Search found 222 matches
- Wed Sep 16, 2015 6:58 pm
- Forum: Spriting and Mapping
- Topic: Dreamstation [DREAMS DON'T DIE]
- Replies: 115
- Views: 41186
Re: Dreamstation v02 [NEEDS TESTING]
Pirou (655) MrStonedOne: <Miauw> you should testrun some of the new maps in the spriting and mapping section, ESPECIALLY birdboatstation for basil MrStonedOne They need to be pr'ed, so I can just use that MrStonedOne because of the whole live tracking from github thing, its not easy to make local c...
- Wed Sep 16, 2015 5:19 pm
- Forum: Spriting and Mapping
- Topic: Dreamstation [DREAMS DON'T DIE]
- Replies: 115
- Views: 41186
Re: Dreamstation v02 [NEEDS TESTING]
I remember saying I was going to update the map image, so I did that! Look at it, it's not hugely outdated!
- Mon Sep 14, 2015 4:30 pm
- Forum: Spriting and Mapping
- Topic: Dreamstation [DREAMS DON'T DIE]
- Replies: 115
- Views: 41186
Re: Dreamstation v01 [NEEDS TESTING]
Alright, fixed most of those: The AI core is now much close to engineering, with an accordingly shorter tube The sanitarium now has less windows and the door opens into the prison wing area instead of the prison wing access I can't make arrivals less desolate without pretty big changes to the layout...
- Mon Sep 14, 2015 12:31 am
- Forum: Spriting and Mapping
- Topic: Dreamstation [DREAMS DON'T DIE]
- Replies: 115
- Views: 41186
Dreamstation [DREAMS DON'T DIE]
I made a map, wew: https://tgstation13.org/wiki//images/7/76/Dreamstation.png Image is 100% updated You can click here for fullsize. Latest Changes: *Fixed Chaplain being unable to use massdriver door. *Please for the love of god report bugs and other issues Is merged now! Probably still needs test...
- Wed Sep 09, 2015 2:51 am
- Forum: General Chat
- Topic: Your least favourite round type
- Replies: 58
- Views: 13074
Re: Your least favourite round type
I honestly really dislike nuke ops, it just doesn't do it for me.
As my second pick, ling because it's a design travesty and pretty shit as its own roundtype(though it might get better once the team objectives actually fucking work)
As my second pick, ling because it's a design travesty and pretty shit as its own roundtype(though it might get better once the team objectives actually fucking work)
- Mon Sep 07, 2015 2:46 am
- Forum: Coding Feedback
- Topic: Blob Changes
- Replies: 5
- Views: 1417
Blob Changes
Pull one changes blob space expansion from RNG to about 25% effect, meaning a blob tile on space has approximately 25% of its normal health. https://github.com/tgstation/-tg-station/pull/11616 Three wrench hits, or in other words, 15 brute damage, will kill a space blob, or one laser or welder hit. ...
- Sun Sep 06, 2015 4:32 pm
- Forum: Coding Feedback
- Topic: Cooking makes absolutely no sense.
- Replies: 17
- Views: 6494
Re: Cooking makes absolutely no sense.
Might as well let people choose their favorite dish/drink, because honestly they're not going to all choose one thing to make it easy on the chef/bartender so it won't matter too much.
- Mon Aug 31, 2015 6:36 pm
- Forum: Coding Feedback
- Topic: Blob Cores need to be bomb immune again
- Replies: 21
- Views: 5299
Re: Blob Cores need to be bomb immune again
That's not actually a bug, though it IS excessively unclear code and an accidental result, read, the core dying. It is effectively "Die in devastation range, randomly either die in heavy range or take 27.5 damage, and take 22.5 damage in light range." Removing that line isn't a proper solu...
- Mon Aug 31, 2015 2:46 am
- Forum: Archived/Deleted
- Topic: election thread
- Replies: 29
- Views: 8197
Re: election thread
I endorse or otherwise select ausops as my pick because they're pretty good, yup.
- Mon Aug 31, 2015 12:01 am
- Forum: Coding Feedback
- Topic: Blob Cores need to be bomb immune again
- Replies: 21
- Views: 5299
Re: Blob Cores need to be bomb immune again
FUCK IT I'VE DONE IT https://github.com/tgstation/-tg-station/pull/11495
MAKES BLOBS SUPER IMMUNE TO BOMBS SO THEY STOP DYING TO THEM, THANK ME LATER
ALSO GIVES PROPER DESCRIPTIONS TO BLOB STUFF BECAUSE OH MY GOD THOSE WERE CRAP
MAKES BLOBS SUPER IMMUNE TO BOMBS SO THEY STOP DYING TO THEM, THANK ME LATER
ALSO GIVES PROPER DESCRIPTIONS TO BLOB STUFF BECAUSE OH MY GOD THOSE WERE CRAP
- Sat Aug 22, 2015 9:11 pm
- Forum: Coding Feedback
- Topic: Space"""cube"""
- Replies: 44
- Views: 13528
Re: Space"""cube"""
You CAN make a cube out of them, but there would need to be special handling code for the top and bottom faces so that they entered out from the right side with the right direction and I'm not sure that's especially easy to do.
- Sat Aug 22, 2015 1:25 am
- Forum: Coding Feedback
- Topic: Space"""cube"""
- Replies: 44
- Views: 13528
Re: Space"""cube"""
Not all the zlevels are the same width and height AND it doesn't switch your direction when you'd move, say, left from the top level, say, the station level, to one of the side levels, say, the mining level. You don't arrive at the mining level from the top of the mining zlevel, you arrive from the ...
- Thu Aug 20, 2015 11:16 pm
- Forum: Coding Feedback
- Topic: Stun overhaul/nerf
- Replies: 76
- Views: 14075
Re: Stun overhaul/nerf
Neurotoxin, the alien projectile, is alien only. Neurotoxin, the chemical, is not.
- Thu Aug 13, 2015 11:25 pm
- Forum: Coding Feedback
- Topic: Guardian Spirits
- Replies: 94
- Views: 27169
Re: Guardian Spirits
I used the fire one yesterday. Seems pretty tame as it couldn't beat the det and the hos to death when they came after me on a tip off from another syndicate. I think I probably overnerfed it after the rampage Pybro was mentioning where I killed ~20 people in escape just running in circles igniting...
- Thu Aug 13, 2015 8:03 pm
- Forum: Coding Feedback
- Topic: Revenants mildly less terrible to play, spawn as event
- Replies: 0
- Views: 708
Revenants mildly less terrible to play, spawn as event
https://github.com/tgstation/-tg-station/pull/11187
Makes revenants spawn as an event and buffs them a bunch.
Makes revenants spawn as an event and buffs them a bunch.
- Tue Aug 11, 2015 10:19 pm
- Forum: General Chat
- Topic: Simple Questions Thread
- Replies: 2095
- Views: 529005
Re: Simple Questions Thread
There are also two in the engineering entrance, so you don't even have to go into engineering to get them.
It's still one less door to go in from engineering maint, though.
It's still one less door to go in from engineering maint, though.
- Tue Aug 11, 2015 6:43 pm
- Forum: Ideas
- Topic: Cult Rework Idea
- Replies: 6
- Views: 1390
Re: Cult Rework Idea
Cult has room for improvement but this is not improvement, this version of cult COULD be an improvement but it would require an almost unprecedented level of effort. Your idea isn't anywhere near a workable game mode but I'll throw out a few quick reasons: 1) 3 starter cult when many early runes re...
- Mon Aug 10, 2015 9:12 pm
- Forum: Ideas
- Topic: Ling Rework
- Replies: 21
- Views: 4768
Re: Ling Rework
Ling really needs that rework, yup.
Giving lings all powers for free won't actually make them use the stuff that doesn't get used, though. It doesn't get used not because they can't buy it, but because it's shit and or costs too many chemicals.
Cough cough signature cough please give feedback cough
Giving lings all powers for free won't actually make them use the stuff that doesn't get used, though. It doesn't get used not because they can't buy it, but because it's shit and or costs too many chemicals.
Cough cough signature cough please give feedback cough
- Mon Aug 10, 2015 2:54 am
- Forum: Coding Feedback
- Topic: Blob Cores need to be bomb immune again
- Replies: 21
- Views: 5299
Re: Blob Cores need to be bomb immune again
Blob cores were never actually immune to bombs, but nobody noticed because the range on devastation was so low.
- Sun Aug 09, 2015 11:26 pm
- Forum: Ideas
- Topic: Cult Rework Idea
- Replies: 6
- Views: 1390
Re: Cult Rework Idea
This is a good question to ask! Words(and thus research) are the main problem with current cult; they're a limiter on cult power that doesn't work, being easily cheesable via research, as well as randomly granted by sacrifices, making any possible limit on a rune's power via it being hard to obtain ...
- Sun Aug 09, 2015 7:04 pm
- Forum: Ideas
- Topic: Cult Rework Idea
- Replies: 6
- Views: 1390
Cult Rework Idea
Numbers, especially power numbers, are definitely not final. Instead of researching words, the cult needs to increase its power by corrupting tiles, constructing pylons, sacrificing unfortunate victims, and outright conversion. The cult tome still has three options; communicate, scribe, and check no...
- Fri Aug 07, 2015 8:37 pm
- Forum: Coding Feedback
- Topic: Grabs don't keep restrained people from moving
- Replies: 5
- Views: 1600
Grabs don't keep restrained people from moving
Grab a prisoner, watch as they just walk away.
The issue for this got closed because it's not a bug.
The issue for this got closed because it's not a bug.
- Tue Aug 04, 2015 3:14 pm
- Forum: Coding Feedback
- Topic: Backpack slots / UI
- Replies: 3
- Views: 1118
Re: Backpack slots / UI
A pull for this is already up; https://github.com/tgstation/-tg-station/pull/10990
- Mon Aug 03, 2015 3:56 am
- Forum: General Chat
- Topic: What are the best ways to kill a rogue AI?
- Replies: 66
- Views: 17643
Re: What are the best ways to kill a rogue AI?
Step one: get a RCD, magboots, and suit, or in other words loot EVA.
Step two: walk in the general direction of the AI, ignoring everything it does as you shit out walls and remove doors.
Step three: sit in front of the AI, reading WGW to it until it suicides.
Step two: walk in the general direction of the AI, ignoring everything it does as you shit out walls and remove doors.
Step three: sit in front of the AI, reading WGW to it until it suicides.
- Sat Aug 01, 2015 4:57 pm
- Forum: Closed Policy Discussion
- Topic: Looking at the AI's core during roundstart
- Replies: 48
- Views: 11452
Re: Looking at the AI's core during roundstart
It seems kind of unintuitive that the AI hacking its own APC, in a core that's meant to be extremely secure for it, is as bad as a traitor buying his powersink in the middle of the hallway in front of the captain. Heck, it's probably more secure to hack an apc that's actually in the main halls, beca...
- Tue Jul 28, 2015 8:29 pm
- Forum: Ideas
- Topic: Ghost layer - the new chair spinning
- Replies: 18
- Views: 4298
Re: Ghost layer - the new chair spinning
It's not a terrible idea, it's basically just a bonus thing for ghosts to do if fucking nothing is happening which is something that's kind of needed.
- Tue Jul 28, 2015 7:07 pm
- Forum: Coding Feedback
- Topic: Spacewind is now retarded
- Replies: 74
- Views: 16490
Re: Spacewind is now retarded
I was the AI in that gang round, and yeah scrubbers were hilariously powerful with shocked doors. The only people who could have conceivably shut off the scrubbers without getting shocked, the CE and engineers, were dead before they could get to suits. It was AMUSING, but I killed more or less every...
- Fri Jul 24, 2015 5:56 pm
- Forum: Spriting and Mapping
- Topic: AsteroidStation Feedback
- Replies: 5
- Views: 2000
Re: AsteroidStation Feedback
There are so few air and fire alarms that a fire in medbay could spread past firelocks in multiple areas and it was noticeably tricky to find the air alarm in an area to activate siphons or otherwise fuck with the area's atmos.
- Thu Jul 23, 2015 9:06 pm
- Forum: Coding Feedback
- Topic: Blob
- Replies: 9
- Views: 2308
Re: Blob
It's nodes, but basically that, yes. It's hilarious; in one round, I managed to coordinate three other blobs into shunting into one location, in this case being science. We won handily, with none of us dying.
- Mon Jul 20, 2015 4:35 pm
- Forum: Coding Feedback
- Topic: Give traitors 25-30TC, Syndiebombs 13-16TC
- Replies: 80
- Views: 16028
Re: Give traitors 25-30TC, Syndiebombs 13-16TC
It got rejected because it can cause things that you might not want to show up; why not just reduce the costs of stuff you want to show up more instead?
- Mon Jul 20, 2015 4:12 am
- Forum: Coding Feedback
- Topic: Coderbus Boogaloo Pt. II: Still Shitty
- Replies: 225
- Views: 50428
Re: Coderbus Boogaloo Pt. II: Still Shitty
It probably fucks up the anti ai-tracking thing it has and whoever coded it didn't want to deal with it. Probably.
- Mon Jul 20, 2015 3:59 am
- Forum: Coding Feedback
- Topic: Coderbus Boogaloo Pt. II: Still Shitty
- Replies: 225
- Views: 50428
Re: Coderbus Boogaloo Pt. II: Still Shitty
It's why nuke ops have maint access; it has syndicate accesses plus maintenance. The main downside is that it doesn't fit in a PDA.
- Mon Jul 20, 2015 1:32 am
- Forum: Spriting and Mapping
- Topic: MetaStation Thread (v41J 11/05/2015)
- Replies: 197
- Views: 87660
Re: MetaStation (v41D 17/07) and Mapping Guide
I'm just dropping this entire AI core design in here, just in case you want the AI to be hideously robust. http://puu.sh/j5vWS/019ccbb626.png http://puu.sh/j5w26/68c6d4806f.dmm Just rightclick+save as. EDIT: and yes it's 100% intended that no camera can see the core APC I don't think it's exactly fu...
- Sat Jul 18, 2015 6:13 pm
- Forum: Coding Feedback
- Topic: Armour Nerfs
- Replies: 234
- Views: 41700
Re: Armour Nerfs
Steelpoint's stuff only got merged because he wasn't active in the IRC to get yelled at for having stupid ideas. This has been rectified.
- Sat Jul 18, 2015 2:52 am
- Forum: Ideas
- Topic: Changeling Rework Idea
- Replies: 5
- Views: 2106
Re: Changeling Rework Idea
It's definitely a large improvement from current ling, I'd find. The trick is balance. I do like that there are progression elements and ling factions, and that, say, the murderboner lings can't change identities, but are tough-as-nails to kill. Something about antagonists becoming more and more po...
- Sat Jul 18, 2015 12:59 am
- Forum: Coding Feedback
- Topic: Transform Sting
- Replies: 25
- Views: 5397
Re: Transform Sting
I made a really in-depth ling idea, and it sounds like the thing people want.
- Thu Jul 16, 2015 2:42 am
- Forum: Coding Feedback
- Topic: Blob Spores
- Replies: 20
- Views: 4955
Re: Blob Spores
Only blob spore smoke does that; actual chemistry-made smoke and wizard smoke do not.
- Thu Jul 16, 2015 12:10 am
- Forum: Coding Feedback
- Topic: Blob Spores
- Replies: 20
- Views: 4955
Re: Blob Spores
The smoke clouds should either actually BE 3x3 or have a 1x1 sprite because it's really unnecessarily confusing to look 3x3 but be 1x1.
- Tue Jul 14, 2015 2:01 am
- Forum: Ideas
- Topic: Changeling Rework Idea
- Replies: 5
- Views: 2106
Changeling Rework Idea
Changeling wants to be three different styles of play, so why not change ling to be split into three different 'hives', each with different styles of play and powers. All hives have the normal :g talk, but can only normally communicate with members of their own hive. Hives are not obligated to help ...
- Thu Jul 09, 2015 3:39 pm
- Forum: Coding Feedback
- Topic: Eyestabbing
- Replies: 34
- Views: 9126
Re: Eyestabbing
No, those comments are from the guy who tried to remove the chainstun and wants to sneak in more nerfs.
- Mon Jul 06, 2015 2:16 am
- Forum: Coding Feedback
- Topic: Let's make a whitelist antag game mode
- Replies: 44
- Views: 9078
Re: Let's make a whitelist antag game mode
Whitelist blob, instead.
- Sun Jul 05, 2015 7:36 pm
- Forum: Ideas
- Topic: Give all the heads an ID console in their office.
- Replies: 24
- Views: 5462
Re: Give all the heads an ID console in their office.
You won't have tools in perma.
- Sat Jun 27, 2015 1:04 am
- Forum: General Chat
- Topic: DO BLOBS HAVE A RANGED ATTACK OR NOT?
- Replies: 20
- Views: 6002
Re: DO BLOBS HAVE A RANGED ATTACK OR NOT?
Blobs don't have a ranged attack, but being in the general area of a smoke cloud will probably kill you, and possibly everyone nearby if it's sorium.
- Sat Jun 27, 2015 12:58 am
- Forum: Coding Feedback
- Topic: #REMOVE CHEMBLOB BULLSHIT 2015
- Replies: 16
- Views: 5553
Re: #REMOVE CHEMBLOB BULLSHIT 2015
Sorium blob smoke clouds don't just murder the person who steps in them, they murder everyone nearby by slamming them into walls.
- Fri Jun 26, 2015 3:56 pm
- Forum: Coding Feedback
- Topic: Microbombs and Macrobombs
- Replies: 110
- Views: 28247
Re: Microbombs and Macrobombs
Some alternative adjustments to m(a/i)crobombs; https://github.com/tgstation/-tg-station/pull/10186
I'd honestly prefer to revert them but I can imagine the screaming.
I'd honestly prefer to revert them but I can imagine the screaming.
- Thu Jun 25, 2015 1:54 am
- Forum: Coding Feedback
- Topic: Security helmet Camera Vote Or Die Edition
- Replies: 101
- Views: 22713
Re: Security helmet Camera Vote Or Die Edition
You can't make a camera's vision "invisible to the AI", it just doesn't work like that. AIs just can't jump to cameras not on the SS13 or AI networks, they can see areas even if the camera for that area is on a different network.
- Mon Jun 22, 2015 4:52 pm
- Forum: Coding Feedback
- Topic: Gang War feedback
- Replies: 345
- Views: 75547
Re: Gang War feedback
The best trick would be to use four emitters powering four field generators, all in a circle(3x3 area) around the dominator, which would make it nearly unassailable; you'd need to take down all four emitters to turn off the shield to get at the dominator, which would take a large amount of time.
- Mon Jun 22, 2015 4:49 pm
- Forum: Coding Feedback
- Topic: Slaughter Demons
- Replies: 18
- Views: 4381
Re: Slaughter Demons
The problem is, right now they basically just pop up, robust a man, drag them a bit, and instantly leave for a full heal, so that wouldn't change how they play much; it'd only matter if they got trapped and unable to reach blood.
- Sun Jun 21, 2015 12:59 am
- Forum: Coding Feedback
- Topic: Operatives and teleport boards.
- Replies: 34
- Views: 7535
Re: Operatives and teleport boards.
The teleporter board was 20 telecrystals before telecrystal values were doubled, so it basically got hugely reduced in cost when that was done.
- Thu Jun 18, 2015 11:25 pm
- Forum: Coding Feedback
- Topic: [Poll] xray gun nerf
- Replies: 56
- Views: 13191
Re: [Poll] xray gun nerf
If a "nerf" down to 15 tile range makes people stop using the xray laser, then they probably have no idea how long 15 tiles is.