Search found 1528 matches

by Oldman Robustin
Thu Dec 14, 2017 8:03 am
Forum: Coding Feedback
Topic: Clockwork Cult (now off of rotation, suggestions go in this thread)
Replies: 455
Views: 106611

Re: Clockwork Cult 2.0

Could you throw out a quick PR that lets cultist corpses cross the "barrier" on Reebe once portals open? There's a growing trend of just having marauders on ambulance duty because cultists corpses can never be "secured", so the marauders sweep in snag a body, rez it, rinse and re...
by Oldman Robustin
Thu Dec 07, 2017 8:59 pm
Forum: Coding Feedback
Topic: Command Report OP
Replies: 22
Views: 5196

Re: Command Report OP

Kevinz for the upteenth time you fail to understand the basic concept being discussed.

Your proposal would make it EASY to meta when admins throw in an oddball mode.

My method makes it IMPOSSIBLE to tell whether the presence of something like "monkey" is a rare error or admin intervention.
by Oldman Robustin
Thu Dec 07, 2017 4:50 pm
Forum: Coding Feedback
Topic: Rnd techwebs
Replies: 215
Views: 48125

Re: Rnd techwebs

Now that the UI has been updated I'll probably start working on Dept. Budgets. I'll probably try adding them one department at a time because its a lot of work. Basically im racking my brain for dept. goals and new tech to justify hitting those goals. We can afford to give lathes better stuff now th...
by Oldman Robustin
Thu Dec 07, 2017 4:40 pm
Forum: Coding Feedback
Topic: LOUD NOISES
Replies: 22
Views: 4504

Re: LOUD NOISES

I made a revert PR to two important variables that Fox McCloud (some other server dude) altered when he added "3d Sounds" a few months ago. I actually wanted to settle on a compromise number but when you have Kor's support suddenly your shit gets merged TOO fast. So now we're back at old s...
by Oldman Robustin
Wed Dec 06, 2017 3:40 pm
Forum: Coding Feedback
Topic: Widescreen
Replies: 9
Views: 2323

Re: Widescreen

Jesus is that how it works? It disables the vision when you draw a firearm?

Just make it the new standard vision range who the fuck still uses 4:3 ratio.
by Oldman Robustin
Wed Dec 06, 2017 2:12 am
Forum: Coding Feedback
Topic: Command Report OP
Replies: 22
Views: 5196

Re: Command Report OP

Because Kevin that would mean if an admin picked internal affairs, channeling, monkey, etc. that it's appearance in the report would be a dead giveaway.

This uses the config and thus achieves an elegant solution.
by Oldman Robustin
Mon Dec 04, 2017 5:46 pm
Forum: Coding Feedback
Topic: Clockwork Cult (now off of rotation, suggestions go in this thread)
Replies: 455
Views: 106611

Re: Clockwork Cult 2.0

He is right. The meta has settled and the meta is this: Why spend several minutes using overt cult magic to convert a single crew member, who due to the innate un-robustness of CC magic, probably won't do jack shit, when you can just teleport anywhere and with a few clicks deliver grievous harm to t...
by Oldman Robustin
Mon Dec 04, 2017 5:23 pm
Forum: Coding Feedback
Topic: Command Report OP
Replies: 22
Views: 5196

Re: Command Report OP

I feel bad about nerfing a gimmick that so far only I've been using regularly but I came up with a quick fix for making this too easy to abuse.

https://github.com/tgstation/tgstation/pull/33279
by Oldman Robustin
Sun Dec 03, 2017 7:47 pm
Forum: Coding Feedback
Topic: Command Report OP
Replies: 22
Views: 5196

Re: Command Report OP

It used to have more bullshit elements but I believe it always contained the actual roundtype among a bunch of "bogus" ones. The other bullshit got trimmed down and with the removal of other modes (Malf, Changeling, Blob, Gang, etc.) and that seems to have made the list shorter. The result...
by Oldman Robustin
Sun Dec 03, 2017 7:51 am
Forum: Coding Feedback
Topic: Command Report OP
Replies: 22
Views: 5196

Command Report OP

Never thought I'd see the day but apparently shits changed enough over the years that its super useful. I typically see only a few report items now and it usually looks something like: 1) Changeling 2) Changeling again 3) Wizard 4) Nukeops or 1) Traitors 2) Internal Affairs 3) Clock Cult 4) Blood Cu...
by Oldman Robustin
Fri Dec 01, 2017 5:38 pm
Forum: Closed Policy Discussion
Topic: Is it time for an assistant cap again?
Replies: 94
Views: 17061

Re: Is it time for an assistant cap again?

IS IT TIME FOR A SECURITY CAP? (While im obviously joking this whole thread is silly, if anything my shitpost has some relevance because there's a pretty predictable relationship between security staff and total population that would only be exacerbated by something silly like an assistant cap). htt...
by Oldman Robustin
Fri Dec 01, 2017 5:05 pm
Forum: Coding Feedback
Topic: Rnd techwebs
Replies: 215
Views: 48125

Re: Rnd techwebs

Machine creation is frustrating because we can "designate" certain departments like science and engineering as machine custodians all we want but at the end of the day its 100% artificial since you're just shoving shit into a metal frame using parts that are available at every autolathe. I...
by Oldman Robustin
Fri Dec 01, 2017 4:54 pm
Forum: Coding Feedback
Topic: Item scarcity, Relative Value and so forth
Replies: 59
Views: 12408

Re: Item scarcity, Relative Value and so forth

Meaningless post. What would you even propose making rare, and why would that improve gameplay? Empty medbay storage? Ok now chemists get harassed for meds even more and sleepers become the default healing mechanic. I also believe that ample healing items are a good thing simply because this is not ...
by Oldman Robustin
Wed Nov 29, 2017 6:04 pm
Forum: Coding Feedback
Topic: Rnd techwebs
Replies: 215
Views: 48125

Re: Rnd techwebs

Any chance that weapon tech cost can be reduced? Right now you cant rush it if there are operatives for example. Remember that weapons are locked behind security now, so giving up other areas of research to get weapons should be a choice that can be made. Pretty sure testing a single maxcap lets yo...
by Oldman Robustin
Wed Nov 29, 2017 6:03 pm
Forum: Coding Feedback
Topic: Assmos
Replies: 85
Views: 22470

Re: Assmos

I always favored just stunning everyone in the "light explosion" radius and maybe removing the knockout effect. Maybe give the explosion a "shockwave" visual corresponding to its size.
by Oldman Robustin
Wed Nov 29, 2017 4:28 pm
Forum: Coding Feedback
Topic: Rnd techwebs
Replies: 215
Views: 48125

Re: Rnd techwebs

Only if that was the consensus Cedarbridge. I favor having the orders go through by default if cargo doesn't explicitly reject them within 2 minutes. This would still hinge on the QM or others having a convenient way to read and process them though. Tablets seem like an obvious choice but I'm really...
by Oldman Robustin
Tue Nov 28, 2017 4:47 pm
Forum: Coding Feedback
Topic: Rnd techwebs
Replies: 215
Views: 48125

Re: Rnd techwebs

Yea that's been a roadblock for me. I initially started working on the console because I assumed it would be the main interface for each department - then I realized almost all the useful information (material available, designs available) is stored on the Protolathe. Then I also realized that a Lin...
by Oldman Robustin
Tue Nov 28, 2017 5:38 am
Forum: Coding Feedback
Topic: Assmos
Replies: 85
Views: 22470

Re: Assmos

The biggest problem is that bomb lag (worst change ever) lets people walk away from the bombs they detonate. Normally opening a canister bomb would be a guaranteed suicide - but thanks to the magic of slow ass bomb processing you can detonate a 10/20/40 right next to you and walk away. Anyway it see...
by Oldman Robustin
Mon Nov 27, 2017 4:38 pm
Forum: Coding Feedback
Topic: Rnd techwebs
Replies: 215
Views: 48125

Re: Rnd techwebs

The resource meta is still shaking out but I was under the assumption that QM had some special role in mineral management. It's frustrating right now but a lot of the solution are far from ideal too. The system obviously needs to be more centralized, its a mess right now where mining now appears to ...
by Oldman Robustin
Thu Nov 23, 2017 7:00 pm
Forum: Coding Feedback
Topic: Rnd techwebs
Replies: 215
Views: 48125

Re: Rnd techwebs

Experimentor would be lovely for one of their department goals, been brainstorming ideas for each dept. and science is tricky because only Xenobio is readily adaptable to that framework. Toxins would either end up being too simple/routine or force them to depend on atmos for their goal (you can make...
by Oldman Robustin
Thu Nov 23, 2017 5:48 pm
Forum: Coding Feedback
Topic: Rnd techwebs
Replies: 215
Views: 48125

Re: Rnd techwebs

I still dont understand how the destructive analyzer works but since apparently points are added directly to the machine for detonating bombs on Toxins Test, it seems to be pretty easy to rush a particular tech. The limiting factor is minerals, science still hoards minerals and cargo/miners still de...
by Oldman Robustin
Wed Nov 22, 2017 8:55 pm
Forum: Coding Feedback
Topic: Rnd techwebs
Replies: 215
Views: 48125

Re: Rnd techwebs

I dunno what UI magic people can pull off but an actual visualization of the "techweb" would be stellar. @Oranges What does the mindless hostility get you here? If I'm going to work on it I'd rather see input than your usual cynical shit, RND's already been torn apart and now we have 5 min...
by Oldman Robustin
Tue Nov 21, 2017 10:54 pm
Forum: Coding Feedback
Topic: LOUD NOISES
Replies: 22
Views: 4504

Re: LOUD NOISES

It's been in since Jul but you haven't noticed until now, can't be that bad I was away until late September, didn't make a post until early October because despite noticing immediately I didn't want to wade into the first balance issue I saw. Finally figured out it was this PR: https://github.com/t...
by Oldman Robustin
Tue Nov 21, 2017 10:42 pm
Forum: Coding Feedback
Topic: Rnd techwebs
Replies: 215
Views: 48125

Re: Rnd techwebs

Schematics should indicate which protolathe produces them, so if I do research something that science can't make I know who to contact instead. I still have no idea on how to turn bomb results into points or what deconstruction does. Also lol @ every criticism Kev leveled against GBP when this has e...
by Oldman Robustin
Tue Nov 14, 2017 4:10 pm
Forum: Coding Feedback
Topic: LOUD NOISES
Replies: 22
Views: 4504

Re: LOUD NOISES

It hasn't been around that long, it wasn't around before I took a break early this summer. When I came back I noticed that suddenly I could hear EVERYTHING going on in adjacent rooms. It really hit me when I was working in viro (Metastation) and could hear someone breaking the Cremator in Chapel (li...
by Oldman Robustin
Mon Nov 13, 2017 10:05 pm
Forum: Ideas
Topic: Decentralize Research
Replies: 86
Views: 19389

Re: Decentralize Research

Atmos is one hacked door from all the TTV's it needs, if anything it will reduced destruction because it limits the number of people with access to station-ending equipment to 2, whereas with Toxins you basically quadruple that number because now every scientist can bomb the station on top the atmos...
by Oldman Robustin
Mon Nov 13, 2017 8:50 pm
Forum: Ideas
Topic: Decentralize Research
Replies: 86
Views: 19389

Re: Decentralize Research

Ill repost this here because its a good idea and also it makes Kevinz really upset: ------------------------------------------------------------------------------------------------------------------ Add a GBP-like mechanic for every department that allows them to assist the "central" RND s...
by Oldman Robustin
Mon Nov 13, 2017 4:52 pm
Forum: Coding Feedback
Topic: LOUD NOISES
Replies: 22
Views: 4504

Re: LOUD NOISES

Bumping this because its a massive balance concern that apparently got changed without anyone realizing it. I find it to be downright frustrating, especially during highpop because: 1) You hear too much shit and it gets distracting (i.e. I hear someone hacking a door, rush to make sure its not my do...
by Oldman Robustin
Mon Nov 13, 2017 4:32 pm
Forum: Coding Feedback
Topic: Assmos
Replies: 85
Views: 22470

Re: New atmos

You lost me.

You ran a space loop with 50/50 Tritium/Plasma, it went to fusion temps, but by the end of the reaction all you had was a shitload of Stimulum?

Stimulum requires really precise ratios to form so I'm really not seeing how you "accidentally" made Stimulum here.
by Oldman Robustin
Wed Nov 08, 2017 6:46 pm
Forum: Coding Feedback
Topic: Clockwork Cult (now off of rotation, suggestions go in this thread)
Replies: 455
Views: 106611

Re: Clockwork Cult 2.0

The dense/intent change was long overdue but the core problems with the mode remain. Reebe defense is still really fucking bad. Either your scarab knows the trick to dispense/recycle brass, or it doesn't and you are burning 1,000,000w of power on fucking wallspam. A single wall costing 10 marauders/...
by Oldman Robustin
Wed Nov 08, 2017 5:51 pm
Forum: Coding Feedback
Topic: Assmos
Replies: 85
Views: 22470

Re: New atmos

>repeatedly choke the server to to death with explosions that would last literally 10 minutes >complain atmos is ruined when you can no longer do that what is robustins end game Atmos was already ruined, the only reason to play around with Assmos is to create those bombs. Lavaland is the only place...
by Oldman Robustin
Tue Nov 07, 2017 4:15 pm
Forum: Ideas
Topic: Should certain jobs be merged?
Replies: 79
Views: 12986

Re: Should certain jobs be merged?

I'd be against this on most counts but I gotta say atmos techs not having access to an engine based entirely on atmos mechanics is pretty frustrating. I probably watch at least 5 SM's delaminate every week as an atmos tech that I COULD have fixed but screaming for the AI to open every fucking door e...
by Oldman Robustin
Mon Nov 06, 2017 5:46 pm
Forum: Coding Feedback
Topic: Assmos
Replies: 85
Views: 22470

Re: New atmos

It happens in short bursts when there's new bomb tech and then people stop touching it for months and months afterward. Cap mining explosions and the new atmos just lost its last reason to exist.
by Oldman Robustin
Fri Nov 03, 2017 10:17 pm
Forum: Coding Feedback
Topic: Assmos
Replies: 85
Views: 22470

Re: New atmos

If you did that then you might as well remove toxins and just give TTV's to atmos.

I think its fine, 99% of players cant make normal maxcaps, 99.99% cant make tritium.

After all these years maxcaps going off is still pretty uncommon.
by Oldman Robustin
Fri Nov 03, 2017 8:16 pm
Forum: Coding Feedback
Topic: Assmos
Replies: 85
Views: 22470

Re: New atmos

Hmm I guess TTV's with the right mix are still better than canister bombs, makes sense, I should ask for a valve for my next test. Has anyone figured out how to "surpass" the standard fusion canister temp? The reaction stops as soon as it gets hot enough to form Hypernoblium so I feel like...
by Oldman Robustin
Fri Nov 03, 2017 5:10 pm
Forum: Coding Feedback
Topic: Assmos
Replies: 85
Views: 22470

Re: New atmos

Yea I finally got around to making Stimgas and was disappointed, the stun reduction is barely noticeable so its basically a shitton of work for sanic speed. However I got introduced to the wonder of hyper-nobilium, which will basically maxcap anything at fusion temps. I put fusion HN into my oxygen ...
by Oldman Robustin
Wed Nov 01, 2017 9:09 pm
Forum: Coding Feedback
Topic: Assmos
Replies: 85
Views: 22470

Re: New atmos

I like the added depth, its definitely inspired me to finish the atmos market. But realistically its pretty useless. The only noteworthy product is stimulum and its a huge bitch to make and therefore will never be a practical gas. Fusion is great for making stuff SUPER hot but at the end of the day ...
by Oldman Robustin
Mon Oct 30, 2017 4:21 pm
Forum: Former Admins
Topic: [No longer Admin] Daturix
Replies: 70
Views: 21240

Re: Daturix

>Log on
>Daturix shitposts about me logging on in OOC

Top-tier admin.
by Oldman Robustin
Sat Oct 28, 2017 5:05 pm
Forum: Coding Feedback
Topic: Clockwork Cult (now off of rotation, suggestions go in this thread)
Replies: 455
Views: 106611

Re: Clockwork Cult 2.0

I got to win as a lowpop clock cult yesterday, I learned two things: 1) The visor was absolutely fucking garbage with a half-second stun. 2) The stun trap stun is only 4 seconds, the same as slipping on goddamn water, not even enough time to reliably follow up with a kindle stun. I've made a PR to b...
by Oldman Robustin
Tue Oct 24, 2017 12:56 am
Forum: Coding Feedback
Topic: Ling Debuff? Ling Debuff.
Replies: 29
Views: 5983

Re: Ling Debuff? Ling Debuff.

I feel like the instant clothing change was probably a step too far, its almost impossible to keep tabs on a ling now whereas before it was fairly easy since full clothing changes are time consuming and leave you exposed.
by Oldman Robustin
Mon Oct 23, 2017 3:19 pm
Forum: Coding Feedback
Topic: Clockwork Cult (now off of rotation, suggestions go in this thread)
Replies: 455
Views: 106611

Re: Clockwork Cult 2.0

robustin if you think people prefer old clockcult to this then you're laughably deluded Old clockcult got neutered near the end and I couldn't stand it. Joan took the criticism that lategame CC was unbeatable (marauders on every cultist, anima fragments being spammed, CC territory being almost impo...
by Oldman Robustin
Mon Oct 23, 2017 2:45 pm
Forum: Coding Feedback
Topic: viro is OP now
Replies: 31
Views: 7697

Re: viro is OP now

>MFW I had to nerf zombie regen because 4 brute/4 burn was crazy OP for the Github shitposters.

>Viro gets an update allowing for a 12 brute/12 burn virus.

H-h-h-honk

I like healing virii but 12 is just too much. 4/6/8 seems like a more reasonable scaling.
by Oldman Robustin
Sat Oct 21, 2017 4:13 am
Forum: Coding Feedback
Topic: Radiation
Replies: 54
Views: 13651

Re: Radiation

I like the concept but it needs a lot of work. Most importantly the "ad-hoc" solutions need to be more effective. People are stripping, showering, and generally doing everything they can but it doesn't help much to lower rads. Biosuits should get a significant radiation buff, I might go ah...
by Oldman Robustin
Fri Oct 20, 2017 10:00 pm
Forum: Coding Feedback
Topic: Clockwork Cult (now off of rotation, suggestions go in this thread)
Replies: 455
Views: 106611

Re: Clockwork Cult 2.0

This mode cannot ever be a success if the assault on Reebe is primarily MAN v. DENSE OBJECTS. I appreciate the concern, but player feedback and general reception to the mode indicates that it already is as a success. The fact you sincerely believe that is disturbing. You've had 23 connections in th...
by Oldman Robustin
Fri Oct 20, 2017 6:09 pm
Forum: Coding Feedback
Topic: Clockwork Cult (now off of rotation, suggestions go in this thread)
Replies: 455
Views: 106611

Re: Clockwork Cult 2.0

Xhuis the fix is to not have your base defense style be decided by bored ghosts. Dense object spam is not fun to fight against or to use on defense. Give them a preset layout that doesn't force a single defense style, hell give them a series of templates to choose from, walls can be buffed but wall ...
by Oldman Robustin
Thu Oct 19, 2017 3:50 pm
Forum: Coding Feedback
Topic: Clockwork Cult (now off of rotation, suggestions go in this thread)
Replies: 455
Views: 106611

Re: Clockwork Cult 2.0

A preset defense will inevitably result in a "meta" forming around perceived optimal placement but there would be enough variation that it wouldn't be the same every time. Giving the cultists more variety in their structures would also help. Giving the cultists a massive open area creates ...
by Oldman Robustin
Thu Oct 19, 2017 3:35 pm
Forum: Off Topic
Topic: Investing news: Stocks and Bonds
Replies: 23
Views: 5153

Re: Investing news: Stocks and Bonds

l o l @ thinking "having time to research in-depth" is enough to beat the market. Portfolio managers get paid hefty sums of money to devote all their time PLUS experience and education to beating the market and they still can't do it. You need an insight. Something the rest of the investin...
by Oldman Robustin
Thu Oct 19, 2017 2:59 pm
Forum: Coding Feedback
Topic: Clockwork Cult (now off of rotation, suggestions go in this thread)
Replies: 455
Views: 106611

Re: Clockwork Cult 2.0

Qbopper a preset layout doesnt mean "exact same defense every round". I mean fuck there's already a "preset layout" right now, its that layout is a vast empty space. I'm proposing preset walls so that the defenders can make strategically coherent decisions like where to drop ward...
by Oldman Robustin
Wed Oct 18, 2017 5:54 pm
Forum: Coding Feedback
Topic: Clockwork Cult (now off of rotation, suggestions go in this thread)
Replies: 455
Views: 106611

Re: Clockwork Cult 2.0

I wouldn't expect Robustin to ever understand this mode, he only understands ones where there always a clear path of *the* best thing to do, he is unable to grasp a mode that has more than one way to play, it leaves him confused and frustrated that everyone won't play it the way he thinks it should...
by Oldman Robustin
Wed Oct 18, 2017 5:39 pm
Forum: Closed Policy Discussion
Topic: Removing ears & tails
Replies: 211
Views: 52502

Re: Removing ears & tails

Still need that super obvious ruling that says "Yes a 6 second harmless procedure to change your characters appearance is not a Rule 1 violation". So we're going with the definition of harmless that's narrowly written as "does not cause your hitpoints values to change" right? Th...