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Midaychi

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Everything posted by Midaychi

  1. So, reading that doc, basically a simplified version of goon pathology with a bunch of pseudoscience fluff about amino acids instead of taking binary and obscuring it by translating it to hex? http://wiki.ss13.co/Pathology_Research
  2. Nothing's stopping maintainers from coming up with their own tastes though. "like dicks", "as if a thousand clowns suddenly cried into the world's tiniest glass at once", etc.
  3. This suggestion is to add a 'taste' var to all reagents and drinks. "acidic", "sweet", "bland", "watery", whatever. One per reagent. Something like orange juice or sulfuric acid or cyanide might be "acidic", or "bitter" Something like sugar or lead or glycol might be "sweet", Etc. When you bite into a food or drink something, the game would check what the two highest concentrated reagents were. Then it would go "It tastes kinda $primary, and a little $secondary" or whatever. You'd probably need to go through and add small amounts of chemicals to foods though, and maybe make "tasteless" reagents (like nutriment or chef's special) not factor into $primary or $secondary unless there's nothing else covering it up.
  4. I guess you could write it into the chem master instead of having it a separate machine, and have it analyze new chemicals you put in it when you press the analyze button, and have it keep a log of recipes/give hints/tips. AS for the machine, I'm not sure how to mediate it then. It could probably use power from the chem synths. There's the option of making it free, and just having it as a convenience for when the chemist has disappeared or is busy. It'd only work if the chemist or cmo analyzed chemicals and then enabled them in the thing though.
  5. Yeah this is really something an admin or security as a team should deal with. There's also some clever ways to deal with hulks, but they require cooperating with cyborgs or science/chem.
  6. If tram parts are buildable, sure. They could make their own stops and stations even.
  7. As in the title. We have tram code, why not lay some track around the asteroid. That way you can drag drill parts and ore boxes and riply and dead bodies onto it, and fast transport away to somewhere on the asteroid and back.
  8. https://github.com/tgstation/-tg-station/pull/9921 They work a lot better than they look in those webm. Basically most things that are a timed process get them automatically, and they're super convenient.
  9. You mean this? viewtopic.php?f=12&t=4354&p=28147
  10. Tl;dr, supply for chem dispensers, a helpful combination chemistry hint machine and autochem maker that updates as people react chems around it, and an automat for handling dispensing of auto-reacted chemicals and money transfers if applicable. ----------- Firstly, something vaguely similar to what bay has at the moment. Instead of synthesizer power, each element in chemistry dispensers starts with a supply amount that you use up as you use it. Running out means you have to order a new supply pack from cargo, but running out (at least on bay) also means you just used about 700 units of a single element #dang. It'd be neat if sending centcom materials from mining gave you discounts on supply packs for chem, but that's an aside thing. It'd be a way to encourage people to buy supply points or whatever, if an actual economy were ever implemented. Secondly, A wall mounted device called the chem helper (or something) that watches the chemists or scientists or whatever. You can click on it to open an interface which lists a bunch of basic well-known chemicals and how to synthesize them. It also gives you vague hints as to if it's a dead end chemical, or if there are any elements or temperatures you could try reacting them with. As chemists react chemicals in the presence of this wall mounted device, it records them and their recipes, and updates its hints/suggestions. You can also enable to use them in the next idea, and set them for free or a price here. Thirdly, A chemistry automat near the chem fridge. A person with medical access can use this machine to get an interface, which lists all the finished chemicals that chemistry has enabled to show up in it using the chem helper, as well as if they're free or have a price per unit defined. Said medical person can then place a beaker in the device, and buy these chemicals from the automat (for free or price, depending). If successfully free/purchased by someone with a medical id, the synthesis would suck resources from the chemistry dispensers and spend a few seconds reacting it all, then dispense it into the beaker like a coffee machine. I suspect charging anyone without an actual functioning economy would just end up with the CMO busting in and firing the chemists at the moment, but I added that as a suggestion for the future I guess. --- Ideally, the situation would be: Chemists roundstart with limited supply, have the chem helper to give recipes for basic chems and helpful vague hints for reacting more. They can choose to use or completely ignore the chem helper, and they can choose to either use the chem helper for chem distribution or just stuff things in the freezer. If a half-assed economy is ever implemented, chemists could also charge for some of the more complex chemicals and use that money to buy more supply packs from cargo. The chem helper is also there to help new people discover chemistry without having to look up the source code or just follow a recipe guide on a wiki.
  11. I agree on the 50+ kp thing, getting people to properly play this might be a pain. Any reason you couldn't just make this a child of normal carbons, then remove the stuff it doesn't need in the germanshepard.dm defines or whatever? I mean, it's not like an admin's going to spawn 50 of these without ghosts. Right..? Edit: I mean heck, if the intention is to only ever have one in a round, maybe three max, you could even let them have organs and surgery. Define dog kidneys. Prosthetic dog leg. They'd need their own wound overlays and stuff but, whatev right? I figure unless a crazy amount of sprites/overlays for customizations were added though, it'd probably work like cyborg where your player setup doesn't matter that much appearance-wise.
  12. Well this was recently made. Adds krav naga as a roundstart martial art ability for security forces. https://github.com/tgstation/-tg-station/pull/10306 So I was wondering: What if there were a roundstart job of a german shepard or something, fit in a kevlar rig with a tracking collar and a headset for security? Security dog. Somehow give them access to the help/harm/disarm/grab track and a single hand slot for their mouth. Have them able to use a takedown dog martial art that focuses around taking targets down and keeping them down for officers to assist? Could also give them some sort of scent abilities for finding bombs/chems and people but I'm not sure how that'd work properly. Maybe they'd have dog versions of synth laws. Like, "This is your training, follow it." laws/guidelines on how 2 dog. Idk maybe it's a dumb idea.
  13. Holster might be neat, Pretty sure webbing used to be in paradise before it was torn out because 'gamebalance' and 'boy having this inventory space on my jumpsuit is extremely inconvenient for some reason!' or something.
  14. Yeah, that picture I linked earlier, https://dl.dropboxusercontent.com/s/q4r ... plants.png Notice the plants not giving a hoot about trays, and also its hard to see but a lot of those tomato plants are more than one per tile. For an actually visible example, some of the mutant chantrel in the upper right are ontop of tomato. I also noticed sometimes that spraying wheat stocks would turn them invisible or mutate them, and then suddenly a minute later a mutant strand would pop up elsewhere. Only tomatoes and wheat were planted on the ground that round, so those random wall climbing mutants came about on their own or from spraying. Honestly I wouldn't be surprised if somehow the invisible plant trays used for vine spreading in baycode were sticking around invisibly and randomly growing mutants.
  15. Honestly even a little spreading seems to lag 90 pop servers pretty hard. How about quartering spread speed per potency (because paradise has a low ticklag and bay doesn't), and basing how far the plant will spread on the inverse of the maturation speed? Also preventing them from spreading onto tiles that already have plants/trays. Then attach the spread trait back to vigour. That way, the plant controller won't hammer the server quite as hard, and you can set a limit to how big of a hot mess it makes. You could make the baseline glowshroom by upping the maturation speed to what works the best, and in order to make uberfast vines you'd either need luck with an exotic seeds crate or a stomato ray/mutagen to bump the maturation speed way down to 1 in order to get the furthest spread. *Honestly, if there were a way to make these *plant outside of trays* plants not spread at *all* then I'd still use them. For the efficiency value*
  16. Robust combat has already had a built in aimbot mode that works for high pingers, and it's called *clicking on the target rather than firing in their direction*. When the server receives your request, it will then fire the projectile where they are when the request is received.
  17. Midaychi

    .

    Tg has simple mobs like mega carp and aliens and stuff that ghosts can spawn as, but you have to use specific xenobiology slime cores to spawn and tame them first.
  18. https://dl.dropbox.com/s/c1v09kvh7pvd4cg/nospread.png I planted these on baydev over three hours ago. They haven't spread once. I think just porting latest baydev would fix the problem. Unless the problem is someone making a custom spread proc for glowshrooms on paradise's end. In which case they should stop that shit because it's hilariously broken.
  19. Ghetto chem from vg is pretty modular and looks up chemical recipes, so it should be easy ish to get it to work with goofchem. The main difficulty would be making enough chemicals available around the station to assistants or maintenance access so you can actually make a wide variety of things from the decomposed results. VG had it easy in that case, because of trek chem and having discount dans machines.
  20. The trait you're talking about is the "It is able to be planted outside of a tray." stuff. I think someone must have modified how it works when porting to paradise, or maybe bay fixed it? either way: currently on paradise, "It is able to be planted outside of a tray." is on its own separate gene, and anything with this uses the glowshroom spreading code, which is kindof brokenly hilarious on paradise. An example: https://dl.dropbox.com/s/q4rh5b1xvlddnlm/plants.png And yes, only wheat and tomatoes were planted like that, and only one of each. They spread like that in under five minutes. Also using weed killer on them sometimes mutated them into other plants that turned invisible, and spread into things like tower caps and chantriel and such. I also noticed that when the spawn code couldn't find a free space, it'd spread ontop an already existing non-tray-planted plant sometimes. Also it doesn't really seem to respect windoors? ---- Currently on bay dev: the "It is able to be planted outside of a tray." gene is on the vigour loci, and glowshrooms start with a maturation rate of 15 and a production rate of 1. This effectively means you need mutagen/ray gun or exotic seeds to even start making fast growing spread stuff. I also notice that on bay-dev, things with that trait don't actually spread. They just sit there and grow, and don't duplicate or grey goo at all. Or at least, I've been sitting here for 30 minutes and haven't seen a single spread but I haven't modified the maturation below 15 so maybe it's a growth thing? Either way, maybe the better fix would be "update to bay dev botany"? On a side note, Baydev botany trays also have super fancy features like labeling the tray and a built in light that you can toggle if the area is powered with settings for exact level of lumens.
  21. https://github.com/d3athrow/vgstation13/pull/3793 http://ss13.pomf.se/wiki/index.php/User ... Ghettochem
  22. Only if having the module active tints them a colour or gives them an overlay and gives them the cyborg equivalent of wearing the tag armour. Also a team choice.
  23. The idea: NT commissions these stations so they can be profitable and develop technologies, but rarely any of this reaches centcomm in a physical way without sending out scrapping and reclaiming techs. So, remove supply points. Instead, add a shipping quota, visible on the supply consoles. Station starts with a positive startup amount on their quota. When you order things, you negatively impact this quota, and when you ship things you positively affect this quota. If you don't have enough fulfilled quota points for a crate, you can't order the crate. There is no passive growth of the quota, but the extra supply points event does affect it positively. This quota refreshes every 30 minutes or hour or two hours (whatever's more balanced), and carries over the deficit or bonus from the previous quota period. (minus the quota amount of the previous period. This can cause the fulfilled amount to become negative, or surplus of the quota.) To meet this quota, you can ship finished technology from science, artifacts bundled with a gas chromatograph scan from xenoarch, large artifacts even without a scan, botany produce (especially if it's crazy mutated) minerals and sheets from mining, and beakers of complex chemicals from chemistry, excess corgi puppies, etc. You can also ship physical credits and stacks of phat cash. Cyborg cash doesn't count. You can also buy into the quota by paying digital credits. Basically anything that NT would want the station to produce. If the station stays consecutively negative or fails to fulfil the quota, an event will start. NT accountants have initiated a station tax to try and recoup costs. The event will add a tax to using the functions of most machines that produce things. Drink machines, autolathes, proto lathes, circuit imprinters, exosuit fabricators, chem dispensers, etc. You have to pay and have your pin synched with the machine to use it, and all tax goes to fulfilling the quota. If enough things are shipped to satisfy nanotrasen accounts (ie go positive from negative or meet the current quota) then the tax will be lifted and the event ended until it happens again. Edit for clarification: Quota points aren't collected until the end of the quota period. They're basically an abstract simplified concept of how well the nanotrasen accountants think the station is doing.
  24. A better way to do it is to have people subscribe/unsubscribe to the holopad by clicking on it and selecting the option. Then as long as they stay in range of the holopad, they display on the target recipient holopad and their relative position is mapped around the recipient holopad. You can do this by copying appearances to a holomob and have its movement and actions mirrored. You could probably even handle in hands and wound overlays. You can't see what's going on at the other end of the holopad, only holograms and speech around it that is sent to your pad. That way if the heads of staff are all subscribed to the bridge holopad and talking around it to the medbay holopad, their holograms would be relatively positioned around the medbay holopad and the pad would be transmitting talk. If the clown then busted in and started bashing the HOS, all you'd see is the hos suddenly reacting and running around and becoming bloody, and some chatter about 'FUCKING CLOWN' etc. ON a side note: ability for head level access ids to broadcast to ALL holopads on the station at the same time. Also, if the above becomes taxing, just make it only work in a 6x6 area around the holopad or something.
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