Search found 430 matches

by Tokiko2
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

Re: ITT: We make shitty suggestions and come up with poor id

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.
by Tokiko2
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 ...
by Tokiko2
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...
by Tokiko2
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...
by Tokiko2
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?
by Tokiko2
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?
by Tokiko2
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.
by Tokiko2
Thu May 11, 2017 10:09 pm
Forum: Ideas
Topic: A Baystyle Map.
Replies: 25
Views: 5186

Re: A Baystyle Map.

lumipharon wrote:I can do 'high quality mapping', but how does a multi z-level map function in term of power/disposals/etc?
You'll have to write new things to handle those.
by Tokiko2
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.
by Tokiko2
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.
by Tokiko2
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...
by Tokiko2
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.
by Tokiko2
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.
by Tokiko2
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...
by Tokiko2
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.
by Tokiko2
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...
by Tokiko2
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.
by Tokiko2
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...
by Tokiko2
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?
by Tokiko2
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?
by Tokiko2
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?
by Tokiko2
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...
by Tokiko2
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...
by Tokiko2
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

PKPenguin321 wrote:Fun fact, downstreams are the sole reason we can't unify code and policy properly and basically they ruin everything ;)
What are configs?
by Tokiko2
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...
by Tokiko2
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.
by Tokiko2
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.
by Tokiko2
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.
by Tokiko2
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.
by Tokiko2
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...
by Tokiko2
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...
by Tokiko2
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...
by Tokiko2
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.
by Tokiko2
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.
by Tokiko2
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...
by Tokiko2
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.
by Tokiko2
Wed Mar 22, 2017 1:51 am
Forum: General Chat
Topic: Screenshots General
Replies: 2758
Views: 916140

Re: Screenshots General

Image
Screenshot from today. I dare you to figure out what exactly happened here.
by Tokiko2
Mon Mar 20, 2017 10:25 pm
Forum: Spriting and Mapping
Topic: The Female Body
Replies: 203
Views: 57186

Re: The Female Body

Image
Any chance of redoing the faces too? I can't be the only one that finds the current faces downright terrifying, right? They look more like crude haniwa dolls or redeads from zelda than actual humans.
by Tokiko2
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

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.
That's an excellent idea.
by Tokiko2
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...
by Tokiko2
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. ...
by Tokiko2
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...
by Tokiko2
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.
by Tokiko2
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...
by Tokiko2
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...
by Tokiko2
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.
by Tokiko2
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.
by Tokiko2
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...
by Tokiko2
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.
by Tokiko2
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...