Search found 177 matches
- 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...
- 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.
- 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...
- 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
- 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...
- Thu Oct 04, 2018 9:48 pm
- Forum: Coding Feedback
- Topic: >fetish content
- Replies: 240
- Views: 50490
Re: >fetish content
we're going for the high scoreCosmicScientist wrote:But you did a good job at putting 244 comments on a PR that had been open for only 4 hours.
- 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
- 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.
- 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...
- 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...
- Thu Aug 16, 2018 2:17 am
- Forum: Video Games
- Topic: Game Development Shitposting
- Replies: 19
- Views: 4430
- 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.
- 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.
- 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...
- 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
This has been changed. They now appear as "Human-derived mutant" in health scans.Lumbermancer wrote:on health scanners
- Wed Jul 25, 2018 9:06 pm
- Forum: Planet Station Development
- Topic: Planet Station 2: Electric Boogaloo
- Replies: 4
- Views: 4073
Re: Planet Station 2: Electric Boogaloo
link that works https://streamable.com/4yvau
- 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...
- 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!
600u nitroglycerin in pyro grenade is (6, 12, 24)
1800u in pyro+large chemical bombcore is (10, 21, 42)
!fun!
- Sat Jul 21, 2018 9:34 pm
- Forum: General Chat
- Topic: Wordless removal of the party button
- Replies: 10
- Views: 2937
- Thu Jul 19, 2018 4:43 pm
- Forum: General Chat
- Topic: Screenshots General
- Replies: 2758
- Views: 909378
Re: Screenshots General
Your units are wrong somewhereAnonmare 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
- 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...
- 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.
- 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...
- 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
- 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
- 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.
- 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...
- 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
- 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.
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.
- 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.
- 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...
- 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
I was gibbed by the shuttle. Granted, it was funny, but it does count as someone dying.Stickymayhem wrote:no one died
- 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
It would be kind of neat to have a mining level habitable to plasmamen.Denton wrote:But hey, even stuff like replacing lava with snowdin's liquid plasma would be nice already.
- 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.
- 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.
- 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.
- 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
The evil robot man deserves a built-in autolathe.Luke Cox wrote:fabricating items
- 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
this but unironicallyShadowDimentio wrote:Teamwork is the most OP thing in the gamekevinz000 wrote:tfw the balance of tg became "the answer to something being op is use something more op" lmao
- 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
code/modules/client/preferences.dm lines 12 and 135Ayy Lemoh wrote:What determines the slots for private servers?
- 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...
- 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.
door remotes use NTnet nowEvilJackCarver wrote:NTNet.CosmicScientist wrote:Make suit sensors+maps run off tcomms.
Then DoSing the NTNet relays will actually do something except mildly annoy engineering.
- Wed Apr 18, 2018 3:35 am
- Forum: Coding Feedback
- Topic: Minor Feedback
- Replies: 693
- Views: 230366
Re: Minor Feedback
They work fine as far as I can tell.Dr_bee wrote:they dont actually work right now. they just lay a bunch of unconnected node wires instead of one long un-noded wire.DemonFiren wrote:fuck you, cable layers are great
- 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 ...
- 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...
- 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
They do start empty.Cobby wrote:if they're not starting empty then the problem will exist. Whether or not that's ok, i dunno.
- 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...
- Sat Apr 07, 2018 5:50 am
- Forum: General Chat
- Topic: Jukebox Songs Suggestions General
- Replies: 35
- Views: 11331
Re: Jukebox Songs Suggestions General
This is really unfortunate, can we abuse the browser even harder to handle this somehow?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
- Tue Apr 03, 2018 2:27 am
- Forum: Coding
- Topic: What is the official status of 512 support?
- Replies: 8
- Views: 2972
Re: What is the official status of 512 support?
Looks like 512-only features will now be allowed going forward.
- Thu Mar 29, 2018 5:36 am
- Forum: Coding Feedback
- Topic: Robustin appreciation topic.
- Replies: 23
- Views: 4756
Re: Robustin appreciation topic.
This can actually be an advantage in certain situations.Oldman Robustin wrote:I am not a coder by education or profession,
Great work.
- 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.