  7. Indeed, plasma glass is incredibly hard to come by now, largely limited to atmos and toxins now. Both of those departments already have an incredible amount of potential weapons at their disposal as it is, giving them another version of one they can already make easily seems a bit redundant though
  8. I didnt auctally thought of that I was just thinking of a hydronics belt that could hold - Mini hoe - removing weeds - mini axe - killing/chopping plants - syringe - for injecting chemicals - beakers - to hold things like radium unstable mutagen - wirecutters - for taking samples from plants - plant scanner- to scan plants - seeds - to plant later or perform xenobotany on - flora disks - to keep certain data in your belt without losing it - spade - for digging soil/grass away Never thought of the space where you could hold a waterbackpack Plant Bags actually can pick up and store seeds just like plant products, it even stacks them for you! The plant analyzer (scanner thingy) fits on your suit storage slot while wearing the botany apron (it actually starts there for round-start botanists). The hatchet, wirecutters, beakers, syringes, and mini-hoe all fit in your pockets or backpack. Flora disks and 50u beakers come in and fit in boxes, making storing a vast number of them easy by putting boxes of them into a backpack. Buckets also fit in backpacks, and hold way more than a beaker. As for the spade, not sure what that fits on, usually don't bother with it much. The biogenerator can produce "utility belts" which are actually the brown toolbelts that engineering has. Most botany stuff doesn't fit in them, but the belt could potentially be adjusted to accept them if a second version intended for botany isn't made instead. Oh, plant bags also fit on the belt slot. Playing inventory management is a common thing for most if not all jobs, taking things like the water-tank over a backpack is a trade-off that the janitor and atmos techs also face, and doctors face a similar trade with the defib units. A fair suggestion nonetheless though. If botany got a specialized belt, I'd say it would be something they'd need to produce in the biogenerator so that there is a small investment to getting them, rather than letting them waltz all over the station packing the entirety of their lockers into their belt.
  9. New foods and drinks are things I would very much like to add, however decent sprites for them would be needed. As for the scarcity of meat, the botanists are able to produce monkey cubes from their bio-generator, and cargo can order live animals for use in the kitchen. Worst case scenario, start sacrificing the greyshirt masses and make soylent green and people burgers.
  10. While I personally have not tried it, you probably could just drop the cube into a grinder like any other food.
  11. All meats (human, monkey, xeno, synthmeat, etc), monkey-cubes, organs, jerky, Admiral Yamato Carp (from Mr. Changs) any meatpizza (including ones from cargo), eggs, blood tomatoes, sliced up killer tomatoes, and spider meat/legs/eggs have protein.
  12. The health regeneration chance is still in place. However, you must be able to digest the reagent in order to get the chance, meaning a Skrell can't chew on some jerky to try and heal, but eating some cheesie honkers or a nice apple will still have a chance to heal the Skrell.
  13. I numbered your points for ease of response. 1. Jani-borgs can pretty much just run over messes to clean them. They have scrubbing brushes feet or something. This doesn't cause wet floors to my knowledge. Giving the janitor a bar of soap might not be a terrible idea though. 2. A pool-table would be nice, but it would largely be decorative since coding in a whole billiards mini-game would be an atrocious amount of code for it. Alternatively, you could implement an attack_by proc that is triggered by the pool balls and sticks that produces a message like " racks up the balls for a new game!" or " scratches the cue ball!" and so forth, giving a sense of play while keeping it simple. The table could have an overlay that redistributes the balls that are still in play at random every shot, so it LOOKS like you are playing. 3. I've heard that another server has pool noodles and a diving board. Making some new pool-themed items (and clothing) wouldn't be too absurd and might be fun. Largest hurdle on that is just getting decent-looking sprites. 4. You mean the jack-sandals aren't enough? Jokes aside, more variety might not be a bad thing, but not sure of what kinds we could offer. Open-toe shoes are meant for the clawed races like unathi, so whatever else is added should make sense for them to wear. 5. Dumping drinks would be nice, though throwing drinks might pose issues by giving you a ranged method of splashing someone with acid. 6. Aside from robotics being able to build a bunch of cleaning bots and jani-borgs, the station is a bit big for a single janitor to handle solo. Adding a second janitor job slot might be worth considering. 7. I'm actually sorta surprised the mining outpost doesn't have a drink vendor, adding one would make sense. 8. Our wiki is able to be edited by any of our forum users, though I would recommend suggesting any new lore here first for review and see how it's received before putting it on the wiki. 9. Floor lights would definitely be nice.
  14. PR up: https://github.com/ParadiseSS13/Paradise/pull/1112
  15. Small update: I began work on implementing this, and initial tests seemed to work properly. I've been testing and committing my work to my github fork for the sake of documentation and to ensure that I don't lose all my work if I accidentally screw something up and delete the local clone. You can track progress here https://github.com/FalseIncarnate/Paradise/commits/master by checking out the latest commits. However, Ponies pointed out that under Paradise Lore (yes, we do have a little bit of it), Kidan are a vegetarian race. Therefore, their diet has been changed to DIET_HERB. Moreover, the diets were removed from Diona and IPCs due to their alternate methods of procuring nutrition. This should prevent them from gaining benefit from protein, plant-matter, AND pure nutriment. For example, diona can eat all the junk food they want, and will never notice an effect on anything other than their bank accounts.
  16. Cats (at least mine) seem to eat anything they can, though they don't always seem to keep it down afterwords. I'm going to probably leave tajaran as omnivores for the sake of simplicity and to avoid un-needed drama over their diet. Perhaps different groups of Tajaran have different dietary customs, just like different ethic groups here on earth. I'm getting the impression that people agree that diona should be considered plant-matter, thus changing Kidan into omnivores to maintain consistency. I was hoping to keep a fairly equal distribution of diets across the races. Perhaps whatever race comes next will be carnivores by nature, who knows? More foods would be a separate topic, though one I am heavily in favor of pursuing after this system has been implemented and people have begun to acclimate to the new changes. I have some good plans for things, expect a thread for new foods in the next week or so to gather ideas.
  17. If / When ponies gets his water system implemented, Skrell will naturally be able to breathe underwater and might get a slight speed boost in water. Aside from that, they are generally considered the most human of the non-human races, and granting them things like a random power is simply going to make them have a potential power imbalance. Some minor adjustment might not be bad, like how tajaran have their tail wag, but nothing too balance-affecting.
  18. Personally think this is not a great idea. People going SSD at arrivals are much easier to move to cryodorms than ones on this proposed remote station. Moreover, this would be a bottleneck for joiners to be picked off by new griefers since sec can't intervene easily, anyone hit into critical would be unable to be recovered, and few people would check the cameras or know to input the code leading to them simply leaving or dying to the plasma fire this is intended to protect against. TL;DR: slows things down unnecessarily and makes it more difficult to handle SSD and griefers who just joined through IC methods
  19. Definitely could be added, I'd like to continue expanding some of the options to offer more variety and some dishes you can't find on other stations. That probably would be a later addition though. I listed tajaran as Omnivores since their lore page says they typically eat stews, which I interpreted as being a mix of meat and vegetables. As for whether or not Diona could be classified as "meat", I honestly wasn't entirely sure myself. However, given they are sentient, and making Kidan carnivores helped maintain an equal distribution of diets, I considered them as a protein food source. This could change based on popular opinion though.
  20. I'm gonna try and keep this pretty short and concise, so please ask for any clarification on anything that is confusing. The suggestion is the division of nutriment into 3 different reagents: Protein, Nutriment, and Plant-matter. These would be best categorized as "meat", "neutral" or "unhealthy", and "plant-based" foods. In terms of nutritional value, Protein and Plant-matter would be equal in terms of how much nutrition they restore when consumed, and pure nutriment would likely be a slightly poorer nutritional source (still very close). Current foods would have their nutriment re-distributed across the three types, keeping them largely the same as before. Vending machine foods would mostly be pure nutriment, with the exception of the protein-rich jerky and plant-matter raisins, to ensure there is always at least some of each available should it be wanted and the chef has fallen face-first into a cryodorm sleeper. To make the changes meaningful, each race would gain a new flag to denote their racial dietary considerations. The three diet flags would be DIET_CARN for carnivores, DIET_OMNI for omnivores, and DIET_HERB for herbivores. Every race would be able to metabolize every type of the nutrients, however only those denoted by their racial diet would have any nutritional value. For example, a race with DIET_CARN would be able to safely metabolize plant-matter, but would only receive nutrition from pure nutriment and protein. This would ensure that the body doesn't become filled with reagents that cannot be metabolized, while maintaining an incentive to be mindful of what you eat. Details of each diet flag: DIET_CARN: Gains nutrition from Protein and Pure Nutriment. Does not benefit from Plant-matter. DIET_OMNI: Gains nutrition from Protein, Pure Nutriment, and Plant-matter. DIET_HERB: Gains nutrition from Pure Nutriment and Plant-matter. Does not benefit from Protein. As mentioned above, each race would be assigned a diet flag. Humans: DIET_OMNI Tajaran: DIET_OMNI Unathi: DIET_CARN Skrell: DIET_HERB Diona: no diet* Kidan: DIET_HERB <== Changed yet again after ponies pointed out that they are a vegetarian warrior race in Paradise lore IPC: no diet* Grey: DIET_HERB (no vegan diet, no vegan powers!) Slime People: DIET_CARN (slimes sure do love monkey flesh) Vox: DIET_OMNI (who knows what they eat, we barely know what they are aside from loud) Plasmamen: DIET_OMNI * Diona and IPCs don't have a set diet since they have alternate methods of gaining nutrition. This means that even pure nutriment will have no benefit if they manage to ingest and process it. Since food typically inherits the reagents of it's ingredients, many prepared foods would consist of multiple types of nutrients, so there should be no problem locating a food that fits in your diet. As previously mentioned, vending machine food would typically be pure nutriment-based, so any crew can benefit from them. Gameplay-wise, there would be little impact on the player that would give any race a measurable advantage over others, as there is little downside to eating something outside your diet. Moreover, it would encourage players to prepare a wider variety of dishes from the kitchen to satisfy a diverse crew and to seek out more effective food choices for their own consumption to ensure they receive the maximum benefit of what they are shoving down their throats to satisfy the hunger indicator. EDIT: This could also be potentially expanded upon later by adding virus symptoms that interact with hunger and nutrient metabolizing more directly. Perhaps a symptom that causes nutrition to deplete faster and deals damage when nutrition drops below a threshold, or perhaps a symptom that causes toxin damage if a certain type of nutrient is consumed (forced veganism?). Just ideas/examples of how this could be integrated further in the future, but not part of this suggestion Thoughts? Suggestions? Concerns? Please leave feedback and questions and I will attempt to answer them as quickly and effectively as possible. If the general opinion seems favorable of the idea, I will begin working on implementing this personally.
  21. With the exceptions for things like plasma, gold, diamonds, etc, you can order most of the materials you will need (metal, plasteel, glass) from cargo in stacks of 50. Getting mining to actually mine more would be a bit nicer, for obvious reasons, but really only would set you back from research and really advanced stuff by not having them. Back on topic though, smoking/sparking sprites for dead borgs would be entirely feasible and probably a great way to communicate it's state. If you are worried about continuously animated sprites causing lag, I must point to Tajaran tail-wagging, conveyor belts, the singularity, practically every machine with a screen, and much much more that all have looping animated sprites. Adding smoke or sparks to a dead borg would be equivalent to any of these in terms of excess load, which is to say virtually non-existent. EDIT: It is possible to create a sparking effect on the sprite without actually producing the in-game sparks. The broken sprite for the kitchen grill has a animation where it appears to spark or fizzle or something, but doesn't actually spawn sparks like a damaged robot arm.
  22. Shadowlings was proposed among the admins as a potential replacement for revolution. It removes the "lolflash" tactics while still keeping the essential Deathmatch core concept. Obviously it hasn't taken that place yet, but the idea of drastically overhauling/replacing rev has come up numerous times as we try to find a way to balance and keep the mode interesting. If we do replace Revolution with Shadowlings, there will definitely be some tweaks to gamemode to make it a more suitable alternative. One idea was that the shadowlings have the goal of enthralling / killing a set percentage of the crew (much like the old xenos game-mode objective), while the crew/heads have the goal of killing the shadowlings. The reason shadowlings have a kill component of their objective would be to discourage security and the crew from simply murdering suspected thralls. Killing the wrong guy would actually be assisting the opposition, which would be a highly discouraged tactic. To balance, when a shadowling dies, anyone they enthralled would be instantly released, removing them from the shadowling side and returning them to the crew. This encourages strategically striking and identifying your enemy, and avoids the issue of having an abuseable deconversion mechanic Discussion is still on-going about this though, and no final decision has been made. Discussion on how to improve revolution without flat out removing/replacing it is encouraged, just thought I'd share some of the admin team's thoughts on the matter. If we can fix the mode, that would be preferable to removal since we'd have better variety to offer.
  23. The glove idea would be really cool if instead of simply not having a sprite on your character and not transferring prints, it instead either was able to copy someone else's fingerprints and transfer THOSE (would need to figure out how to obtain their prints though, maybe you need to grab them while wearing the gloves or something to copy the prints) or transfer a randomized set of fingerprints (small chance to be your own, small chance to be another crew member, large chance to be a "fake" set that doesn't match any crew (like what happens if you use a DNA randomizer or make a monkey man))? Would be interesting to allow for framing people based on forensic evidence.
  24. Saw the title, immediately thought of this: WE ARE GOING TO PUMP. *clap and point* YOU UP! Jokes aside, it's an interesting idea to give small bonuses based on doing things like working out. While I'm not sure how balance affecting it might be to increase damage (1 extra point on unarmed attacks doesn't seem like much, but in a fight that can quickly add up) or increase runspeed (even a slight speed advantage can make a big difference in dodging attacks), it does seem like you tried to keep the bonuses minor to avoid abuse. If nothing else, working out could be a faster way to burn off fat from over-eating. Perhaps strength training could make your grabs slightly more difficult to break out of, or increase the chances of successfully resisting from a grab yourself?
  25. something like this would be cool if you could customize the message. I know with my IPC, if given the chance (which is almost never unless there is some excellent roleplay occurring on the other person's behalf), I will try to throw out some quick emotes about things like external lights changing color or such when I switch intents. I actually was thinking about this earlier and came to the conclusion that it would be neat to figure out a way to create some sort of macro to send those messages and switch intent at the same time automatically, but I figured that was me just being weird. Glad to hear other people had similar ideas about communicating intent.
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