Search found 2351 matches
- Sat Mar 17, 2018 8:24 pm
- Forum: Ideas
- Topic: give traitors some free items
- Replies: 24
- Views: 4256
Re: give traitors some free items
I could MAYBE see a case for making syndicate keys free, but other than that, absolutely not
- Sat Mar 17, 2018 8:11 pm
- Forum: Ideas
- Topic: Medbay changes: Under Needle and Knife
- Replies: 26
- Views: 6222
Re: Medbay changes: Under Needle and Knife
kevinz000 wrote:listen to the cmo main
- Sat Mar 17, 2018 3:13 am
- Forum: Off Topic
- Topic: 23&Me / Ancestry.com results thread & circlejerk
- Replies: 71
- Views: 27347
Re: 23&Me / Ancestry.com results thread & circlejerk
Am I a paranoid fuck or am I right to be wary of giving them my DNA?
Also it'd probably be a waste of money for me. Mostly England and Scotland, some stuff from Scandanavia, 6.25% Native American
Also it'd probably be a waste of money for me. Mostly England and Scotland, some stuff from Scandanavia, 6.25% Native American
- Sat Mar 17, 2018 3:09 am
- Forum: Ideas
- Topic: Medbay changes: Under Needle and Knife
- Replies: 26
- Views: 6222
Re: Medbay changes: Under Needle and Knife
Uplink healing items maybe? Syndicate autosurgeons could be a thing
- Sat Mar 17, 2018 12:37 am
- Forum: Coding Feedback
- Topic: Sleepers no longer automatically generate chemical PR
- Replies: 144
- Views: 29749
Re: Sleepers no longer automatically generate chemical PR
Can someone please tell me why this has been testmerged for THREE DAYS?
- Sat Mar 17, 2018 12:26 am
- Forum: Ideas
- Topic: Organ Failure - An alternative to sleeper changes
- Replies: 29
- Views: 5211
Re: Organ Failure - An alternative to sleeper changes
Eh, that's a bit extreme. I think it should be evident to all parties involved that organ failure is involved.
- Sat Mar 17, 2018 12:26 am
- Forum: Ideas
- Topic: Medbay changes: Under Needle and Knife
- Replies: 26
- Views: 6222
Re: Medbay changes: Under Needle and Knife
I'm all for any system that encourages people to patch in the field and heal in medbay. Yes, the inability to heal perfectly will "hurt antags but I think its worth it to make antags either play smart or accept that going loud might just not pan out as a one-man murderspree. The opposite is pr...
- Fri Mar 16, 2018 7:15 am
- Forum: Ideas
- Topic: Idea for spears: Ability to stick head on the end of them
- Replies: 2
- Views: 971
Re: Idea for spears: Ability to stick head on the end of them
Boy do I have some good news for you. Swing by brig when I'm HoS sometime
- Fri Mar 16, 2018 4:26 am
- Forum: Ideas
- Topic: Organ Failure - An alternative to sleeper changes
- Replies: 29
- Views: 5211
Re: Organ Failure - An alternative to sleeper changes
Having regular invisible medical problems with your mob sounds like a nightmare in SS13. It is very apparent both to a player and to the doctor when a limb is missing and it is easy to understand why you are suffering various consequences, not so much when your lungs are damaged and you're unconcio...
- Fri Mar 16, 2018 3:57 am
- Forum: Ideas
- Topic: Medbay changes: Under Needle and Knife
- Replies: 26
- Views: 6222
Re: Medbay changes: Under Needle and Knife
I'm definitely in favor of field medics and emergency field surgery, which I honestly should have thought of when I considered organ failure. At one point I even considered suggesting a separate surgeon job, but I wanted to keep my suggestion relatively simple and limit it to existing systems. Infec...
- Fri Mar 16, 2018 1:08 am
- Forum: Coding Feedback
- Topic: Moodlets
- Replies: 258
- Views: 52860
Re: Moodlets
Suicide at depressed mood level or riot
- Fri Mar 16, 2018 1:00 am
- Forum: Coding Feedback
- Topic: Sleepers no longer automatically generate chemical PR
- Replies: 144
- Views: 29749
Re: Sleepers no longer automatically generate chemical PR
Okay, the amount of talking about major rewrites to medical has me officially spooked. I'll make a post about some easily expandable medical additions I'd be willing to implement regarding making bleeding and burn infections relevant that will give doctors more importance in the crew staying in per...
- Thu Mar 15, 2018 11:00 pm
- Forum: Coding Feedback
- Topic: Chemistry macros
- Replies: 89
- Views: 21121
Re: Chemistry macros
You mean people don't just have the wiki article open when they play chem?
- Thu Mar 15, 2018 10:30 pm
- Forum: Coding Feedback
- Topic: Sleepers no longer automatically generate chemical PR
- Replies: 144
- Views: 29749
Re: Sleepers no longer automatically generate chemical PR
If anything is going to be used to keep people in stasis, it would make a lot more sense for it to be cryo. In the medbay I envision, I'd like to see cryo used for extreme cases where people need surgery to save them and the surgery bay is full. Stuff you use for minor to moderate injuries should ne...
- Thu Mar 15, 2018 9:29 pm
- Forum: Ideas
- Topic: Organ Failure - An alternative to sleeper changes
- Replies: 29
- Views: 5211
Re: Organ Failure - An alternative to sleeper changes
Thought of three more caveats: 1. Some types of damage should be more likely to cause organ failure. Brute should take crit levels of damage, toxins should cause it at moderate dosage, burn and oxyless fairly high but not quite crit. 2. Extreme burn damage (we're talking literally on fire for an ext...
- Thu Mar 15, 2018 8:34 pm
- Forum: Coding Feedback
- Topic: Sleepers no longer automatically generate chemical PR
- Replies: 144
- Views: 29749
Re: Sleepers no longer automatically generate chemical PR
This is what I'd like to see. Severe injuries to the torso or head cause organs to fail, and those require surgery to fix. Limbs are fine with amputation and blood loss being things. You could also have "dead" limbs that inflict toxin damage until you amputate them. Buffs antags by making...
- Thu Mar 15, 2018 8:21 pm
- Forum: Coding Feedback
- Topic: Sleepers no longer automatically generate chemical PR
- Replies: 144
- Views: 29749
Re: Sleepers no longer automatically generate chemical PR
All of these solutions are just band-aids (tee hee medical reference) for the bigger problem: a shallow medical system. Implement organ failure or something like that, and everything will be fixed in one go. We don't have to full baymed, but severe injuries should require medbay to treat What did y...
- Thu Mar 15, 2018 8:06 pm
- Forum: Coding Feedback
- Topic: Moodlets
- Replies: 258
- Views: 52860
Re: Moodlets
Quick question about these, can they be used as a means to implement various status effects?
- Thu Mar 15, 2018 8:05 pm
- Forum: Coding Feedback
- Topic: Sleepers no longer automatically generate chemical PR
- Replies: 144
- Views: 29749
Re: Sleepers no longer automatically generate chemical PR
All of these solutions are just band-aids (tee hee medical reference) for the bigger problem: a shallow medical system. Implement organ failure or something like that, and everything will be fixed in one go. We don't have to full baymed, but severe injuries should require medbay to treat
- Thu Mar 15, 2018 7:19 am
- Forum: Ideas
- Topic: Organ Failure - An alternative to sleeper changes
- Replies: 29
- Views: 5211
Re: Organ Failure - An alternative to sleeper changes
This is a pretty good idea, although as someone who plays shaft miner regularly I would really want this to be something curable with legion cores or something else to prevent shaft miners from dying or spending half the round in medbay because they engaged a watcher in combat and got bit by legion...
- Thu Mar 15, 2018 1:57 am
- Forum: Coding Feedback
- Topic: Sleepers no longer automatically generate chemical PR
- Replies: 144
- Views: 29749
Re: Sleepers no longer automatically generate chemical PR
In regard to chemists not doing their job - this is why we have CMOs/security. If chem refuses to make healing chems smack them with a baton, remove all medbay access from the ID, eject them from the department and then recruit someone else to do it. That's the problem, nobody wants to do it. This ...
- Thu Mar 15, 2018 12:55 am
- Forum: Coding Feedback
- Topic: Sleepers no longer automatically generate chemical PR
- Replies: 144
- Views: 29749
Re: Sleepers no longer automatically generate chemical PR
Anecdotally, I've yet to see anyone who plays medical actually enjoy this change. I really don't think this is the direction we should be going in.
- Thu Mar 15, 2018 12:18 am
- Forum: Ideas
- Topic: Organ Failure - An alternative to sleeper changes
- Replies: 29
- Views: 5211
Re: Organ Failure - An alternative to sleeper changes
I was just thinking that torso damage past the threshold = organ failure, but we could definitely add organ failure brought on by specific conditions (i.e. alcohol and the liver). Different poisons could cause different types of organ failure too. Adding organ failure would open up a lot of possibil...
- Wed Mar 14, 2018 11:15 pm
- Forum: Ideas
- Topic: Organ Failure - An alternative to sleeper changes
- Replies: 29
- Views: 5211
Re: Organ Failure - An alternative to sleeper changes
and how will this make shuttle calls less common? this is not an alternative. The reason for the proposed sleeper change is that medical is too simple. The creators of the PR say that they don't like how sleepers are just fire and forget. I agree with the premise, but as I said in the OP, my proble...
- Wed Mar 14, 2018 5:09 am
- Forum: Ideas
- Topic: Prioritize security job assignment at roundstart
- Replies: 42
- Views: 6848
Re: Prioritize security job assignment at roundstart
I appreciate the sentiment, but they're just going to kill themselves even more often.
- Wed Mar 14, 2018 1:54 am
- Forum: Coding Feedback
- Topic: Sleepers no longer automatically generate chemical PR
- Replies: 144
- Views: 29749
Re: Sleepers no longer automatically generate chemical PR
You're all wrong do it my way
https://tgstation13.org/phpBB/viewtopic.php?f=9&t=16180
https://tgstation13.org/phpBB/viewtopic.php?f=9&t=16180
- Wed Mar 14, 2018 1:28 am
- Forum: Ideas
- Topic: Organ Failure - An alternative to sleeper changes
- Replies: 29
- Views: 5211
Organ Failure - An alternative to sleeper changes
Currently, there's a pretty controversial PR on making sleepers not automatically regenerate chemicals. While I think that the goal of the PR (making medical less braindead) is a good one, I worry that the proposed changes would only serve to bottleneck medical behind a notoriously unreliable office...
- Tue Mar 13, 2018 8:20 pm
- Forum: Coding Feedback
- Topic: Sleepers no longer automatically generate chemical PR
- Replies: 144
- Views: 29749
Re: Sleepers no longer automatically generate chemical PR
So did you guys forget about how we made sleepers put you in stasis or what I'm well aware, I read the PR. Problem is medbay will still be severely bottlenecked by chemistry. That situation doesn't exist in other departments presently. Engineers and atmos operate independently, roboticists can do p...
- Tue Mar 13, 2018 8:02 pm
- Forum: Coding Feedback
- Topic: Sleepers no longer automatically generate chemical PR
- Replies: 144
- Views: 29749
Re: Sleepers no longer automatically generate chemical PR
I can appreciate the direction they want to go in with this, but it's just a band-aid for a much bigger problem. Instead of gutting sleepers, make it so that more severe injuries require surgery to treat.
- Mon Mar 12, 2018 10:24 pm
- Forum: Ideas
- Topic: Android-ification surgery
- Replies: 11
- Views: 2042
Re: Android-ification surgery
What if we had a surgery disk that let people use cyborg shells to instantly fully augment people?
- Mon Mar 12, 2018 10:09 pm
- Forum: Coding Feedback
- Topic: We literally just removed smoke machine because of revenant salt
- Replies: 58
- Views: 12811
Re: We literally just removed smoke machine because of revenant salt
Somebody lied to me on the internet. How could this happen?
- Mon Mar 12, 2018 10:05 pm
- Forum: Coding Feedback
- Topic: We literally just removed smoke machine because of revenant salt
- Replies: 58
- Views: 12811
Re: We literally just removed smoke machine because of revenant salt
You people get salty over the most autistic, retarded shit. That said, removing the smoke machine is pretty retarded too. I think I've died or seen people die to it a grand total of zero times. You must not be very observant. I'm sure it's happened, but I doubt that it's rampant enough to warrant g...
- Mon Mar 12, 2018 9:47 pm
- Forum: Coding Feedback
- Topic: We literally just removed smoke machine because of revenant salt
- Replies: 58
- Views: 12811
Re: We literally just removed smoke machine because of revenant salt
You people get salty over the most autistic, retarded shit.
That said, removing the smoke machine is pretty retarded too. I think I've died or seen people die to it a grand total of zero times.
That said, removing the smoke machine is pretty retarded too. I think I've died or seen people die to it a grand total of zero times.
- Mon Jan 29, 2018 9:22 pm
- Forum: Coding Feedback
- Topic: Techwebs & Bags of Holding
- Replies: 29
- Views: 5922
Re: Techwebs & Bags of Holding
Seriously though, it should be difficult but attainable. Previously, I would be able to end the round in about 2 minutes using 0-6 TC depending upon whether I was too lazy to grab the required gear myself. Moving to the supermatter was definitely a step in the right direction, but now it feels impos...
- Sun Jan 28, 2018 11:26 pm
- Forum: Coding Feedback
- Topic: Techwebs & Bags of Holding
- Replies: 29
- Views: 5922
Re: Techwebs & Bags of Holding
I don't really see a contradiction there. People want singularity to be an endgame strategy that antags can work towards.Kor wrote:Simultaneous threads for "I miss the singularity destroying the station" and "singularities destroy the station too easily"
Makes me think
- Wed Jan 17, 2018 5:40 am
- Forum: Closed Policy Discussion
- Topic: Security and retaliation against arrest as non-antag
- Replies: 59
- Views: 12954
Re: Security and retaliation against arrest as non-antag
Messing with sec and being annoying is fine. Irreparably ruining the shift for them because you feel like they treated you poorly should be grounds for a ban. Honestly, sec would have been well within your rights to go ahead and gun you down at that point. Don't dish out what you can't take.
- Sat Dec 16, 2017 9:42 am
- Forum: Coding Feedback
- Topic: Brain Traumas
- Replies: 62
- Views: 14630
Re: Brain Traumas
>In-depth wiki documentation for a new feature
You are doing god's work, my dear friend
You are doing god's work, my dear friend
- Sun Oct 29, 2017 11:39 am
- Forum: Ideas
- Topic: Different bwoink flavours for different needs.
- Replies: 15
- Views: 4132
Re: Different bwoink flavours for different needs.
I'd be in favor of this as a means of communicating the urgency of a bwoink.
- Fri Oct 27, 2017 10:21 pm
- Forum: Video Games
- Topic: Hollow Knight: Metroid, but the people are bugs
- Replies: 6
- Views: 2094
Re: Hollow Knight: Metroid, but the people are bugs
Finally, a man of culture and taste
- Thu Oct 26, 2017 8:44 pm
- Forum: Video Games
- Topic: Hollow Knight: Metroid, but the people are bugs
- Replies: 6
- Views: 2094
Re: Hollow Knight: Metroid, but the people are bugs
you're shitcaptain sawrge wrote:game is shit op
- Thu Oct 26, 2017 8:33 pm
- Forum: Video Games
- Topic: Hollow Knight: Metroid, but the people are bugs
- Replies: 6
- Views: 2094
Hollow Knight: Metroid, but the people are bugs
https://78.media.tumblr.com/228f9b0d9d2d00abc2339e2cb1c95328/tumblr_onss1eVu7I1rbzfdgo1_500.png It's got a great world, a fucking massive map, excellent lore and atmosphere, beautiful atmosphere, an awesome soundtrack, and a perfect difficulty curve (it's fucking hard at the end). Also it's getting...
- Thu Sep 21, 2017 12:30 am
- Forum: Coding Feedback
- Topic: Nightmare
- Replies: 137
- Views: 36178
Re: Nightmare
If you're going to put this much effort into side antag development, they really need to see more play. I wouldn't mind the side antag spawn chance being as high as 50%. Bear in mind that they fuck with other antagonists too.
- Mon Sep 18, 2017 11:26 pm
- Forum: Coding Feedback
- Topic: Nightmare
- Replies: 137
- Views: 36178
Re: Nightmare
Looks pretty cool, kinda bummed about them being yet another side antag though
- Thu Aug 17, 2017 3:13 am
- Forum: Spriting and Mapping
- Topic: Budgetstation
- Replies: 67
- Views: 21731
Re: Budgetstation
Most systems in the game have "ghetto" alternatives. All we need is to replace the regular items with them.
- Mon Aug 14, 2017 12:47 am
- Forum: Coding Feedback
- Topic: The new clockwork - "revamp"
- Replies: 58
- Views: 14959
Re: The new clockwork - "revamp"
Considerably better than old clockcult. The abductor-like play is very interesting. Keep at it, this has tremendous potential.
- Mon Jul 31, 2017 12:20 am
- Forum: Off Topic
- Topic: 2k17 /pol/
- Replies: 4061
- Views: 841466
Re: 2k17 /pol/
Bubbles are called bubbles because they're unsustainable in the long-derm; they will inevitably pop. They get worse the bigger you let them grow too. China is going to have a very, very bad time in the near-ish future.
- Tue Jul 18, 2017 3:13 am
- Forum: Coding Feedback
- Topic: Escaping from gulag using water
- Replies: 45
- Views: 11410
Re: Escaping from gulag using water
Has anyone actually survived a gulag escape and made it back to the station? Honest question.
- Mon Jul 17, 2017 10:57 pm
- Forum: Coding Feedback
- Topic: Escaping from gulag using water
- Replies: 45
- Views: 11410
Re: Escaping from gulag using water
Keeps greyshirts off the station even longer. Fine by me.
- Mon Jul 17, 2017 4:53 am
- Forum: Roleplaying
- Topic: Evergreen tales - pleasure and pain nsfw
- Replies: 201
- Views: 98075
Re: HOS diaries - pain and punishment
See, I'm not alone!
- Sat Jul 08, 2017 12:22 am
- Forum: Off Topic
- Topic: 2k17 /pol/
- Replies: 4061
- Views: 841466
Re: 2k17 /pol/
Drynwyn why are you talking to yourself?