The numbers in a monkey's name should do a special thing.
Monkeys like #1, #666 or #1000 should have special sprites or names or whatever.
Search found 430 matches
- Wed May 24, 2017 4:38 am
- Forum: Ideas
- Topic: ITT: We make shitty suggestions and come up with poor ideas.
- Replies: 3940
- Views: 1064035
- Mon May 22, 2017 1:14 am
- Forum: Planet Station Development
- Topic: Is it dead?
- Replies: 64
- Views: 23291
Re: Is it dead?
What's your point You won't accomplish anything by spending weeks coding a perfect multi-z engine that works for explosions and all that, it's just a waste of time, just throw in some tile shit and you're good to go This game isn't some AAA project, you make a cool feature with the intent to build ...
- Wed May 17, 2017 11:36 pm
- Forum: Coding Feedback
- Topic: Supermatter not reporting to common until emergency point
- Replies: 57
- Views: 12550
Re: Supermatter not reporting to common until emergency poin
Remove the supermatter and replace it with a giant RTG array. Advantages: Engineers no longer need to stay locked up in their department and can actually fix and build stuff. Engineers don't need to learn atmos. Who the hell likes atmos? Just follow goons example and remove it completely. The RTG as...
- Mon May 15, 2017 10:16 pm
- Forum: Spriting and Mapping
- Topic: The NT Eagle
- Replies: 104
- Views: 25056
Re: The NT Eagle
This map is going to be called The NT Parrot and that's final. On a more serious note, you should take a look at one of bays older multi-z maps, the Luna. It has/had a lot of fans. Granted, it's not neccesarily a good layout for tg but it's still worth looking at to get some inspiration on how to st...
- Mon May 15, 2017 2:30 am
- Forum: Planet Station Development
- Topic: Is it dead?
- Replies: 64
- Views: 23291
Re: Is it dead?
Do you actually have people working on the map or not? I thought you had a lot of volunteers?
- Fri May 12, 2017 11:49 pm
- Forum: Ideas
- Topic: A Baystyle Map.
- Replies: 25
- Views: 5186
Re: A Baystyle Map.
I'm glad you're working on this again Remie. Are those hole turfs expensive on the processing? I have somewhere between 10.000-100.000 hole turfs on my map, will that work?
- Fri May 12, 2017 6:18 am
- Forum: Ideas
- Topic: A Baystyle Map.
- Replies: 25
- Views: 5186
Re: A Baystyle Map.
A great way to start with the multi-z level things would be rewriting the maploader so people can actually load a multi-z test map easily.
- Thu May 11, 2017 10:09 pm
- Forum: Ideas
- Topic: A Baystyle Map.
- Replies: 25
- Views: 5186
Re: A Baystyle Map.
You'll have to write new things to handle those.lumipharon wrote:I can do 'high quality mapping', but how does a multi z-level map function in term of power/disposals/etc?
- Thu May 11, 2017 9:32 pm
- Forum: Ideas
- Topic: A Baystyle Map.
- Replies: 25
- Views: 5186
Re: A Baystyle Map.
Multi z level maps are great. Go for it if you think you can make players accept that.
- Thu May 11, 2017 7:00 am
- Forum: Spriting and Mapping
- Topic: Cerestation (It's dead, Jim)
- Replies: 315
- Views: 84329
Re: Cerestation (WIP) (Size Poll)
It would probably be worth compiling a list of things that are hardcoded but should actually be configurable for each map. The blob size thing and the areas shielded from radstorms are just a few examples.
- Mon May 08, 2017 9:00 pm
- Forum: Closed Policy Discussion
- Topic: Suiciding by SM
- Replies: 21
- Views: 5506
Re: Suiciding by SM
It's silly idea to ban all supermatter suicides by default. When the engine is not set up or there are people without a radsuit then banning for it is fine because it can kill other engineers or explode the engine if nobody bothers fixing it. When stuff is set up though, it doesn't affect anything a...
- Sat May 06, 2017 11:15 pm
- Forum: Coding
- Topic: Can somebody please make a guide on compiling runtimestation
- Replies: 16
- Views: 4175
Re: Can somebody please make a guide on compiling runtimesta
In dreammaker, uncheck everything in _maps except for runtimestation.dm and compile.
- Thu Apr 27, 2017 10:52 pm
- Forum: General Chat
- Topic: Little things you learned that are game changing
- Replies: 2455
- Views: 678226
Re: Little things you learned that are game changing
If you are an admin and want to punish someone, give them a cursed heart. A cursed heart requires the owner to pump it manually or they die of bloodloss.
- Thu Apr 27, 2017 5:02 am
- Forum: Closed Policy Discussion
- Topic: Policy action on the state of RP in the game
- Replies: 149
- Views: 30948
Re: Policy action on the state of RP in the game
You should host a 5-10 player private server with your friends and play a bunch of serious rounds on it and you'll immediatly understand why /tg/ does not have RP and why it's not going to have RP in the forseeable future. i've played many rounds of small private games and the RP was actually fun a...
- Thu Apr 27, 2017 12:36 am
- Forum: Closed Policy Discussion
- Topic: Policy action on the state of RP in the game
- Replies: 149
- Views: 30948
Re: Policy action on the state of RP in the game
You should host a 5-10 player private server with your friends and play a bunch of serious rounds on it and you'll immediatly understand why /tg/ does not have RP and why it's not going to have RP in the forseeable future.
- Wed Apr 26, 2017 4:31 am
- Forum: Coding
- Topic: Z levels and maps
- Replies: 8
- Views: 3296
Re: Z levels and maps
I've managed to rewrite it. In case anyone is interested and wants some pointers: code/datums/map_config.dm code/controllers/subsystem/mapping.dm code/_DEFINES/maps.dm The _map .dm files and the .json files are also involved. map_config.dm reads and and converts the configs and mapping.dm then actua...
- Tue Apr 25, 2017 6:19 am
- Forum: Spriting and Mapping
- Topic: Dumb question
- Replies: 4
- Views: 2182
Re: Dumb question
Set the cold and hot loop variables correctly, it should rotate them correctly once the map is loaded.
- Sun Apr 23, 2017 7:22 am
- Forum: Coding
- Topic: Z levels and maps
- Replies: 8
- Views: 3296
Re: Z levels and maps
Ask Cyberboss, he did the new map loading. How do I do that? Where, how? I've dug around in the code a bit and found the mapping subsystem that uses the dmm_suite.dm maploading thing which I assume seems to be what I want. Or not? There also seem to random empty z levels(which I assume are the rand...
- Sat Apr 22, 2017 1:17 am
- Forum: Coding
- Topic: Z levels and maps
- Replies: 8
- Views: 3296
Z levels and maps
Is there any easy way to get tgcode to load specific maps for each z level? I'm trying to have a small map stretching across 5 zlevels and one z level for adminstuff. No lavaland or random empty space. How would I go about doing this? What files need changing? Or should I just go with baycode instead?
- Thu Apr 20, 2017 7:45 pm
- Forum: Coding Feedback
- Topic: Catpeople should be their own species on the setup menu
- Replies: 56
- Views: 11804
Re: Catpeople should be their own species on the setup menu
What if you want to play a monkey person and just use a tail? Do you count as a cat or not?
- Sun Apr 16, 2017 3:12 am
- Forum: Coding Feedback
- Topic: Borg "Speedwagon" free access piggyback rides
- Replies: 155
- Views: 28862
Re: Piggy back rides
Are you aware that pulling does pretty much the exact same thing except it also allows the pulled person to use their hands?
- Mon Apr 10, 2017 6:59 am
- Forum: Roleplaying
- Topic: does anyone even roleplay anymore on sybil
- Replies: 206
- Views: 105626
Re: does anyone even roleplay anymore on sybil
Guys, I hate to be "that guy" but if you're going to measure which server "RP's more" you're gonna have to define your terms. How are you quantifying roleplay? not acting like a retard who only plays to click those sprites into horizontal Then yes most people, in both servers, r...
- Mon Apr 10, 2017 6:13 am
- Forum: General Chat
- Topic: FUCK OFF I'M ATMOSING
- Replies: 59
- Views: 17918
Re: FUCK OFF I'M ATMOSING
>People who syphon plasma gas instead of using contaminated mode filters ahhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh The contamina...
- Tue Apr 04, 2017 5:45 pm
- Forum: Archived/Deleted
- Topic: Restrictive Naming in Character Setup
- Replies: 62
- Views: 13841
Re: Restrictive Naming in Character Setup
What are configs?PKPenguin321 wrote:Fun fact, downstreams are the sole reason we can't unify code and policy properly and basically they ruin everything
- Sun Apr 02, 2017 3:15 am
- Forum: Coding Feedback
- Topic: The supermatter is pointless when solars exist
- Replies: 41
- Views: 9680
Re: The supermatter is pointless when solars exist
On a more serious note: Based on observing a lot of engineering rounds, I'd honestly suggest removing the explosion delamination and replacing it with something that does something else. Maybe the thing sawrge suggested in a different thread with the anomalies. All it does is explode atmos and engin...
- Sat Apr 01, 2017 12:32 am
- Forum: General Chat
- Topic: spooky russian codebase
- Replies: 261
- Views: 70038
Re: spooky russian codebase
This is an amazing feature. I hope you manage to finish this, I'd love to branch off /tg/code with multiple z-levels for my own silly project.
- Sat Apr 01, 2017 12:22 am
- Forum: Coding Feedback
- Topic: The supermatter is pointless when solars exist
- Replies: 41
- Views: 9680
Re: The supermatter is pointless when solars exist
You make a good point. It's time to nerf solars or remove them. Just placing some wires shouldn't be enough to power the entire station.
- Fri Mar 31, 2017 11:02 pm
- Forum: Spriting and Mapping
- Topic: Cerestation (It's dead, Jim)
- Replies: 315
- Views: 84329
Re: Cerestation (WIP)
What this map needs right now are admins that are actually willing to stop the massive IC in OOC spam and the roundstart griefing where people kill and break everything and then complain that the map "plays awful". Any map is going to "play awful" if players do this.
- Fri Mar 31, 2017 8:09 pm
- Forum: Coding Feedback
- Topic: Da Ebow
- Replies: 193
- Views: 36938
Re: Da Ebow
You could break the ebow apart into 2 different items:
One being a stealthy, ranged and damaging gun/bow and the other one being a small melee weapon capable of stunning others.
One being a stealthy, ranged and damaging gun/bow and the other one being a small melee weapon capable of stunning others.
- Mon Mar 27, 2017 11:55 pm
- Forum: Ideas
- Topic: ITT: We make shitty suggestions and come up with poor ideas.
- Replies: 3940
- Views: 1064035
Re: ITT: We make shitty suggestions and come up with poor id
New minor traitor: Paparazzi Starts with a camera and a very reduced uplink. Their goal is to take embarassing pictures of important station people. They can take unlimited pictures, but may only keep 3 pictures saved in their special camera. Each picture is graded. You get a better photo grade if t...
- Mon Mar 27, 2017 9:54 pm
- Forum: Coding Feedback
- Topic: Freon [and holodeck gasses, and freon in general]
- Replies: 82
- Views: 16320
Re: Freon [and holodeck gasses, and freon in general]
I have a suggestion: Make Freon not cool down other gases, just freeze turfs, objects and people without cold protection. Also make Freon not dissipate. You'd both buff Freon as an environmental hazard to unprotected people but you'd also make it much easier to remove and not cause a huge atmos mess...
- Fri Mar 24, 2017 10:48 pm
- Forum: Ideas
- Topic: Time Gate on Purchasing Syndie Bombs
- Replies: 52
- Views: 10230
Re: Time Gate on Purchasing Syndie Bombs
If making airpump singletanks is apparently too hard for a traitor, then perhaps they shouldn't be able to explode the station in the first place? Explosions are quite disruptive. They depressurize a lot of areas which make them deadly for anyone without a spacesuit and usually tend to end the round...
- Thu Mar 23, 2017 11:16 pm
- Forum: Planet Station Development
- Topic: The Station/Base
- Replies: 6
- Views: 4280
Re: The Station/Base
Consider taking a look at some of the baystation multi z-level maps before you guys start mapping.
- Thu Mar 23, 2017 11:14 pm
- Forum: Ideas
- Topic: Time Gate on Purchasing Syndie Bombs
- Replies: 52
- Views: 10230
Re: Time Gate on Purchasing Syndie Bombs
What if the syndie bombs didn't cause breaches? You'd still end up destroying machinery, walls and crewmembers but you'd no longer make departments completely inaccessible to anyone without a spacesuit.
- Wed Mar 22, 2017 7:31 pm
- Forum: Planet Station Development
- Topic: The Darkness: What exactly does it DO?
- Replies: 36
- Views: 11881
Re: The Darkness: What exactly does it DO?
You should be really careful with the ever expanding creep terrain idea. I'm not a huge fan of these mechanics because I found that they usually end up falling into 2 categories: Either they are harmless and easily dealt with or they are world destroying monsters that can't be stopped once they pass...
- Wed Mar 22, 2017 6:20 am
- Forum: Ideas
- Topic: Minor Suggestions
- Replies: 3767
- Views: 956691
Re: Minor Suggestions
Would be great if ghosts had some way to check atmos stats on tiles. So you can see how/why engineering is breaking the engine again or how cold that freon filled holodeck really is.
- Wed Mar 22, 2017 1:51 am
- Forum: General Chat
- Topic: Screenshots General
- Replies: 2758
- Views: 916140
- Mon Mar 20, 2017 10:25 pm
- Forum: Spriting and Mapping
- Topic: The Female Body
- Replies: 203
- Views: 57186
- Fri Mar 17, 2017 10:58 pm
- Forum: Coding Feedback
- Topic: Supermatter replacing the sing/tesla
- Replies: 30
- Views: 5743
Re: Supermatter replacing the sing/tesla
That's an excellent idea.CPTANT wrote:starmute wrote:I miss the singularity being the only engine. However the people have spoken.
My biggest issue with the SM is it announces how close it is to blowing up thus ruining traitor ideas with the engine.
I think the instability warning should be on the engineering channel.
- Thu Mar 16, 2017 6:45 pm
- Forum: Coding Feedback
- Topic: Supermatter replacing the sing/tesla
- Replies: 30
- Views: 5743
Re: Supermatter replacing the sing/tesla
SM in its current state is unwhelming power production wise and entirely too safe stability wise. It should have much better power production capabilities while also having a much greater chance of catastrophe. The SM adds complexity and the ability for scaling production, but its just so stable ri...
- Thu Mar 16, 2017 12:28 am
- Forum: Planet Station Development
- Topic: Planetary Station """""design""""" document
- Replies: 437
- Views: 126505
Re: Planetary Station """""design""""" document
What if it was a ship that has landed on the surface instead of a base? Kind of like Metroid: Zero Mission's final area. I feel that might meet the space lovers in the middle without actually changing much. Baystation had several ship maps and they've still been considered a Space Station codebase. ...
- Sat Mar 11, 2017 4:38 am
- Forum: Coding Feedback
- Topic: Remove the singularity in favour of the supermatter
- Replies: 235
- Views: 51601
Re: Remove the singularity in favour of the supermatter
Could we have something more interesting on supermatter overload than explosion or singulo? What if it exploded sending system-wide EMP, instantly draining all the power from apcs, batteries and everything. Maybe even bolting all the airlocks down. Spooky Station 13. That's a really good idea actua...
- Tue Mar 07, 2017 5:46 am
- Forum: Coding Feedback
- Topic: Remove the singularity in favour of the supermatter
- Replies: 235
- Views: 51601
Re: Remove the singularity in favour of the supermatter
I've adressed the sabotage difficulty here: https://github.com/tgstation/tgstation/pull/24785
The engine is now guaranteed to choke on 100% plasma setups, and high CO2 ones will cause a really hard to fix chain reaction that irridiates, zaps, heats and then explodes violently.
The engine is now guaranteed to choke on 100% plasma setups, and high CO2 ones will cause a really hard to fix chain reaction that irridiates, zaps, heats and then explodes violently.
- Thu Mar 02, 2017 7:21 pm
- Forum: Coding Feedback
- Topic: Remove the singularity in favour of the supermatter
- Replies: 235
- Views: 51601
Re: Remove the singularity in favour of the supermatter
If you wanna nerf power generation, make the collectors based off volume/pressure instead of moles. As for oxygen being too good, I agree. In fact, I was going to recode all the gas interactions to reblance everything and add other modifiers than just power, like gases that cause the shard to emit m...
- Thu Mar 02, 2017 6:05 am
- Forum: Ideas
- Topic: ITT: We make shitty suggestions and come up with poor ideas.
- Replies: 3940
- Views: 1064035
Re: ITT: We make shitty suggestions and come up with poor id
Damn it was fun to come up with these. New traitor items Geneticist only: DNA degrader. Look like a medical scanner, but when used it emits a DNA degrading pulse at anyone nearby that turns them clumsy(including the geneticist). Assistant only: Untrustworthy Security 20 TC kit that includes all roun...
- Tue Feb 28, 2017 1:35 am
- Forum: Ideas
- Topic: HELP: Adding reward mechanics to engineering
- Replies: 11
- Views: 2664
Re: HELP: Adding reward mechanics to engineering
I think that it would be nice to order building materials like metal, plasteel, titanium and glass. Just as an alternative to cargo/minining because they don't always deliver when you need it.
- Mon Feb 27, 2017 9:30 pm
- Forum: Coding Feedback
- Topic: Remove the singularity in favour of the supermatter
- Replies: 235
- Views: 51601
Re: Remove the singularity in favour of the supermatter
I can't say for sure what went wrong, but I assume that you forgot to fill up the plasma tanks before inserting them. That seems to produce around 120,000W if you use the setup on the wiki which is close to your number. Fully filling them results in 400,000W output.
- Mon Feb 27, 2017 5:54 pm
- Forum: Coding Feedback
- Topic: Remove the singularity in favour of the supermatter
- Replies: 235
- Views: 51601
Re: Remove the singularity in favour of the supermatter
Can someone sum up how this engine works, as in what creates power v. what keeps it stable? The others seemed pretty straightforward. Sing = Giant ball of radiation, bigger ball = more rads. Tesla = shocks coils for power, more balls = more shocking. SM = Generates rads. More emitters might make mo...
- Mon Feb 27, 2017 4:17 am
- Forum: Coding Feedback
- Topic: Remove the singularity in favour of the supermatter
- Replies: 235
- Views: 51601
Re: Remove the singularity in favour of the supermatter
I kind of liked the explosion better. It felt satisfying in that it was a single, short but massive blast that annihilated a large chunk of the station when the counter hit 100.
- Sun Feb 26, 2017 10:03 pm
- Forum: Site, Forums, And Wiki
- Topic: Supermatter engine has no guide
- Replies: 18
- Views: 5437
Re: Supermatter engine has no guide
Quick guide for the supermatter on box and meta: The "boring setup". This is a very basic, step by step guide to setting up the supermatter engine. Only use this if you have no idea what you are doing. NOTE: This guide uses metastation engine as example, but if you rotate it, it applies to...