Search found 28 matches
- Tue Jun 22, 2021 12:47 am
- Forum: Coding
- Topic: New Hire Log
- Replies: 120
- Views: 75178
Re: New Hire Log
KylerAce has killed maptick and been granted the title of maintainer
- Tue Apr 27, 2021 1:15 am
- Forum: Coding
- Topic: Components, Signals, and You: A guide to uncooking a spaghetti
- Replies: 9
- Views: 9421
Re: Components, Signals, and You: A guide to uncooking a spaghetti
This has been updated a bit and moved to https://hackmd.io/@tgstation/SignalsComponentsElements
- Fri Feb 14, 2020 2:30 am
- Forum: Coding
- Topic: New Hire Log
- Replies: 120
- Views: 75178
Re: New Hire Log
spookydonut is a maintainer now
What's with all the s names
What's with all the s names
- Wed Nov 20, 2019 7:30 am
- Forum: Coding
- Topic: New Hire Log
- Replies: 120
- Views: 75178
Re: New Hire Log
I have consumed cyberboss for his headcoder powers
Also Actioninja became a maintainer at some point
Also Actioninja became a maintainer at some point
- Wed Nov 20, 2019 7:27 am
- Forum: Coding Feedback
- Topic: Indifferent Coders Griefing Codebase
- Replies: 36
- Views: 9523
Re: Indifferent Coders Griefing Codebase
You're free to give arguments for why you think a change is good or bad, but you are not owed a response. Especially when the arguments start repeating. Maintainers are all highly trusted and their sense for gameplay changes plays a part in their selection. The only controversial pr as far as the me...
- Fri Nov 15, 2019 4:03 am
- Forum: Coding
- Topic: Components, Signals, and You: A guide to uncooking a spaghetti
- Replies: 9
- Views: 9421
Re: Components, Signals, and You: A guide to uncooking a spaghetti
Guide has been updated with some notes on elements, and on the creation of new components/elements
- Sat Jul 27, 2019 12:28 am
- Forum: TGMC Auditorium
- Topic: Current TGMC Staff
- Replies: 305
- Views: 197166
Re: Current TGMC Staff
Spooky has stepped down from maintainer. They're welcome back if they ever feel comfortable with the role in the future.
- Fri May 24, 2019 7:04 pm
- Forum: Coding
- Topic: Components, Signals, and You: A guide to uncooking a spaghetti
- Replies: 9
- Views: 9421
Re: Components, Signals, and You: A guide to uncooking a spaghetti
I mean I could stick it on the wiki I guess. This is more just so I can link it at people when I have to explain something for the nth time
- Fri May 17, 2019 11:29 pm
- Forum: Coding
- Topic: Components, Signals, and You: A guide to uncooking a spaghetti
- Replies: 9
- Views: 9421
Re: Components, Signals, and You: A guide to uncooking a spaghetti
FAQ (Adding more as people ask questions that don't really fit in the above guide) 1. Why/How would I use signals on things other than components? As mentioned in the above post, signals can be used on things other than components. More specifically they can be used on any datum which includes thin...
- Fri May 17, 2019 11:29 pm
- Forum: Coding
- Topic: Components, Signals, and You: A guide to uncooking a spaghetti
- Replies: 9
- Views: 9421
Components, Signals, and You: A guide to uncooking a spaghetti
This guide has been moved to https://hackmd.io/@tgstation/SignalsComponentsElements It will be left up here in the state it was in for posterity but you should go to the updated version instead. The datum component system (DCS) which was added in https://github.com/tgstation/tgstation/pull/29324 ha...
- Thu Aug 02, 2018 9:10 pm
- Forum: TGMC Policy Discussion
- Topic: Skills, and their removal
- Replies: 50
- Views: 26556
Re: Skills, and their removal
For now let's avoid wholesale removing the skill system. Obvious silly cases can be removed or replaced by id when appropriate.
- Thu Aug 02, 2018 9:03 pm
- Forum: TGMC Development
- Topic: Some basic guidelines and goals
- Replies: 5
- Views: 9049
Some basic guidelines and goals
Hi, I'm functionally the design lead for now during this beginning period. Feel free to ask any questions of me in the various chats. During this setup phase at least I'm going to try to keep the gameplay mostly similar and focus on code and performance improvements. Don't treat this as something li...
- Thu Jul 12, 2018 2:20 am
- Forum: Coding Feedback
- Topic: >xrays now only hit one mob
- Replies: 83
- Views: 19466
Re: >xrays now only hit one mob
x10 is the amount radiation amounts scaled in the refactor, that needs to be done first and tested before we move on from that
- Wed Jul 11, 2018 9:05 pm
- Forum: Coding Feedback
- Topic: >xrays now only hit one mob
- Replies: 83
- Views: 19466
Re: >xrays now only hit one mob
I took a look at the amount of radiation damage it does and it *definitely* needs to be increased if you want that to mean anything. It wasn't increased during the radiation refactor and as of right now it does effectively nothing. To have any effect whatsoever from the radiation on someone you'd ne...
- Wed Jul 11, 2018 4:44 pm
- Forum: Coding Feedback
- Topic: >xrays now only hit one mob
- Replies: 83
- Views: 19466
Re: >xrays now only hit one mob
If someone wants to buff or modify xray guns that'd probably be fine. I'd either go with a minor increase to radiation damage or remove normal damage entirely and just make it a radiation gun as a counter to regular armor.
- Wed Jun 27, 2018 9:51 pm
- Forum: Thinking Cap
- Topic: Iamgoofball General
- Replies: 394
- Views: 84692
Re: Repukan's appeal
The admin and moderation team is fairly large, it would be a little silly to expect such a group of volunteers to all know about or care about every ban. The point after all is so that they can split their time between tasks that need to get done.
- Wed Jun 27, 2018 8:41 pm
- Forum: Thinking Cap
- Topic: Iamgoofball General
- Replies: 394
- Views: 84692
Re: Repukan's appeal
Should they tell people why george melon got banned just because other people ask? Yes, both the crimes of players and the punishments from admins should be matters of public record. If this is the case we should make the ban database and note database public entirely. I'd honestly be in favor of c...
- Thu Apr 12, 2018 12:23 pm
- Forum: Coding
- Topic: Testmerging seems to be a PITA for everyone
- Replies: 22
- Views: 6170
Re: Testmerging seems to be a PITA for everyone
As of a couple weeks ago most if not all maintainers have testmerge access now
- Thu Mar 22, 2018 9:55 pm
- Forum: Coding
- Topic: Do you like the new airlock sounds.
- Replies: 15
- Views: 4330
Re: Do you like the new airlock sounds.
I love how this happened because I just told floyd about some ancient issue still around about the airlock sound being incorrectly synced with the animation
- Fri Dec 29, 2017 8:27 pm
- Forum: Video Games
- Topic: Codebase stellaris team deathmatch
- Replies: 32
- Views: 10580
Re: Codebase stellaris team deathmatch
Anyone who wants to join https://discord.gg/yEEA64E (It'll be deleted after the game is done, we just want to be able to have private voice chats if people want it)
It'll be starting on the 30th
It'll be starting on the 30th
- Sun Dec 24, 2017 2:28 am
- Forum: Video Games
- Topic: Codebase stellaris team deathmatch
- Replies: 32
- Views: 10580
Re: Codebase stellaris team deathmatch
Problem is it's codebase based teams, you'll need to find someone not tg to cleanse the galaxy or I'd volunteer as I'll probably be playing exterminators.
- Fri Dec 22, 2017 11:23 pm
- Forum: Video Games
- Topic: Codebase stellaris team deathmatch
- Replies: 32
- Views: 10580
Re: Codebase stellaris team deathmatch
It seems the best time available for people is 8pm EST December 30th or January 1st
Anyone unable to make it to either of these feel free to say so and if there's enough of a problem with it being around new year we'll move it a week forward.
Anyone unable to make it to either of these feel free to say so and if there's enough of a problem with it being around new year we'll move it a week forward.
- Fri Dec 15, 2017 7:41 pm
- Forum: Video Games
- Topic: Codebase stellaris team deathmatch
- Replies: 32
- Views: 10580
Re: Codebase stellaris team deathmatch
A few people are complaining about the date being on new year so we may move it to the following weekend instead
- Fri Dec 15, 2017 1:01 am
- Forum: Video Games
- Topic: Codebase stellaris team deathmatch
- Replies: 32
- Views: 10580
Re: Codebase stellaris team deathmatch
As far as mods go, the ones I was thinking of are: (Glavius's Ultimate AI Megamod) http://steamcommunity.com/sharedfiles/filedetails/?id=1140543652 Improves the intelligence of the AI. A must have even with no npc because it means disconnected players are less dumb and your districts build sanely. E...
- Fri Dec 15, 2017 12:29 am
- Forum: Video Games
- Topic: Codebase stellaris team deathmatch
- Replies: 32
- Views: 10580
Codebase stellaris team deathmatch
Some people have expressed interest in this before and the new years are coming up so let's do it. The basis is simple, a max size stellaris game with no npcs (maybe fallen empires) and teams based on codebase. It'll be a marathon game all played at once some time around new years. Plan to stay at l...
- Thu Nov 23, 2017 4:07 am
- Forum: Coding Feedback
- Topic: Rnd techwebs
- Replies: 215
- Views: 49083
Re: Rnd techwebs
Maybe mso will finally take part in the game he hosts.You could even flesh out the server management to make it its own minigame if you wanted to.
And maybe we could get him to code it
- Fri Nov 10, 2017 12:06 am
- Forum: Ideas
- Topic: Decentralize Research
- Replies: 86
- Views: 19691
Re: Decentralize Research
The project tracker can be found here: https://github.com/tgstation/tgstation/projects/12 I definitely feel that whatever mapping changes we want to do should all be done in one go. If we do really end up with integrated circuits being shared between science and engineering that's going to require a...
- Fri Nov 03, 2017 8:43 pm
- Forum: Coding
- Topic: New Hire Log
- Replies: 120
- Views: 75178
Re: New Hire Log
I killed all the players with radiation and in exchange for my good work got made maintainer.