Plasmamen at Roundstart (MERGED!)

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Zilenan91
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Re: Plasmamen at Roundstart (MERGED!)

Post by Zilenan91 » #133693

Bottom post of the previous page:

Yeah they were enabled as a choosable race before plasmamen got disabled. I didn't know if they were a debug thing or what.
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Zilenan91 wrote:
Just replace both their arms with chainsaws.

HAVE FUN ESCAPING NOW WITH NO ARMS
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Re: Plasmamen at Roundstart (MERGED!)

Post by Remie Richards » #133696

Nah, 100% usable, they just have a different sprite is all.
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Re: Plasmamen at Roundstart (MERGED!)

Post by Anonmare » #133700

Dunno if this was mentioned earlier but, while the Plasmaman helmet is pressure-proof, it isn't temperature-proof so you're slowly freezing to death if you don't put on a proper hardsuit helmet, and if you forget to switch back before heading inside you start burning instantly. It forces you to do a helmet juggle which you will always recieve a slight amount of pressure-brute damage from. Kinda annoying tbh fam

EDIT: And you also can't appear to eat with the helmet on
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Re: Plasmamen at Roundstart (MERGED!)

Post by Remie Richards » #133701

Plasmamen dont need to eat, so..
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Re: Plasmamen at Roundstart (MERGED!)

Post by Zilenan91 » #133702

So are any coders working on making plasmamen be a different config than lizards are?
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Zilenan91 wrote:
Just replace both their arms with chainsaws.

HAVE FUN ESCAPING NOW WITH NO ARMS
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Re: Plasmamen at Roundstart (MERGED!)

Post by Anonmare » #133707

Remie Richards wrote:Plasmamen dont need to eat, so..
Well I'm still getting the slowdown and the hunger bar indicator flashing at me fam, dunno what to tell you from that
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Re: Plasmamen at Roundstart (MERGED!)

Post by DrPillzRedux » #133710

Zilenan91 wrote:So are any coders working on making plasmamen be a different config than lizards are?
You didn't seriously believe this, right?
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Re: Plasmamen at Roundstart (MERGED!)

Post by Sweaterkittens » #133711

Anonmare wrote:Dunno if this was mentioned earlier but, while the Plasmaman helmet is pressure-proof, it isn't temperature-proof so you're slowly freezing to death if you don't put on a proper hardsuit helmet, and if you forget to switch back before heading inside you start burning instantly. It forces you to do a helmet juggle which you will always recieve a slight amount of pressure-brute damage from. Kinda annoying tbh fam

EDIT: And you also can't appear to eat with the helmet on
The helmet not being spaceworthy is an issue that is being fixed. You shouldn't have to juggle helmets when they're re-enabled. Also, regarding the food issue, I've passed that one to As334, but you shouldn't need to eat so I'm not sure why you got a hunger indicator. I'll have him look into that.
Zilenan91 wrote:So are any coders working on making plasmamen be a different config than lizards are?
Yes, that is one of the things that will be implemented with the upcoming hotfix. It was initially left out because we were supposed to have the option to disable one or the other, but didn't seem to work properly. I'm not familiar with the code myself so I'm just passing on what I've been told. They will be made their own config in the future so lizards won't have be turned off!
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Re: Plasmamen at Roundstart (MERGED!)

Post by Anonmare » #133737

So after playing a few rounds I think I can say that I like them as a challenge race, makes Lizards look like babby mode in comparison. That thing about them taking off their suit and being a walking fir hazard? That's a really minor benefit considering you have an equipment slot permenantly occupied by an airtank and need to make regular stops, usually about over an hour on the standard tank with the standard settings, to Atmospherics/Engineering/Science for a refill.
Disguising is pretty much impossible except for as another Plasmaperson, since taking off the helmet covering your head, even with another hardsuit, will still make you catch fire immediately (dunno if that's intended or a bug) and also means no head protection from armour.
They do provide some interesting mechanics that you wouldn't really have with the other races, constantly having to worry about the atmosphere and knowing that dying means little chance for revival outside of people putting the effort in just for you does re-capture some of that old style SS13 lethality. I also like their version of the Syndicate Uplink, a bit more subtle and an officer might forget to remove it or not think twice about it when processing them as a prisoner

Though I think it would mostly be used regularly by players who enjoy having a bit of a challenge to their rounds which would probably maintain the Human-centric station (and it should to be honest).
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Re: Plasmamen at Roundstart (MERGED!)

Post by TheNightingale » #133738

The thing about the plasma tank is that it's default 101kPa (which is the standard pressure for air), but since it's pure plasma, you only need 16kPa (the minimum pressure for oxygen). Set it to 16 and it lasts much longer.

What do they get as a syndicate uplink? A headset?
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Re: Plasmamen at Roundstart (MERGED!)

Post by Anonmare » #133739

Yeah it's a headset that needs to be tuned to a specific frequency to unlock the Syndi menu. Though I think CERTAIN players will try to game the system by capturing Tratior Plasmamen and stealing their headset and cycling through every frequency until the menu unlocks.
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Re: Plasmamen at Roundstart (MERGED!)

Post by Incoming » #133781

Anyone who doesn't have a pda when they're made a traitor will get the headset version. So if you ever want it, just drop your pda before you get the message.

Incidentally if you don't have a pda OR a headset, you're screwed out of your points.
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Re: Plasmamen at Roundstart (MERGED!)

Post by newfren » #133786

Incoming wrote:Anyone who doesn't have a pda when they're made a traitor will get the headset version. So if you ever want it, just drop your pda before you get the message.

Incidentally if you don't have a pda OR a headset, you're screwed out of your points.
I... believe there's also something in game preferences to force it into your headset? That might have just been some outdated information I read on the wiki a while back though.
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Re: Plasmamen at Roundstart (MERGED!)

Post by PKPenguin321 » #133787

newfren wrote:
Incoming wrote:Anyone who doesn't have a pda when they're made a traitor will get the headset version. So if you ever want it, just drop your pda before you get the message.

Incidentally if you don't have a pda OR a headset, you're screwed out of your points.
I... believe there's also something in game preferences to force it into your headset? That might have just been some outdated information I read on the wiki a while back though.
don't believe so, but i can confirm the headset trick works. ive done it before and it's so nice having a hands free uplink
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Re: Plasmamen at Roundstart (MERGED!)

Post by newfren » #133790

PKPenguin321 wrote:
newfren wrote:
Incoming wrote:Anyone who doesn't have a pda when they're made a traitor will get the headset version. So if you ever want it, just drop your pda before you get the message.

Incidentally if you don't have a pda OR a headset, you're screwed out of your points.
I... believe there's also something in game preferences to force it into your headset? That might have just been some outdated information I read on the wiki a while back though.
don't believe so, but i can confirm the headset trick works. ive done it before and it's so nice having a hands free uplink
You can also use your PDA uplink from the ID slot by opening your pda window then transferring it into the slot. Means you don't have to be standing there with your PDA out when you order things, and you can keep the window open and in like... the top right of your screen so you can quickly order a revolver or whatever if you need one.
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Re: Plasmamen at Roundstart (MERGED!)

Post by Saegrimr » #133793

newfren wrote:You can also use your PDA uplink from the ID slot by opening your pda window then transferring it into the slot. Means you don't have to be standing there with your PDA out when you order things, and you can keep the window open and in like... the top right of your screen so you can quickly order a revolver or whatever if you need one.
You don't even have to do that, just click and drag the PDA icon from your ID slot or belt or wherever you keep it onto your character.
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Re: Plasmamen at Roundstart (MERGED!)

Post by NoahGoldFox » #133800

Zilenan91 wrote:So are any coders working on making plasmamen be a different config than lizards are?
This is what im waiting for to. :/ humans are boring
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Re: Plasmamen at Roundstart (MERGED!)

Post by Zilenan91 » #133801

Incoming has a pr up re-enabling Lizards.
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Zilenan91 wrote:
Just replace both their arms with chainsaws.

HAVE FUN ESCAPING NOW WITH NO ARMS
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Re: Plasmamen at Roundstart (MERGED!)

Post by Super Aggro Crag » #133849

i wanna make a plasmaman character
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Re: Plasmamen at Roundstart (MERGED!)

Post by Steelpoint » #133852

Plasmamen do seem cool.

I still think they should be named something more original than Plasmaman. Since I think the whole backstory of them being former Humans to be autistic even by SS13 standards.
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Re: Plasmamen at Roundstart (MERGED!)

Post by Cheimon » #133858

Necroplasmids
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Re: Plasmamen at Roundstart (MERGED!)

Post by Anonmare » #133887

I appear to have devloped appendicitis, though my race was Skinbone at time of writing. A problem since there's no way for a surgeon to really correct that and the vomiting makes you drop the things your carrying/decrease your hunger (With all the problems that brings) and when you run out of hunger you start collapsing which is *really* annoying.
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Re: Plasmamen at Roundstart (MERGED!)

Post by Zilenan91 » #133890

Can we just remove appendicitus instead of making plasmamen immune to it
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Zilenan91 wrote:
Just replace both their arms with chainsaws.

HAVE FUN ESCAPING NOW WITH NO ARMS
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Re: Plasmamen at Roundstart (MERGED!)

Post by as334 » #133892

Huh, I figured the no virus thing would prevent Appendicitis. I can do that one pretty easy. Also in regards to food, as far as I understand it, you won't take the passive nutrition loss, but things that make you lose nutrition will still decrease it. Anyways, you can always just eat in a plasma filled room, same with surgery.
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Re: Plasmamen at Roundstart (MERGED!)

Post by Grazyn » #133995

Is there a threshold for the amount of oxygen needed in the atmosphere to catch fire? AFAIK even if you fill a room with plasma and scrub out the oxygen, you still catch fire as long as there's a small oxygen residue
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Re: Plasmamen at Roundstart (MERGED!)

Post by Zilenan91 » #133996

As long as there's even a single oxygen atom, you will catch on fire.
Spoiler:
Zilenan91 wrote:
Just replace both their arms with chainsaws.

HAVE FUN ESCAPING NOW WITH NO ARMS
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Re: Plasmamen at Roundstart (MERGED!)

Post by Steelpoint » #133997

There should be some oxygen tolerance for Plasmamen.

Our own air has traces of a wide range of gases, such as Carbon Dioxide.
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Re: Plasmamen at Roundstart (MERGED!)

Post by Luke Cox » #133999

Steelpoint wrote:There should be some oxygen tolerance for Plasmamen.

Our own air has traces of a wide range of gases, such as Carbon Dioxide.
Nope. Even tiny amounts of oxygen should drain your health quickly. I like the idea of Plasmamen setting up emergency plasma shelters throughout the station.
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Re: Plasmamen at Roundstart (MERGED!)

Post by Steelpoint » #134001

What I'm saying is that the air should be able to hold a minute amount of oxygen so that you don't have to go to the extreme end of venting absolutely everything.

We have less than 1% of Co2 and other in the air we breath, so I'm just saying that a small amount of O2 should not set them on fire when in a near pure plasma environment.
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Re: Plasmamen at Roundstart (MERGED!)

Post by Ricotez » #134034

Steelpoint wrote:What I'm saying is that the air should be able to hold a minute amount of oxygen so that you don't have to go to the extreme end of venting absolutely everything.

We have less than 1% of Co2 and other in the air we breath, so I'm just saying that a small amount of O2 should not set them on fire when in a near pure plasma environment.
CO2 is not combustible, it's what you get when you burn carbon
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Re: Plasmamen at Roundstart (MERGED!)

Post by NoahGoldFox » #134134

It still isent fixed yet? :/
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Re: Plasmamen at Roundstart (MERGED!)

Post by Luke Cox » #134195

Cheridan just merged the fix. When is it being added to the server?
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Re: Plasmamen at Roundstart (MERGED!)

Post by Super Aggro Crag » #134210

based cherry dan
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Re: Plasmamen at Roundstart (MERGED!)

Post by Super Aggro Crag » #134377

PLASMAMEN PLASMAWHEN?
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Re: Plasmamen at Roundstart (MERGED!)

Post by Zellion » #134379

lizards added but not plasmamen riot in the streets
PLASMAMEN WHEN GAS THE LIZARDS
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Re: Plasmamen at Roundstart (MERGED!)

Post by Luke Cox » #134412

How's progress on fixing Plasmamen?
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Re: Plasmamen at Roundstart (MERGED!)

Post by Sweaterkittens » #134970

Hello all!

I'm sorry for the lack of updates and general silence lately, I've been bogged down with work and have not had a chance to line everything up in order to give you guys a thorough update. Since everything that needs balancing or fixing has been flagged, I'm mostly just hanging back and letting my coder do his thing, and I haven't been entirely on the ball with keeping tabs on where he's at in the process. BUT I can see that you guys are eager to play Plasmamen, and I'm really excited to see so much support!

I believe the first fix solved a portion of the issues, but the "final" fix that will allow them to be enabled again is still receiving a tweak. Aside from one issue regarding Shadowling interaction, the fix is ready to be merged! I know I said that they'd be live again nearly a week ago, but you'll have to forgive me as I am not doing the code myself, and I apologize for misleading anyone. I expect that unless any other major bugs present themselves, they'll be back up and playable tomorrow, or at the latest this weekend. Once again, I'm really grateful for all the support, and I'm really stoked to see so many people excited to play them again. Big shout out to WJohnston for making the sprites, Fridge for his extinguisher canister sprite, and As334 for putting in all the effort to code this and work out the kinks!
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Re: Plasmamen at Roundstart (MERGED!)

Post by Super Aggro Crag » #135042

great work!!!!!!!!
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Re: Plasmamen at Roundstart (MERGED!)

Post by Luke Cox » #135598

Any day now?
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Re: Plasmamen at Roundstart (MERGED!)

Post by Danowar » #138349

So, why are Plamamen immune to flashes? I did not know this til today, and this ended up costing me the round when I tried to rev a plasmaman miner when he had no visible eye protection on.
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Re: Plasmamen at Roundstart (MERGED!)

Post by Zilenan91 » #138353

If he had his hardsuit helmet up he's immune to flashes afaik.
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Zilenan91 wrote:
Just replace both their arms with chainsaws.

HAVE FUN ESCAPING NOW WITH NO ARMS
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Re: Plasmamen at Roundstart (MERGED!)

Post by Danowar » #138354

I know helmets have flash-resistance but I mean like, he didn't have the hardsuit helmet on. OOC was saying that the default suits plasmamen start with have flash resistance. Is this because Plasmamen cannot wear eye-protection or something with their suit set ups? There's got to be a better workaround than that.
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Re: Plasmamen at Roundstart (MERGED!)

Post by Zellion » #138365

Did he have sunglasses on or something? You can wear eye stuff as plasmaman but they don't show up on your sprite.
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Re: Plasmamen at Roundstart (MERGED!)

Post by Danowar » #138366

That might have been it then. That mistake got me a pickaxe promptly in my face. Guess I'll just avoid them the next time I'm a rev head.
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Re: Plasmamen at Roundstart (MERGED!)

Post by newfren » #138372

Danowar wrote:That might have been it then. That mistake got me a pickaxe promptly in my face. Guess I'll just avoid them the next time I'm a rev head.
I think shift clicking might work to check?
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Re: Plasmamen at Roundstart (MERGED!)

Post by Super Aggro Crag » #138398

i hope soon, they fix the helmets and nutritiono
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Re: Plasmamen at Roundstart (MERGED!)

Post by Zellion » #138672

newfren wrote:
Danowar wrote:That might have been it then. That mistake got me a pickaxe promptly in my face. Guess I'll just avoid them the next time I'm a rev head.
I think shift clicking might work to check?
Plasmamen helmets cover their head completely even though they look like a naked skull, sunglasses would be hidden. Fun thing, I spaced myself as plasmam, the cold of space kept my flames out so I got to see my naked purple skeleton, and after taking my helm off I grew a pair of sunglasses.
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Re: Plasmamen at Roundstart (MERGED!)

Post by Luke Cox » #138778

When are these getting re-added?
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