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necaladun

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  1. Special thanks to M3hilius for this Changelog March 23/2015 KITCHEN UPDATE Additions - Candy Maker! Allows the chef to create a variety of sugary treats for the crew to enjoy. - Candy! Lots of candy and this is only the first wave! - More candy planned / dreamed for the future - Candy Molds, Craftable from plastic sheets, also available in the kitchen vendor. Use these to make different candy types. These are returned if you successfully make the candy. Screw up and the mold is destroyed! - Cardboard Tubes are now craftable from cardboard Changes - Oven and Grill have been updated to be buildable and upgradeable! - Boards for the oven, grill, and candy maker are available from the circuit printer. - Many recipes moved from the microwave to the oven and grill. For example, bread is made in the oven, and kabobs are made on the grill. - Adds "byproduct" var to recipes, which allows for the return of an item in addition to the result, currently used for candy moulds Fixes - Adds Grape Juice reagent. This will fix a runtime and also allow people to actually drink from the purple cans. Other stuff - Big credit to Full of Skittles for the candy sprite work! (And FalseIncarnate too I guess....) Recipes - http://nanotrasen.se/wiki/index.php/Guide_to_Food_and_Drinks#Candy_Maker_Recipes (still WIP) Everything Else Tableclimb Balance - If Rick the greyshirt is climbing into your kitchen-bar-R&D lab-ETC, You can now click on the table to stop the tableclimb. Bluesheild Balance changes - Bluesheild access has been reduced to: Basic access to the main departments (Sec, Med, Sci, Eng), Bridge Access, and Blueshield Office Access. - Also loses access to the sec channel on his headset, but keeps access to the command channel. - This means stop playing supercop and actually bodyguard the heads, staff will be clamping down on offenders in the future. No more randomly weird colored species - Fixes the randomizer function in setup to follow the rules we've set down for the various species color limitations. No more pink-haired Vox. Spacepod Emp interaction -Spacepods now properly take damage and cell loss when EMP'd Fuel Tanks and 'Splosions -Fuel Tank explosions nerfed slightly. -Disabler beams don't detonate tanks. -Adds Admin Logs for projectile exploded tanks. -Explosions slightly less effective against walls, -Heads don't blow off from explosions (Unless you are an IPC, and you exceed damage thresholds, of course), Escape Pod Tweaks -Escape Pods will now become available during emergency shuttle AND crew transfer calls. -Pod transit time is no longer randomized. Nuke Op Hyposprays -No longer contain admorinazine. Traitor Implants -Implant names standardized. -Implants purchased from the uplink will just be a straight implanter instead of an implanter in a box. Heartbeat sounds - RTFM https://github.com/ParadiseSS13/Paradise/pull/590 Mindslave, Loyalty, and Knockdown fixes. - Implant your fellow traitors with mindslave! -Fixes a bug where you could mindslave loyalty implanted personnel. -Adds armor check to knocking someone down from hitting them in the head; having a helmet will prevent them from getting knocked down. -Fixes a bug where you could knock down people who were already unconscious. Overcharged Flash -Allows you to modify a flash to overcharge it so it sets people on fire when you flash them with it. Bible Farting -Adds in proper Bible farting -Bible now has a new suicide act that turns you into dust. -Suicide can be done at any time, even when restrained/stunned/etc. plasma mineral doors -Removes plasma mineral doors burning. Xenos and Space -Xenos no longer freeze to death in space. -Xenos fire damage adjusted. GRAPE JUICE -Adds everyone's favorite Purp-drank to vendors, and the soda fountain. -Grapes are now able to be juiced. Science Job Homogenization and Test Lab - RTFM https://github.com/ParadiseSS13/Paradise/pull/604 -Consistency changes to the testing lab/xenoflora lab (including a proper airlock). Also gives the testing chamber its own area so its atmospherics can be manually controlled. Blueshield Carpet, Black Shuttle Windows -Gives the blueshield fancy new carpets. Yes, It came from the station's salary budget. -Replaces all windows on shuttles using the 'dark' shuttle walls with 'dark' shuttle windows. These have the same properties as the escape shuttle windows. Applepocalypse Prevention -Nutriment is no longer insanely good for increasing a hydroponics tray's yield_mod, it's now marginally worse than robust harvest, which is marginally more difficult to make. (Old ratio was 1u nutriment to 1 yield_mod, now it's 6.667:1. Robust Harvest keeps its 5:1 ratio). -yield_mod is now capped at 100 instead of not at all, no more getting 2000+ items out of one harvest. -No more feeding LordSingulo 50000 Apples. He is on a diet, you know. Moves Arrivals Carpspawns -Removes 7 carpspawns from the area around arrivals and redistributes them throughout the station, namely with 1 near the permabrig, 1 near atmos, 1 near xenobio, 3 around the AI satellite, and 1 north of escape. Add clickdelay to attacking statues & lights -On the tin. Tajaran's can eat Mice -What it says on the tin. Fixes meat harvesting of some simple_animals -Someone get a hand labeler for all these tins. Allow borgs to open-close lockers properly - say ";Cargo! I NEED YOUR HAND LABELER!"
  2. I wouldn't say it being public is the problem - if it exists, it should be public, and not a secret held by an elite cabal. Mass production is really the problem - I think having it be based more around the Chaplain/flask would be good
  3. Stun locking is terrible, but I wonder - what would become of magboots? Perhaps it's just sentimental of me, because my first ever kill as a traitor I achieved by turning on my magboots then opening a door repeatedly while my target yelled at me for being a moron. This really showed me the potential for atmos and SS13.
  4. What about the nav beacons used for beepsky/mules?
  5. They got promoted to YOUR job? They clearly did it to steal the jumpsuit because they're a traitor. Just kill them.
  6. Nav beacons to lock would be perfect, especially if there were spare ones so you could get back to something you've found
  7. While good for not getting lost, I do fear it'd make it wayyy to easy for anyone who looks at the map to find all the places out in space. Perhaps some kinda pinpointer so they can get home more easily?
  8. Med seems to have more variety - Chemist, Doctor, Genetics, Paramedic, Virologist - but this makes sense. The Xenobiologist never made much sense to me as a completely separate role, so I support it. But I've played xenobiologist...once. So my opinion isn't worth much.
  9. Only if there is heaps of security. If there isn't any security though, you shouldn't at all do with criminals. Let them have free reign! That'll teach sec for not showing up! This almost could be it's own section but indeed yes - the laws NT sent are obviously just there to get in the way of the true masters of the station, command. Rewrite the laws as often as you can, in the most complicated ways. Then add a few dozen extra meaningless laws.
  10. Science always wins end of round grieffests.
  11. A true comdom doesn't even know how to get to tcomms.
  12. So, wanna know how to be a complete comdom? Worried you might be a good head? Read on, follow these tips, and the crew will be demanding you be lynched in no time! Comdom: A portmanteau of "Command" and "Condom", it's slang for a head of staff who is an idiot. Often screamed 4noraison, but generally deserved, it's what NT is known for in leadership! Now, you've selected a head of staff role. This gets you a shiny ID card, access to the bridge, a telebaton, and command channel. You're expected to know almost everything about your department, and be able to lead and have authority over them - show them wrong! The first thing you should do is completely ignore your entire department. It's best you leave it all together. (The CE is an exception here - throw yourself into the sing at once!). Don't even bother talking to them - you have command channel, you're too good for those plebs. May as well turn off your department channel. As a Comdom, the whole station, not just your department, is yours. Walk around into everyone elses departments, even if you don't have access. If you're the HoP, just give yourself access! Remind people of your position. Give orders to everyone and everything you can, and if they don't obey - beat them with your baton! Spacelaw is for those non-command plebs. You're immune to it! If security think otherwise, they're rouge. Now, things will eventually go wrong in your department, and you'll be blamed - which is stupid, as you haven't even been there, so it can't be your fault. Find the first member of it you can, blame them, and fire them. Speaking of firing - you can fire people in your department. It's best to do so as soon as possible to let people know you're boss. Beat them with a telebaton if they ask questions like, "Why?" or "Who are you anyway?". If you're not going to follow the advice and actually stay in your department, remember this one thing: It's your department, and is there for your own gain. RD? Make yourself shiny toys and DO NOT SHARE. CMO? Drugs and genetic powers ahoy! HoS? Gunsgunsguns. Now, the supreme Comdom of them all is the Captain. Here's a few special tips: Firstly - place the disk somewhere easy to get in case of emergency, like on the bridge, or in the bar. Or just ignore it all together. Secondly - Smash the case to your fancy gun, and take it out. You'll never need non-lethals. Thirdly - Full armour. All the time. No exceptions. Fourth - Give yourself a fancy title like "God emperor of NT". These a mandatory for ALL Comdoms. A few optional things: Invent new space laws! They're just a guideline anyway, right? Execute the clown, have the HoS borged, then have him locked down! Just leave the station. Gateway, space pod, whatever. Take some fancy toys and scoot! Try to be silent the whole round. Hell, ditch your headset. Communication is for the unrobust. Execute those who call you a comdom, of course. Now, should you follow these steps, you should be well on your way to a job ban and/or lynching. Best of luck out there!
  13. One of the main reasons we do this is to avoid meta - ignoring the possibility of traitors or lings because a vampire was seen, for instance. I often target lings/vamps at each other too, so I support that. It's hilarious.
  14. The cutlet knife was a quick fix I added to the map because of weird recipes, really it should be changed completely.
  15. I enjoy having them brigged for assault as a Grey. Holywater is a problem though - the ability to make it in chem or have the Chaplain mass produce it just seems against the theme alltogether.
  16. Very much this! I was behind the (stupid!) decision to put offices in Centcomm. This lead to more requests for people to have their own. Snowflake references snowball. Once a few are added, people request more, and if we don't add them, it causes problems. If I add something for one person, I'd feel bad about not adding it for other people - bad towards their characters who also deserve the recognition, but also towards the players who I feel I'm doing a disservice too. The other issue here is downstream servers who use our code having a bunch of references, like we did with Creed's office. This is nothing personal against Alice or any other characters - it's just something we decided as an admin team that it's a door we don't want to go down, and closed it shortly after I stupidly opened it.
  17. Hopefully there'll be a way that they can swipe their ID without taking it off. All in all, I like this, and would love it even more if logging could be added for investigating shitcurity.
  18. Agreed, there needs to be clarification on what people can/can't be fired for, and how refusal to be fired would be handled. Technically, you -could- say that they're trespassing after they've been fired, but that's a bit roundabout. SoP and other things could handle what you can be fired for - just like IRL, you can be fired for many things that aren't crimes. What are some things people should (and shouldn't!) be able to be fired for?
  19. I walked past one just as it went off the other day. It was hilarious. I thought I'd make it a whole round without taking damage, very wrong of me.
  20. I very much see your point here - getting killed (and especially gibbed) as an innocent bystander is pretty harsh. I'd honestly say that the potential for destruction - given the TC cost - is actually fairly low compared to mass use of C4, etc. Bombing is a quite valid tactic for assassination tactics, assuming at least there is a vague attempt to hit the target. The syndicate bombs I've seen very rarely used actually, with the sheer size of the big ones, it's not easy. The minibombs might be a tad powerful as a recent test in the brig showed me.
  21. Due to repeated problems that havn't been solved, we have changed how they work. http://nanotrasen.se/wiki/index.php/Implants Long story short, they are -only- mechanical now. They do not make you loyal to NT - they instead prevent people being brainwashed by Revs or the Cult of Nar Sie. IC reasons follow. Breaking News! A class action suit by former NT employees has been won, with over 200 doctors providing proof of long term brain damage and mental degeneration in those implanted. In accordance with rulings by Sol Gov, NT has discontinued the use of the controversial implants, and replaced them with a less intrusive "Protection" model of implant.
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