Search found 177 matches

by SpaceManiac
Wed Oct 24, 2018 8:49 pm
Forum: Closed Policy Discussion
Topic: Roundstart Suicide as Antagonist/Wizard
Replies: 143
Views: 31378

Re: Roundstart Suicide as Antagonist/Wizard

Can admins mess with player settings? If so instead of banning them when you see someone suicide as a wizard just turn their wizard preference off without telling them. This is a terrible idea. Changing someone's settings without telling them is inherently confusing and unexpected and basically a c...
by SpaceManiac
Wed Oct 17, 2018 6:11 pm
Forum: Ideas
Topic: Permanent atmos field generators
Replies: 16
Views: 3503

Re: Permanent atmos field generators

Could be good if it were far along in techwebs maybe, or available to mappers. I've definitely wanted it for shuttle bay doors.
by SpaceManiac
Sun Oct 14, 2018 6:15 am
Forum: Closed Policy Discussion
Topic: Guessing traitor uplink codes
Replies: 22
Views: 4695

Re: Guessing traitor uplink codes

headset: currently 24 possible frequencies as well as easy scrollthrough, best you can do is disable scrollthrough and use the full range for 199 possible frequencies pen: 360 possible rotations; add one more digit to get 3600, should be good enough? PDA: 900 * 26 = 23400 possible passcodes, already...
by SpaceManiac
Sat Oct 13, 2018 7:27 am
Forum: Ideas
Topic: Additional races we could add to replace catpeople
Replies: 71
Views: 14170

Re: Additional races we could add to replace catpeople

steal from star control or bust
by SpaceManiac
Tue Oct 09, 2018 11:52 pm
Forum: Coding Feedback
Topic: >fetish content
Replies: 240
Views: 50490

Re: >fetish content

Ignore anything non-maintainers say about downstreams, the codebase benefits massively by making it easy (enough) for downstreams to stay up to date and to contribute back. Catpeople are a config option and can be trivially disabled by hosts/headmins of /tg/ or any downstream, just like all other sp...
by SpaceManiac
Thu Oct 04, 2018 9:48 pm
Forum: Coding Feedback
Topic: >fetish content
Replies: 240
Views: 50490

Re: >fetish content

CosmicScientist wrote:But you did a good job at putting 244 comments on a PR that had been open for only 4 hours.
we're going for the high score
by SpaceManiac
Sat Sep 22, 2018 5:48 am
Forum: General Chat
Topic: NAMING POLICY - Solid, or built on a foundation of lies?
Replies: 50
Views: 14819

Re: NAMING POLICY - Solid, or built on a foundation of lies?

falsehoods admins believe about names
by SpaceManiac
Sun Sep 02, 2018 6:43 pm
Forum: Closed Policy Discussion
Topic: Disguising OOC terms icly
Replies: 70
Views: 13119

Re: Disguising OOC terms icly

Code-side word filters are a terrible idea even without considering the fact that what is ok/what isn't is largely contextual and changes over time, sometimes rapidly.
by SpaceManiac
Sun Sep 02, 2018 6:09 am
Forum: Coding Feedback
Topic: 1,280 issues
Replies: 10
Views: 2104

Re: 1,280 issues

1. Fix bugs (most effective, hardest to get people to do because it's boring) 2. Stop creating bugs (tooling, testing, do big features/refactors in smaller chunks instead of all at once) 3. Close reports which cannot be reproduced / are duplicates (just "old" doesn't count) I'm not actuall...
by SpaceManiac
Fri Aug 24, 2018 8:23 am
Forum: Ideas
Topic: Highpop gamemode: visitors
Replies: 50
Views: 11587

Re: Highpop gamemode: visitors

Picking this up, if anyone has shuttle maps they want me to use for testing please post or forum PM. Planning to make it possible to summon a visitor ship as an event, but the juice is in the gamemode, something like 1-3 visiting ships of 3-5 crew each, with possible traitors both among the visitors...
by SpaceManiac
Thu Aug 16, 2018 2:17 am
Forum: Video Games
Topic: Game Development Shitposting
Replies: 19
Views: 4430

Re: Game Development Shitposting

Once made this very good game.
Spoiler:
Image
by SpaceManiac
Sun Aug 05, 2018 12:52 am
Forum: Ideas
Topic: Highpop gamemode: visitors
Replies: 50
Views: 11587

Re: Highpop gamemode: visitors

If/when you run this, please report back. I like this idea and might take a stab at coding it if it looks like it will go over well with players.
by SpaceManiac
Wed Aug 01, 2018 7:02 am
Forum: Coding
Topic: Visual Studio Code plugin (IntelliSense) for BYOND code
Replies: 7
Views: 7713

Re: Visual Studio Code plugin (IntelliSense) for BYOND code

I spent the day marathon-coding an initial version of as-you-type autocomplete. There's some obvious room for improvement but it came out surprisingly well! Restart VS Code or reload the window to get the update.
by SpaceManiac
Sun Jul 29, 2018 3:58 am
Forum: Coding
Topic: Visual Studio Code plugin (IntelliSense) for BYOND code
Replies: 7
Views: 7713

Visual Studio Code plugin (IntelliSense) for BYOND code

I am proud to announce DreamMaker Language Client , a Visual Studio Code extension which delivers not only a better text editing experience than Dream Maker, but language smartness (IntelliSense) features including warnings and go-to-definition for navigating the codebase quickly. The /tg/station co...
by SpaceManiac
Fri Jul 27, 2018 8:09 am
Forum: Ideas
Topic: Make cat people non human
Replies: 8
Views: 2022

Re: Make cat people non human

Lumbermancer wrote:on health scanners
This has been changed. They now appear as "Human-derived mutant" in health scans.
by SpaceManiac
Tue Jul 24, 2018 6:35 pm
Forum: Coding Feedback
Topic: Minor Feedback
Replies: 693
Views: 230366

Re: Minor Feedback

I think it is too easy to print AI upload console boards. If the information on the wiki guide is correct, it seems like you can print these boards at all department techfabs given the proper research has been researched. One AI upload board costs 1000 glass and 20 acid. There's already a spare boa...
by SpaceManiac
Tue Jul 24, 2018 8:14 am
Forum: General Chat
Topic: Best Blood-Brother Combos
Replies: 22
Views: 6207

Re: Best Blood-Brother Combos

Toxin bomb maxcap is (5, 10, 20)
600u nitroglycerin in pyro grenade is (6, 12, 24)
1800u in pyro+large chemical bombcore is (10, 21, 42)
!fun!
by SpaceManiac
Thu Jul 19, 2018 4:43 pm
Forum: General Chat
Topic: Screenshots General
Replies: 2758
Views: 909378

Re: Screenshots General

Anonmare wrote:151 megawatts, or, 151,000 kilawatts, or, 1.51*10^8 watts (151,000,000 watts) is enough to power 2,516,667 lightbulbs for 5 hours
Your units are wrong somewhere
by SpaceManiac
Fri Jul 13, 2018 11:27 pm
Forum: Coding
Topic: Code bounty, distributed materials 100 usd
Replies: 26
Views: 8050

Re: Code bounty, distributed materials 100 usd

PR up: https://github.com/tgstation/tgstation/pull/39118 If by "ID check station" you mean the arrivals checkpoint, I don't know if I'd bother moving that. Its existence doesn't make sense except at the location it is, and even then I think it's pretty much never manned. Where the warehous...
by SpaceManiac
Mon Jul 09, 2018 7:50 am
Forum: Closed Policy Discussion
Topic: Silicon Policy and Traitors
Replies: 42
Views: 11225

Re: Silicon Policy and Traitors

If you're purged you're purged, if your memories still say you have objectives you still have objectives. How hard you pursue them is as always up to your discretion. Seems simple to me.
by SpaceManiac
Mon Jul 09, 2018 7:47 am
Forum: Closed Policy Discussion
Topic: Experimenting with the SME
Replies: 60
Views: 11882

Re: Experimenting with the SME

The whole reason the SME is exciting is that you might have to do damage control to avoid being blown up, and then might fail. Losing is part of the game. Bwoink fear preventing experimentation would be really unfortunate. Without commenting on the specific ban (tl;dr), some advice to players who wa...
by SpaceManiac
Mon Jul 09, 2018 7:36 am
Forum: Coding
Topic: Code bounty, distributed materials 100 usd
Replies: 26
Views: 8050

Re: Code bounty, distributed materials 100 usd

I can pick this up, will have a look tomorrow at whether it'd be easier to start where goof left off or start over
by SpaceManiac
Thu Jul 05, 2018 2:57 am
Forum: Coding Feedback
Topic: Explosive Holoparasites
Replies: 34
Views: 7388

Re: Explosive Holoparasites

Just make grabbing the thing count as touching it
by SpaceManiac
Sun Jul 01, 2018 6:03 am
Forum: General Chat
Topic: Whats a thing that you did once on ss13 that you fear ever doing again?
Replies: 159
Views: 47969

Re: Whats a thing that you did once on ss13 that you fear ever doing again?

The trick is to use the rapid cable layer and then don't care if you make a mistake. All maps stock enough cable sitting right on the solars to set them up.
by SpaceManiac
Fri Jun 22, 2018 9:01 pm
Forum: Off Topic
Topic: Philosophical problems and logical paradoxes
Replies: 42
Views: 17215

Re: Philosophical problems and logical paradoxes

"Probability" is a misnomer here anyways; what the researchers are asking about is confidence . I think that's where a lot of the confusion stems from. In the Monty Hall problem, there are three possible outcomes of the random event, which are equally weighted. The prize is behind A, B, or...
by SpaceManiac
Mon Jun 18, 2018 8:39 pm
Forum: General Chat
Topic: All of SS13 lore explained (spoiler, everyone is wrong but me)
Replies: 32
Views: 9881

Re: All of SS13 lore explained (spoiler, everyone is wrong but me)

my favorite wizard feature is that the scrying orb lets you talk to deadchat
by SpaceManiac
Fri Jun 15, 2018 1:30 am
Forum: Coding
Topic: Microsoft x GitHub
Replies: 23
Views: 11224

Re: Microsoft x GitHub

Tickets and pull requests, lots of knowledge there. Project board maybe less so.
Wiki is a second git which most people won't have cloned.

To peanutpost, keep backups, no reason to migrate yet. AKA MSO has the right idea.
by SpaceManiac
Mon Jun 11, 2018 12:22 am
Forum: Former Admins
Topic: [No Longer Admin] Stickymayhem
Replies: 329
Views: 119934

Re: Stickymayhem

Sorry, I didn't mean it to reflect on Stickymayhem. I wanted to look into it from a code perspective, see if the bug could be identified and fixed, and if not, the logging improved.
by SpaceManiac
Sun Jun 10, 2018 10:03 am
Forum: Former Admins
Topic: [No Longer Admin] Stickymayhem
Replies: 329
Views: 119934

Re: Stickymayhem

Apparently nuking the station on extended is an event now. It was a bug or a typo or something. The timer doesn't trigger. I typed in 600 seconds and it went off instantly. You're deliberately being a dummy if you think that was intentional Logs or gtfo I did check the logs and the logs never inclu...
by SpaceManiac
Wed Jun 06, 2018 6:52 am
Forum: General Chat
Topic: /tg/station Summer ball 2018
Replies: 111
Views: 31490

Re: /tg/station Summer ball 2018

Stickymayhem wrote:no one died
I was gibbed by the shuttle. Granted, it was funny, but it does count as someone dying.
by SpaceManiac
Thu May 31, 2018 8:21 pm
Forum: Ideas
Topic: Mining ideas: Mining map rotation
Replies: 6
Views: 2218

Re: Mining ideas: Mining map rotation

Denton wrote:But hey, even stuff like replacing lava with snowdin's liquid plasma would be nice already.
It would be kind of neat to have a mining level habitable to plasmamen.
by SpaceManiac
Thu May 31, 2018 7:59 am
Forum: Spriting and Mapping
Topic: MetaStation Thread (v41J 11/05/2015)
Replies: 197
Views: 88395

Re: MetaStation Thread (v41J 11/05/2015)

If by some coincidence this is the furthest APC from the SMES, it may be lowest priority and thus suffering if the powernet is low and the other APCs are still charging. Cargo used to have a similar problem.
by SpaceManiac
Thu May 10, 2018 1:13 am
Forum: Spriting and Mapping
Topic: On Loading the Right Map
Replies: 2
Views: 1711

Re: On Loading the Right Map

My advice: Don't check any .dmm files in DreamMaker. Don't check any mapname.dm file either. Leave _basemap.dm checked, as it is by default. Copy your new map's JSON file to data/next_map.json. If you want it to show in Change Map, you will have to edit config/maps.txt.
by SpaceManiac
Fri Apr 27, 2018 10:37 pm
Forum: General Chat
Topic: Whats a thing that you did once on ss13 that you fear ever doing again?
Replies: 159
Views: 47969

Re: Whats a thing that you did once on ss13 that you fear ever doing again?

Stood in a small room full of machines without my door remote handy. Malf'd to hell and back and then dragged away by a human collaborator.
by SpaceManiac
Fri Apr 27, 2018 7:06 pm
Forum: Ideas
Topic: Shitty antag idea: Synths/Android
Replies: 58
Views: 14668

Re: Shitty antag idea: Synths/Android

Luke Cox wrote:fabricating items
The evil robot man deserves a built-in autolathe.
by SpaceManiac
Thu Apr 26, 2018 3:04 am
Forum: Coding Feedback
Topic: nuke op saw lmg is massively op
Replies: 86
Views: 19106

Re: nuke op saw lmg is massively op

ShadowDimentio wrote:
kevinz000 wrote:tfw the balance of tg became "the answer to something being op is use something more op" lmao
Teamwork is the most OP thing in the game
this but unironically
by SpaceManiac
Wed Apr 25, 2018 10:48 pm
Forum: Ideas
Topic: Increasing the Saved Character Slots
Replies: 9
Views: 2371

Re: Increasing the Saved Character Slots

Ayy Lemoh wrote:What determines the slots for private servers?
code/modules/client/preferences.dm lines 12 and 135
by SpaceManiac
Sun Apr 22, 2018 11:03 pm
Forum: Coding Feedback
Topic: The current state of primary antags
Replies: 37
Views: 7122

Re: The current state of primary antags

Giving the entire station T4 is basically trivial and can be done very quickly if 1) mining brings in at least one diamond, at least one bluespace crystal, and at least 5 of each other mineral, 2) someone else isn't preventing you from saving up the research point costs of the relevant techs. Rememb...
by SpaceManiac
Fri Apr 20, 2018 4:58 am
Forum: Ideas
Topic: ITT: We make shitty suggestions and come up with poor ideas.
Replies: 3938
Views: 1048576

Re: ITT: We make shitty suggestions and come up with poor ideas.

EvilJackCarver wrote:
CosmicScientist wrote:Make suit sensors+maps run off tcomms.
NTNet.

Then DoSing the NTNet relays will actually do something except mildly annoy engineering.
door remotes use NTnet now
by SpaceManiac
Wed Apr 18, 2018 3:35 am
Forum: Coding Feedback
Topic: Minor Feedback
Replies: 693
Views: 230366

Re: Minor Feedback

Dr_bee wrote:
DemonFiren wrote:fuck you, cable layers are great
they dont actually work right now. they just lay a bunch of unconnected node wires instead of one long un-noded wire.
They work fine as far as I can tell.
by SpaceManiac
Fri Apr 13, 2018 7:33 pm
Forum: Coding Feedback
Topic: printed power cells aren't charged
Replies: 50
Views: 10548

Re: printed power cells aren't charged

By the way if you do upgrade the cell charger it takes less than a minute to charge a bluespace cell. When I play engineer I often help with upgrading since I need to be carrying stock parts to build machines for people anyways. With a Bluespace RPED (accessible early, only need one silver bar) you ...
by SpaceManiac
Fri Apr 13, 2018 6:42 am
Forum: Coding Feedback
Topic: printed power cells aren't charged
Replies: 50
Views: 10548

Re: printed power cells aren't charged

I understand it to fall out of a desire to make power actually mean something, rather than (as is oft repeated) a binary between zero power and unlimited power. When you print a cell, where is the energy coming from to fill it? Draining the APC would make any cell larger than the one you already hav...
by SpaceManiac
Tue Apr 10, 2018 1:12 am
Forum: Ideas
Topic: A different engine for each map
Replies: 99
Views: 24923

Re: A different engine for each map

Cobby wrote:if they're not starting empty then the problem will exist. Whether or not that's ok, i dunno.
They do start empty.
by SpaceManiac
Mon Apr 09, 2018 10:45 pm
Forum: Ideas
Topic: A different engine for each map
Replies: 99
Views: 24923

Re: A different engine for each map

1) Probably a refactor of power use and power consumption based on machines per room, lighting used in room, charging devices including borg chargers, (hell, lets make the lights flicker when the chef turns on his microwaves) 2) Set up power exports for engineering that feeds into the station coffe...
by SpaceManiac
Sat Apr 07, 2018 5:50 am
Forum: General Chat
Topic: Jukebox Songs Suggestions General
Replies: 35
Views: 11331

Re: Jukebox Songs Suggestions General

Kor wrote:Keep in mind the songs restart/stop as you leave the range of the machine, so songs without words would probably generally be better
This is really unfortunate, can we abuse the browser even harder to handle this somehow?
by SpaceManiac
Thu Mar 29, 2018 5:36 am
Forum: Coding Feedback
Topic: Robustin appreciation topic.
Replies: 23
Views: 4756

Re: Robustin appreciation topic.

Oldman Robustin wrote:I am not a coder by education or profession,
This can actually be an advantage in certain situations.

Great work.
by SpaceManiac
Wed Mar 28, 2018 9:16 pm
Forum: Closed Policy Discussion
Topic: Enable credits
Replies: 47
Views: 10737

Re: Enable credits

Creditsing the players is even dumber than creditsing the coders, but we should take the title cards for the round-end report.