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Abydos

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Posts posted by Abydos

  1. Admin's version of events:

    I'll first start off with the full ban reason that you've neglected to put.

    Quote

    Banned from Head of Security, Warden, Detective, Security Officer, Brig Physician, Security Pod Pilot, Magistrate - As a Security Officer, mistook a cleaving saw (Blood-Drunk Miner's drop) for a Cult weapon. When the miners tried to explain that it wasn't a cult weapon, he opened up on riot shots on a miner multiple times (Damaging him quite a bit). The miners defended themselves with disarms at first, but then the officer started harm-batoning. The miners ran to medical, which he followed, loaded his shotgun full of lethal buckshot and started shooting at them.. putting not only them but doctors into critical condition too. Lied multiple times to an admin saying he was attacked first by a cult and that he only lethal'd when they attacked him.

    I'll now provide the logs.

    1 hour ago, PunishedSnek said:

    Cultists

    It was not a cultist round, there were no cultists. Security never reported any cultists happening, it was Syndicate Traitor + Changelings. There was talk about it, but the miners clearly stated that the robes were from Lavaland which is a legit drop, and Security was busy with Syndicate Traitors. The only person calling out Cult was yourself.

    1 hour ago, PunishedSnek said:

    One admitted to being a cultist in interrogation and said all of cargo was a part of his cult (my partner's name in the interrogation was Carlton Moon or something like that).

    This is simply untrue, no one within interrogation claimed they were a Cultist.

    Spoiler

    [2019-10-11T08:17:31] SAY: METH_LEOPARD/(Rylan Glover) (68,141,1): we have cultists be aware

    [2019-10-11T08:25:44] SAY: METH_LEOPARD/(Rylan Glover) (127,174,1): it seems like a cult item and we have a problem with cults aboard this vessell

    [2019-10-11T08:25:52] SAY: Nili Lina (129,174,1): Not a cult item.

    [2019-10-11T08:33:14] SAY: METH_LEOPARD/(Rylan Glover) (104,178,1): we have a cult prblem

    Absolutely no one within security or interrogation was going on about cultist. Mining was talking about it as they found the Clockwork Cult Ruin in mining.

    1 hour ago, PunishedSnek said:

    So, I tell them to drop their weapons. One gets up and walks toward me swinging his weapon. I still have my shotgun fully loaded with non-lethal rounds. I drop him after he or his partner get me a couple times. When he is on the floor I attempt to handcuff but his partner attacks me and starts running with his body towards med-bay. 

    Again, this is untrue. They were miners, only carrying mining equipment / weapons (Which they are allowed to carry as part of their job).

    Spoiler

    [2019-10-11T08:47:19] SAY: METH_LEOPARD/(Rylan Glover) (128,149,1): drop your weapons

    [2019-10-11T08:47:24] SAY: Sam Hale (128,151,1): why

    [2019-10-11T08:47:25] SAY: METH_LEOPARD/(Rylan Glover) (128,149,1): sec to pool

    [2019-10-11T08:47:27] SAY: Reagan (128,154,1): No you goober

    [2019-10-11T08:47:29] SAY: Reagan (128,154,1): We're miners

    [2019-10-11T08:47:33] ATTACK: METH_LEOPARD/(Rylan Glover)(124,149,1) against Sam Hale (127,151,1): Shot with a /obj/item/projectile/bullet/pellet/rubber
    [2019-10-11T08:47:33] ATTACK: METH_LEOPARD/(Rylan Glover)(124,149,1) against Sam Hale (127,151,1): Shot with a /obj/item/projectile/bullet/pellet/rubber
    [2019-10-11T08:47:33] ATTACK: METH_LEOPARD/(Rylan Glover)(124,149,1) against Reagan (128,154,1): Shot with a /obj/item/projectile/bullet/pellet/rubber

    [2019-10-11T08:47:36] ATTACK: METH_LEOPARD/(Rylan Glover)(124,149,1) against Sam Hale (125,150,1): Shot with a /obj/item/projectile/bullet/pellet
    [2019-10-11T08:47:36] ATTACK: METH_LEOPARD/(Rylan Glover)(124,149,1) against Sam Hale (125,150,1): Shot with a /obj/item/projectile/bullet/pellet
    [2019-10-11T08:47:36] ATTACK: METH_LEOPARD/(Rylan Glover)(124,149,1) against Sam Hale (125,150,1): Shot with a /obj/item/projectile/bullet/pellet
    [2019-10-11T08:47:36] ATTACK: METH_LEOPARD/(Rylan Glover)(124,149,1) against Sam Hale (125,150,1): Shot with a /obj/item/projectile/bullet/pellet
    [2019-10-11T08:47:36] ATTACK: METH_LEOPARD/(Rylan Glover)(124,149,1) against Sam Hale (125,150,1): Shot with a /obj/item/projectile/bullet/pellet
    [2019-10-11T08:47:36] ATTACK: METH_LEOPARD/(Rylan Glover)(124,149,1) against Sam Hale (125,150,1): Shot with a /obj/item/projectile/bullet/pellet

    [2019-10-11T08:47:39] ATTACK: METH_LEOPARD/(Rylan Glover)(123,148,1) against Sam Hale (125,150,1): Shot with a /obj/item/projectile/bullet/pellet
    [2019-10-11T08:47:39] ATTACK: METH_LEOPARD/(Rylan Glover)(123,148,1) against Sam Hale (125,150,1): Shot with a /obj/item/projectile/bullet/pellet
    [2019-10-11T08:47:39] ATTACK: METH_LEOPARD/(Rylan Glover)(123,148,1) against Sam Hale (125,150,1): Shot with a /obj/item/projectile/bullet/pellet
    [2019-10-11T08:47:39] ATTACK: METH_LEOPARD/(Rylan Glover)(123,148,1) against Sam Hale (125,150,1): Shot with a /obj/item/projectile/bullet/pellet
    [2019-10-11T08:47:39] ATTACK: METH_LEOPARD/(Rylan Glover)(123,148,1) against Sam Hale (125,150,1): Shot with a /obj/item/projectile/bullet/pellet

    [2019-10-11T08:47:42] ATTACK: METH_LEOPARD/(Rylan Glover)(123,148,1) against Sam Hale (125,151,1): Shot with a /obj/item/projectile/bullet/pellet/rubber
    [2019-10-11T08:47:42] ATTACK: METH_LEOPARD/(Rylan Glover)(123,148,1) against Reagan (126,152,1): Shot with a /obj/item/projectile/bullet/pellet/rubber
    [2019-10-11T08:47:42] ATTACK: METH_LEOPARD/(Rylan Glover)(123,148,1) against Reagan (126,152,1): Shot with a /obj/item/projectile/bullet/pellet/rubber

    [2019-10-11T08:47:51] SAY: Sam Hale (130,150,1): OFFICER LETHALLING ME

    [2019-10-11T08:48:01] GAME: Sam Hale fell unconscious at The Dorms (130,151,1) (/area/crew_quarters/dorms)

    [2019-10-11T08:48:05] SAY: Sam Hale (130,151,1): OVER MINING WEAPONS

    [2019-10-11T08:48:48] ATTACK: Sam Hale(140,112,1) against METH_LEOPARD/(Rylan Glover)(141,111,1): Attacked with proto-kinetic crusher (Wielded) (INTENT: HELP) 

    [2019-10-11T08:48:51] SAY: Reagan (139,112,1): You ass hat

    [2019-10-11T08:48:51] SAY: Sam Hale (140,113,1): dick

    [2019-10-11T08:48:53] ATTACK: METH_LEOPARD/(Rylan Glover)(141,114,1) against Sam Hale (140,114,1): Attacked with stunbaton (INTENT: HARM) (DAMTYPE: BRUTE)

    [2019-10-11T08:48:53] ATTACK: Sam Hale (140,114,1) against METH_LEOPARD/(Rylan Glover)(141,114,1): Attacked with proto-kinetic crusher (Wielded) (INTENT: HELP) (DAMTYPE: BRUTE)
    [2019-10-11T08:48:54] ATTACK: METH_LEOPARD/(Rylan Glover)(141,114,1) against Sam Hale (140,114,1): Attacked with stunbaton (INTENT: HARM) (DAMTYPE: BRUTE)

    [2019-10-11T08:48:54] ATTACK: Sam Hale (140,114,1) against METH_LEOPARD/(Rylan Glover)(141,114,1): Attacked with proto-kinetic crusher (Wielded) (INTENT: HELP) (DAMTYPE: BRUTE)

    [2019-10-11T08:48:55] ATTACK: METH_LEOPARD/(Rylan Glover)(142,114,1) against Sam Hale (140,113,1): Attacked with stunbaton (INTENT: HARM) (DAMTYPE: BRUTE)

    [2019-10-11T08:49:01] ATTACK: Sam Hale (145,116,1) against METH_LEOPARD/(Rylan Glover)(146,115,1): Attacked with proto-kinetic crusher (Wielded) (INTENT: HELP) (DAMTYPE: BRUTE)

    [2019-10-11T08:49:02] ATTACK: METH_LEOPARD/(Rylan Glover)(147,115,1) against Sam Hale (145,116,1): Shot with a /obj/item/projectile/bullet/pellet
    [2019-10-11T08:49:02] ATTACK: METH_LEOPARD/(Rylan Glover)(147,115,1) against Sam Hale (145,116,1): Shot with a /obj/item/projectile/bullet/pellet
    [2019-10-11T08:49:02] ATTACK: METH_LEOPARD/(Rylan Glover)(147,115,1) against Sam Hale (145,116,1): Shot with a /obj/item/projectile/bullet/pellet
    [2019-10-11T08:49:02] ATTACK: METH_LEOPARD/(Rylan Glover)(147,115,1) against Sam Hale (145,116,1): Shot with a /obj/item/projectile/bullet/pellet
    [2019-10-11T08:49:02] ATTACK: METH_LEOPARD/(Rylan Glover)(147,115,1) against Sam Hale (145,116,1): Shot with a /obj/item/projectile/bullet/pellet

    [2019-10-11T08:49:03] ATTACK: Sam Hale (146,116,1) against METH_LEOPARD/(Rylan Glover)(148,115,1): Attacked with proto-kinetic crusher (Wielded) (INTENT: HELP) (DAMTYPE: BRUTE)

    [2019-10-11T08:49:04] ATTACK: Sam Hale (147,116,1) against METH_LEOPARD/(Rylan Glover)(149,115,1): Attacked with proto-kinetic crusher (Wielded) (INTENT: HELP) (DAMTYPE: BRUTE)

    [2019-10-11T08:49:05] ATTACK: METH_LEOPARD/(Rylan Glover)(150,115,1) against Reagan (149,115,1): Shot with a /obj/item/projectile/bullet/pellet
    [2019-10-11T08:49:05] ATTACK: METH_LEOPARD/(Rylan Glover)(150,115,1) against Reagan (149,115,1): Shot with a /obj/item/projectile/bullet/pellet
    [2019-10-11T08:49:05] ATTACK: METH_LEOPARD/(Rylan Glover)(150,115,1) against Reagan (149,115,1): Shot with a /obj/item/projectile/bullet/pellet
    [2019-10-11T08:49:05] ATTACK: METH_LEOPARD/(Rylan Glover)(150,115,1) against Reagan (149,115,1): Shot with a /obj/item/projectile/bullet/pellet
    [2019-10-11T08:49:05] ATTACK: METH_LEOPARD/(Rylan Glover)(150,115,1) against Reagan (149,115,1): Shot with a /obj/item/projectile/bullet/pellet
    [2019-10-11T08:49:05] ATTACK: METH_LEOPARD/(Rylan Glover)(150,115,1) against Sam Hale (148,116,1): Shot with a /obj/item/projectile/bullet/pellet

    [2019-10-11T08:49:08] ATTACK: METH_LEOPARD/(Rylan Glover)(152,113,1) against Reagan (151,114,1): Shot with a /obj/item/projectile/bullet/pellet
    [2019-10-11T08:49:08] ATTACK: METH_LEOPARD/(Rylan Glover)(152,113,1) against Reagan (151,114,1): Shot with a /obj/item/projectile/bullet/pellet

    [2019-10-11T08:49:08] ATTACK: METH_LEOPARD/(Rylan Glover)(152,113,1) against Sam Hale (151,116,1): Shot with a /obj/item/projectile/bullet/pellet
    [2019-10-11T08:49:08] ATTACK: METH_LEOPARD/(Rylan Glover)(152,113,1) against Sam Hale (151,116,1): Shot with a /obj/item/projectile/bullet/pellet
    [2019-10-11T08:49:08] ATTACK: METH_LEOPARD/(Rylan Glover)(152,113,1) against Sam Hale (151,116,1): Shot with a /obj/item/projectile/bullet/pellet
    [2019-10-11T08:49:08] ATTACK: METH_LEOPARD/(Rylan Glover)(152,113,1) against Sam Hale (151,116,1): Shot with a /obj/item/projectile/bullet/pellet

    [2019-10-11T08:49:08] ATTACK: Reagan (151,114,1) against METH_LEOPARD/(Rylan Glover)(152,113,1): Attacked with cleaving saw (INTENT: HELP) (DAMTYPE: BRUTE)

    [2019-10-11T08:49:09] ATTACK: Reagan (151,112,1) against METH_LEOPARD/(Rylan Glover)(152,112,1): Attacked with cleaving saw (INTENT: HELP) (DAMTYPE: BRUTE)

    [2019-10-11T08:49:11] SAY: Reagan (151,112,1): PISS OFF

    2019-10-11T08:49:12] ATTACK: Sam Hale (152,113,1) against METH_LEOPARD/(Rylan Glover)(152,112,1): Attacked with proto-kinetic crusher (Wielded) (INTENT: HELP) (DAMTYPE: BRUTE)

    [2019-10-11T08:49:12] GAME: Sam Hale fell unconscious at The Medbay (152,113,1) (/area/medical/medbay2)

    From theses logs, you were ordering miners to drop equipment that was legal for them to have. When they told you no, since they are miners, you then opened up on them wordlessly.. also, take a look within the logs. You shot 1 non-lethal round into the two players.. and then the rest of the shots were LETHAL. You straight up murdered someone for nothing. You then started harm-batoning them when they healed themselves and did self-defense from your MURDER attempts.

    1 hour ago, PunishedSnek said:

    I find them in medbay, one had put the other in a sleeper so I attempted to arrest one of them. Instead they start swinging weapons and I'm being hurt badly so I start firing. I wasn't even able to put one of them down before I was put into CRIT - hell I'm not sure I was even able to empty the shotgun. From the holodeck/pool area to med-bay, this all took place over the course of about 1 to 2 minutes.

    Spoiler

    [2019-10-11T08:50:25] SAY: Reagan (145,112,1): Being attacked by shitcurity

    [2019-10-11T08:50:52] SAY: METH_LEOPARD/(Rylan Glover) (147,112,1): i told you to drop weapons

    [2019-10-11T08:51:04] SAY: Victoria-2554 (144,112,1): You TAZE PEOPLE YOU DONT FUCKING SHOTGUN THEM

     

    1 hour ago, PunishedSnek said:

    This is where the admin messages me being incredibly rude and condescending

    Spoiler

    [2019-10-11T08:51:16] ADMIN: PM: Abydos2->METH_LEOPARD/(Rylan Glover): Hello there, can  you explain why you are shotgunning people?

    [2019-10-11T08:51:39] ADMIN: PM: METH_LEOPARD/(Rylan Glover)->Abydos2: taking down the suspects

    [2019-10-11T08:51:48] ADMIN: PM: Abydos2->METH_LEOPARD/(Rylan Glover): With LETHAL buckshot? With them doing NO crimes?

    [2019-10-11T08:52:17] ADMIN: PM: METH_LEOPARD/(Rylan Glover)->Abydos2: they attacked me after i told them to drop their weapons after running from the scene of a crime

    [2019-10-11T08:53:07] ADMIN: PM: Abydos2->METH_LEOPARD/(Rylan Glover): They were disarming you.. that's no excuse for you to then LETHAL buckshot and MURDER them. You are a security officer, you taser them with a tase and arrest them, you do not kill them.

    [2019-10-11T08:53:20] ADMIN: PM: Abydos2->METH_LEOPARD/(Rylan Glover):You even shot other people not involved in the situation.

    [2019-10-11T08:53:40] ADMIN: PM: METH_LEOPARD/(Rylan Glover)->Abydos2: they were not disarming me they attacked me in the pool area and ran to medbay so i chased them

    [2019-10-11T08:54:20] ADMIN: PM: Abydos2->METH_LEOPARD/(Rylan Glover): It might have something to do with you shooting them with a shotgun?

    [2019-10-11T08:54:53] ADMIN: PM: Abydos2>METH_LEOPARD/(Rylan Glover): <They are free to defend themselves, since you were shooting them with a shotgun, full of lethal rounds.

    [2019-10-11T08:54:58] ADMIN: PM: METH_LEOPARD/(Rylan Glover)->Abydos2: well yeah the attacked me after running and not dropping cult weapons

    [2019-10-11T08:55:15] ADMIN: PM: Abydos2->METH_LEOPARD/(Rylan Glover): What do you mean cult weapons?

    [2019-10-11T08:55:21] ADMIN: PM: METH_LEOPARD/(Rylan Glover)->Abydos2: also it started with non lethal

    [2019-10-11T08:55:46] ADMIN: PM: METH_LEOPARD/(Rylan Glover)->Abydos2: i checked them and they had cult weapons, and since we are dealing with a cult i went to apprehend them

    [2019-10-11T08:56:07] ADMIN: PM: Abydos2->METH_LEOPARD/(Rylan Glover): Well first off, no one in security has ever said they were dealing with a cult. Second off, what cult weapons are you refering too?

    [2019-10-11T08:56:41] ADMIN: PM: METH_LEOPARD/(Rylan Glover)->Abydos2: im not griefing them - why am i being questioned by an admin over playing the role slightly off

    [2019-10-11T08:57:02] ADMIN: PM: METH_LEOPARD/(Rylan Glover)->Abydos2: i thought theres a difference between griefing and illegal

    [2019-10-11T08:57:09] ADMIN: PM: Abydos2->METH_LEOPARD/(Rylan Glover): Because you as a security officer, LETHAL'D someone and refusing to tell me what you mean by Cult weapons. Because NONE of them have ANY cult weapons on them.

    [2019-10-11T08:57:58] ADMIN: PM: METH_LEOPARD/(Rylan Glover)->Abydos2: i lethald after they attacked me with swords and axes thatwere labeled as cult when i examined them

    [2019-10-11T08:58:17] ADMIN: PM: Abydos2->METH_LEOPARD/(Rylan Glover):Because you were shotgunning them down and refusing to arrest them. You shotgun'd them 20 times.

    [2019-10-11T08:58:23] ADMIN: PM: Abydos2->METH_LEOPARD/(Rylan Glover): You were killing them.

    [2019-10-11T08:58:29] ADMIN: PM: METH_LEOPARD/(Rylan Glover)->Abydos2: no

    [2019-10-11T08:58:38] ADMIN: PM: METH_LEOPARD/(Rylan Glover)->Abydos2: i tried arresting them and they ran

    [2019-10-11T08:58:49] ADMIN: PM: METH_LEOPARD/(Rylan Glover)->Abydos2: after attacking me

    [2019-10-11T08:58:56] ADMIN: PM: Abydos2->METH_LEOPARD/(Rylan Glover): I'm looking at the attack logs, that quite specific state, you shotgun'd them multiple times.

    [2019-10-11T08:59:11] ADMIN: PM: METH_LEOPARD/(Rylan Glover)->Abydos2: yeah thats why they ran to the med bay

    [2019-10-11T08:59:44] ADMIN: PM: Abydos2>METH_LEOPARD/(Rylan Glover): At this rate, I do not trust you with security if you believe attempting to shotgun people, first with non-lethal that still damages them and then lethal buckshot in a public medical way, putting not only them but multiple other doctors and innocents into crit...

    [2019-10-11T09:00:09] ADMIN: PM: METH_LEOPARD/(Rylan Glover)->Abydos2: whats the point of even habving lethal if its bannable when even someone is attacking

    [2019-10-11T09:00:35] ADMIN: PM: METH_LEOPARD/(Rylan Glover)->Abydos2: i dont even like playing sec it was just greenlisted when i joined

    [2019-10-11T09:02:51] ADMIN: PM: METH_LEOPARD/(Rylan Glover)->Abydos2: im not lying about anything ive said here

     

    Admin's reasoning for actions: Everything above.

    Acknowledgement of wrongdoing or disputing of:

    The only wrong doing I will admit, is getting one side of the story wrong regards to some ahelps.. ahelps made it out as if him shotgunning people had hit medical doctors and his attack logs were very big. Looking through the logs, I can see that side of it was a mistake.

    Everything else however is shown within the logs and I dispute this claim of admin power abuse.

    • Like 1
  2. That's generally up to the player and possibly marked down within the list already.

    A Brig Phys getting a body scanner is the same as within medical. Or Robotics getting a Autolathe is the same as the one within cargo.

    The list is purely roundstart machinery.. if people make machines in say.. 50 minutes into the round, it's kinda expected for them to have upgraded parts. It's also up to them to upgrade them when the time comes or ask science to do it for them.

  3. Looking back at what I had said, I was very tired at the moment and rather grumpy in the way. I apologize for that one word I had said, but I still stand by everything else I had said. I do not see this as a positive for a number of reasons, as this empowers security which enforces a gun/arm race with Antags.

  4. Dumb.

    1) Auto-rifles do not have ANY non-lethal ammo. They are a full lethal force option.. an energy gun, can swap between non-lethal and lethal in a pinch when you need it too. You are effectively removing a non-lethal alternative and replacing it with a full lethal option

    2) Auto-rifles use ammo that would require constant reloading from an autolathe, meaning a constant supply of metal and glass specific for this reason. Those resources can be better used in Research & Development or Robotics in the creation of AEGs, Mechs, ect. You'd be causing a drain of resources.

    3) Enforcers are also a drain. The moment you use those non-lethal bullets, that's it.. they are gone, you cannot make them. Autolathes do not make them. Protolathes do not make them. You'd effectively be removing their tasers and giving them a limited non-lethal option that then forces them into a lethal option (E-guns gone, tasers replaced with enforcers). You'd be forcing the Warden to hand out Riot Shotguns with riot bullets, that would also drain resources.

    4) We do not want a permanent ballistic force in Security for a multiple number of reasons.

    • Like 2
  5. For those of you who go about here, I previously made a list about upgradable items upon the station. 

     

     

    Since then, there has been a lot of changes and there have been quite a few updates to a lot of items, some of which none of the crew even know they can upgrade. Today, I've decided to finish the list that I never got to fixing due to RL and admin duties.

    So let us begin! Anything on this list is to do with the Rapid Part Exchange and the items you can put in it. I will not be including beakers as those require you to deconstruct the machine, put them in manually and re-construct it. If you wish to do that, that is fine. The same goes with APCs and power cells.

    This only counts for machines / upgrades count for the station. I may make one for mining, engineering outpost, ect. Also, some items I found that can be upgraded didn't seem to have any form of effect, but I have included them so you lot can dive into the code and yell at me for being lazy.

    Science

    Spoiler

     

    Research & Development (R&D)

    Destructive Analyzer - 1 Scanning Module, 1 Micro-manipulator, 1 Micro-laser.
    Upgrade effect: Increased salvage of materials when you deconstruct an item.

    Protolathe - 2 Matter Bins, 2 Micro-Manipulators.
    Upgrade effect: Items cost less resources, Protolathe holds more materials, Items are made faster.

    Circuit Imprinter - 1 Matter Bin, 1 Micro-manipulator.
    Upgrade effect: Circuit boards cost less resources.

    Recharger - 1 Capacitor
    Upgrade Effect: Items that can be or require a recharge, recharge faster (Tested with 2 energy guns, both empty. Upgraded Recharger took about 3-5 seconds, while the normal recharger took x2/x3 that.)

    Robotics Lab

    Exosuit Fabricator (Two) - 2 Matter Bins, 1 Micro-manipulator, 1 Micro-laser.
    Upgrade effect: Robotic parts cost less materials, Exosuit Fabricator holds more materials, Robotic parts are made faster

    Circuit Imprinter - See R&D

    Mech Bay

    Mech Bay Power Port (Mech Recharge, two of them) - 5 Capacitors.
    Upgrade effect: Mechs recharge faster.

    Cyborg Recharging Station (Two) - 2 Capacitors, 1 Micro-manipulator, 1 High-Capacity power cell.
    Upgrade effect: Cyborgs, IPCs, and Maint Drones recharge much faster, are self-repaired while inside the Recharging Station, gather materials for specific Cyborg modules faster.

    Server Room

    Robotics and Mechanic R&D Server - 1 Scanning module.
    Upgrade effect: Decreases heat generation.

    Core R&D Server - 1 Scanning module.
    Upgrade effect: Decreases heat generation.

    Freezer - 2 Matter bins, 2 Micro-laser.
    Upgrade effect: Faster at reaching required temperatures, allow you to go above or below the normal threshold.

    E.X.P.E.R.I-MENTOR Lab

    E.X.P.E.R.I-MENTOR - 1 Scanning module, 2 Micro-manipulator, 2 Micro-laser.
    Upgrade effect: Less % chance at a bad or negative experiment on an item.

    Toxins Mixing Room

    Freezer - See Server Room.

    Test Lab

    Chemical Heater (Two) - 2 Matter bins, 3 Micro-laser.
    Upgrade effect: Heating or lowering temperature of chemicals much faster.

    Chem Dispenser (Two) - 2 Matter bins, 1 Capacitor, 1 Micro-manipulator, 1 High-capacity power cell.
    Upgrade effect: Higher energy (8000 at fully upgraded compared to 1000 non-upgraded), Unlocks additional chemicals (Oil, Ash, Acetone, Saltpetre, Ammonia, Diethylamine, Welding fuel). Faster recharge of energy (80 every 5-10 seconds compared to 10)

    ChemMaster 3000 (Two) - 1 Micro-manipulator.
    Upgrade effect: Only beakers have an effect: Increases maximum buffer capacity.

    Xenobiology

    Monkey Recycler - 1 Micro-manipulator, 1 Matter bin.
    Upgrade effect: 1 monkey is worth more recycle points. (1.2 if I recall correctly from 0.3)

    Slime Processor - 1 Matter bin, 1 Micro-manipulator.
    Upgrade effect: More slime cores are generated from 1 slime (Up to 4-6).

    Slime Extract Storage - 1 Matter bin.
    Upgrade effect: Increased storage.

    All-In-One Grinder - 2 Micro-manipulator, 1 Matter bin.
    Upgrade effect: More chemicals generated from grinding materials / items.

     

    Services
     

    Spoiler

     

    Hydroponics

    Disk Compartmentalizer - 1 Matter bin.
    Upgrade effect: Increased storage of disks.

    Plant DNA manipulator - 1 Scanning module, 1 Micro-laser, 1 Micro-manipulator.
    Upgrade effect: Higher % chance at extracting high / useful genes.

    Seed Extractor - 1 Matter bin, 1 Micro-manipulator.
    Upgrade effect: More seeds from a single plant.

    Biogenerator - 1 Matter bin, 1 Micro-manipulator.
    Upgrade effect: Higher point generation from plants.

    Hydroponics Tray (19) - 2 matter Bins, 1 Micro-Manipulator:
    Upgrade effect: Higher Water and Nutrient capacity (400 water vs 100 water. 40 Nutrient vs 10 Nutrient).

    ChemMaster 3000 - 1 Micro-manipulator.
    Upgrade effect: Only beakers have an effect: Increases maximum buffer capacity.

    Kitchen

    All-In-One Grinder - 2 Micro-manipulator, 1 Matter bin.
    Upgrade effect: More chemicals generated from grinding materials / items.

    Food Processor - 1 Matter bin, 1 Micro-manipulator.
    Upgrade effect: More food is processed / created.

    SmartFridge - 1 Matter bin.
    Upgrade effect: More storage

    Oven - 2 Micro-lasers.
    Upgrade effect: More food created at faster speeds.

    Deep fryer - 2 Micro-lasers.
    Upgrade effect: More food created at faster speeds.

    Microwave (Two) - 1 Micro-laser.
    Upgrade effect: More food created at faster speeds.

    Grill - 2 Micro-lasers.
    Upgrade effect: More food created at faster speeds.

    Candy Machine - 1 Micro-manipulator.
    Upgrade effect: More food created at faster speeds.

    CondiMaster Neo - 1 Micro-manipulator.
    Upgrade effect: Only beakers have an effect: Increases maximum buffer capacity.

    Bar / Diner

    Virtual Gameboard - 1 Micro-laser.
    Upgrade effect: Absolutely nothing.

    Booze Dispenser / Booze Portal 9001 - 2 Matter bins, 1 Capacitor, 1 Micro-manipulator, 1 High-Capacity power cell.
    Upgrade Effect: More energy (8000 vs 1000). Higher recharge of energy (80 vs 10 per 5-10 seconds). Additional chemicals unlocked (Iced Beer, Irish Cream, Manhattan, Antihol, Synthignon, Brave Bull).

    Soda Fountain / Soda Dispens-o-matic - 2 Matter bins, 1 Capacitor, 1 Micro-manipulator, 1 High-Capacity power cell.
    Upgrade Effect: More energy (8000 vs 1000). Higher recharge of energy (80 vs 10 per 5-10 seconds). Additional chemicals unlocked (Banana Honk, Milkshake, Cafe Latte, Cafe Mocha, Triple Citrus, Iced Tea)

    All-In-One Grinder - See Kitchen

     

    Medical
     

    Spoiler

     

    EXAM Room

    Sleeper (Two) - 1 Matter bin, 1 Micro-manipulator.
    Upgrade effect: Higher increase of chemicals you can inject per patient (80 vs 20).

    Body Scanner - 1 Scanning module.
    Upgrade effect: Higher accuracy of detecting items in patient (Things such as Loyal implants, shrapnel, borers. Antag level gear such as holoparas won't be detected).

    Cryogenics

    Freezer - 2 Matter bins, 2 Micro-laser.
    Upgrade effect: Faster at reaching required temperatures, allow you to go above or below the normal threshold.

    Cryo Cell (Two) - 1 Matter bin.

    Upgrade effect: Matter bins make occupants cool faster in the cell and wake faster after ejecting.

    Chemistry Lab

    All-In-One Grinder - 2 Micro-manipulator, 1 Matter bin.
    Upgrade effect: More chemicals generated from grinding materials / items

    Chemical Heater (Two) - 2 Matter bins, 3 Micro-laser.
    Upgrade effect: Heating or lowering temperature of chemicals much faster.

    Chem Dispenser (Two) - 2 Matter bins, 1 Capacitor, 1 Micro-manipulator, 1 High-capacity power cell.
    Upgrade effect: Higher energy (8000 at fully upgraded compared to 1000 non-upgraded), Unlocks additional chemicals (Oil, Ash, Acetone, Saltpetre, Ammonia, Diethylamine, Welding fuel). Faster recharge of energy (80 every 5-10 seconds compared to 10)

    ChemMaster 3000 (Two) - 1 Micro-manipulator.
    Upgrade effect: Only beakers have an effect: Increases maximum buffer capacity.

    Refrigerated Medicine Storage (Two) - 1 Matter Bin
    Upgrade effect: Increased storage

    Genetics Cloning

    Freezer - See Cryogenics

    Cryo Cell - See Cryogenics

    DNA Modifier - 1 Scanning module, 1 Micro-manipulator, 1 Micro-laser.
    Upgrade effect: Allows Autoprocessing to be enabled.

    Cloning Pod - 2 Scanning modules, 2 Micro-manipulators.
    Upgrade effect: Patient will not require cryo, not require mannitol or require mutadon for genetic defects. They will clone with 100% health.

    Morgue

    Body Scanner - See EXAM Room

    Genetics

    DNA Modifier (Two) - 1 Scanning module, 1 Micro-manipulator, 1 Micro-laser.
    Upgrade effect: Higher chance of activating positive powers, higher chance of radiating the specific cell you are targeting.

    Operating Theatre (One and Two)

    Body Scanner (One in each) - See EXAM Room

    Virology Lab

    Smart Virus Storage - 1 Matter bin
    Upgrade effect: Increased storage.

    All-In-One Grinder - See Chemistry Lab

    Microwave - 1 Micro-laser.
    Upgrade effect: More food created at faster speeds.

    Staff Room

    Recharger - 1 Capacitor
    Upgrade Effect: Items that can be or require a recharge, recharge faster (Tested with 2 energy guns, both empty. Upgraded Recharger took about 3-5 seconds, while the normal recharger took x2/x3 that.)

     

    Engineering
     

    Spoiler

     

    Engineering Foyer

    Cyborg Recharging Station - 2 Capacitors, 1 Micro-manipulator, 1 High-Capacity power cell.
    Upgrade effect: Cyborgs, IPCs, and Maint Drones recharge much faster, are self-repaired while inside the Recharging Station, gather materials for specific Cyborg modules faster.

    Engine Room

    Power Storage Unit (SMES, four of them) - 5 High-Capacity power cells, 1 Capacitor.
    Upgrade Effect: Increased power storage (1.3e+007 vs 3.3e+006. Higher Charge rate (800000w vs 200000w). Higher Output rate (800000w vs 200000w).

    P.A.C.M.A.N.-type Portable Generator - 1 Matter bin, 1 Micro-laser, 1 Capacitor.
    Upgrade effect: Holds more materials, uses less materials, generates less temperature (Lower risk of explosion).

    Engine Containment

    Emitter (Four of them) - 1 Micro-Laser, 1 Micro-Manipulator.
    Upgrade effect: Fire faster with the micro-laser level and use less power with the manipulator level.

    Grounding Rod (Four of them) - 1 Capacitor
    Upgrade effect: Absolutely nothing.

    Tesla Coil (Nine of them) - 1 Capacitor
    Upgrade effect: Capacitors decrease the zap cooldown (minimum time between tesla zaps) by 2 seconds per part level.

    Secure Storage

    Emitter (Five of them) - See Engine Containment

    P.A.C.M.A.N.-type Portable Generator - See Engine Room

    Atmospherics

    Freezer (Four of them) - 2 Matter bins, 2 Micro-laser.
    Upgrade effect: Faster at reaching required temperatures, allow you to go above or below the normal threshold.

    Heater - 2 Matter bins, 2 Micro-laser.
    Upgrade effect: Faster at reaching required temperatures, allow you to go above or below the normal threshold.

    Mechanic Workshop

    Spacepod Fabricator - 2 Matter Bins, 1 Micro-manipulator, 1 Micro-laser.
    Upgrade effect: Pod parts cost less materials, Spacepod Fabricator holds more materials, Pod parts are made faster

    Solars (Aft Port, Fore Port, Fore Starboard, Aft Starboard)

    Power Storage Unit (SMES, 1 in each) - See Engine Room

    Turbine

    Power Storage Unit (SMES) - See Engine Room

    Turbine Compressor - 6 Micro-manipulators
    Upgrade: Processes gas at a much faster rate for power generation

    Gas Turbine Generator - 6 Capacitors
    Upgrades: Processes power at a much faster rate.

    Electrical Maintenance

    Cyborg Recharging Station - See Engineering Foyer

    Power Storage Unit (SMES, two of them) - See Engine Room

    Mech Bay Power Port (Mech Charger) - 5 Capacitors.
    Upgrade effect: Mechs recharge faster.

    P.A.C.M.A.N.-type Portable Generator - See Engine Room

    Gravity Generator

    Power Storage Unit (SMES) - See Engine Room

     

    Supply
     

    Spoiler

     

    Delivery Office

    Ore Redemption Machine - 1 Matter bin, 1 Micro-manipulator, 1 Micro-laser
    Upgrade effect: Higher rate of ore turning into more useful materials, more point generation for miners. 

    Recharger - Recharger - 1 Capacitor
    Upgrade Effect: Items that can be or require a recharge, recharge faster (Tested with 2 energy guns, both empty. Upgraded Recharger took about 3-5 seconds, while the normal recharger took x2/x3 that.)

    Cargo Office

    Autolathe - 3 Matter bins, 1 Micro-manipulator.
    Upgrade effect: Items are made much quicker, item cost less resources, Autolathe holds more materials.

    Mining Dock

    Mining Equipment Vendor - 3 Matter bins
    Upgrade effect: Absolutely nothing.

    Disposals

    Recycler - 1 Matter bin, 1 Micro-manipulator
    Upgrade effect: Matter bins increase recycled material capacity, manipulator increases recycling efficiency.

     

    Security

    Spoiler

     

    Equipment Storage

    Wall Recharger (Two) -  1 Capacitor
    Upgrade Effect: Items that can be or require a recharge, recharge faster (Tested with 2 energy guns, both empty. Upgraded Recharger took about 3-5 seconds, while the normal recharger took x2/x3 that.)

    Firing Range

    Recharger (Two) - See Equipment Storage

    Head of Security's Office

    Recharger - See Equipment Storage

    Warden's Office

    Recharger - See Equipment Storage

    Brig Medical Bay

    Sleeper - 1 Matter bin, 1 Micro-manipulator.
    Upgrade effect: Higher increase of chemicals you can inject per patient (80 vs 20).

    Prison Wing / Permabrig

    Seed Extractor - 1 Matter bin, 1 Micro-manipulator.
    Upgrade effect: More seeds from a single plant.

    Biogenerator - 1 Matter bin, 1 Micro-manipulator.
    Upgrade effect: Higher point generation from plants.

    Microwave - 1 Micro-laser.
    Upgrade effect: More food created at faster speeds.

    Prison Hydroponics Tray (5 of them) - 2 matter Bins, 1 Micro-Manipulator:
    Upgrade effect: Higher Water and Nutrient capacity (400 water vs 100 water. 40 Nutrient vs 10 Nutrient).

    Security Checkpoint

    Recharger - See Equipment Storage

     

    Command / VIP Areas
     

    Spoiler

     

    Head of Personnel's Office

    Wall Recharger - 1 Capacitor
    Upgrade Effect: Items that can be or require a recharge, recharge faster (Tested with 2 energy guns, both empty. Upgraded Recharger took about 3-5 seconds, while the normal recharger took x2/x3 that.)

    Conference Room

    Recharger - See Head of Personnel's Office

    Bridge

    Recharger - See Head of Personnel's Office

    Captain's Office

    Recharger - See Head of Personnel's Office

    Teleporter

    Teleporter Station - 2 Capacitors
    Upgraded effect: When combined with an upgraded Teleporter Hub, does not require calibration. Will always be Optimal. On it's own, faster Calibration.

    Teleporter Hub - 1 Matter Bin
    Upgraded effect: When combined with an upgraded Teleporter Hub, does not require calibration. Will always be Optimal. Decreases calibration time and chance of a mis-teleport when not calibrated on it's own.

    MiniSat Teleporter Room

    Teleporter Station - See Teleporter

    Teleporter Hub - See Teleporter

    MiniSat Foyer

    Microwave - 1 Micro-laser.
    Upgrade effect: More food created at faster speeds.

    MiniSat Service Bay

    P.A.C.M.A.N.-type Portable Generator - 1 Matter bin, 1 Micro-laser, 1 Capacitor.
    Upgrade effect: Holds more materials, uses less materials, generates less temperature (Lower risk of explosion).

    Cyborg Recharging Station (Two of them) - 2 Capacitors, 1 Micro-manipulator, 1 High-Capacity power cell.
    Upgrade effect: Cyborgs, IPCs, and Maint Drones recharge much faster, are self-repaired while inside the Recharging Station, gather materials for specific Cyborg modules faster.

    AI Core

    Power Storage Unit (SMES, four of them) - 5 High-Capacity power cells, 1 Capacitor.
    Upgrade Effect: Increased power storage (1.3e+007 vs 3.3e+006. Higher Charge rate (800000w vs 200000w). Higher Output rate (800000w vs 200000w).

    Gateway

    Recharger - See Head of Personnel's Office

     

    Public / Maintenance areas
     

    Spoiler

     

    Garden

    Seed Extractor - 1 Matter bin, 1 Micro-manipulator.
    Upgrade effect: More seeds from a single plant.

    Biogenerator - 1 Matter bin, 1 Micro-manipulator.
    Upgrade effect: Higher point generation from plants.

    Abandoned Kitchen

    Oven - 2 Micro-lasers.
    Upgrade effect: More food created at faster speeds.

    Arcade

    Claw Game (Two) - 1 Matter bin, 1 Micro-manipulator
    Upgrade effect: Increases bonus prize chance by 5% per matter bin level. manipulator does nothing.

    Prize Counter - 1 Matter bin, 1 Micro-manipulator
    Upgrade effect: Absolutely nothing.

    Virtual Gameboard - 1 Micro-laser.
    Upgrade effect: Absolutely nothing.

    Unisex Restrooms

    Cyborg Recharging Station - 2 Capacitors, 1 Micro-manipulator, 1 High-Capacity power cell.
    Upgrade effect: Cyborgs, IPCs, and Maint Drones recharge much faster, are self-repaired while inside the Recharging Station, gather materials for specific Cyborg modules faster.

    Maintenance Chemistry Lab

    Chemical Heater (Two) - 2 Matter bins, 3 Micro-laser.
    Upgrade effect: Heating or lowering temperature of chemicals much faster.

    ChemMaster 3000 (Two) - 1 Micro-manipulator.
    Upgrade effect: Only beakers have an effect: Increases maximum buffer capacity.

    Abandoned Bar (South)

    Deep fryer - 2 Micro-lasers.
    Upgrade effect: More food created at faster speeds.

    Microwave - 1 Micro-laser.
    Upgrade effect: More food created at faster speeds.

    Grill - 2 Micro-lasers.
    Upgrade effect: More food created at faster speeds.

    Bonus: All areas

    Holopad - 1 Capacitor
    Upgrade effect: Increases hologram roaming range from 4 to 4 + capacitor level

     

     

    • Like 1
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  6. All races are removing their space-proofness. Vox, Plasmaman, Diona, none of them are remaining space-proof. If you were part of the community meeting or read up on the PRs, you'd see that is the case.

    https://github.com/ParadiseSS13/Paradise/pull/12009 - Vox PR

    https://github.com/ParadiseSS13/Paradise/pull/11989 - Diona PR

    https://github.com/ParadiseSS13/Paradise/pull/11987 - Plasmamen PR

  7. Quote

    Cyborgs are expected to follow the same guidelines as organic crewmembers charged with those tasks, unless their laws state otherwise (eg, Engineering Cyborgs should follow the same guidelines as organic Engineers). Cyborgs are to follow an AI's commands without hesitation, unless unlinked or Laws dictate otherwise;

    When you take a module, you effectively join that department and subject yourself to the same guidelines, laws, rules that the department has as a cyborg. The cyborg is still bound by their laws but they must also take into consideration things such as SoP when it comes to the department they are in. An example: It's Code Red, you're a medical cyborg. Officer McGee brings Tidy McTidePants into medical in handcuffs, and orders you to do the surgery, then hand him back to security. You do the surgery and Tidy tells you to let him go. You got two conflicting orders.

    In theses sorts of situations, I already take a number of things into consideration:

    1. Is he wanted? Any cyborg can check with their sensors. They can also examine and check the logs to see WHY they were set to arrest / arrested.
       
    2. Is he handcuffed or brought here by security? He was and you were told to bring him back to security afterwards.
       
    3. Have you heard anything about him? Plenty of times people will report an antag when they see one, and you heard a bunch of reports about Tidy being a non-powered vampire. You can even ask over the radio yourself or check with the AI (As AI has access to all channels)


    At this stage, it's safe to say, if you followed Tidy and released him.. you'd be breaking law 1. You would be putting the crew at harm by releasing an arrested and known vampire. You take him back to security and all is well.

    The same situation applies to Security Cyborgs. If they see a big red W over someone, it's safe to say they were set to be arrested by one of theses people:

    1. Security Officer
    2. Warden
    3. Head of Security
    4. Captain
    5. Magistrate

    So the person with the big red W obviously did something bad, causing damage or even harm to the station. He was set to be arrested by security for breaking space law, he was set to be arrested by someone who's job is to protect the station from criminals / EoCs. As a security cyborg, your job is similar to that of a security officer, with your laws, to protect the station. You cannot accomplish that if you just release everyone because they order "Law 2, release me". If that was the case, there's no point to security cyborgs at all.

    Things like chain of command priority come into play here when it comes to rankings. If a security officer set the Captain to be arrested, surely, you should question it.. not blindly follow it until you know more information. On the same side, if the RD was set to be arrested by the Magistrate.. you should follow it, as the Magistrate is the highest authority on space law within the station. This situation that you've brought up seems to be more about the specifics of law 2, instead of the context around situations and the law.

    Quote

    An AI's laws may be restrictive, but they are subject to interpretation, and the AI can often make judgment calls about them that allow it to fulfill its own goals. For example, if a Security Officer has just killed a prisoner in the brig for any reason other than self-defence, the AI is perfectly justified in bolting down the brig and calling for the rest of Security to apprehend him. When the Security Officer finds the door is bolted and demands the AI open it, the AI can deny his request due to the fact that he has become a danger the crew. Many of these judgments are situational, and the best way to learn them is to get some practice in.

     

  8. Your Discord name (if applicable):

    Kapra#0987 / Culty Abby

    Involvment in incident:

    Admin involvement, witness

    Disagreement with described events:

    Within Discord, you were talking about a ban that your friend had gotten. Both myself and @Xerdies was alerted to it by the mentors. You were both demanding that we sort the ban out for your friend as they were only banned for having an inappropriate name (Fur ry) which is both against our server rules, and the discord rules. You were even calling the admin in question who had done it a "dickhead admin"

    Both myself and Xerdies warned you multiple times to stop and for your friend to write up a ban appeal. You stated that he would not do it, to which both myself and Xerdies said that it is his decision if he doesn't want to do it. You continued however with stating "There are other servers". When both of us had confirmed that in a "You are right, you're free to go anytime". You instead tried to continue it by claiming that Xerdies was "Baiting" you, that it was his fault. There was no baiting, you were insulting and being condescending against two admins both attempting to help and warn you about the rules.

     

     

  9. Admin's version of events:

    To start off with this whole thing, let us first look at your interactions with Chase Pavlov.

     

    Spoiler

    [2019-07-08T23:10:37] SAY: Chase Pavlov (190,110,1): May I see your bag?
    [2019-07-08T23:10:46] SAY: HyperionAlpha/(Robert Pond) (190,111,1): nah, we're on green
    [2019-07-08T23:10:48] SAY: Chase Pavlov (190,109,1): And the toolbox.
    [2019-07-08T23:10:51] SAY: Chase Pavlov (190,109,1): Suspicious.
    [2019-07-08T23:11:20] SAY: Chase Pavlov (190,109,1): I have a guy with a suspect toolbox, gloves, belt, running away from atmos failure. Can I search?
    [2019-07-08T23:11:33] SAY: Chase Pavlov (190,109,1): Please stay out while I wait for a resoponse from the HoS.
    [2019-07-08T23:11:35] SAY: Grizwald Everard (110,172,1): Yes.
    [2019-07-08T23:11:38] SAY: Chase Pavlov (190,111,1): Alright, he okayed it.
    [2019-07-08T23:11:42] SAY: Chase Pavlov (190,111,1): Atmos maint!
    [2019-07-08T23:11:46] SAY: Chase Pavlov (190,111,1): Robert Ponod.

    He was being kind, polite and not just stunning you randomly. You were running away from a legit situation that marked you suspicious, and responded by slipping security. That whole time afterwards, you started being a thorn in security's side.. constantly removing your own wanted status, breaking into more areas and even taunting them over their own comms. Security got a point where they couldn't communicate because they believed their comms to be listened to by you, which is correct.

    Spoiler

    [2019-07-08T23:14:29] SAY: HyperionAlpha/(Robert Pond) (150,176,1): hey you guys wanted to stop me for having a red and black toolbox on green
    [2019-07-08T23:14:35] SAY: HyperionAlpha/(Robert Pond) (150,176,1): ain't my fault
    [2019-07-08T23:14:43] J.O.E set secstatus of  Robert Pond to *Arrest*, comment: Possible sabotage
    [2019-07-08T23:15:44] SAY: HyperionAlpha/(Robert Pond) (150,176,1): possible sabotage my ass
    [2019-07-08T23:16:00] ADMIN: HyperionAlpha/(Robert Pond) set secstatus of  Robert Pond to None, comment: (none)
    [2019-07-08T23:17:30] ADMIN: Eric Graf set secstatus of  Robert Pond to *Arrest*, comment: In possesion of sec comms
    [2019-07-08T23:19:35] ADMIN: HyperionAlpha/(Robert Pond) set secstatus of  Robert Pond to None, comment: (none)
    2019-07-08T23:28:40] ADMIN: Grizwald Everard set secstatus of  Robert Pond to *Execute*, comment: Repeatedly lowering self from wanted.

    You were deliberately antagonizing security as a non-antag, purely because you believed they were "Attempting to steal your toolbox". That was when I had noticed and decided to bwoink you over the matter. This is our full conversation.
     

    Spoiler

    [2019-07-08T23:24:27] ADMIN: PM: Abydos2->HyperionAlpha/(Robert Pond): Hi there.


    [2019-07-08T23:24:34] ADMIN: PM: HyperionAlpha/(Robert Pond)->Abydos2: Hi


    [2019-07-08T23:24:41] ADMIN: PM: Abydos2->HyperionAlpha/(Robert Pond): Any idea on why I'd be prodding you?


    [2019-07-08T23:24:56] ADMIN: PM: HyperionAlpha/(Robert Pond)->Abydos2: Not really


    [2019-07-08T23:25:14] ADMIN: PM: Abydos2->HyperionAlpha/(Robert Pond): Might it have something to do with you stealing security items, drawing security's attention to deal with you?


    [2019-07-08T23:26:02] ADMIN: PM: HyperionAlpha/(Robert Pond)->Abydos2: I took these from an open locker in the checkpoint and the only reason they&#39;re making a fuss is because Chase wanted to search me on Green Alert


    [2019-07-08T23:26:43] ADMIN: PM: HyperionAlpha/(Robert Pond)->Abydos2: I didn't go out of my way to draw attention, I did the crime tried to stay undetected and avoid capture


    [2019-07-08T23:26:51] ADMIN: PM: Abydos2->HyperionAlpha/(Robert Pond): By announcing yourself on their comms?


    [2019-07-08T23:27:47] ADMIN: PM: HyperionAlpha/(Robert Pond)->Abydos2: they already knew at that point, when I slipped chase and ran away from the random search


    [2019-07-08T23:28:36] ADMIN: PM: Abydos2->HyperionAlpha/(Robert Pond): No, you got telekensis pretty early in round start, someone thought you were suspicious and asked to search you which they are allowed to do. You took that as justification to steal from security areas, start taunting them on their comms, break into areas to steal more stuff and all for the whole purpose of, as you quote. "hey you guys wanted to stop me for having a red and black toolbox on green. ain't my fault."


    [2019-07-08T23:29:02] ADMIN: PM: Abydos2->HyperionAlpha/(Robert Pond): You're self-antagging. And now you are repeatedly removing your own wanted status.


    [2019-07-08T23:29:48] ADMIN: PM: HyperionAlpha/(Robert Pond)->Abydos2: Look, they're making a fuss and getting themselves more and more rriled up over this thing, I've left the station and not said anything else to them


    [2019-07-08T23:30:20] ADMIN: PM: HyperionAlpha/(Robert Pond)->Abydos2: I didn't try to escalate this at any point, I said something on comms but so did another mechanic, they assumed he was over on DJ station


    [2019-07-08T23:30:32] ADMIN: PM: HyperionAlpha/(Robert Pond)->Abydos2: so since someone else said something, so did I


    [2019-07-08T23:30:48] ADMIN: PM: Abydos2->HyperionAlpha/(Robert Pond): It still doesn't excuse you to break our rules, that state and I quote. "Minor criminal activity is allowed as a Non-Antagonist. However, it will be considered Self-Antagging if it negatively affects a significant portion of the crew, or is done without any reasonable IC justification and/or provocation; Actively diverting Security personnel and resources away from an active and direct Antagonist threat in order to deal with you and your actions will be considered Self-Antagging;" 


    [2019-07-08T23:31:12] ADMIN: PM: Abydos2->HyperionAlpha/(Robert Pond): You're only attempting to get "revenge" against security because someone wanted to search you.


    [2019-07-08T23:31:13] ADMIN: PM: HyperionAlpha/(Robert Pond)->Abydos2: Woah woah, hold on...that is not what happened


    [2019-07-08T23:31:53] ADMIN: PM: HyperionAlpha/(Robert Pond)->Abydos2: Ok, sec I'm gonna remove myself from round here so I can deal with this properly and not try to stay alive in space and talk


    [2019-07-08T23:32:46] ADMIN: PM: HyperionAlpha/(Robert Pond)->Abydos2: I wasn't trying to get revenge on Chase I don't hold a grudge against the guy


    [2019-07-08T23:32:58] ADMIN: PM: Abydos2->HyperionAlpha/(Robert Pond): This isn't a discussion or a debate, you are being told to stop self-antagging for poor reasons, all because someone ASKED to search on green. He didn't attack you, he didn't stun you, he asked you and you're using that as justification to screw around with security. 


    [2019-07-08T23:33:09] ADMIN: PM: Abydos2->HyperionAlpha/(Robert Pond): You're being warned about this behaviour.


    [2019-07-08T23:33:48] ADMIN: PM: HyperionAlpha/(Robert Pond)->Abydos2: I don't agree with most of what you've said or your interpretation of it


    [2019-07-08T23:34:25] ADMIN: PM: HyperionAlpha/(Robert Pond)->Abydos2: I've had rounds where this exact sort of scenario has played out and zero issue, now sudenly the rules are different without being different


    [2019-07-08T23:35:42] ADMIN: PM: Abydos2->HyperionAlpha/(Robert Pond): Again, this isn't a discussion or a debate. Minor crimes are fine.. running around with full security gear, taunting security, making it so security is afraid to speak of things on their own comms and having to constantly hunt and search for you, removing your own wanted status for the sake of someone having asked to search you on green is not.


    [2019-07-08T23:36:03] ADMIN: PM: Abydos2->HyperionAlpha/(Robert Pond): Do not do such things again in the future.


    [2019-07-08T23:37:41] ADMIN: PM: HyperionAlpha/(Robert Pond)->Abydos2/(Kiyatakikahi): You know what you are wrong but fine NO DISCUSSION


    [2019-07-08T23:37:56] ADMIN: PM: HyperionAlpha/(Robert Pond)->Abydos2/(Kiyatakikahi): I won't do it again

    You then decided to add into deadchat.

    Spoiler

    [2019-07-08T23:39:17] DEADCHAT: HyperionAlpha/(Robert Pond) (161,147,3): well what a terrible round
    [2019-07-08T23:42:37] DEADCHAT: HyperionAlpha/(Robert Pond) (161,147,3): I fucking killed myself, went off into space AND THEY'RE STILL ESCALATING
    [2019-07-08T23:42:50] DEADCHAT: HyperionAlpha/(Robert Pond) (161,147,3): I'M NOT DOING ANYTHING AT AL
    [2019-07-08T23:43:00] DEADCHAT: HyperionAlpha/(Robert Pond) (161,147,3): but oh no...I'm the one who is MAKING them do this
    [2019-07-08T23:43:16] DEADCHAT: HyperionAlpha/(Robert Pond) (161,147,3): yeah I got it from sec checkpoint that they left open
    [2019-07-08T23:43:37] DEADCHAT: HyperionAlpha/(Robert Pond) (161,147,3): chase wanted to search me on green, I slipped him and ran off
    [2019-07-08T23:43:54] DEADCHAT: HyperionAlpha/(Robert Pond) (161,147,3): and they keep ramping up and up and somehow t'm antagging them
    [2019-07-08T23:45:56] DEADCHAT: HyperionAlpha/(Robert Pond) (161,147,3): any level of resistance to security for minor crime is shaky ground when they decide to keep making a fuss

    So with all this information to light, let's consider it all together:

    • You broke into an area and stole security gear.
    • You passed an area that was certainly sabotaged by an antag. A security officer saw you and deem'd you suspicious.
    • He asked for your permission to search you, you denied him. He asked for permission from the HoS (Which he is allowed to do),  you then slipped him and run off.
    • Security has you in their sights now, and you are not an antag. You start breaking into other areas, taunting security so they are afraid to speak on their own comms and constantly removing your own status to the point where they have to set you to execute.
    • After I had dealt with you, you continued to go on about the situation in dead chat about how you are innocent of everything, and it's securitys fault instead.

    All while an active cult threat was on the station, that security was starting to learn about. But with them having to focus on you instead, caused more harm for the crew in general.

    Speaking with two other admins on at the same time and seeing all this happening, we agreed to have a temp 24 hour ban. I told you at the time, this would be happening.

    Spoiler

    [2019-07-08T23:56:20] ADMIN: PM: Abydos2>HyperionAlpha/(Robert Pond): Hello again. Judging from your comments, your attitude within them and dead chat, as well as talking to the other admins. We believe you need a cool-off period. You should use this time to familiar yourself with the rules and have a break.

    [2019-07-08T23:56:42] ADMIN: PM: HyperionAlpha/(Robert Pond)->Abydos2: Funny you should say that

    2019-07-08T23:57:09] ADMIN: PM: HyperionAlpha/(Robert Pond)->Abydos2: I was about to tell you guys I don't think this server is for me, especiallty when you change the interpretation of rules on a daily basis

    [2019-07-08T23:58:05] ADMIN: PM: HyperionAlpha/(Robert Pond)->Abydos2: I HONESTLY did not escalate that situation or try get "revenge" or any of the stuff you said, so yes, this is good bye but thanks for the good times anyway

    [2019-07-08T23:59:43] ADMIN: Abydos2 has banned hyperionalpha for 1440 minutes
    [2019-07-08T23:59:43] Reason: As a non-antag civilian, when a security officer asked to search him on code green, slipped the officer and started using the situation to justify his actions against security. Stealing full security gear from a locker (HUD, baton, headset), taunted security, specifically stated that it wasn't his fault because "You lot wanted to steal my toolbox on green" which wasn't true. Kept removing his own wanted level and drawing security's attention specifically to him. When an admin spoke to them, was poor in attitude towards the admin in both private conversation and dead chat. Take a break for a while.

    Admin's reasoning for actions:

    The reasons for my actions were simple. You were self-antagging, and blaming security for  your actions. Security had no knowledge you had gear on you, you slipped an officer and ran off from a suspicious situation.. and kept ramping up more. You then decided to bring it up in deadchat to players who had nothing to do with the situation.

    Acknowledgement of wrongdoing or disputing of:

    I do dispute this.

  10. 16 minutes ago, Kane said:

    1. Spacing: depending on how the Z levels work the space body can come back to where you threw it from or to the opposite side of the station. Also, even if they are in a different Z level there is a chance they will be find and cloned. Not good.

    Spacing a body is risky for the chance of the z-levels. Everytime you get to the end of a z-level map, you are sent to the next one (Or on the opposite side of the current z-level). So spacing a body has its rewards of being in a place where sensors will not work, but at the same time, has a risk of coming back to the station and letting everyone find it.
     

    17 minutes ago, Kane said:

    2. Acid on the brain: I think it requires a surgery on the head after you sever the head. It can be done ghetto style with tools though. Do you need to put the head on a table for the surgery? Also I used to be able to splash acid on thing just using a beaker with sulfuric acid on the thing (the brain, in this case) but that does not seem to work anymore.

    You want FluoroSulphuric Acid(https://nanotrasen.se/wiki/index.php/Guide_to_Chemistry#FluoroSulphuric_Acid) in a beaker, using harm intent.
     

    19 minutes ago, Kane said:

    3. Gibber: I could not drag an Unathi body to the gibber to gib it. What is the correct procedure? Does it need to be emaged first? Also, even if it works, does the process destroy the brain?

    The body needs to be dead, and then you either drag and drop or aggressive grab intent to shove them into the gibber. If you are the chef, doing this will make you a tad suspicious with the named meat and gibs.
     

    21 minutes ago, Kane said:

    4. Emaged recycler: Pretty simple, emag the recycler in disposals. Does it destroy the brain?

    It gibs the person entirely, so I'm pretty it destroys the brain and all the organs. If it doesn't, you can always just send it through the recycler again. Obvious this will make anyone suspicious.

    23 minutes ago, Kane said:

    5. Emaged space suit storage: I read on an old thread that if you emag it you can put a body inside and pulverize it with the disinfection button. Does this still work? Also, can you do it to yourself for a glorious death, meaning, can you use the disinfection button from inside the space suit storage?

    As far as I know within our code, this is not possible. There is a list of e-maggable objects (Though not everything) on the wiki (https://nanotrasen.se/wiki/index.php/E-maggable_objects) to give you a general idea. Not everything is listed though so free to experiment and test things, but for this question, never seen it done.

    24 minutes ago, Kane said:

    6. Eating the brain: Can you just eat the brain without the matter eater genetic power or similar ability? How many bites does it take? Can you become full before you finish it?

    You can use a brain to make a brain cake which lets you eat it. But as far as I am aware, you cannot eat the brain on itselfs like other organs. You don't get any powers or abilities from eating a brain cake though.

    • Like 1
  11. 20 minutes ago, Lurapa said:

    How would Scarab / Tarrot Spawns be considered - if they breach Space Law? Does it make the person Kill On Sight - since they would be difficult to detain / enforce Space Law upon?

    They would only become kill on sight, is if the person is 

    A) A syndicate Agent, which can be proven if they have any form of contraband level S on them as well as the Scarab / Tarrot. As they can only gain those items from an uplink. If they have no contraband but activately attacking others or so, kinda a no brainer.. the Tarrot / Scarab is NOT contraband on itself, only Holoparasites are.

    B) Committed a Exceptional / Capital crime and activately refusing to be placed in perma, while using the Scarab / Tarrot to attack members of security.

    If they do B as a non-antag, you're free to ahelp it for the admins as that would classify as self-antagging.

    20 minutes ago, Lurapa said:

    And what tier of crime do they get confiscated? E.g if the Scarab is used to break a window, it would have to be collected and stored just like a Crowbar / Screwdriver / Wrench. Just different tool.

    You can't confiscate it. When you use the item, it becomes part of the person. As far as I know and to my knowledge, there is no way of removing the holoparasite apart from killing the host (Parasite dies with the host) and then cloning them (Not entirely sure). But attempting to have someone classified as EoC / KoS when they only broke a window, is rather silly. Off-topic commit, attempting to take away tools when the person can easily regain them and attempting to pull a "You're never allowed to have theses tools on your person again" is a breach of Space law itself as nothing within space law justifies keeping items from people unless it's contraband or been stolen from a department, example: Surgery tools from medical. You can only keep the items that are illegal or been actively used in a crime at the time.

  12. Quote

    The only difference is that the three types have different icons. Space Law considers Parasitic Nanomachines AS Guardians. Therefore Guardians, no matter their spawn or origin - are considered a breach of the S Class Contraband Holoparasites. 

    No, they don't. CC / NT / Space Law only considers SYNDICATE HOLOPARASITES as illegal. Why? Because and stated

    "The most commonly encountered form of guardian is the holoparasite, a creature designed by the Syndicate to assist their field operatives during missions

    causes a parasitic nanomachine entity "

    Holoparasites are made and DESIGNED by the Syndicate. The other two that you are talking about, Guardian Spirits and Scarab Swarms are living creatures, nor are they contraband. Anyone who uses an illegal holoparasite designed by the SYNDICATE is to be marked as an EoC, even an uncontainable EoC. People with Guardian Spirits / Scarab Swarms are not to be marked EoC, unless they are activately doing illegal and syndicate activities.

    This just feels like nitpicking to me, mainly because miners or people on the station who are not EoCs have a chance of getting a scarab swarm or Guardian Spirit to help them on the station / risking their life on lavaland. They don't need people suddenly trying to charge them as EoCs on top of that.

  13. Admin's version of events:

    Kiirno was playing the Research Director, during a vampire round. She built a Oddy mech, filled it with holy water.. attack logs from the mech showed that she had then shot two people with syringes. One of them was an Unathi Scientist, Zander Cypret, the other was an IPC scientist/robotics E.I.G.H.T. A member of science noticed what you were doing and ahelp'd about it, asking if what you were doing was legal and allowed.

    I spoke to you at the time, and you showed no apologetic behavior, nor seeming to understand why what you did was wrong. I thought I finally got through to you and only applied a warning to you, asking you to not do it again. You then brought it up again though, arguing with me as you felt it was not "Full validhunting" as you put it, which lead to me job-banning you as that's a very dangerous mindset to have as a member of command, not seeing your actions as validhunting. This was not a perma ban from the server, merely command that I had explained to you at the time and asked for you to appeal it after you read the rules.

    You then brought your job-ban up upon the public discord, claiming how me, as a "trial admin" I had banned you. I warned you to never speak or bring up ban issues on the public discord, as did others as you were directed to the forums.

    You wrote the ban appeal, See here: 

     

    I went over the appeal with @Shockpoint and even showed him my response, being given the green light to both post my response and deny the appeal given the reasons about it. I shall explain why within the reasoning section.

    You then went back onto the public discord, stating and I quote ">Trial admin who perma'd me declined my appeal. Fuck this I'm out guys." Which had lead to me banning from the public discord as you were bringing up ban matters once again.

    Admin's reasoning for actions:

    My reasons for applying the job-ban was having a really dangerous mindset on what you deem validhunting or not, especially within your own department as a head of command. To me, you were starting to understand but then started arguing over me asking you to stop and only providing you with a warning at the time. I explained to you why I was doing it and asked for you to appeal it after checking the rules.

    My reasons for declining the appeal, was I had stated.. you were showing no apologetic behavior over your actions, nor seemed to understand why it was applied within the first place. I felt it would of been wrong to tell you to wait a number of days to re-apply, nor did I feel it right to merely give you a slap on the wrist with a bare minimum appeal. After discussing it with Shock, I decided to give you time to both go over all the chat logs, your actions and the rules by asking for you to reappeal tomorrow with more information.

    My reasons for applying the Discord ban was for breaking Discord Rules, and ignoring a warning that two admins (Myself and Shock) had told you.

    Acknowledgement of wrongdoing or disputing of:

    I do dispute this complaint. I have only been enforcing the rules and been trying to make you understand what you had done wrong, trying to guide you towards a proper way of seeing your actions in a new light.

  14. 6 minutes ago, Dinarzad said:

    Check the attitude at the door, please, don't put words in my mouth to make me sound like a tantruming child so that you can argue against non-existent points.

    1:  New Crit is not OP. I never said it was, I would like for you to quote me the exact line where I said the words "This system is OP pls bufs."  What I did say was you are objectively wrong in IPCs surviving longer and better in Old Crit then new.  This is not only different, but is something not addressed, so let me tackle it here.
    "IPCs actually survive longer and better with the old crit system compared to the new crit that other people have to deal with."
    Saline-Glucose is incredibly common arounn the station, you get them out of Syndicakes. You can have Sal-Glu and Epi (emergency medipen) on your person at all times, that solves two or three stages of Shock right there, so unless you literally screw around so long in crit that you go into a cardiac arrest and require a defibrillator, you can postpone your state for incredible amounts of time with extreme ease.  Unless an antag is sitting directly on you and killing you, you have ample time to do emergency care, if you DO have an antag sitting on you, then it doesn't really matter if you're on old crit or new, you're very dead.  Even still you can sit in crit and be whapped on for such lengths of time as to have seucrity arrive and rescue you, I have not only seen this, I have done this and had it done to me.
    Your claim is wrong. The math doesn't support it. It just doesn't.

    All you have stated is absolutely wrong, you claiming that saline-glucose is incredibly common around the station is false, as there's only two areas you can get it from. Medical or Science Chemistry. And you're claim of "Syndiecakes are common around the station too" is absolutely false, as you'd have to hack the vendors to do it, and even then, there's only 4-5 vendors, and when those are gone / taken / used up by others.. they are gone forever, there's no magical way to refill them.

    You claiming that people running around with an emergency medipen and sal-glu is a perk, or such compared to IPCs, when IPCs literally run around with a welder and cable coil on them at all times, and yet, I've yet to see anyone besides medical, antags or people going to gateway or such carry all those items on them at the same time. You're also completely ignoring the fact, that even if you treat ONE of the conditions you suffer from, unless you treat the other one, you'll STRAIGHT back to that new condition. If you suffer from heart failure and shock, you medipen yourself, you haven't dealt with shock.. so you'll just regain heart failure, then go into heart arrest.

    You're claim that chemicals and all just magically fix your conditions instantly is totally untrue and false. And also completely ignoring how people who die while in new crit and get revived have a whole range of issues to deal with. The math doesn't support YOUR claim of "New crit is better then old crit, it gives people more health". It doesn't give people more health, it doesn't magically make them unable to die, or magically make it so they can't have bones or such broken. You make it out as if with new crit, every non-IPCs have magical invisable health buff and able to survive longer, and have all theses conditions without issues. It's completely untrue and false, you want to know what happens with the conditions?

    1) Shock, you go into shock.. can't talk, everytime you try you gasp for air, you then start to suffer from confusion, so you randomly walk around in directions you don't want to go.
    2) Heart failure, you start randomly passing out. Combined with the confusion from shock, this is BAD for a number of reasons.
    3) Heart attack, you take massive oxygen loss, instantly pass out and start taking brain damage which adds onto your existing conditions.

    So you're claim of people getting buffs is just unfounded and completely without merit, you just look at how people survive longer in crit and say "That makes them too OP, they get more health" when the person then has a whole rack of issues to be dealt with, effectively keeping them in medical for a very long time. Especially the claim of "You can sit in crit", no.. you can't, as each condition stage worsens or jumps to the new one. I could be in crit for 30 seconds, and suddenly jump to heart failure. Even if I autoinject myself, I'd still have shock, which just ramps up heart failure and makes the autoinject useless. I seriously think you need to re-read both the conditions of new crit as well as chemicals since you're making it all out to be wonderful magical fix all chemicals.

    Quote

    Yes. If a crew dies it can take a bit to repair them an get them back on their feet.  Except that literally half of the things on your list are handled via instantly applied chemicals which drastically cuts down on recovery time, the only things absolutely requiring surgery would be broken bones, internal bleeding and dead organs.  Damaged organs can sometimes be faster via surgery, but Mito is still an option if it's a particularly heavy moment and you cannot spare an operating room.  Missing limbs more often then not, get shipped to robotics and the surgery to put them on is like... 2 steps. It's really not a big deal.

    No, it doesn't, again, you are making it out as if there's magical do-all, be-all chemical that solves all the worlds problems. There's no chemical for fixing bones, there's no chemical for fixing internal bleeding or ruptured lungs, there's a chemical for fixing dead organs but you have to take the organ out first, which will lead to them racking up oxygen / putting them straight into crit if it's a really important organ. And you're forgetting that missing limbs can have infection, internal bleeding, broken, or be even dead when they are put on. Limbs don't just magically heal themselves when taken off. And even if there is a chemical for all theses issues, it's locked behind admeme intervention or somehow gaining traitor items.

     

    Quote

    You ever tried to fix a dead IPC? Particularly one killed by an EMP? Because they don't just die, they super-die.  Every single limb and organ takes damage, every single part of them needs surgical repair because the damage is almost always over the threshold at which they suffer 'Broken robot bones' and can no longer be repaired externally.  And unlike carbon crew, IPCs can't just be slapped on the face with a synthflesh patch or two an call it a done day for the external injuries you have to go into surgery for every. Individual. Limb.   Ask anyone who has played robotics for any length of time, the surgeries are not any harder then for human crew, but they sure do take a lot of time.  Additionally if someone is super fucked, you can clone them.  Unless they are a slime or a vox they can be cloned. Even plasmas can be cloned if you know what you're doing, though I suppose in fairness, most don't.  IPC, whether they have -800 damage or not, there's nothing to do but sit there and surgically mend every single limb and patch all the myriad of dents an dings.

    At this moment, I literally fixed an IPC that got Ion'd, more or less EMP'd twice. You want to know how I fixed them?
    Cable coil
    Welder
    When they stood up, they had no organ issues inside. They then repaired themselves fully and walked out along their way.

    Your claim of "IPCs have it harder because they can't be slapped with a synthflesh patch" is again, just dumbfounded. Synthflesh has to be created with a long process and you have to hope that chemists actually make it, where as IPCs just carry welder and cable coil on them at almost everytime. I've seen every single IPC have welder or cable coil on them for their issues, and there are many points here that just doesn't make absolute sense.

    1) IPCs don't need cloning as they could be dead for a full 2 hour round, and you can STILL revive them by welder and cable coil.
    2) Your claim of surgery being harder for IPCs, like.. what? I once gave SR to someone, who ended up having 2 dead organs in two different locations, three internal bleedings and a whole issue of broken bones. Surgery is literally the step of scalpel, hemostat, retractor, bone gel, bone settler, bone gel, cautery. Or scalpel, hemostat, retractor, saw, retractor, kit / remove organ, throw mito while injecting them to keep them above crit, put the organ back in, retractor, bone gel, bone settler, bone gel, cautery.

    And you're saying that IPC surgery of screwdriver, crowbar, welder/nanopaste/cable coil, crowbar is SO much harder compared to humans? IPCs have the worlds easiest surgery, they don't have risk of infection, they don't get broken bones or the like, they don't get dead organs and even if they did have damaged areas inside of them, you can easily take it out and swap it without them going into crit or needing injectors. They also suffer no pain, so they don't need anthestic or an injection, or the malpractice of bad medicals who cause more harm then good.

     

    Quote

    Even more additionally, the claim was never New Crit was OP, but that you were ignoring the point, and the point was how long you can survive in it. This is, in essence, a buff to someone's "Effective HP"  they essentially have more then they had before, because now you can survive in the state for far longer then before, where IPC are in the same state they were.  This is a buff to any new-crit races, and it;s why there's been talk of slimes and IPC again in the first place.  Just because you keep adding "Well the only..." to a pro or a con doesn't matter. The amount of pros or cons literally doesn't ever matter, it is what those pros and cons are that matters, the merits of each.  If we gave plasmamen 7 down sides and gave them the "only" perk of being able to fart nuclear bombs that killed all antags on all Z-levels, I'd venture to guess that most people would say they were crazy OP whether or not they had only a single upside or not.

    See all my above quotes on New Crit, you're effectively ignoring all the issues, all the problems, all the fixing they need done because "They survive longer in crit, doesn't matter that they take all theses issues, they survive longer so it's a nerf to everyone else". You're also rather being unreasonable from people saying that old crit is a buff for IPCs and trying to jump to say that if we were to give Plasmamen a broken mechanic, everyone would be in favor of them having it removed no matter what the downsides were. And you would be correct in that.

     

    Quote

    2: I'm making it out that way, because it is that way.  Any race operating on New Crit got a buff to effective HP, while IPC not only did not, but they're for some reason operating on blood that you can get from 2 whole places on station. Robotics, or Cargo.  You could get some from chemistry, but why Chemistry would have enough oil on hand to fix 'blood loss' for an IPC when it isn;t medical's job and oil is a necessary component in a lot of meds?  Which it is essentially blood loss, by the by so you can add "Blood loss" to things IPC are no longer 'immune' as it will kill them very dead if not handled.  The "Ease of repair" part of IPCs keeps fading more and more and yet, none of the "easy to break" part ever does. This seems just a touch silly to me and is not something to be glossed over.

    Oil in chemistry is used a lot in various chemicals and is super easy to make. Welding fuel, carbon, hydrogen. Bam, oil. Just ask any chemist to make it and they can in 10 seconds. And the only things IPCs suffer from now is oil loss, which only gives them stamina damage and effectively stuns them when they get low enough. I've yet to see a IPC die from actual blood loss. I repaired an IPC once who said they had about.. 40-50% oil.. if that was a human, they'd be dead straight up. The IPC, they just "couldn't stand up" until we fed them some oil. And that's because all the "easy to break" parts can just be reattached and fix'd ANYWHERE on the station.. literally, all you need is a table and the items, bam.. you got them fixed. Compared to malpractice or ghetto surgery which causes more harm then good often then not.



     

  15. 33 minutes ago, Dinarzad said:

    "IPCs actually survive longer and better with the old crit system compared to the new crit that other people have to deal with." 
    This is an objectively false statement.  New Crit enables people to survive in a critical state for laughable amounts of time, to the point some people rack up well over 400 points of damage before finally dying.  What you are referring to is ease of revival not the point mentioned about New Crit  (Which explicitly stated that people survive longer IN CRIT.  Coming back from the dead was not mentioned and it also isn't that hard, tedious, yes, hard, no.)
    As for this "They can survive space if they have coils/welders" is just being silly. Sure. And so could humans if you just have a buddy with perflurodecalin, and some synthflesh or one of those genetics powers that IPCs can't get an some syndi-cakes.

    I never once said anywhere in my post that IPCs can survive in space with cable coil and welder, it was an example of IPCs going out into space as mechanics or the like to loot places like the Syndie outpost and other dangerous areas that anyone else hurt in the area, would be forced to go back to the station.

    But since you're mentioning the whole point of new crit, let's take into consideration that and pair the two together.

    Organic / Human:
    They first suffer from Shock, which can only be treated by Salin.
    They then suffer from heart failure, which can only be treated by Epine and Atropine.
    They then suffer heart failure, which can only be treated by defibbing.
    Even if you get them above crit levels / 0 health, if they suffer from one of theses conditions, they will still take the effects which lead to death.

    When an organic dies, you have 2 minutes to fix what they are suffering from / get them in the green, to then defib them. Even if you defib them, you then have to treat all of their conditions which include and not limited too:
    1) Brain damage. When a person is in new crit for far too long, they take brain damage. Everytime you defib them alive but hadn't treated them, they take brain damage until they are brain dead / their organ is literally dead.
    2) Internal bleeding. They'll lose blood every time you defib them and then have to take them to surgery
    3) Dead / broken organs. Requiring surgery and mito.
    4) Low blood. Self-saying.
    5) Broken bones, also leading to organ damage from being moved about by doctors.
    6) Missing limbs, requiring surgery to fix them back on. They may ALSO be dead and or broken / internal bleeding, which you'll NEVER know unless you examine it for dead, and put it back on the person to find out their issues.

    And those are only the common symptoms, we haven't taken into consideration non-cloning races that require mutagen know how or SR which leads to a multiple of problems such as above. The only "plus side" that a lot of you keep saying is "New crit lets people survive in crit for a long time, that makes it too OP cause they get more health." They don't.. all that damage they rack up, does WORSE things to when they are revived.

    IPCs:
    Don't suffer from anything. Viruses, internal issues. The only thing they get is leaking oil, which requires just a welder / cable coil fix.
    If they die, you cable / welder them and they pop back alive. No defibbing needed. An IPC could be dead for 30 minutes, you fix their damage, they pop back alive.
    If they have broken part inside, you pop them open, welder/cable coil, close them up. Rarely, you'd need nanopaste which is laughably easy to get.
    IPCs don't take any downside or side-damage to when they are in crit, they just take brute damage. No organ / inside damage like everyone else.
    If they missing a limb, you place them on a table and just use the limb on them while having the damage zone selected. That's it.. no long surgery or other problems to do.

    And you're making it out, that IPCs which are the most easiest race on the server to bring back to life and fix, is bad because "New crit gives other people more health. IPCs get oil now, it's not fair, I wanted to run around just welding / cable coiling myself.".

    I'm still against IPCs gaining space immunity because not only does it not make any sense, it's just another boon on a race. Let's say they get space immunity, what happens? IPCs get a bunch of cable coil, welder and jump out into space to try and loot all the items for themselves. Or abuse mechanics to make it easier for them to break into areas and other things. All for "Well, new crit gives people more health and you nerfed us with oil, why don't IPC get boon?"

  16. Lot of mis-communiation I'm seeing over what can and can't happen to an IPC.
     

    Quote

    Low Karma Cost - is not a balancing factor

    Low Karma cost and giving them space humanity will just make everyone go IPCs. IPCs are more or less just humans but robotic.

     

    Quote

    Easy to repair and can be done so almost anywhere. - not exactly true as IPC can suffer broken bones and dismemberments extremely easily which require surgeries now.

    This actually is true. IPCs do not suffer broken bones, instead, when their limbs take a certain amount of damage it causes a malfunction simulating broken bones. A quick welder / cable coil on the arm and it works as normal. And no, dismemberment of robotic limbs do not require surgery, you can easily slam an IPC on a table and reattach the limb by targeting the area and clicking on the person with you holding the limb. The only time an IPC requires surgery is when the damage is too great that a simple welder/cable coil job won't cut it.

     

    Quote

    Immune to oxyloss - doesn't mean much with new crit allowing obscene oxyloss with no consequence
    Pain Immunity  -Doesn't mean much with old crit and bleed out.
    Old Crit  -This is a negative as new crit allows an extremely large window of survival when in crit and gives effectively 100+ extra effective health.

    New Crit only affects non-IPCs races. An IPC does not suffer from oxyloss or even any actual form of damage besides stamina when they lose oil. Only when they lose like 80-90% of their oil do they actually start to take damage. IPCs actually survive longer and better with the old crit system compared to the new crit that other people have to deal with.

    IPC takes damage in old crit - They die.. welding and cable coiling their body, they come back to life.
    Human takes damage in new crit - They die... you have to fix whatever damage they are suffering, defib them, then fix all the damage they took during new crit such as brain damage, organ damage, subject them to surgery multiple times incase they got all the internal stuff. Or throw them in cloning for 5 minutes.

    IPCs have it easy compared to the damage others take and have to deal with.

    -----

    I see it a bit like this. We've already got 3 space resistant races:

    Vox
     

    They have cold and low-pressure immunity due to their background of being genetically designed and bread, to be the manual labor from whatever background they come from. Previously old Vox used to have insulation immunity as well, but that was too OP and got removed. Either way, the only bonus that Vox have is space immunity, but even with their cold / low-pressure immunity they still slow down to a crawl, Diona speed when they are in it without a space suit. They also take EMP damage, their bones are easier to break (A full 2-3 hits compared to 5-6 from other races), can't breath oxygen (So if their tank runs out or is stolen, they'll die), cannot be cloned (With monkey know how / stable mutagen, it's possible but still takes a lot of effort), not used to alcohol and take more from brute damage.

    Diona
     

    Diona cost no karma, have low-pressure, cold and pain immunity. They heal from radiation, and from light. So a Diona holding onto a flashlight can just space walk all they want. Their only downside is plant b-gone, no light = death, take more heat damage and very slow compared to everyone else (In space, that just flat out cancels out).

    Plasmamen

    They cost a full 100 karma, does not have / technically need blood, breath plasma from a tank like Vox, and have low-pressure and cold immunity from their suit. But if they take it off, they catch on fire.

    Every single one of those races, have a downside. Vox have the immunities but take more damage and their bones are easier to break. Diona have the immunities but very slow to any threats and would die without any light. Plasmaman have the immunities but manage to take a certain thing, they'll die. And the other thing that connects them all is they are organics, they all have bones, suffer from poison, toxins, oxygen / nitrogen loss AND require surgery if they are very messed up. They can't hang out in space forever from all those conditions. If they get sick, ill, broken or such, they HAVE to return to the station.

    But let's look at the IPC.

    IPC

    Immune to any and all viruses, both good and bad.
    Immune to any and all toxin and radiation damage.
    Immune to any and all oxygen loss, as they do not breath.
    Immune to any and all pain as they are robotic machines.
    Immune to any and all eye welding damage.
    Immune to any and all genetic issues.
    Easily repaired on the go, cable coil for burns, welder for brute.
    Regains blood by drinking oil that Robotics / Chemistry can make in 20 seconds flat.
    Recharge / Hunger from any APC.
    Brain located in their torso, so taking off their head merely blinds / deafens them, which can easily be re-fitted back on.
    Any limbs that are taken off, you can easily slam them onto a table and reattach it.
    Any damage they take inside their bodies, you slam them on the table, screwdriver, crowbar, welder / cables, crowbar.
    They also still use the old crit system, which means they actually live and survive longer with no downside compared to someone suffering from new crit damage.

    Their only downside is, they take more damage 50%, EMPs are fatal (As you're taking like 30-50 damage on everything), easier to take their heads off and low blood incurs stamina damage.

    So two IPCs run off into space, with a bag full of cable coil, and a bag full of welders. So long as they have a table / roller bed or can make one, they can infinitely repair each other, do surgery on each other and have no issues at all. All for the low price of 15 karma, compared to the free, 45 and 100 karma with downside races. It just sounds to me like, no offence to anyone at all, but IPC players are wanting more boons because "Oh theses races can be in space, why can't IPCs?"

  17. Become an IPC, then you'll truly be a robot. Beep.

    Generally, what you need to sort of do, is give your character some personality and get to know other people's characters. Talk to them, chill out, sort of make your character known to be good at something. An example is my own character Kiyata.. while a Vox, she's usually seen as a "upstanding" sort of Vox, always willing to help people out, have conversations about just about anything, very good at medical. But there's also the matter of her being a little prideful of her skills, and quick to judge others. If she thinks someone is being an idiot or not doing their job properly, she'll make it known.

    It's all about quirkyness, giving them some sort of thing that appeals to others.. she's a Vox, so she gets on well with other Vox.. knows crew like Ryker, Airo, Carido, Meex, ect, ect. Even if it's an important job like Blueshield or Magistrate, always willing to stop what they are doing to help others or talk. Just all about getting to know others, and play it by ear. There will be moments where you feel or it kinda goes in the direction of "Play to win", but in the end of the day, you just got to take a step back and see that while it is a "game" so to speak.. there are others there that you can get to know and interact with. Be it good interactions or bad interactions, all about playing the character you've made and the roles you want to try.

    • Like 1
  18. Your ckey (Byond username): Abydos2
    Your Discord name (if applicable): Abydos2 (Kiyatakikahi)

    Involvment in incident: Witness / had to be one of those who took down the durand

    Disagreement with described events:

    I recall one round which I believe is contributed towards you, and certain other rounds. Whenever I see you as the QM/Cargo, you immediately start rushing to make your own RnD, Robotics lab, chemistry lab in Cargo Warehouse. Exosuit, protolathe, the works, even had one round where you ordered an emitter and ordered weapons to arm yourself up in cargo, but that's a whole different story.

    The round I remember seeing this first hand, I was the NT Rep and was walking around when I noticed a Durand with the name "PEAK CARGONIAN", with a cargo tech inside.. what was worse, was the fact that the Durand itself had a grav generator, the tazer shot and a LETHAL scattershot shotgun on it.. just walking around outside cargo and the station, even shooting it at people. At first I thought it was the robotics being silly and handing out Durands willynilly. But when I checked the manifest, it was actually two responsible robotics that I've seen previously.. so you rush making your own RnD and Robotics labs in cargo, built a lethal durand and gave it out to your own cargo techs without any reason whatsoever.

    The round was even extended, having no antags or the like.. and it caused security so much stress with a lethal durand walking around armed by a newbie cargo tech. You were even making meth and handing it out amongst cargo techs and crew "just incase". Hopefully this helps clarify some issues that you failed to mention.

  19. Not a lot of scientists when they are doing RnD and then doing upgrades around the station seem to understand what exactly they CAN upgrade, so this is a little list with all the locations of upgradable items that you can shoot with your BRPE or with your screwdriver and RPE (Will update later with parts of each machine). They'll be split between their departments and sub-areas within them:

    Science

    RnD:

    Protolathe - Effects: Allows the protolathe to hold more materials and lowers the cost anything made in the protolathe (Example: Super Matter Bin which is 200 metal, will suddenly be 80 metal. 800 for 10, instead of 2000 for 10.)

    Circuit creator - Effects: Allows it to hold more materials and lowers the cost of anything made in the circuit creator (Example: Any board will cost 400 glass instead of 1000 glass.)

    Analyzer - Effects: Supposed to make it so you can reach higher levels easier / waste less items needed for research, doubt this still applies.

    Any other machines you can make from theses machines can also be upgraded, so an autolathe, exosuit, ect.

    Robotics:

    Exosuit Fabs - Effects: Faster creation, more material space, less cost of items.

    Circuit Creator - See RnD

    Mech Chargers - Effects: Faster battery charging

    Cyborg Rechargers - Effects: Not only does this allow the cyborg to charge faster, with the top upgrades, it allows faster re-construction of cyborg items (Such as cable coil) AND gives them self-repair while they are inside. This will also effect IPCs or Drones.

    Toxins:

    Freezer - Effects: Allows the cooling (Or heating) of gases at a much quicker rate. So you can go from 20c to -200c in about 10 seconds as compared to a minute. Can even make gases go lower (or higher) then the standard limits.

    Testing Lab:

    E.X.P.E.R.I-MENTOR - Effects: Lowers the chance of negative / bad events happening when picking certain options.

    Science Chemicals:

    Chem Dispensers - Effects: More energy / battery, faster recharge of the energy / battery, and unlocks some new pre-made chemicals such as Ash, Oil, Dipeh, ect.

    Chemical Heater - Effects: Quicker heating of chemicals.

    Chem Masters - Effects: Not sure exactly what this does. Best to skip it.

    Xenobiology:

    Slime Processor - Effects: Instead of 1 slime core for 1 slime, you'll get multiple slime cores from 1 slime.

    Monkey recycler - Effects: Within the basics, it takes multiple dead monkeys to achieve 1 monkey, meaning you have to waste those for only a single return. With upgrades, you get multiple monkeys from 1 dead.

     

    Services:

    Hydroponics:

    Biogenerator - Effects: Lowers the cost of items made in it, and allows more points from plants put inside.

    Seed Extractor - Effects: Makes more and multiple seeds from one plant (So if one plant would give you say 5 seeds, an upgraded extractor could give you up to 15).

    DNA Extractor - Effects: Higher chance of successfully removing or implanting genetic traits from one plant/seed to another.

    Planters - Effects: Allows more water / nutrients to be held, rarely used and often considered a waste of resources as you'd need to upgrade 19 of them.

    Kitchen:

    Food Processor / Grill / Microwaves / Oven / Deep Fryer / Candy Maker - Effects: Makes multiple food items from the upgraded machine (Up to 4 pizzas or more instead of just 1)

    Bar:

    Booze / Soda dispensers - Effects: Unlocks new drinks for the bartender to use, including antihol.

     

    Medical:

    Chemistry:

    Chem Dispensers - See Science Chemicals

    Chemical Heaters - See Science Chemicals

    Chem Masters - See Science Chemicals

    Examination Room / Surgeries / Morgue:

    Sleepers - Effects: Allows doctors to inject more chemicals into a person (Standard is 20, upgrades can allow up to 80).

    Body Scanners - Effects: Allows a much more deeper and stronger scan on a person, used to show syndicate implants; no longer the case.

    Cryo:

    Cryotubes - Effects: Allows quicker injection of cryomix (In theory / supposed, dunno if actually works)

    Freezer - See Toxins.

    Cloning:

    Cloning Scanner - Effects: Allows a better scan of the person and with the proper upgrades, will allow auto-processing to be turned on. If you scan a person before death or throw a dead body into the scanner, if they can be cloned or die somewhere among the station, the cloner will automatically know and start the cloning process without you having to scan and manually start it.

    Cloning Pod - Effects: Standard cloning pods come out with people needing to be thrown into a cyro pod, given mannitol and a mutadon / clean SE, as well as a long waiting time up to 5 minutes. Upgraded cloning pods remove those effects, fully upgraded cloning pods allow a person to be cloned in a short amount of time with NO side-effects or needing to be put into cryo.

    Cyrotube - Effects: See cryo

    Freezer - See Toxins.

    Geneticist:

    DNA modifier - Effects: Allows quicker, more exact radiations on a person, and better scanning at allowing powers to be found quicker with a higher chance of activating.

     

    Engineering:

    Mechanic:

    Pod Fab - Effects: More material holding space, less cost of items, quicker build speed.

    Engineering lobby:

    Cyborg Recharger - See Robotics.

    Atmospherics:

    Freezers - Effects: See Toxins, often considered a waste as you have to upgrade multiple ones and rarely used by atmo-techs.

     

    Supply

    Mail Room:

    Ore Redemption Machine (ORM) - Effects: Allows more points per mined materials, allowing miners to buy mining equipment easier. More usable materials from less ore.

    Cargo Lobby:

    Autolathe - Effects: Allows more materials to be held, quicker item creation time (practically instantly), less cost of resources.

     

    Security:

    Brig Medical Bay:

    Sleeper - Effects: See Examination Room

    Any machines that the brig doctor decided to make / asks for help in making. From body scanners to cyropods.

    Security Pod Pilot:

    Pod Fab - Effects: See Mechanic

    Permabrig: (Note: Probably avoid this if people are in there)

    Biogenerator - Effects: See Hydroponics

    Seed Extractor - Effects: See Hydroponics

     

    Public Areas:

    Gardens:

    Biogenerator - Effects: See Hydroponics

    Seed Extractor - Effects: See Hydroponics

    Holodorms Bathroom:

    Cyborg Recharger - Effects: See Robotics

  20. There does seem to be a lot of miscommunication based on telescience within the topic, much like Jazz said. I think trying to break each and every complaint / pros for telescience will show that it's not as "Robust" and "Broken" as people claim it to be.

     

    Quote

    "Telescience requires programs outside the game"

    Telescience is nearly broken by itself from the start, unless you're a super computer that knows everything wrong / right and how to do telescience immediately, you'll never successfully do it without a program. But a program itself doesn't even help you to begin with, the programs that you are talking about only help you with coordinates that you ALREADY have.. and even then, nearly every program (Such as one that I've used myself) you need to calibrate both the program and the telescience in-game to even make it successful. Fun fact: You know that calibrate in telescience for the crystals? There's a chance that after every teleport, that the calibration turns wrong, especially if you re-calibrate the crystals, as it will change the whole of telescience, meaning you have to redo from the start. "Sadly, teleportations (the exact number is randomized every calibration) the Telepad will decalibrate. This means that the telepad simply will not work, and when you hit recalibrate again, you will have to recalibrate your offsets."

    Quote

    "Telescience can easily help traitors"


    In a way, it certainly can help traitors but this is ENTIRELY subjective. You can say that a traitor can use telescience for anything.. stealing an item / object, stealing a locker, stealing <insert whatever here>, teleporting a person or even teleporting a bomb onto someone to blow them up. But EVERYTHING is subjective in this way. Let's just magically say that you know the coordinates for where an item you have to steal is.. what's to say the item is still there? What's to say someone hasn't already taken it or walking around with it? What's to even say you got the right coordinates? How are you going to take it off the person constantly walking around, with their coordinates changing every second? Another fun fact: Unless that person has sensors onto full, they'll NEVER have full coordinates to figure out where you even are. And even if you did manage to get lucky and say teleport a bomb onto someone / somewhere and it goes off, if that person survives / is SR'd / cloned, they'll scream of a magical teleporting bomb, and who does that point the finger to? Whoever is in science, meaning a full crackdown on science and telescience being deconstructed. And there is a delay on teleporting, both in receive and send.. of at least 3-5 seconds, enough time for anything to go wrong or happen.

     

    Quote

    "People abuse telescience to get into areas / locations"

    As Jazz pointed out, this can easily be fixed by marking an area with the teleportation block flag, which most important areas in the game usually do have. Plus what exactly are you going to do? You're a traitor or just someone mucking about, and you teleport yourself to any of theses locations (And their respected outcomes):

    Syndie Outpost: You teleport over, 1) You die to a syndie NPC. 2) You get shot to death by a turret. 3) You just realized you stranded yourself on a place with no communication, no space suit, and didn't tell anyone you were doing this because you wanted the selfish loot to yourself. 4) You have someone to help you back, but mucked up by moving and forgot which tile exactly pulls you back, as there's no communication at all.

    Armory: You teleport over, 1) You get robusted by Armsky and announce your presense to every officer in security, you get arrested. 2) You teleport guns to yourself.. infront of all your co-workers who then report you to security. 3) You do it stealthy like, until security notices their stuff is missing and comes to the conclusion.

    Vault: You teleport over, 1) Realize your an idiot and got yourself stuck for the Ai to find and get arrested. 2) You bring the nuke to you, good job.. now how are you going to hide it from everyone?

    AI Upload: You teleport over, 1) Immediately stunned by turrets and robusted by the heads on the bridge.

    Everything is subjective in the location you choose and the preparations you make for it, and even if you are FULLY prepared, there's nothing to say you'll ever succeed or win. Especially if you're doing it alone. And as stated before, EVERY z level is designed to change. Maybe one round you have the white ship in z level 1 near the station.. maybe another round it's at z level 3 near the engi outpost. And some z level specific stuff don't spawn at all, it's all randomized, the locations too.
     

    Quote

    "Crew abuse telescience to win <insert spawned antag here>"

    No, the same situations happen as described above. How are you going to save someone from a spider if they are constantly moving? And as far as I'm aware, you can't teleport cocoons, meaning whatever people the spiders have.. will be stuck there unless freed. And what exactly are you going to use telescience for against the spiders or xenos? Trying to teleport someone to you, one spider stands on the tile.. you have a new friend come to bite your face off. 

     

    Quote

    "Telescience is too easy to make and abuse"

    It's really not.. do you know the materials and such needed for it?

    1x Telepad Control Board
    1x Telepad board
    1x Console screen
    11x Cable Coil
    10x Metal Sheets
    2x Glass
    5x Bluespace Crystals
    1x Quadratic Capacitor

    So not only do you need the glass and materials to make the telepad boards, you also need Bluespace crystals.. which is rare on mining to find, requiring a full 5 meesh, xenobiology to be ontop of slimes or artifical bluespace crystals which even then costs diamonds and uranium. But also a Quadratic Capactior, which you can only get by Power level 6/7, which also requires xenobiology. And then there's the random off-shoots of when you even make it.

    It just seems like there's a lot of miscommunication, and not taking into account various factors, while complaining about something because "It's OP". Robotists with materials in 30 minutes, can make Gygax's for all of security. Science with materials in 40-50 minutes, can make enough AEGs, X-ray implants and various other stuff for security to last them all shift. Chemisty + Science chem + Toxins can make enough bombs, explosives, grenades and the like (Especially Science Chem with reusable cases) in a flat 5 minutes to destroy, kill, or breach multiple areas on the station, especially with the latest update to chem dispensers. Medical, with sciences help, can have 4-6 cloning pod cloning people all at once. Genetists can randomly fire hulk and start smashing everything in sight. A traitor with the right know how can literally build themselves an AI upload.

    And those situations are deliberate and happen every single round, yet, no one calls them "OP" for the sake of "They help" when they literally make certain people / crew / antag's life a living hell. Imagine you're an antag, got all the best loot, best gear, holopara, suit to survive in space while taunting and having ago at security about how you're getting away with things. Then all of a sudden one the officer has an x-ray laser gun, with x-ray vision / implant and manages to get you into crit within a few shots that you can barely react too. Telescience is constantly random, it's barely OP.

    • Thanks 3
  21. 28 minutes ago, Rebel0 said:

    It was interesting to see the crew work together to make a new station since the old one kinda went byebye

    but oh god that medbay was horrible and the setup was painful

    Only reason it was terrible / horrible, is because we were setting it up to be medical, but then Science decided to originally build stuff at where we wanted medical. So we had a really horrible Medical / Science mix. Then we moved most things over to the new chemistry area.

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