Search found 576 matches
- Wed Jan 15, 2020 12:37 pm
- Forum: Coding
- Topic: Code Bounty: Bounty Board
- Replies: 5
- Views: 2430
Re: Code Bounty: Bounty Board
I am no longer offering this bounty
- Sun Jan 12, 2020 9:44 pm
- Forum: Resolved Appeals
- Topic: Peoplearestrange - Rotciv Iilems - Permanent Ban
- Replies: 12
- Views: 3614
Re: Peoplearestrange - Rotciv Iilems - Permanent Ban
I was in the escape pod when this happened and was also attacked. I can only imagine most people like me were uncertain on how to react as Rotciv started saying the most disgusting shit he could come up with which is what I assume he would classify as quality roleplaying, such as [2020-01-12 00:26:0...
- Sat Jan 11, 2020 2:23 pm
- Forum: Coding Feedback
- Topic: CLONING REMOVAL FEEDBACK
- Replies: 468
- Views: 111813
Re: CLONING REMOVAL FEEDBACK
Medbay could use a couple more stasis beds to make triage a bit easier, we haven't really changed the sleeper room other than swapping out the sleepers for stasis beds
- Sat Jan 11, 2020 12:49 am
- Forum: General Chat
- Topic: .
- Replies: 78
- Views: 19386
Re: Manuel feedback and suggestions
This may change once manuel isn't the hot new thing anymore but I'm not sure spreading the playerbase so thin between so many servers is the best idea Particularly relevant for manuel because there's already people joining not because they want to roleplay but because the other servers are barely po...
- Wed Jan 08, 2020 10:54 pm
- Forum: General Chat
- Topic: Data
- Replies: 5
- Views: 1773
Re: Data
Glad I never bought into bitcoins
- Fri Jan 03, 2020 3:36 pm
- Forum: Coding Feedback
- Topic: Paramedic feedback
- Replies: 59
- Views: 12875
Re: Paramedic feedback
Spitballing ideas here but these guys could use a rollerbed/iv drip combo
- Fri Jan 03, 2020 1:03 am
- Forum: Ideas
- Topic: Ash Walkers and their Fluff Text
- Replies: 18
- Views: 4176
Re: Ash Walkers and their Fluff Text
I enjoy ashwalker invasions/infiltrations much more than free golem wars which are somehow still allowed despite having the same issues as ashwalkers (respawn metagaming) and ten times as much firepower I think ashwalkers are fairly well balanced as a minor antagonist, enough to be given free reign ...
- Fri Dec 27, 2019 6:27 pm
- Forum: Coding
- Topic: Antagonist Race Option
- Replies: 32
- Views: 7882
Re: Antagonist Race Option
Being an unknown with a gas mask is the opposite of a disguise
- Thu Dec 19, 2019 8:39 pm
- Forum: Ideas
- Topic: Navigation lines that connect like smart cables
- Replies: 4
- Views: 1460
Re: Navigation lines that connect like smart cables
You can try pixel shifting the current line decals to see why this wouldn't work, they won't properly line up with the tiles anymore if you change direction It's overkill anyway, you just need to color code the proximity/hallways leading into the departments to help people find their way around. Som...
- Thu Dec 19, 2019 1:51 pm
- Forum: Coding Feedback
- Topic: Radiation sucks
- Replies: 44
- Views: 9908
Re: Radiation sucks
As mentioned the main issues with radiation are lack of feedback/visual cues rather than methods of treatment, which makes it very confusing to deal with (hence wildly different feedback on the subject) and generally impossible to deal with the root of the problem. Especially as an MD, during a radi...
- Fri Dec 13, 2019 10:03 pm
- Forum: Coding Feedback
- Topic: Photo album pictures persistency
- Replies: 7
- Views: 2927
Re: Photo album pictures persistency
I mean the entire album got wiped after the server crash, not just the photos I took during that round
- Fri Dec 13, 2019 4:49 pm
- Forum: Coding Feedback
- Topic: Photo album pictures persistency
- Replies: 7
- Views: 2927
Re: Photo album pictures persistency
Album can randomly lose pictures occasionally (it is a bug) so it may not necessarily be that someone took them out, though I'm sure it does happen
I don't know what causes it other than I once had it happen after a server crash
I don't know what causes it other than I once had it happen after a server crash
- Wed Dec 04, 2019 3:35 am
- Forum: Closed Policy Discussion
- Topic: Law Two: I order you to kill that non human. Against Server Rules?
- Replies: 28
- Views: 7117
Re: Law Two: I order you to kill that non human. Against Server Rules?
Realistically if all it takes is an antag giving a law two order over the radio to kill all non-humans you will end up with a bunch of dead people, borgs getting blown and the AI likely destroyed for being rogue That is a considerable administrative headache to sort compared to using some common sen...
- Thu Nov 28, 2019 3:35 am
- Forum: Coding Feedback
- Topic: Money is worthless
- Replies: 35
- Views: 7457
Re: Money is worthless
This is exactly what I'm talking about You're never going to properly quantify the performance of most departments in code, the gameplay of SS13 is too open ended to allow it. This addition is pointless. You're trying to add complexity to a feature that doesn't benefit from it in any way and only ma...
- Wed Nov 27, 2019 10:59 pm
- Forum: Coding Feedback
- Topic: Money is worthless
- Replies: 35
- Views: 7457
Re: Money is worthless
Speaking of, why did you think tying individual paychecks to the budget was a good idea when it was widely agreed upon that budgets were out of control And one general piece of advice I've been meaning to share: stop designing yourselves into holes and clinging to the hope someone will pick up the s...
- Sat Nov 23, 2019 11:27 pm
- Forum: Closed Policy Discussion
- Topic: MRP the push back
- Replies: 59
- Views: 14277
Re: MRP the push back
Code: Disincentive lone wolfing, roleplay and drama is born from interactions and flimsy alliances. This is the complete opposite at the moment, as there's little reason to trust others rather than stealing everything you need and set out on your own. Examples: Lower inventory limits(less inventory ...
- Wed Nov 20, 2019 1:09 pm
- Forum: General Chat
- Topic: On felinids
- Replies: 79
- Views: 18703
Re: On felinids
Wtf I never got an invitationCritawakets wrote:funny that people are always "what about the cat metagang" when even moths have more metaganging than felinids
- Tue Nov 19, 2019 4:20 pm
- Forum: Coding Feedback
- Topic: Money is worthless
- Replies: 35
- Views: 7457
Re: Money is worthless
You have unrealistic expectations on what an economy system based on hour-long rounds can be without getting in the way of every other aspect of gameplay, which is not a good alternative But you can start by getting rid of all the excess free stuff that's laying around every map so people have to ac...
- Sat Nov 16, 2019 5:26 pm
- Forum: Coding Feedback
- Topic: Charlie Station/"Oldstation"
- Replies: 9
- Views: 3814
Re: Charlie Station/"Oldstation"
I think we shouldn't require wiring the external solars just so we can also get rid of the spacesuit. Even more so that we have smartcables, it used to be a good way to practice wiring but it's not needed anymore Even if it's against the rules to take the suit and leave, it kind of cheapens the whol...
- Thu Nov 14, 2019 6:47 pm
- Forum: Coding Feedback
- Topic: New Cobbychem thread
- Replies: 69
- Views: 16924
Re: New Cobbychem thread
This only stops miasma generation not organ damage, you FOOL!
- Wed Nov 13, 2019 1:04 pm
- Forum: General Chat
- Topic: On felinids
- Replies: 79
- Views: 18703
Re: On felinids
More controversial than brexit
- Wed Nov 06, 2019 5:58 pm
- Forum: Coding Feedback
- Topic: Cobbychem: A Separate Thread
- Replies: 367
- Views: 80754
Re: Cobbychem: A Separate Thread
If the long term is to have manual revival be at least somewhat comparable to cloning we need organ decay (or at the very least heart decay) to be slower, you cannot keep up with organ decay unless you're using a stasis bed and putting someone back together even in the best of cases takes a consider...
- Sat Nov 02, 2019 10:07 am
- Forum: Roleplaying
- Topic: Common Core/Sandbox- A crowdsourced /tg/station lore initiative
- Replies: 23
- Views: 12049
Re: Common Core/Sandbox- A crowdsourced /tg/station lore initiative
I want to make it clear that I do not think anyone "owns" anything they made because to me that goes against the spirit of open source However coding features and writing lore are both creative processes and it's understandable people may find themselves protective of their work, and while...
- Fri Nov 01, 2019 4:33 pm
- Forum: Roleplaying
- Topic: Common Core/Sandbox- A crowdsourced /tg/station lore initiative
- Replies: 23
- Views: 12049
Re: Common Core/Sandbox- A crowdsourced /tg/station lore initiative
This is pretty inconsequential but for the sake of argument I'll use it as an example: I have my own head-canon on how the Happiness drug came to be but I never got around to expand on it in game and I hope to do so eventually. It'd suck for everyone involved if someone else came up with a story for...
- Fri Oct 18, 2019 6:32 pm
- Forum: Closed Policy Discussion
- Topic: Talking mimes shouldn't be valid
- Replies: 66
- Views: 16724
Re: Talking mimes shouldn't be valid
As long as this rule exists allowing mimes to break their oath is a dumb cop out and either one should be removed
- Tue Oct 15, 2019 5:55 pm
- Forum: Closed Policy Discussion
- Topic: Dragging Around Birdboat
- Replies: 46
- Views: 11793
Re: Dragging Around Birdboat
The pet policy has been around because there's hasn't ever been a good reason to kill pets, meanwhile birdboat seems to have been specifically made to annoy people and ruin the janitor's day and does not deserve the same protection
- Tue Oct 08, 2019 3:15 pm
- Forum: Ideas
- Topic: Curator teaching skills
- Replies: 17
- Views: 3453
Re: Curator teaching skills
Did I give the impression that this was supposed to be a curator brainstorm thread
Looks like we're going to find out soonterranaut wrote:Which is not going to happen just like the other 2000 times it's been suggested because it's a bad idea.Mickyan wrote:There's been some talk about adding job specific skills
- Sat Oct 05, 2019 1:22 am
- Forum: Ideas
- Topic: Curator teaching skills
- Replies: 17
- Views: 3453
Curator teaching skills
There's been some talk about adding job specific skills and this would sort of bridge that gap, if we ever end up going that way, on top of giving the curator a more defined role What it is: -Curator gets an encyclopedia with which he can teach a number of skills, mainly utility such as shorter surg...
- Fri Oct 04, 2019 11:29 pm
- Forum: Coding
- Topic: Code Bounty: Bounty Board
- Replies: 5
- Views: 2430
Re: Code Bounty: Bounty Board
It's a good point, bounty is still available even if it takes a while
- Tue Oct 01, 2019 2:04 pm
- Forum: General Chat
- Topic: Little things you learned that are game changing
- Replies: 2455
- Views: 673130
Re: Little things you learned that are game changing
Brave bull does increase the damage it takes to go into crit, could use a bit of a buff though because it's not very useful on it's own and has very high boozepwr, but it's a neat mechanic
I use it in healing mixes to get people out of crit slightly faster
I use it in healing mixes to get people out of crit slightly faster
- Mon Sep 30, 2019 2:27 am
- Forum: Spriting and Mapping
- Topic: Kilo Station
- Replies: 184
- Views: 88721
Re: Kilo Station
? https://github.com/tgstation/tgstation/pull/46367
Looking forward to it being finished, current maps have gotten really stale
Looking forward to it being finished, current maps have gotten really stale
- Mon Sep 23, 2019 8:57 pm
- Forum: Coding
- Topic: Code Bounty: Bounty Board
- Replies: 5
- Views: 2430
Code Bounty: Bounty Board
For 40 USD Add a new option to request consoles to set up personalized bounties This would work something like this: 1. Submit a new bounty, you'll be asked to fill in a bounty name(100 char limit or so), additional info (if any), and payout (minimum of 50 credits) 2. As soon as you submit the payou...
- Sun Sep 22, 2019 3:15 pm
- Forum: Coding Feedback
- Topic: Cobbychem: A Separate Thread
- Replies: 367
- Views: 80754
Re: Cobbychem: A Separate Thread
So far surgery is only preferable only on patients with a lot of damage and has the added benefit of not wasting supplies if you're running low, light wounds are easily handled with chems without having to worry about the side effects of heavy dosage, which is not a bad place for it to be But we alr...
- Sat Sep 14, 2019 6:46 pm
- Forum: Coding Feedback
- Topic: Cobbychem: A Separate Thread
- Replies: 367
- Views: 80754
Re: Cobbychem: A Separate Thread
?
I just want to say that even though I focused on the negatives for the sake of feedback I have been enjoying new medical quite a lot
I just want to say that even though I focused on the negatives for the sake of feedback I have been enjoying new medical quite a lot
- Fri Sep 13, 2019 6:07 pm
- Forum: General Chat
- Topic: Serial tiders
- Replies: 112
- Views: 43931
Re: Serial tiders
Dunno how anyone could come to the conclusion that greytiding has anything to do with recent changes considering it's been a thing ever since this game even existed If being an assistant was actually hard you wouldn't see as many people choosing it, their access to maintenance by itself is more valu...
- Fri Sep 13, 2019 2:57 pm
- Forum: Coding Feedback
- Topic: Cobbychem: A Separate Thread
- Replies: 367
- Views: 80754
Re: Cobbychem: A Separate Thread
I spent some time giving a proper look at new medical so let me preface with a few things: -Last time I played MD in any proper capacity was with trekchems/sleepers so I did not experience the somewhat rocky start of the rework -I played as is advertised, with tend wounds being the primary healing m...
- Fri Sep 13, 2019 2:49 pm
- Forum: General Chat
- Topic: Pet Peeves Thread - Little things that REALLY annoy you
- Replies: 2282
- Views: 619623
Re: Pet Peeves Thread - Little things that REALLY annoy you
if I see another chemist running for the syringe gun and start making lube one minute into the round I am going to start walling chemistry off
- Fri Sep 13, 2019 12:17 am
- Forum: General Chat
- Topic: Serial tiders
- Replies: 112
- Views: 43931
Re: Serial tiders
This happens because someone decided to balance the game in such a way that allows the lowest job on the station to hack into a maximum security area and steal a locker full of high value items and an all access ID, all within the first minute of the round
- Tue Sep 03, 2019 9:29 pm
- Forum: General Chat
- Topic: ITT: We post exploitable character weaknesses
- Replies: 46
- Views: 10872
Re: ITT: We post exploitable character weaknesses
If an antag tries to talk their way out of something/talk me into a trap no matter how obvious they are about it I will play along to reward creativity
- Sun Sep 01, 2019 12:06 am
- Forum: Coding Feedback
- Topic: Cobbychem: A Separate Thread
- Replies: 367
- Views: 80754
Re: Cobbychem: A Separate Thread
Maybe for a start MDs should spawn in with the bare necessities for doing tend wounds, imagine if engineering only had one wrench
- Sat Aug 31, 2019 4:49 pm
- Forum: Coding Feedback
- Topic: Cobbychem: A Separate Thread
- Replies: 367
- Views: 80754
Re: Cobbychem: A Separate Thread
Yeah I'm sure taking even longer because of a bad luck streak is going to solve all your problems
- Sat Aug 31, 2019 11:57 am
- Forum: Coding Feedback
- Topic: Cobbychem: A Separate Thread
- Replies: 367
- Views: 80754
Re: Cobbychem: A Separate Thread
I think for tend wounds the failure chance should be converted to an increase in time required to perform - balance by RNG sucks and it makes using tend wounds in anything but an optimal setup very tedious
- Mon Aug 26, 2019 2:12 pm
- Forum: Coding Feedback
- Topic: Cobbychem: A Separate Thread
- Replies: 367
- Views: 80754
Re: Cobbychem: A Separate Thread
Uhm, so I did some testing and I feel like most people missed that you can bandage people to stop the blood loss from sanguibital. It's actually kind of broken, being able to heal from 90 brute to 24 with just 5 units in a matter of seconds. It definitely needs to have a cap similar or lower than he...
- Sun Aug 25, 2019 12:59 pm
- Forum: Ideas
- Topic: Giving a more defined role to food reagents
- Replies: 3
- Views: 1229
Giving a more defined role to food reagents
As it currently stand food reagents are generally just very weak counterparts to actual chems. That's not going to change and I have no intention of fitting food into the chem meta, but I think there's a few changes that can be made to give food effects more personality and make the bar/kitchen, as ...
- Sun Aug 25, 2019 1:41 am
- Forum: General Chat
- Topic: That fucking Summer Ball
- Replies: 14
- Views: 3681
Re: That fucking Summer Ball
The map was incredible, I spent a bunch of time just exploring and I kept finding new stuff Chatted, took pictures, shenanigans were had, overall a great time Icing on the cake for me was I managed to get the hoverboards merged just in time and seeing everyone having so much fun with them made me so...
- Sat Aug 24, 2019 11:07 am
- Forum: Coding Feedback
- Topic: Cobbychem: A Separate Thread
- Replies: 367
- Views: 80754
Re: Cobbychem: A Separate Thread
Some of the new chems seem more complicated than they really need to be, organ damage is mostly fine because it's not going to be a problem unless you abuse your chems and you get plenty of warnings about it, I'm not a fan of side effects doing permanent damage (so to speak) as it just adds an extra...
- Thu Aug 22, 2019 4:08 pm
- Forum: Coding Feedback
- Topic: Baton Rework
- Replies: 25
- Views: 6314
Re: Baton Rework
This kind of rock-paper-scissor approach to balance is a dead end, we're seeing it with flashes now where their increased protection availability means they're only effective against those that do not keep a checklist of items to get at roundstart In other words the powergaming argument is alive and...
- Mon Aug 19, 2019 12:48 pm
- Forum: Ideas
- Topic: Make Only Chest and Head Damage Crit.
- Replies: 5
- Views: 1252
Re: Make Only Chest and Head Damage Crit.
This got brought up the last time limb damage got reworked, there's a lot to keep in mind such as the fact that hitting a limb during a fight is essentially a miss in the short term and everyone loves losing because of dicerolls, you'd want limbs to be a lot weaker for them to be even remotely worth...
- Mon Aug 19, 2019 12:29 am
- Forum: Spriting and Mapping
- Topic: Tiny Fans and airlocks.
- Replies: 13
- Views: 5536
Re: Tiny Fans and airlocks.
as far as being gamey and made of magic yes, they totally arePKPenguin321 wrote:totally the same as the round-start always-there hardcoded in pre-mapped tiny fans, yeah
- Sun Aug 18, 2019 10:11 pm
- Forum: Spriting and Mapping
- Topic: Tiny Fans and airlocks.
- Replies: 13
- Views: 5536
Re: Tiny Fans and airlocks.
Aren't brig doors also paired so that they can't both be open at the same time They're useful and necessary in a lot of places but it's such a massive waste to have this advanced atmos system and then neuter it with magic Not that I disagree but then again you get atmos techs with portable air block...