Search found 430 matches
- Sat Feb 25, 2017 2:47 am
- Forum: Coding Feedback
- Topic: Remove the singularity in favour of the supermatter
- Replies: 235
- Views: 51409
Re: Remove the singularity in favour of the supermatter
I'd love to help.
- Sat Feb 25, 2017 2:40 am
- Forum: Coding Feedback
- Topic: Remove the singularity in favour of the supermatter
- Replies: 235
- Views: 51409
Re: Remove the singularity in favour of the supermatter
The problem with the singulo in my opinion is that it has no depth. All you do is set up the field and turn the PA on and... that's kind of it. If you are dilligent, you can put super cooled plasma into the collector. Granted, you could set up more collectors, but that is also possible with the supe...
- Fri Feb 24, 2017 1:08 am
- Forum: Coding Feedback
- Topic: Remove the singularity in favour of the supermatter
- Replies: 235
- Views: 51409
Re: Remove the singularity in favour of the supermatter
While you are doing this, could you expand the gas interaction a bit? Currently, only o2 and n2 do something special to the shard, it would be nice to have all gasses do something unique maybe. Possibly even a TEG integration to make it even more complex.
- Thu Feb 23, 2017 2:46 am
- Forum: Site, Forums, And Wiki
- Topic: Supermatter engine has no guide
- Replies: 18
- Views: 5402
Re: Supermatter engine has no guide
I quickly wrote this guide, but keep in mind that english is not my first language and so it's guaranteed to be awful. If anyone would be kind enough to rewrite this to be easier to read, have a go at it. Or just feel free to completely rewrite it and just use the information here to figure out how....
- Wed Feb 22, 2017 5:49 pm
- Forum: Ideas
- Topic: Port the RUS-T from /VG/
- Replies: 52
- Views: 10469
Re: Port the RUS-T from /VG/
Can't you buy crates in cargo with credits? I'm sure cargo would be very interested in buying extra engine parts for engineering if they were getting extra points from their department.Lumbermancer wrote:There's nothing to do with credits.
- Wed Feb 22, 2017 5:37 pm
- Forum: Ideas
- Topic: Port the RUS-T from /VG/
- Replies: 52
- Views: 10469
Re: Port the RUS-T from /VG/
I still maintain the idea that porting the PTL would give engineers a use for creating and maintaining powerful engines. It's a laser that uses up all the unused extra energy that engineering creates, and then beams it off station for credits depending on the amount sent. You could still expand this...
- Tue Feb 14, 2017 5:48 pm
- Forum: Ideas
- Topic: Please give engineering an early warning system
- Replies: 31
- Views: 6580
Re: Please give engineering an early warning system
On a second thought, why not try porting goons power transmission laser instead? Maybe then engineers would have an actual reason to stay in engineering and optimize/expand the engine instead of wandering off.
- Sat Feb 11, 2017 5:13 pm
- Forum: General Chat
- Topic: What happened to Basil?
- Replies: 26
- Views: 7465
Re: What happened to Basil?
I'd argue that Basil is as good as never before. Lots of players, lots of stuff happening but it's still very possible to RP silly things. Even Sybil is hovering in playable playercounts instead of deadpop Basil.
- Tue Feb 07, 2017 5:09 pm
- Forum: Coding Feedback
- Topic: Role-Specific Traitor Items
- Replies: 56
- Views: 13265
Re: Role-Specific Traitor Items
Cargotech and QM: Micro MULEnavbeacon Injector - 10 TC Looks like a pen. You can turn it on or off to create a beacon while you are carrying it. You can also stab someone to inject an always active beacon into someone. Once injected, the pen cannot be used as a beacon anymore. Obviously, this is mea...
- Tue Feb 07, 2017 4:56 pm
- Forum: General Chat
- Topic: Little things you learned that are game changing
- Replies: 2455
- Views: 674415
Re: Little things you learned that are game changing
Some supermatter stuff: Energy beams cause the shard to emit hallucinations which can only be prevented by wearing mesons, while matter touching the shard causes regular radiation. Use pure oxygen instead of n2 if you like energy. Pure oxygen produces a lot more energy and makes the shard glow. Usin...
- Mon Feb 06, 2017 8:27 pm
- Forum: Spriting and Mapping
- Topic: DeltaStation Map Issues Here
- Replies: 19
- Views: 5335
Re: DeltaStation Map Issues Here
I like this map a lot but I found a few problems with the supermatter room: The supermatter room lacks mesons. In case you are unaware, the shard has 2 kinds of emitting modes: Hallucinations and Radiation. Energy lasers cause hallucinations which require mesons to prevent, while matter(ie objects, ...
- Sun Feb 05, 2017 10:22 pm
- Forum: Ideas
- Topic: ITT: We make shitty suggestions and come up with poor ideas.
- Replies: 3939
- Views: 1057403
Re: ITT: We make shitty suggestions and come up with poor id
New shuttle: Surplus Monkey Shuttle
A cargoship filled with a lot of angry monkey crates.
A cargoship filled with a lot of angry monkey crates.
- Sun Feb 05, 2017 10:13 pm
- Forum: Ideas
- Topic: Please give engineering an early warning system
- Replies: 31
- Views: 6580
Re: Please give engineering an early warning system
You could add a machine that repels the singulo/tesla away from the station. To balance the added safety, you could also add a way to hack it in order to attract tesla/singulos instead of repeling it.
- Sun Feb 05, 2017 8:50 pm
- Forum: Spriting and Mapping
- Topic: Birdboatstation (No longer maintained)
- Replies: 97
- Views: 29005
Re: Birdboatstation (Done!)
One last bump. As the creator of this map I'd recommend that this map should be removed. 1. I have not maintained the map in years and I do not plan on doing this again. A few people have pushed some updates but the point is that the map is awfully outdated and broken, even disregarding the balancin...
- Wed Nov 25, 2015 4:34 am
- Forum: Ideas
- Topic: Minor Suggestions
- Replies: 3767
- Views: 951270
Re: Minor Suggestions
You know those electronics that link buttons to shutters/blastdoors/regular doors? Why not add the ability to make them, maybe at the autolathe?
- Fri Nov 20, 2015 4:37 am
- Forum: Closed Policy Discussion
- Topic: Lizards being thrown into people
- Replies: 80
- Views: 18868
Re: Lizards being thrown into people
This thread is pretty confusing. I would have assumed that getting lizards killed by the silicons for no or very poor reasons(like having someone else throw them) falls under rule 1 but apparently many admins seem fine with this now since apparently lizards can just choose to play humans. Which is i...
- Thu Nov 19, 2015 4:33 am
- Forum: Coding Feedback
- Topic: Chemical Rebalancening 2, The necromancers chemistry
- Replies: 15
- Views: 3068
Re: Chemical Rebalancening 2, The necromancers chemistry
Styptic and Silver sulf don't seem to heal damage when being applied anymore. The only thing left is the slow overtime heal, is this intended?
- Mon Nov 16, 2015 9:42 am
- Forum: General Chat
- Topic: Screenshots General
- Replies: 2758
- Views: 913097
- Tue Nov 10, 2015 6:07 am
- Forum: Ideas
- Topic: Add traitor mind slave implants
- Replies: 41
- Views: 9468
Re: Add traitor mind slave implants
If you are worried about metafriending and/or people willingly accepting these implants to become antags, make them eject the implanted person from the body and put a random ghost in.
- Sat Nov 07, 2015 4:27 am
- Forum: Spriting and Mapping
- Topic: F2A1 map wip never ever
- Replies: 27
- Views: 6323
Re: F1A1 map wip
You should take a look at the engineering bubble shield generators. They stop gasses from flowing into space and could be useful for some areas here.
- Wed Nov 04, 2015 2:15 am
- Forum: Spriting and Mapping
- Topic: Birdboatstation (No longer maintained)
- Replies: 97
- Views: 29005
Re: Birdboatstation (Done!)
You're in luck, half the suggestions are already done and ready to be merged: https://github.com/tgstation/-tg-station/pull/12828 Turret control issues should have been fixed already by https://github.com/tgstation/-tg-station/pull/12720. I'll look into this. Solars exist, but they're not assembled:...
- Tue Nov 03, 2015 3:19 am
- Forum: General Chat
- Topic: What removed features/items/glitches do you miss?
- Replies: 148
- Views: 32539
Re: What removed features/items/glitches do you miss?
I really liked old cryo. The one that knocked you unconcious and had a 2 minute manual ejection. They were amazing for traitoring and actually gave doctors a reason to not just shove everyone into cryo all the time. I do see why people hated it though, getting forgotten in there and not even knowing...
- Sun Nov 01, 2015 2:21 am
- Forum: Coding Feedback
- Topic: Mice Eating Wires
- Replies: 66
- Views: 14129
Re: Mice Eating Wires
Poor powersinks continue to get worse and worse.
- Sat Oct 31, 2015 2:30 am
- Forum: Town Hall
- Topic: Do we really need Basil?
- Replies: 193
- Views: 46547
Re: Do we really need Basil?
Did you already forget what happened the last time there was a codebase split?
- Wed Oct 28, 2015 2:36 am
- Forum: Coding Feedback
- Topic: Holoparasites
- Replies: 136
- Views: 28894
Re: Holoparasites
They'd be completely awful if they could get tased and it stunned both of them. You'd just be doubling the hitbox of your character. You could leave the parasite immune to disabling/stuns, just have it transfer to the host. So even though the host would fall on the floor, the parasite would still b...
- Thu Oct 22, 2015 1:58 am
- Forum: Spriting and Mapping
- Topic: Birdboatstation (No longer maintained)
- Replies: 97
- Views: 29005
Re: Birdboatstation (Done!)
https://github.com/tgstation/-tg-station/pull/12556 Newest update adds a vent system to crawl around in, or use it to repressurize the station. No air alarms though because lowpop traitor AI plasma floods are incredibly unpopular. Many other changes that were suggested by people too, like a medbay d...
- Mon Oct 19, 2015 3:38 am
- Forum: Spriting and Mapping
- Topic: Birdboatstation (No longer maintained)
- Replies: 97
- Views: 29005
Re: Birdboatstation (Done!)
I have received a lot of negative feedback about the whole map being terrible, not just a few things. I am thinking of removing it since many people seem to actually be bothered when it gets played to the point of complaining a lot in OOC and admins forcibly changing the map to something else and th...
- Sun Oct 18, 2015 12:50 pm
- Forum: Spriting and Mapping
- Topic: Birdboatstation (No longer maintained)
- Replies: 97
- Views: 29005
Re: Birdboatstation (Done!)
Lots of changes and fixes recently: PR 1: https://github.com/tgstation/-tg-station/pull/12318 PR 2: https://github.com/tgstation/-tg-station/pull/12480 There's also a new picture of the whole map without compression artifacts here . Stuff planned: Small emergency vent system to help with breaches(re...
- Sat Oct 17, 2015 9:23 am
- Forum: Coding Feedback
- Topic: Traitor toxins feedback
- Replies: 12
- Views: 1643
Re: Traitor toxins feedback
I want Amantin to be in deathberries. The effect is perfect for traitor botanists/chefs/bartenders to spike food but it's only avaible in in the poison kit which is a shame. But when you are actually a traitor and buy the kit, then you also get Initro and Coiine which are far better so no reason to ...
- Sat Oct 17, 2015 9:15 am
- Forum: Spriting and Mapping
- Topic: DiscStation Thread: Out of Rotation for Maintence
- Replies: 162
- Views: 53681
Re: DiscStation Thread: Back in Rotation, Baby!
I like this map! Got to play it in a test round today and I quite like the roundness of everything. Medbay layout is great and the departmental disposal thing in cargo is a very unique thing. There seem to be still a few bugs around though but that is to be expected of a large map like this. Here ar...
- Thu Oct 15, 2015 12:36 am
- Forum: Site, Forums, And Wiki
- Topic: Wiki: Map rotation and new maps
- Replies: 5
- Views: 2004
Re: Wiki: Map rotation and new maps
There's a lack of a large image for it, I'll take a picture of the newest version later.
- Mon Oct 12, 2015 7:34 pm
- Forum: Coding Feedback
- Topic: MAP ROTATION
- Replies: 103
- Views: 23654
Re: MAP ROTATION
I'd like to suggest a "Random" option. This should not just randomly assign your vote to a map(since this would effectively waste your vote) but instead be its own option that can win if enough players vote for it. If random wins, then the server picks a random map that fits the current po...
- Sun Oct 11, 2015 2:02 pm
- Forum: Spriting and Mapping
- Topic: Birdboatstation (No longer maintained)
- Replies: 97
- Views: 29005
Re: Birdboatstation (Done!)
Science demanding the emag for R&D and security abusing the emag is a compelling argument for the safe removal in my opinion so I went ahead and removed them in the newest update. The armory one has been replaced with a contraband locker. Instead, there is now a safe in the vault, containing 7 i...
- Sun Oct 11, 2015 4:57 am
- Forum: Spriting and Mapping
- Topic: Birdboatstation (No longer maintained)
- Replies: 97
- Views: 29005
Re: Birdboatstation (Done!)
To adress some stuff: The emag and the pepperspray cluster grenades spawn in a safe in the armory that you need to open with a stethoscope. Is this unreasonable? It seems very difficult to open one of these without being caught. There is also one in the captain office which has more gimmicky stuff i...
- Thu Oct 08, 2015 6:02 am
- Forum: Spriting and Mapping
- Topic: Birdboatstation (No longer maintained)
- Replies: 97
- Views: 29005
Re: Birdboatstation (Beta, download avaible)
Pretty sure this map is not in rotation sadly. Newest update: Removed the slaughterdemon bottle spawner. Added a powerstation to maint! Comes almost wired. The only thing that is wired are the grilles so you better be careful. Here is a picture: http://i.imgur.com/FxfRhBI.png Here are also some more...
- Wed Oct 07, 2015 3:08 am
- Forum: Spriting and Mapping
- Topic: Birdboatstation (No longer maintained)
- Replies: 97
- Views: 29005
Re: Birdboatstation (Beta, download avaible)
Could you please elaborate why you dislike that? Is it because of you being concerned of non-antags using it? People using it to validhunt? Slaughter demons becoming too common? I've not had these experiences on my server, but I'll probably remove the spawner as it doesn't add much to the map anyway...
- Sun Sep 27, 2015 2:09 am
- Forum: Spriting and Mapping
- Topic: Birdboatstation (No longer maintained)
- Replies: 97
- Views: 29005
Re: Birdboatstation (Beta, download avaible)
There's been 2 updates recently. Do note that by now the picture in the starting post is rather outdated. Added station blueprints to the vault. This is a bugfix because it made some steal objectives impossible! Removed the extra supermatter shard crate in engineering. Some previous updates to the c...
- Thu Sep 24, 2015 4:24 am
- Forum: Coding Feedback
- Topic: Fixing genetis
- Replies: 14
- Views: 2758
Re: Fixing genetis
I think that the genetics modifying machines should be more accurate at roundstart. Genetics is still incredibly easy if you know the secret methods but less experieced players have to go through crazy amounts of waiting time if they try research the regular way. Secret methods? Feeding mutagen to ...
- Wed Sep 23, 2015 5:48 am
- Forum: Ideas
- Topic: Removing Objectives From Antagonists
- Replies: 34
- Views: 6926
Re: Removing Objectives From Antagonists
I see a lot of traitors who at roundend say that they had no idea what to do in order to make the round more fun and instead just bought some guns and killed stuff. Many people seem to have a lack of ideas when they suddenly become traitors. I think that there should be an option to give these playe...
- Wed Sep 23, 2015 1:48 am
- Forum: Coding Feedback
- Topic: Fixing genetis
- Replies: 14
- Views: 2758
Re: Fixing genetis
I think that the genetics modifying machines should be more accurate at roundstart. Genetics is still incredibly easy if you know the secret methods but less experieced players have to go through crazy amounts of waiting time if they try research the regular way.
- Tue Sep 22, 2015 4:20 am
- Forum: Resolved Requests
- Topic: A Borg Killing Borg
- Replies: 21
- Views: 4642
Re: A Borg Killing Borg
However, nobody else was human either at this point. Maybe the other borg assumed you would go and kill everyone else too? Atleast that's what I was convinced would be happening at the time. I was under the assumption that turning humans non human was considered harming them, as now the AI may harm...
- Tue Sep 22, 2015 1:17 am
- Forum: Resolved Requests
- Topic: A Borg Killing Borg
- Replies: 21
- Views: 4642
Re: A Borg Killing Borg
That example is not fitting because the xenoqueen borg did not stop killing when turned borg and nobody at the scene was human anyway, leaving them perfectly able to keep killing.Not-Dorsidarf wrote:"Law 4 gangsters are harmful, I just watched that gangster be deconverted, now I arrest him for being harmful"
- Mon Sep 21, 2015 1:54 am
- Forum: Resolved Requests
- Topic: A Borg Killing Borg
- Replies: 21
- Views: 4642
Re: A Borg Killing Borg
I was the carp that got killed. The entire situation was very confusing. In the other borgs defense, you did attack all the time even when you were no longer a xeno queen. We, the magicarps, went around and changed hostile NPC carps and xenos into harmless animals. Not exactly what I would call harm...
- Sat Sep 19, 2015 7:34 am
- Forum: Ideas
- Topic: ITT: We make shitty suggestions and come up with poor ideas.
- Replies: 3939
- Views: 1057403
Re: ITT: We make shitty suggestions and come up with poor id
A new changeling power: Powergrab.
It's an instant tier 3 grab. Instant win for single target assasinations, useless against more than 1 person. Possibly useless in high visibility areas too.
It's an instant tier 3 grab. Instant win for single target assasinations, useless against more than 1 person. Possibly useless in high visibility areas too.
- Sat Sep 19, 2015 5:07 am
- Forum: Spriting and Mapping
- Topic: Birdboatstation (No longer maintained)
- Replies: 97
- Views: 29005
Re: Birdboatstation (Beta, download avaible)
Thanks for the feedback allura. Thankfully most of the stuff you said was missing/non fuctional or purposeless does actually exist, works fine and has a purpose, atleast in the current version. Speaking of current versions, since I've put up the map on git, I'm going to upload most of the changes th...
- Wed Sep 16, 2015 12:23 am
- Forum: Spriting and Mapping
- Topic: Birdboatstation (No longer maintained)
- Replies: 97
- Views: 29005
Re: Birdboatstation (Beta, download avaible)
Map updated: http://www.mediafire.com/download/1031e ... Beta02.rar
Compiles again. Added a xenobio medical room for surgery and another maint entrance and corridor for more traitoring fun. Also some very minor kitchen changes.
Compiles again. Added a xenobio medical room for surgery and another maint entrance and corridor for more traitoring fun. Also some very minor kitchen changes.
- Sun Sep 13, 2015 11:12 am
- Forum: Spriting and Mapping
- Topic: MetaStation Thread (v41J 11/05/2015)
- Replies: 197
- Views: 88733
Re: MetaStation (v41G 04/09) and Mapping Guide
The experimentor room R&D console should probably start out with read/write access to the R&D server.
- Fri Sep 11, 2015 8:03 am
- Forum: Spriting and Mapping
- Topic: Birdboatstation (No longer maintained)
- Replies: 97
- Views: 29005
Re: Birdboatstation (Beta, download avaible)
If you would like this on Basil, you should probably let MSO know, I am neither involved with hosting or adminstration. For Sybil you really should wait until the mapvote/rotate things are done because running this with 40+ players is asking for disaster, there's not even enough jobslots avaible. Th...
- Thu Sep 10, 2015 5:20 am
- Forum: Coding Feedback
- Topic: Get rid of the footprints
- Replies: 39
- Views: 7320
Re: Get rid of the footprints
I think these footprints would be really nice if a single bloody tile did not produce so many additional dirty tiles. If I counted right, 1 bloody puddle will result in 16 tiles of bloody footprints(walking over the puddle twice) which seems very excessive. Something like 4 would be much more manage...
- Wed Sep 09, 2015 8:27 am
- Forum: Spriting and Mapping
- Topic: Birdboatstation (No longer maintained)
- Replies: 97
- Views: 29005
Re: Birdboatstation (Alpha)
Download avaible now! http://www.mediafire.com/download/y3budid1807je2a/Birdstation-Beta01.rar Despite calling this a beta, this map should be pretty much finished, just not tested enough. Even the highpop gamemodes should work on this map(codewise atleast, balance is another thing). Please report a...