Search found 1417 matches
- Wed Feb 21, 2018 1:51 am
- Forum: General Chat
- Topic: SS13 Related Art / Hand Drawn Art
- Replies: 2270
- Views: 716998
Re: SS13 Related Art / Hand Drawn Art
brycie wycie
- Wed Feb 21, 2018 1:03 am
- Forum: Coding Feedback
- Topic: Clockwork Cult (now off of rotation, suggestions go in this thread)
- Replies: 455
- Views: 107198
Re: Clockwork Cult 2.0
I've been working on some changes in my spare time, and I won't be PRing them yet, but I do want to hear what people think of them and if they'll make any improvements. Adds the anointment oil reagent. The chaplain starts with a flask with 100 units, and religious supplies crates contain another fla...
- Mon Feb 19, 2018 12:58 am
- Forum: Video Games
- Topic: scp: secret laboratory
- Replies: 97
- Views: 22280
Re: scp: secret laboratory
it's not dead tho there was an update yesterday
- Sun Feb 18, 2018 11:50 pm
- Forum: Coding Feedback
- Topic: Traits feedback thread
- Replies: 4
- Views: 1350
Traits feedback thread
PR #35440 on github is adding minor traits and is currently being intermittently testmerged, so give all thoughts and recount your experiences here. Current problems I know about and am working on: arachnophobia is countered by people yelling "spiders" over and over on radio (no easy way t...
- Sat Feb 17, 2018 12:38 am
- Forum: Video Games
- Topic: Starmancer
- Replies: 40
- Views: 9833
Re: Starmancer
This is looking pretty good. I hope it succeeds and doesn't collapse in the Steam early-access void.
- Fri Feb 16, 2018 10:21 pm
- Forum: Video Games
- Topic: scp: secret laboratory
- Replies: 97
- Views: 22280
Re: scp: secret laboratory
the AI SCP has been removed pending a rework atm since it was really weak and getting it was essentially a death sentence unless there were 3 other SCPs, sadly
- Fri Feb 16, 2018 6:15 pm
- Forum: Coding Feedback
- Topic: Monks: A Feedback Thread
- Replies: 86
- Views: 16894
Re: Monks: A Feedback Thread
I believe I've seen sprites around. There are plenty of spritedumps on these forums, and I know fury mcflurry has quite a few already. If worst comes to worst, I've sprited things before.
- Fri Feb 16, 2018 5:06 pm
- Forum: Coding Feedback
- Topic: Monks: A Feedback Thread
- Replies: 86
- Views: 16894
Re: Monks: A Feedback Thread
Maybe you could even give it different sprites ala bible and null rod, so you can choose between a gi, a Shaolin robe, a plain robe...
- Fri Feb 16, 2018 6:40 am
- Forum: Coding Feedback
- Topic: Darkspawn
- Replies: 16
- Views: 4241
Re: Darkspawn
And if you could transfer yourself into a trash compactor, the world might be a lot better place. Anyways, since this thread isn't relevant anymore because the whole fucking gamemode was never meant to be added in the first place, I'm going to lock the thread. I don't expect you have any kind of bit...
- Thu Feb 15, 2018 2:45 am
- Forum: Coding Feedback
- Topic: Darkspawn
- Replies: 16
- Views: 4241
Re: Darkspawn
snip And you'd think you'd be better suited to licking diarrhea off the bathroom floor of a McDonalds because so much classless shit comes out of your pathetic mouth that you'd be used to the taste of it, but we can't always get what we want, huh. Get over yourself and move on. Nobody takes you ser...
- Wed Feb 14, 2018 6:03 am
- Forum: Resolved Appeals
- Topic: [ausops] ChangelingRain - ban evasion
- Replies: 23
- Views: 6110
Re: [ausops] ChangelingRain - ban evasion
As someone who interacted with them a large amount during the clockcult rework, Joan's conduct as a maintainer is good, but I don't feel that they deserve a second chance yet, especially not even half a year after the ban was issued, and especially after such gross misuse of admin privileges. The un...
- Wed Feb 14, 2018 5:02 am
- Forum: Town Hall
- Topic: Trialmin Review: Ispiria
- Replies: 14
- Views: 4374
Re: Trialmin Review: Ispiria
Very professional, and seems to care a lot about doing a good job. The only problems I've seen from them is some slightly hamfisted conduct when making a nightmare, but they seem to be a good admin regardless.
- Wed Feb 14, 2018 4:58 am
- Forum: Coding Feedback
- Topic: Rnd techwebs
- Replies: 215
- Views: 48350
Re: Rnd techwebs
remove the research console and make the RD's tablet the only way to progress techwebs
watch smugly satisfied as tablet use skyrockets and take pride in the fact that you have made tablets meta
watch smugly satisfied as tablet use skyrockets and take pride in the fact that you have made tablets meta
- Wed Feb 14, 2018 4:57 am
- Forum: Coding Feedback
- Topic: Clockwork Cult (now off of rotation, suggestions go in this thread)
- Replies: 455
- Views: 107198
Re: Clockwork Cult 2.0
You know, that does make a lot of sense. Given the nature of the game, I have to wonder if it's easily rectifiable...
- Wed Feb 14, 2018 3:09 am
- Forum: Coding Feedback
- Topic: Clockwork Cult (now off of rotation, suggestions go in this thread)
- Replies: 455
- Views: 107198
Re: Clockwork Cult 2.0
There are two ghost roles whose sole purpose is to basebuild and of the several clockcult rounds I've participated in lately in many of them I hear from the cultists that people were bumbling around and not doing anything productive on their end. At this point I'm beginning to wonder if many of CC's...
- Wed Feb 14, 2018 12:55 am
- Forum: Coding Feedback
- Topic: Clockwork Cult (now off of rotation, suggestions go in this thread)
- Replies: 455
- Views: 107198
Re: Clockwork Cult 2.0
Code and design can't fix people being tongue-swallowing levels of idiotic.
- Wed Feb 14, 2018 12:46 am
- Forum: Coding Feedback
- Topic: Darkspawn
- Replies: 16
- Views: 4241
Re: Darkspawn
Why was this thread revived? If your only input was to complain about a gamemode that was never merged because I put it in as a test at a headmin request because I never intended to try and put it into the game then you'd be better off finding better things to complain about, like your inability to ...
- Tue Feb 13, 2018 8:52 am
- Forum: Coding Feedback
- Topic: Monks: A Feedback Thread
- Replies: 86
- Views: 16894
Re: Monks: A Feedback Thread
Make sure that dodges and damage resists don't work while unconscious or in soft crit. I had a rather amusing situation today as a head where there was a squad of four security and me all beating a cuffed headev and he kept dodging the attacks in soft crit. He only ended up dying when we tossed him ...
- Tue Feb 13, 2018 3:27 am
- Forum: Thinking Cap
- Topic: Discord Drama & Ban
- Replies: 108
- Views: 24285
Re: Discord Drama & Ban
arm post in the time capsule thread it's the Best
- Tue Feb 13, 2018 12:54 am
- Forum: Coding Feedback
- Topic: Clockwork Cult (now off of rotation, suggestions go in this thread)
- Replies: 455
- Views: 107198
Re: Clockwork Cult 2.0
I'm right here, you know
- Sat Feb 10, 2018 11:31 pm
- Forum: Coding Feedback
- Topic: Clockwork Cult (now off of rotation, suggestions go in this thread)
- Replies: 455
- Views: 107198
Re: Clockwork Cult 2.0
snip You could encourage them to not kill people or flood plasma via the description you get when the role spawns, reduce the number of obnoxious spells and instead give them a weapon that stuns and disables people, and reward them for successfully kidnapping and then releasing people. Have the obj...
- Sat Feb 10, 2018 6:28 am
- Forum: Coding Feedback
- Topic: Clockwork Cult (now off of rotation, suggestions go in this thread)
- Replies: 455
- Views: 107198
Re: Clockwork Cult 2.0
I know this is a pretty lame response, but I'll take some time to think on it. I'm currently working on roundstart traits (hopefully they get in!), but once that project's concluded - which should be soon assuming maintainers don't let it sit for a long time - I'll see about trying to spend some tim...
- Thu Feb 08, 2018 11:02 pm
- Forum: Ideas
- Topic: Character Traits
- Replies: 31
- Views: 6432
Re: Character Traits
Traits don't override traumas and genetics; they utilize the already-existing trait system to prevent certain ones from being cured by roundstart. For instance, eye surgery cannot fix nearsightedness, due to starting with it at the beginning of the round. Surplus prosthetic limbs are weak and will b...
- Thu Feb 08, 2018 8:35 pm
- Forum: Ideas
- Topic: Character Traits
- Replies: 31
- Views: 6432
Re: Character Traits
People seem to have had the idea after I started working on it, but now you don't have to worry! I added a Prosthetic Limb trait, that randomly replaces one of your arms or legs with a surplus prosthetic variant. It gives you +1 points (since it's a negative one.)
- Thu Feb 08, 2018 6:05 am
- Forum: Ideas
- Topic: Character Traits
- Replies: 31
- Views: 6432
Re: Character Traits
I went ahead and made this since I was lacking for things to do. Feedback and suggestions welcome
- Wed Feb 07, 2018 8:28 pm
- Forum: Coding Feedback
- Topic: Clockwork Cult (now off of rotation, suggestions go in this thread)
- Replies: 455
- Views: 107198
Re: Clockwork Cult 2.0
by doing the plethora of available options to disrupt their operations, including but not limited to: looking for cogged APCs and disrupting them cooperating with the chaplain to spread holy water in sensitive areas to interfere with teleportation efforts working to create supplies for the incoming ...
- Wed Feb 07, 2018 6:56 pm
- Forum: Coding Feedback
- Topic: Clockwork Cult (now off of rotation, suggestions go in this thread)
- Replies: 455
- Views: 107198
Re: Clockwork Cult 2.0
Players like you generally don't have the attention span to play a mode that's more in depth than being able to tase-and-lase the antagonist and immediately win, so I applaud you on finding a way to enjoy it.
- Wed Feb 07, 2018 6:17 pm
- Forum: Ideas
- Topic: Character Traits
- Replies: 31
- Views: 6432
Re: Character Traits
It'd probably be easy to implement something like this but I'm not sure of which traits would be interesting or neat that wouldn't break the flow or be mandatory to take
- Wed Feb 07, 2018 5:52 pm
- Forum: Coding Feedback
- Topic: Clockwork Cult (now off of rotation, suggestions go in this thread)
- Replies: 455
- Views: 107198
Re: Clockwork Cult 2.0
I generally try to nudge servants towards avoiding direct confrontation in favor of setting ambushes and trap nests they can retreat and fall back to should their cover fail while they're out and about. They're kind of master trappers but fairly weak in normal combat without heavy scripture support....
- Tue Feb 06, 2018 6:09 pm
- Forum: Coding Feedback
- Topic: Clockwork Cult (now off of rotation, suggestions go in this thread)
- Replies: 455
- Views: 107198
Re: Clockwork Cult 2.0
please be gentle with repukan inaba he is very sick
- Mon Feb 05, 2018 5:11 pm
- Forum: Coding Feedback
- Topic: Clockwork Cult (now off of rotation, suggestions go in this thread)
- Replies: 455
- Views: 107198
Re: Clockwork Cult 2.0
A conversion cap or limit of some kind seems like a good thing to implement, but I'm not sure if it'd work. I'm afraid it would just end up with servants murderboning, which I already dislike.
- Mon Feb 05, 2018 12:56 am
- Forum: Coding Feedback
- Topic: Clockwork Cult (now off of rotation, suggestions go in this thread)
- Replies: 455
- Views: 107198
Re: Clockwork Cult 2.0
I think we can all agree clock cult is fucking awful. Nothing can be done to fix it. who agreed on that at all, we've spent 6 pages arguing if it's awful or not and if so what we can do to fix it do you just post the first thing that comes to your head or something don't bother, brain-damaged peopl...
- Sun Feb 04, 2018 6:52 am
- Forum: Coding Feedback
- Topic: Clockwork Cult (now off of rotation, suggestions go in this thread)
- Replies: 455
- Views: 107198
Re: Clockwork Cult 2.0
Due to multiple posts on your part that are either misinformed or factually wrong, I'm gonna say no.
- Sat Feb 03, 2018 4:46 am
- Forum: Coding Feedback
- Topic: Clockwork Cult (now off of rotation, suggestions go in this thread)
- Replies: 455
- Views: 107198
Re: Clockwork Cult 2.0
if you can summarize that in a paragraph instead of a gigantic essay I'll be happy to consider it also, sigils can be removed by clicking them on harm intent you goddamn idiot another thing, if a cultist is caught, they can't warp away because their warp requires a channeled ability from their slab....
- Fri Feb 02, 2018 3:44 pm
- Forum: Coding Feedback
- Topic: Clockwork Cult (now off of rotation, suggestions go in this thread)
- Replies: 455
- Views: 107198
Re: Clockwork Cult 2.0
that's actually a really neat bunch of ideas. I'll give it some thinking as to how it could be best done.
- Fri Feb 02, 2018 8:04 am
- Forum: Coding Feedback
- Topic: Clockwork Cult (now off of rotation, suggestions go in this thread)
- Replies: 455
- Views: 107198
Re: Clockwork Cult 2.0
wahhhhh lack of sec and bad chaplains aren't problems I can fix you brain-dead mong I can't force people to play certain roles when half the players just play assistant. the fact that you suicide when you get a round you don't like tells me we aren't losing anything of value because you can't be as...
- Thu Feb 01, 2018 6:21 am
- Forum: General Chat
- Topic: circuit craigslist: post your cool stuff you made
- Replies: 112
- Views: 48047
Re: circuit craigslist: post your cool stuff you made
Right now, if you have four chargers charging one gun, you can fire the gun infinitely without ever running out of ammo. Three also brings you really close (62 shots counted before I had to stop for a second.) I'm certain it can be done a lot more efficiently, since I only have 60% used complexity i...
- Thu Feb 01, 2018 4:01 am
- Forum: Coding Feedback
- Topic: Clockwork Cult (now off of rotation, suggestions go in this thread)
- Replies: 455
- Views: 107198
Re: Clockwork Cult 2.0
Due to feedback from a few people, a lot of whom I trust a lot regarding balance, I'm currently buffing integration cogs. They'll now generate 10 W/second in power, and will continue to generate power at 5 W/second when the APC they're in runs below the siphon threshold, but not consuming any excess...
- Wed Jan 31, 2018 9:03 pm
- Forum: Coding Feedback
- Topic: Clockwork Cult (now off of rotation, suggestions go in this thread)
- Replies: 455
- Views: 107198
Re: Clockwork Cult 2.0
snip Your anger at the power is misplaced, there was actually a bug preventing cogs from generating any power. Keep an eye out on rounds now. The engine being set up has no actual relevance to the cult's power generation, as it draws from APC power. I feel like we could combine the old system with ...
- Tue Jan 30, 2018 7:57 pm
- Forum: General Chat
- Topic: circuit craigslist: post your cool stuff you made
- Replies: 112
- Views: 48047
Re: circuit craigslist: post your cool stuff you made
we should delete u
- Tue Jan 30, 2018 7:09 pm
- Forum: General Chat
- Topic: circuit craigslist: post your cool stuff you made
- Replies: 112
- Views: 48047
Re: circuit craigslist: post your cool stuff you made
https://i.imgur.com/styVNL3.png I made four gadgets that aren't that useful but are neat. From top-left to bottom-right: Yung Powered Syringe Boasts internal storage of 30 units Transfer amount set through number pad See reagent amount on examine Draw reagents by hitting the syringe with the contai...
- Tue Jan 30, 2018 3:12 am
- Forum: Coding Feedback
- Topic: Clockwork Cult (now off of rotation, suggestions go in this thread)
- Replies: 455
- Views: 107198
Re: Clockwork Cult 2.0
i'm not an electrician
- Mon Jan 29, 2018 6:14 am
- Forum: Coding Feedback
- Topic: Darkspawn
- Replies: 16
- Views: 4241
Darkspawn
there' was no place to talk about darkspawn, so I made one. post all feedback from arm spamming these on bagil the darkspawn (side?) antagonist that's been tested lately on bagil and sybil. things I'm aware are problems: tagalong/the ability that lets you stalk people is way way too powerful. you ca...
- Sun Jan 21, 2018 10:24 pm
- Forum: Coding Feedback
- Topic: Clockwork Cult (now off of rotation, suggestions go in this thread)
- Replies: 455
- Views: 107198
Re: Clockwork Cult 2.0
I would like the servants to have constructs but I have to wonder at this point if it's even worth the trouble of doing the balance dance; some ideas I had are old soul vessels, needing X vitality, or needing a structure to maintain them, but I'm not sure
- Sun Jan 21, 2018 9:22 pm
- Forum: Coding Feedback
- Topic: Clockwork Cult (now off of rotation, suggestions go in this thread)
- Replies: 455
- Views: 107198
Re: Clockwork Cult 2.0
the frustrating part about that is that making servants trigger traps will cause them to come onto the forums and screech also, this isn't very well-known, but if you're on walk intent, you will not trigger pressure sensors making the mode entirely separate from the station is feasible but frustrati...
- Sun Jan 21, 2018 7:06 pm
- Forum: Coding Feedback
- Topic: Clockwork Cult (now off of rotation, suggestions go in this thread)
- Replies: 455
- Views: 107198
Re: Clockwork Cult 2.0
pressure sensors can be destroyed in one hit so if you seen an active steam vent all you need to do is alt-click it and then hit the pressure sensor with an extinguisher or something to permanently disable it as for spamming them I'd like to prevent being able to have more than say one or two traps ...
- Sun Jan 21, 2018 12:55 am
- Forum: Ideas
- Topic: Remove engravings already
- Replies: 34
- Views: 6909
Re: Remove engravings already
The janitor starts with an empty soapstone in their closet that they can use to destroy engravings permanently.
- Sun Jan 21, 2018 12:52 am
- Forum: Coding Feedback
- Topic: Clockwork Cult (now off of rotation, suggestions go in this thread)
- Replies: 455
- Views: 107198
Re: Clockwork Cult 2.0
I like playing the mode and enjoy it; when I make things I develop them in a way that I enjoy because that's what fits my mental image of "good." I can't really say much more than that.
- Sat Jan 20, 2018 9:16 pm
- Forum: Coding Feedback
- Topic: Clockwork Cult (now off of rotation, suggestions go in this thread)
- Replies: 455
- Views: 107198
Re: Clockwork Cult 2.0
I distinctly recall CC rating around 4th on the list, though I'm not sure where the actual results are.
- Sat Dec 30, 2017 6:49 pm
- Forum: Coding Feedback
- Topic: Clockwork Cult (now off of rotation, suggestions go in this thread)
- Replies: 455
- Views: 107198
Re: Clockwork Cult 2.0
Servants can still actually teleport to places they have no camera vision to; they just can't see what they're getting into. Blessed tiles block warp entirely.