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TullyBBurnalot

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Everything posted by TullyBBurnalot

  1. I thought I had removed this before posting, disregard it. Amanitin, not Amanita. They're free to grow anything and harvest anything they want, so long as dispose Amanitin or any lethal poisons they can make. As for the whole teleportation thing, that can be covered under Assault/Attempted Murder, depending on severity. Jamania and Necaladun got to this before I could. Refer to their comments. If anyone legitimately demands the mime be fired because they broke the Vow of Silence to save their own life, or someone else's life, they will most likely be ignored, slapped out of the room, or be on the receiving end of a complaint/ahelp themselves. No one like rules lawyers. This is actually a good point. I'll be changing it to: Next up: Legitimately forgot that. Adding. Changing to: Next up: I like this idea, but it really falls under their general work description, ie, "grow plants, analyze plants, maybe mutate plants", I don't feel it's wholly necessary to have it specifically listed.
  2. I agree with Pinata here, gibbing corpses for Biomass is horrendously inefficient when you can just string up a monkey to an IV and make more Synthmeat than you'll ever use.
  3. That falls under the "Common Sense" category. If anyone tried firing the IPC Janitor for not wearing a biosuit, please ahelp it.
  4. Good catch, added. That's actually a good point. Changing it to:
  5. Alright, there are 9 unique jobs in the Service Department: Chef, Bartender, Botanist, Barber, Clown, Mime, Chaplain, Janitor and Librarian. Proposed Job SOP is as follows: Chef: The Chef is not permitted to use the corpses of deceased personnel for meat unless given specific permission from the Chief Medical Officer. Exception is made for changelings and any other executed personnel not slated for Borgifications; The Chef is permitted to use Ambrosia and other such light narcotics in the production of food; The Chef must produce at least three (3) dishes of any food within twenty (20) minutes. Failure to do so is to be considered a breach of Standard Operating Procedure; The Chef is not permitted to leave the kitchen unattended for longer than fifteen (15) minutes if there is no food available for consumption. Exception is made if there are no ingredients, or if the Kitchen is unusable/a hazard zone Bartender: The Bartender is not permitted to carry their shotgun outside the bar. However, they may obtain permission from the Head of Security to shorten the barrel for easier transportation. Shortening the barrel without authorization is grounds for confiscation of the Bartender's shotgun; The Bartender is permitted to use their shotgun on unruly bar patrons in order to throw them out if they are being disruptive. They are not, however, permitted to apply lethal, or near-lethal force; The Bartender is exempt from legal ramifications when dutifully removing unruly (ie, overtly hostile) patrons from the Bar, provided, of course, they followed Guideline 2; The Bartender is not permitted to possess regular (ie, lethal) shotgun ammunition. Only beanbag slugs are permitted. Exception is made during major emergencies, such as Nuclear Operatives or Blob Organisms; The Bartender has full permission to forcefully throw out anyone who climbs over the bar counter without permission, up to and including personnel who may have access to the side windoor. They are not, however, permitted to do so if the person in question uses the door, or is on an active investigation; The Bartender is permitted to ask for monetary payment in exchange for drinks Botanist: Botanists are permitted to grow narcotics, presuming they do not distribute it; Botanists must provide the Chef with adequate Botanical Supplies, per the Chef’s request; Botanists are not permitted to cause unregulated plantlife to spread outside of Hydroponics or other such designated locations; Botanists are not permitted to hand out (spatially) unstable Botanical Supplies to non-Hydroponics personnel; Botanists are not permitted to harvest Amanitin or other such plant/fungi-derived poisons, unless specifically requested by the Head of Security and/or Captain Clown: The Clown is permitted to, and freely exempt from any consequences of, slipping literally anyone, assuming it does not interfere with active Security duty, or in any way endangers other personnel (such as slipping a Paramedic who’s dragging a wounded person to Medbay); The Clown is not permitted to remove their Clown Shoes or Clown Mask. Exception is made if removing them is truly necessary for the sake of their clowning performance (such as being a satire of bad clowns); The Clown is not permitted to hold anything but water in their Sunflower; The Clown is not permitted to use Space Lube on anything. Exception is made during major emergencies involving hostile humanoids, whereby use of Space Lube may be condoned to help the crew; The Clown must legitimately attempt to be funny and/or entertaining at least once every fifteen (15) minutes. A simple pun will suffice. Continuously slipping people for no reason does not constitute humour. The joke is supposed to be funny for everyone; The Clown is permitted to, and freely exempt from any consequences of, performing any harmless prank that does not directly conflict with the above Guidelines Mime: The Mime is not permitted to talk, under any circumstance whatsoever. A Mime who breaks the Vow of Silence is to be stripped of their rank post haste; The Mime is permitted to use written words to communicate, either via paper or PDA, but are discouraged from automatically resorting to it when miming will suffice; The Mime must actually mime something at least once every thirty (30) minutes. Standing against an invisible wall will suffice Chaplain: The Chaplain is not permitted to execute Bible Healing without consent, unless the person in question is in Critical Condition and there are no doctors, as doing so incurs the risk of causing brain damage; The Chaplain may not draw the Null Rod or Holy Sword on any personnel. Using these items on any personnel is grounds to have these items confiscated, unless there is a clear and present danger to their life; The Chaplain may not actively discriminate against any personnel on the grounds that it is a religious tenet of their particular faith; The Chaplain may not perform funerals for any personnel that have since been cloned; The Chaplain may, however, freely conduct funerals for non-cloneable personnel. All funerals must be concluded with the use of the Mass Driver or Crematorium Janitor: The Janitor must promptly respond to any call from the crew for them to clean. Failure to respond within fifteen (15) minutes is to be considered a breach of Standard Operating Procedure; If the Janitor's work leaves any surface slippery, they are to place wet floor signs, either physical or holographic. During major crises, such as Nuclear Operatives or Blob Organisms, the Janitor is to refrain from creating any slippery surfaces whatsoever; The Janitor is not to use Cleaning Foam Grenades as pranking implements. Cleaning Foam Grenades are to be used to clean large surfaces at once, only; During Viral Outbreaks, the Janitors must don their Biosuit, and focus on cleaning any biological waste, until such a point as the Viral Pathogen is deemed eliminated; The Janitor may not deploy bear traps anywhere, unless there are actually large wild animals on the station Barber: The Barber may not give unsolicited haircuts/dye jobs to any personnel; The Barber must perform haircuts/dye jobs as per the request of personnel, and not from personal taste Librarian: The Librarian is to keep at least one (1) shelf stocked with books for the station's personnel; The Librarian is permitted to conduct journalism on any part of the station. However, they are not entitled to participation in trials, and must receive authorization from the Head of Security or Magistrate
  6. Service Job SOP: Complete! Greetings, aspiring SOP writers. If you've clicked this thread, then you're either interested in contributing to Standard Operating Procedure, or are merely interested in seeing how it's going. Therefore, I shall begin by explaining what this (soon-to-be) megathread is all about: Part 1: What is this? Approximately 4 months ago, Necaladun approached me with a personal project of his: a complete overhaul of Standard Operating Procedure, meant to centralize SOP in such a way that allowed for more interaction with the Legal sub-Department, more actual guidelines on how to conduct one's performance, and generally formalize what was once only nebulous guidelines in an effort to get everyone on the same page. This was the project that led to the current version of Security SOP. However, it was left half done, as Necaladun took his leave shortly after Sec SOP was added, and the project crumbled from lack of interest/time. However, I continued the project, but only recently picked it back up in full. The point of this megathread will be to, at the end of the line, have a single, well-defined, centralized Standard Operating Procedure that everyone can look at and fully comprehend, without any self-contradictory information. This, of course, will be changed in the Wiki, which is still the main source of information for the playerbase. Part 2: How does it work? Seeing as I actually have most of this stuff already written down, the process will be quite simple, and I'll break it down in stages: Stage 1: Selection of which part of SOP to look at, out of provided options (because we have to start somewhere). This will be done via poll; Stage 2: Proposal of new SOP. This will come from myself, again, because I have pretty much most of it already written down, so we have a solid base to go from; Stage 3: General feedback from the community. This is the main part of the process, as it will be the one where everyone can pitch in, say which parts are right, which parts are wrong, what should be changed, etc; Stage 4: Amendments made to SOP based on this feedback, and continued discussion, until a finalized version is produced; Stage 5: SOP is posted on the Wiki; Stage 6: Refer to Stage 1 Do keep in mind the following: everyone is permitted to pitch in. If you believe you have anything to add to the discussion, please do, but do try to keep this on track and problem-oriented, otherwise we'll never get off the drawing board. Part 3: What does it entail? The following are the proposed additions to this new, centralized SOP: Security Job SOP; (added by Necaladun before he took his leave) Engineering Job SOP; (finalized!) Medical Job SOP; (finalized!) Service Job SOP; Supply Job SOP; (finalized!) Science Job SOP (finalized!) In addition to the basic SOP for each Department, I also propose: Departmental SOP (as in, general guidelines for each Department that everyone should follow); (stricken to avoid bloat) Command SOP (in-depth SOP for each member of Command, not in Guideline form); (yes in Guideline form, the hell was I thinking?!) Legal SOP (standardization of Legal procedures and the action of the Legal sub-Department); A revised General SOP, for each Color Code. This will include Safety Regulations As you can see, this is a rather big project and, as such, will be tackled in small stages. At each point, the completed section of SOP will be crossed out, and a notification written. At the end of the journey, a single, massive Standard Operating Procedure page will be added to the wiki, with all the above SOPs for everyone to look at. In addition, of course, to their own specific pages. And now, you've reached the end of the page. It's time to start, ladies and gentlemen.
  7. Alright, considering Citined provided some good last minute arrangements, I think 'dis be gud 'nuff. ONWARDS!
  8. Actually forgot that. Added. This is actually perfect. Added. Stop out-nitpicking me. Added. Also a good idea. Added. Anyone who legitimately employs that logic probably won't be working in Engineering for long. It's... kinda implied in the "please don't be a fucknugget" kind of way. Noted, added. Also noted, also added.
  9. Refurbished the APC page so it's actually more than a stub.
  10. To the quote chain above, I would merely like to point out that non-Traitor antags have access to a wide selection of powers and abilities that, frankly, make wanting guns almost be silly. Hell, the Changeling can literally tell stuns to fuck off while carrying an Armblade around, just to name one of many, many, many possible examples. Traitors, on the other hand, are regular crewmembers with 20 TCs worth of whatever the hell they can scrounge up. Big difference.
  11. I'd love to think that I shouldn't tell engineers to put tape down. I'd love to. *sigh *scribble*
  12. Won't do crap to the Tesla. Also, we BWOINK people is they do this with the Sing, seems redundant to have it in SOP. That would fall under the whole "engine integrity" thing. Do whatever you want to the damned thing, so long as it doesn't actually breach containment. I like the idea, but in practice, this basically gets covered by the "I just asked the AI and Department, no one responded" thing. Not to mention, who's going to fire an Engineer over hacking a door to fix a massive breach? Can you specify? Because... I would think it'd be kinda obvious when an area is an Atmos Hazard Zone.
  13. Alright, bear with me here, because it's time for yet another instance of Burnalot Enterprises Multi-Parter Post (TM!) Part 1: Remove the Labor Camp As much as I would love alternate forms of punishment that aren't "go sit in a corner for X minutes", I have to say I dislike the Labor Camp immensely, and would like to see it removed. Here are my reasons as to why: It's out of the way: Yes, I know it's Security's (and the Warden's, specifically) job to take care of prisoners. But, as it stands, the Labor Camp requires the use of a shuttle on the ass end of Security, is pretty much the same size as Security itself, can be dug even bigger, and is on an entirely different Z-Level. It's not safe: Any prisoner that happens to be space proof (like Vox or Plasmamen) can quite easily escape within 2 minutes without constant supervision. Anyone else can get internals, break in, leave some way for people to escape, and Security will have nearly no way to find the prisoner in any reasonable amount of time. In addition, it's not safe for the abiding prisoners, either. Goliath, much? It requires constant babysitting: Mostly due to the above two points, and even moreso than regular Brig Cells. You need to have an Officer constantly on watch to make sure no funny business is going on, which more often than not would deprive the station of much needed manpower. It doesn't even work: Prisoner IDs can just send the shuttle back to the station without having collected any points. This defeats the entire purpose of forcing people to mine for points, as they can essentially just throw a tantrum and force you to brig them normally. When it does, it doesn't for long: Due to the fact that it has no available Internals or EVA equipment, the Labor Camp can be used for as long as it takes someone to mine out the immediate area. What I mean is, so long as you don't breach into space, or any other cavern on the asteroid, you won't need internals. But the moment you do, you can kiss the labor camp goodbye, because that thing is going to sloooowly depressurize all the way to the main camp. Depending on RNG, this can effectively corral the prisoners to a very small area of operations. Not to mention, most of the available ores are Iron, which is hell for high-point sentences. It's a bloody, needless hassle: At the end of the day, considering everything I just said, the prisoner would actually be far better sitting it out than going through the whole darned Labor Camp process, wasting far fewer resources and time. So, what to do? Part 2: The Workshop Or "How I learned to love slave labor". For any of you that have played Prison Architect, you'll know what I'm talking about. For those that haven't, here's the gist of what I'm suggesting: The Workshop itself would be located somewhere in the Prison Wing, most likely near the Permabrig. It would be a decently-sized room, perhaps with a couple of toilets thrown in for good measure (think Perma, only slightly smaller). This Workshop would have several Stamping Presses (see below), which can be used by the prisoners to stamp license plates, or circuit board molds, or whatever the heck, the item itself doesn't really matter. No tools would be provided, for obvious reasons. Each Stamping Press would then rack up points depending on how much work was done. These points can then be collected in a Prisoner ID and, upon reaching the alloted quota, the Prisoner ID can be used on a machine by the door to open it and signal the Warden/Officers that someone has finished their work and can be released. The items created could then be shipped off to Cargo, where they could be returned to Central Command for a small amount of points (think 1-2 points each, so as to not make it competitive with Plasma). This system would permit the prisoners to shorten their sentences through hard labor in a simple, easy way that does not require extensive babysitting and is not more at risk of a security breach than the rest of the Prison Wing. In addition, it would be far, far, far more convenient and usable for Security, as all they would have to do would be get a Prisoner ID, set the points, and drop the prisoner in the Workshop. In addition to that, it would let the prisoners actually have something to do other than sit in a cell, and hopefully keep them occupied. Hell, it lets them do something that actually benefits the rest of the crew as well, as penance! Part 3: The Stamping Press I'm not a coder, and I think that's about to become super obvious in this last section. I would propose, for the Stamping Press (image for reference), a UI similar to the claw machine. You initiate the action and, after doing so, a block of metal would appear on the bottom of the UI, and a moving Press on the top. This Press would move from the left to the right, and you would have to time it so it impacts the press in the right spot. If you fail to activate it, it simply keeps rolling and does nothing. If you miss the block of metal entirely, it also does nothing. If you stamp it properly, it generates a plate at the side of the machine, which would most likely have a crate, for ease of transportation. For the process itself, I would propose the following as well: Green Zone: A good "hit" on the metal block, with the Press hitting most, if not all of it. Creates a "Good Plate" next to the machine, which is worth 15 Labor Points and 2 Supply Points; Orange Zone: An average "hit" on the metal block, with the Press hitting little over half of it. Creates an "Average Plate" next to the machine, which is worth 10 Labor Points and 1 Supply Point; Red Zone: A bad "hit" on the metal block, with the Press hitting a minimal part of it (the edges, mostly). Creates a "Worthless Plate" next to the machine, which is worth 5 Labor Points and 0 Supply Points This way, the prisoners get to entertain themselves with a minigame, and are encouraged to do good work, in return for a faster release, in addition to generating goods that Cargo can use to get useful items for the rest of the station! As always, feedback please!
  14. As a frequent Medical player, so take whatever I say with a grain of salt. I dislike the notion of removing rotting and germs. Remove that, and you have situations like someone having their arm blown off, coming to Medbay twenty minutes later, and the arm is still good as new and perfectly able to be reattached with absolutely no issues. You can have have a brain lying on a table for an hour and then just put it back into someone with absolutely no problem at all. You can have someone perform heart surgery while wearing black gloves stained with oil with absolutely no downsides or risk of infection whatsoever. Frankly, I don't like the idea of removing it. Treating an infection is as simple as applying a scalpel and then cautery, if external, or a simple dose of Spaceacillin, if internal. Takes literally five seconds of your and the doctor's time. Rotting can easily be fixed by the use of Freezers, mostly because the only people with any real reason to keep organic limbs and organs around for extended periods of time have access to Freezers by default (and if they don't, they can always order one from Cargo). Germs follows in the same line of thought: it makes sense that something that's filthy leaves behind an infection if used in medical treatment. What I'm trying to get at, is that it adds to the overall RP atmosphere of the station. You know that if you get ghetto surgery, odds are that you're getting internal infection that can't adequately be fixed without visiting medbay. You know that if you leave a vital organ on a table for too long, it's not going to be usable after long. You know that if you lose a limb, you either get it reattached ASAP, or you go to Robotics for a replacement. Mechanics like these moderate player behaviour towards greater self-preservation and towards seeking proper medical attention. Organ rotting gives Medical players a reason to both use Freezers, and not lollygag when handling critical supplies. Germs encourage people to clean themselves and tools for the sake of the patient. Removing infections/rotting/germs because "it's a pain in the ass" seems like a poor reason, considering the fact that the whole point of infections/rotting/germs is to be a pain in the ass to remind people to perform proper procedure. It's immensely easy to avoid infections in surgery if you clean up properly, rotting can be stopped by closing a lid on a Freezer and minor damage can always be on the receiving end of a bandaid, encouraging people to actually use Medbay rather than other methods. All in all, not a fan of removing these mechanics.
  15. What if, instead of the beds in the Brig Cells, we have the patented NanoTrasen Prize Treadmill? When someone activates this treadmill and runs on top of it, they generate a minor amount of power to the station. The main attraction, however, is that, depending on how many miles you ran, you get prize tickets for the prize counter! Not so many that it'd encourage people to get brigged, of course, but enough to serve as an incentive not to spam click the lightbulb!
  16. In the absence of any major contention (this went by smoothly, woo), I'll be leaving this up until Sunday before putting it up on the wiki and starting on Service.
  17. A quick clarification, not sure if it's a feature, but I don't think Shadowlings can even use guns. I was a Shadowling a few rounds ago and found myself in the possession of an Energy Gun (courtesy of the ambushed HoS) which I was entirely unable to fire. I was hatched, so that may have had something to do with it. Not to mention, why the everliving goddamn fuck would you want to use guns as a Shadowling? You have access to a whole host of ridiculously powerful abilities that let you hold your own against anything short of a small army. This idea that antags should "rightfully" have access to these weapons because someone "took the time" to research them is, in itself, moronic. Even with the "nerfs" to Science, RnD can still be effectively completed within half an hour in terms of items available (and no one fucking dare disagree with me, I have literally seen this happen already more than once since the patch came in). According to that argument, because someone did the bare minimum of their job, then any antagonist with access to RnD should now rightfully have access to: Self-Recharging Laser Guns; Laser Cannons; X-Ray Guns; 10-round Instant Stun Revolvers; Fucking SMGs with nigh-unlimited ammunition; Motherfucking decloners And gods know what else so long as you actually have the resources for it (and if the Ore Machine is upgraded and you have at least one active Miner, this is not an issue). No. Antagonists should not "rightfully" have access to these things just because they can. As much as I despise bringing up the Balance Argument, anyone with access to RnD would instantly and completely break the game in their favor by just stocking up on guns. And I can guarantee you, that if in any way control of this is handed to anyone in Science (such as the Protolathe lock), you'd still see Research Directors walking around with half an Armory in their backpack because they have access to it. TL;DR: Science has no reason to have access to guns, Antagonists should not have access to free guns just because someone in Science spent 20-30 minutes clicking buttons on a screen to increase Research Levels.
  18. All Engineering titles are held to the same standard. Much like in Medical SOP, unless a specific title is referenced, assume it's bound to the default one.
  19. I suppose, if the time it took to put the tape around someone would equal, or surpass, the amount of time it took to remove their headset, the balance argument could be circumvented.
  20. Updated the Rules page with the actual Rules.
  21. I legitimately hate to be "that guy", but lockboxes are necessary, even if they are an Obvious Rule Patch. Why? Because if they weren't there, Science would immediately go back to Pre-Lockbox days. IE, research up, guns ahoy, suddenly Science is the single most militarized department on the station and the RD is carrying an Armory in their BoH. And regardless of what any of you might say, there is literally no reason for this to happen unless everything has gone to shit and Security have all died and half the station is blown up. Honestly, a better solution would be to just ID-Lock combat Mechs, kinda like the Durand in the Gamma Armory. I would absolutely not mind having to go grab the Mech myself if it meant Shitboticists are permanently locked out of something they have literally no reason to be using in the first place. And in regards for "But if what if literally everything went wrong" circumstances, maybe make it so that there's a "Remove ID Restrictions" thing that Command can swipe for? So that if yes, everything just went wrong, anyone can hop into a Mech and try to solve the problem.
  22. Updated the Implants page with current information, added a WIP tag. Anyone with full list of Organic Implants (looking at you Fethas), please complete that.
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