Search found 1099 matches
- Fri Oct 28, 2016 9:50 am
- Forum: Coding Feedback
- Topic: Syndicate codeword highlighting
- Replies: 12
- Views: 2870
Re: Syndicate codeword highlighting
When i play traitor i get stopped more often by rampant murderboners than sec, so more communication is nice in my opinion. Another effect of this is that traitors will engage more often in PDA chat, which in return will make them vulnerable to people spying on the message console.
- Fri Oct 28, 2016 9:45 am
- Forum: Coding Feedback
- Topic: Rogue Medborgs are Retarded
- Replies: 116
- Views: 22659
Re: Rogue Medborgs are Retarded
Put the deathchems in a dart gun, with 5u per shot, recharges after a while. Medborgs will now make a noise and be valid when poisoning, can't poison two people at the same time, and in return they get range (but can miss).
- Thu Oct 27, 2016 10:34 pm
- Forum: General Chat
- Topic: Simple Questions Thread
- Replies: 2095
- Views: 545835
Re: Simple Questions Thread
Sleepy Pens are refillable even if in game it says they're not; just use a beaker on them, they hold 45 reagents. To empty them you need to stab something, though.
- Thu Oct 27, 2016 1:37 pm
- Forum: Coding Feedback
- Topic: Rogue Medborgs are Retarded
- Replies: 116
- Views: 22659
Re: Rogue Medborgs are Retarded
Less powerful chems, but with syringe guns instead?
- Thu Oct 27, 2016 6:15 am
- Forum: Site, Forums, And Wiki
- Topic: TMI - tgstation mapping initative
- Replies: 42
- Views: 10778
Re: TMI - tgstation mapping initative
They're outdated, kevinz000.
Pubby, the script is giving me errors about xdotool and i don't know how to install it or if it's possible to install it on windows. It seems really handy, though.
Pubby, the script is giving me errors about xdotool and i don't know how to install it or if it's possible to install it on windows. It seems really handy, though.
- Wed Oct 26, 2016 10:47 pm
- Forum: Coding Feedback
- Topic: Sandals need to not be required for wizards
- Replies: 13
- Views: 3762
Re: Sandals need to not be required for wizards
Even then, i'd love to see a wheelchair wizard throw spells around.
- Wed Oct 26, 2016 10:37 pm
- Forum: Site, Forums, And Wiki
- Topic: TMI - tgstation mapping initative
- Replies: 42
- Views: 10778
Re: TMI - tgstation mapping initative
Doesn't seem to be copypastable into an image file sadly
- Wed Oct 26, 2016 6:25 pm
- Forum: Site, Forums, And Wiki
- Topic: Regarding various maps on the wiki
- Replies: 14
- Views: 3327
Re: Regarding various maps on the wiki
Either that, or changing the template to have map tabs itself.
- Wed Oct 26, 2016 6:12 pm
- Forum: Site, Forums, And Wiki
- Topic: TMI - tgstation mapping initative
- Replies: 42
- Views: 10778
Re: TMI - tgstation mapping initative
It already works as telescience cheatsheet due to the coordinates at the bottom. Also it's probably better to give everyone the ability to look up coords rather than only let those who save coordinates locally raid the armory (...which is how i had those coordinate reference points when we tested th...
- Wed Oct 26, 2016 6:06 pm
- Forum: Site, Forums, And Wiki
- Topic: Regarding various maps on the wiki
- Replies: 14
- Views: 3327
Re: Regarding various maps on the wiki
Close the <tabs> tag before the locations table. I'll try to find out how to link to a tab if it's possible.
- Wed Oct 26, 2016 10:33 am
- Forum: Ideas
- Topic: Replace fly people with spider people
- Replies: 17
- Views: 4020
Re: Replace fly people with spider people
I wonder of prostethic replacement can replace arms if you've already got two.
- Wed Oct 26, 2016 7:43 am
- Forum: Closed Policy Discussion
- Topic: Medical and Borders
- Replies: 65
- Views: 25672
Re: Medical and Borders
If you actually did RnD you'd know that plants are only useful for a couple, mostly useless levels. The real reason scientists usually don't bother is that it's really annoying to have to wait 5 minutes at the medbay doors for someone to open, plus 5 more for a geneticist to open his own to upgrade ...
- Tue Oct 25, 2016 11:42 pm
- Forum: Site, Forums, And Wiki
- Topic: You can now add tabs and dropdowns to wiki pages
- Replies: 19
- Views: 6888
Re: You can now add tabs and dropdowns to wiki pages
The caches will have to be flushed every time a tab is added, unless there is a way to force a flush on a page after an edit.
EDIT: For now if anyone wants to add tabs, to flush a page's cache, add ?action=purge to its url
EDIT: For now if anyone wants to add tabs, to flush a page's cache, add ?action=purge to its url
- Tue Oct 25, 2016 12:58 pm
- Forum: Site, Forums, And Wiki
- Topic: You can now add tabs and dropdowns to wiki pages
- Replies: 19
- Views: 6888
Re: You can now add tabs and dropdowns to wiki pages
I was using firefox 49.0.2 as well, and the issue remains on google chrome.
EDIT: It doesn't seem to load the tab stylesheet properly, but on preview it does.
EDIT: It doesn't seem to load the tab stylesheet properly, but on preview it does.
- Tue Oct 25, 2016 12:31 pm
- Forum: Ideas
- Topic: Wizard Spell Combos
- Replies: 23
- Views: 6110
Re: Wizard Spell Combos
I think the common ground here is not exactly Spell Combos as much as spell mods, which are proably easier to code and to use. Basically, if you buy Fireball, for example, you then get the option to buy the Teslaball modifier; buying it will morph your fireball spell into the new spell. Basically so...
- Tue Oct 25, 2016 11:37 am
- Forum: Site, Forums, And Wiki
- Topic: You can now add tabs and dropdowns to wiki pages
- Replies: 19
- Views: 6888
Re: You can now add tabs and dropdowns to wiki pages
From what i can see it works fine in the preview, but after saving it gets jumbled up and turned into radio buttons. Is it only on my side?
- Tue Oct 25, 2016 10:16 am
- Forum: Site, Forums, And Wiki
- Topic: You can now add tabs and dropdowns to wiki pages
- Replies: 19
- Views: 6888
Re: You can now add tabs and dropdowns to wiki pages
Nice! I'll start working on the Metastation locations as soon as i have time.
- Mon Oct 24, 2016 10:59 pm
- Forum: Ideas
- Topic: Experimenting with the E.X.P.E.R.I-MENTOR
- Replies: 2
- Views: 1102
Re: Experimenting with the E.X.P.E.R.I-MENTOR
To be honest, the general opinion is that the Experimentor is a placeholder until someone codes one of the suggested alternatives. The Experimentor is not really interactive, being just an RNG machine, and i'd much rather have a Psionics or Bionics Lab or even a mining shuttle dock instead.
- Mon Oct 24, 2016 6:24 pm
- Forum: Ideas
- Topic: Wizard Spell Combos
- Replies: 23
- Views: 6110
Re: Wizard Spell Combos
I was also leaning towards giving spells for niche playstyles (I.E. the teleport other spell). Wizard mode relies on the wizard doing gimmicks to be fun, so let's give him a wide choice of gimmicks.
- Mon Oct 24, 2016 1:24 pm
- Forum: Ideas
- Topic: Wizard Spell Combos
- Replies: 23
- Views: 6110
Re: Wizard Spell Combos
They can be balanced so they're worth their cost, for example by reducing the cooldown. Other ideas: Teslaball Fireball + Lightning Replaces the explosion with tesla bolts (not the machinery-blowing kind). This means a wider-range stun and more damage, although it's less effective on insulated targe...
- Mon Oct 24, 2016 7:11 am
- Forum: Ideas
- Topic: Anomalous crystal
- Replies: 5
- Views: 2233
Re: Anomalous crystal
They would probably be better as ruin loot rather than boss loot tbh
- Mon Oct 24, 2016 7:07 am
- Forum: Ideas
- Topic: Replace fly people with spider people
- Replies: 17
- Views: 4020
Re: Replace fly people with spider people
So it turns out that block chances are calculated separately, so you can't get 100% block chance from stacking shields. Still a lot tho.
- Sun Oct 23, 2016 5:06 pm
- Forum: Ideas
- Topic: traitor item: station nuclear codes
- Replies: 22
- Views: 3879
Re: traitor item: station nuclear codes
CPTANT wrote:Not really much shorter then a CE who releases the sing as his first action.....Anonmare wrote:>HoP rolls traitor
>No captain
>He buys the codes and grabs the nuke disk
>DELTA ALERT: STATION DESTRUCTION IMMINENT
>Round is over in 5 minutes flat
- Sun Oct 23, 2016 5:03 pm
- Forum: Site, Forums, And Wiki
- Topic: Regarding various maps on the wiki
- Replies: 14
- Views: 3327
Re: Regarding various maps on the wiki
Tabs for pages sounds good to me, but i don't really know how to set that up. I can take the pictures we need, though.
I'm wondering if we should do just Box and Meta or if the other rare maps are worth putting in as well.
I'm wondering if we should do just Box and Meta or if the other rare maps are worth putting in as well.
- Sun Oct 23, 2016 10:42 am
- Forum: Site, Forums, And Wiki
- Topic: Regarding various maps on the wiki
- Replies: 14
- Views: 3327
Re: Regarding various maps on the wiki
Good idea, they feel pretty pointless right now.
- Sat Oct 22, 2016 12:04 pm
- Forum: Spriting and Mapping
- Topic: Fury's Pixel Bazaar : Updated 12/11/16
- Replies: 33
- Views: 11750
Re: Fury's Pixel Bazaar *I helped with Clockcult* also moths
Man i'd love to use the organs for an organ-growing genetics subdepartment
- Fri Oct 21, 2016 11:44 pm
- Forum: Site, Forums, And Wiki
- Topic: Awesome site idea
- Replies: 10
- Views: 2823
Re: Awesome site idea
The wiki is a sacred space, safe from memes
- Fri Oct 21, 2016 11:44 pm
- Forum: Site, Forums, And Wiki
- Topic: Wiki hit list
- Replies: 51
- Views: 15469
Re: Wiki hit list
Added tendril loot; now i only have to add ruin loot and miners can finally find out what they're looting.
- Thu Oct 20, 2016 10:26 pm
- Forum: Coding Feedback
- Topic: Stuff To Do
- Replies: 54
- Views: 12546
Re: Stuff To Do
Electrified/hazardous floors would make for a great AI defense tool, maybe requiring work boots or similar to prevent the shock, or deconstruction using insulated gloves.
- Wed Oct 19, 2016 11:00 pm
- Forum: Coding Feedback
- Topic: So, how do you feel about clockcult?
- Replies: 71
- Views: 15545
Re: So, how do you feel about clockcult?
Both of the cult game modes wouldn't snowball so bad if cult's gained MUCH more from sac'ing people as opposed to converting them. Killing is easier than capturing, i'd rather not have it be more rewarding too. Plus i like the stealth-kidnap action more than deathmatch-murderbone action. My idea wo...
- Sat Oct 15, 2016 8:11 pm
- Forum: General Chat
- Topic: Simple Questions Thread
- Replies: 2095
- Views: 545835
Re: Simple Questions Thread
You can buy two sleepypens, empty them on a monkey or something, then fill one with water and one with potassium and jab them both into someone to instacrit him.
- Sat Oct 15, 2016 10:31 am
- Forum: Site, Forums, And Wiki
- Topic: Wiki hit list
- Replies: 51
- Views: 15469
Re: Wiki hit list
Megafauna page is completed: https://tgstation13.org/wiki/Megafauna
I'm working on the Ruins page, it'll take a while.
I'm working on the Ruins page, it'll take a while.
- Sat Oct 15, 2016 8:16 am
- Forum: General Chat
- Topic: Simple Questions Thread
- Replies: 2095
- Views: 545835
Re: Simple Questions Thread
Yeah, don't eat potassium and water pills. Normal drinking only gives 5 units at a time though so it's mostly safe.
- Mon Oct 10, 2016 2:21 pm
- Forum: Ideas
- Topic: Robotic Organs
- Replies: 30
- Views: 9739
Re: Robotic Organs
Before you worry about balance, remember that RnD has an implant that shortens an stun to 2 seconds and it STILL is rarely used. Requiring someone to do surgery is a big downside to implants, which justifies them having a few buffs, on top of their EMP vulnerability.
- Mon Oct 10, 2016 1:48 pm
- Forum: Ideas
- Topic: ITT: Post halloween ideas
- Replies: 30
- Views: 6525
Re: ITT: Post halloween ideas
Make plasmamen immune to their own fire for extra spooky skeletons
- Mon Oct 10, 2016 11:46 am
- Forum: General Chat
- Topic: ShadowDimentio's R&D Guide
- Replies: 13
- Views: 3792
Re: ShadowDimentio's R&D Guide
A mining drill has power and materials 2 and engineering 3, it could speed up the process
- Sat Oct 08, 2016 10:46 am
- Forum: Site, Forums, And Wiki
- Topic: Wiki hit list
- Replies: 51
- Views: 15469
Re: Wiki hit list
Check again on the syndicate items, i updated them all except the nuke op ones.
Banana Honk's unobtainability is a bug due to conflicting recipes. Hooch recipe fixed.
Banana Honk's unobtainability is a bug due to conflicting recipes. Hooch recipe fixed.
- Sat Oct 08, 2016 10:02 am
- Forum: General Chat
- Topic: what does tg need right now in terms of upkeep/maint?
- Replies: 28
- Views: 6980
Re: what does tg need right now in terms of upkeep/maint?
Please write down the parts that need updating on the wiki, i usually update it on my free time.
- Fri Oct 07, 2016 6:41 am
- Forum: Spriting and Mapping
- Topic: Delta Station
- Replies: 230
- Views: 119065
Re: Delta Station
Does the magicarp in the HoS office actually shoot magic bolts?
- Thu Oct 06, 2016 5:34 pm
- Forum: Coding Feedback
- Topic: The Being, or "Another Goddamn Xhuis Gamemode"
- Replies: 126
- Views: 30924
Re: The Being, or "Another Goddamn Xhuis Gamemode"
Lore wise are Beings related to changelings?
- Thu Oct 06, 2016 10:37 am
- Forum: General Chat
- Topic: Little things you learned that are game changing
- Replies: 2455
- Views: 683875
Re: Little things you learned that are game changing
The fire suit is not necessary for that. Also, if getting augged is boring for you/nobody wants to do the surgery, get unstable mutation toxin from xenobio and become an android, it'll roboticize all your limbs, plus other benefits.
- Thu Oct 06, 2016 10:36 am
- Forum: Ideas
- Topic: Minor Suggestions
- Replies: 3767
- Views: 963738
Re: Minor Suggestions
Make the cyborg reboot board usable on full-augged people with the same effect of strange reagent.
- Thu Oct 06, 2016 10:15 am
- Forum: Site, Forums, And Wiki
- Topic: Wiki hit list
- Replies: 51
- Views: 15469
Re: Wiki hit list
Should i add description/attacks/loot of lavaland bosses or is that too much of a spoiler?
- Thu Oct 06, 2016 10:11 am
- Forum: General Chat
- Topic: Little things you learned that are game changing
- Replies: 2455
- Views: 683875
Re: Little things you learned that are game changing
You can make odysseus mediguns with the right R&D levels. Mediguns heal dead people. An odysseus can also scan and replicate strange reagent, once you make a bit. Who needs cloning?
- Tue Oct 04, 2016 11:21 am
- Forum: General Chat
- Topic: Little things you learned that are game changing
- Replies: 2455
- Views: 683875
Re: Little things you learned that are game changing
Wki has more information, if you want. Podpeople dont take damage in darkness but DO lose hunger quickly. Zombies made with the specific mutation toxin are like noninfective real zombies: spaceproof, slow, take inverse toxin damage and can attach limbs. They do not revive, lacking romerol. Slime/jel...
- Sun Oct 02, 2016 8:41 am
- Forum: Ideas
- Topic: Hide the chemicals in the Cryotube's Beaker
- Replies: 11
- Views: 1439
Re: Hide the chemicals in the Cryotube's Beaker
You can't tell the chems in a beaker unless you're wearing science glasses or recognize the color
- Fri Sep 30, 2016 2:59 pm
- Forum: Ideas
- Topic: Android Player Race!
- Replies: 5
- Views: 2008
Re: Android Player Race!
Androids (not synths) already exist as a race obtainable with green slimes; they have quite a lot of advantages, though, which may get them removed from the pool in the future. They are immune to heat and cold, spaceproof, doesn't need air, pierce immune, immune to viruses, can attach limbs quickly....
- Thu Sep 29, 2016 6:18 am
- Forum: Site, Forums, And Wiki
- Topic: Wiki hit list
- Replies: 51
- Views: 15469
Re: Wiki hit list
ABORT ABORT! XDTM, you're missing a row of tiles on the AI satellite, just inside the turret tunnel. :( EDIT: This is on the regular view, underfloor render is fine. I see no missing row; and really, the expanded versions are just the same links that factoryman942 gave us. Maybe it just didn't load...
- Wed Sep 28, 2016 1:22 pm
- Forum: Ideas
- Topic: Minor Suggestions
- Replies: 3767
- Views: 963738
Re: Minor Suggestions
The real value of welding masks is that you can drink/eat without interrupting internals
- Wed Sep 28, 2016 10:50 am
- Forum: Coding Feedback
- Topic: The Being, or "Another Goddamn Xhuis Gamemode"
- Replies: 126
- Views: 30924
Re: The Being, or "Another Goddamn Xhuis Gamemode"
I really like the theme you're going with, slow but terrifying mosters that you're not supposed to attack alone/unprepared.
The integration parasite should probably be quicker/automatic, the hard part in the integration should be reaching the machine more than using it.
The integration parasite should probably be quicker/automatic, the hard part in the integration should be reaching the machine more than using it.