Search found 133 matches
- Sat Aug 15, 2015 8:05 pm
- Forum: Coding Feedback
- Topic: Morphine needs a throw nerf
- Replies: 46
- Views: 9611
Re: Morphine needs a throw nerf
Reagent splashing is going to be nerfed by https://github.com/tgstation/-tg-station/pull/11119 which will fix the morphine throwing exploit. Reagent reaction on mob will now make a clear distinction between splashing (TOUCH), ingesting/injection (INGEST) , smoke/foam/spray (VAPOR) , and patches (PAT...
- Tue Aug 04, 2015 5:34 pm
- Forum: Coding
- Topic: So how do you actually learn how to code for ss13?
- Replies: 17
- Views: 5419
Re: So how do you actually learn how to code for ss13?
Here's the basics of how files are organized: -tg-station _maps (where all the maps are) icons (where all the sprites are) config (all the config files, list of admins, game options. If you wanted a different bomb cap for your server, you'd look in there) html changelogs (where you put your changelo...
- Sun Jul 19, 2015 11:30 am
- Forum: Coding Feedback
- Topic: Body fire is underpowered
- Replies: 12
- Views: 2143
Re: Body fire is underpowered
Just need to make damage scale with firestacks, vary the amount of fire stacks given by differetn sources, and DONT LET PEOPLE SPREAD FIRE WHEN THEY ONLY HAVE 1 STACK. There's currently no damage to scale because the only damage you take while on fire is due to your body temperature. But yeah, addi...
- Thu Jul 16, 2015 10:37 am
- Forum: Coding Feedback
- Topic: Blob Spores
- Replies: 20
- Views: 4976
Re: Blob Spores
Pretty sure you only get the effects of the spore when you're within the dense part of the smoke You will definitely feel the smoke's effect if you run into the center of the chem smoke, but the smoke's effect is also processed every second to touch all things in a 1 tile radius (i.e. everything th...
- Wed Jul 15, 2015 11:28 pm
- Forum: Coding Feedback
- Topic: Blob Spores
- Replies: 20
- Views: 4976
Re: Blob Spores
I've observed several blob rounds and I am now of the mind that the spore clouds left by dead spores needs to not be lethal. Whenever a spore dies they leave behind a 3x3 cloud of gas that lingers around for a long time, this cloud of gas will deal a negative effect depending on the blob type. So i...
- Wed Jul 15, 2015 2:02 pm
- Forum: Spriting and Mapping
- Topic: Sprite Requests
- Replies: 679
- Views: 270652
Re: Sprite Requests
Here is the first batch. Tell me if you like the style. I can always change it. http://i.imgur.com/ifbIvsU.png Thanks for the sprites! I like the eject and cycle equipment (although only the one w/o number is needed since the amount of equipment on mech can vary from 0 to 6). The air and light look...
- Mon Jul 13, 2015 12:43 pm
- Forum: Coding Feedback
- Topic: Regarding Acid+Smoke Nerf/Revamp that happened today
- Replies: 20
- Views: 4872
Re: Regarding Acid+Smoke Nerf/Revamp that happened today
Both actuallyAmelius wrote:Only smoke? Not foam?phil235 wrote:I made a PR buffing the chem smoke effects. It should quadruple the effect on touch.
- Fri Jul 10, 2015 9:43 pm
- Forum: Ideas
- Topic: [BALANCE] Upgrading/Exchanging energy weapon cells!
- Replies: 12
- Views: 3369
Re: [BALANCE] Upgrading/Exchanging energy weapon cells!
The original suggestion, and perhaps the only part that should be added is the replacement of cells. this is because explosions permanently corrupt the cells of your guns, reducing their ammo capacity by half (how much ammo they have AND how much they can store) with absolutely no way to fix this. ...
- Thu Jul 09, 2015 6:47 pm
- Forum: Coding Feedback
- Topic: Regarding Acid+Smoke Nerf/Revamp that happened today
- Replies: 20
- Views: 4872
Re: Regarding Acid+Smoke Nerf/Revamp that happened today
I made a PR buffing the chem smoke effects. It should quadruple the effect on touch.
- Tue Jul 07, 2015 9:44 pm
- Forum: Spriting and Mapping
- Topic: Sprite Requests
- Replies: 679
- Views: 270652
Re: Sprite Requests
I need new sprites for the new action buttons of my mech code refactor PR, especially the buttons for: - "Eject" - "Cycle Equipment" - "Zoom" (special ability of marauder) - "Defense mode" (Durand) - "Switch damage type" (Phazon) - "Phase" ...
- Mon Jun 29, 2015 6:27 pm
- Forum: Coding Feedback
- Topic: Space Crates game is rng bullshit
- Replies: 14
- Views: 4276
Re: Space Crates game is rng bullshit
You must currently use a multitool on it to check how well your latest guess did.
It might be a good idea to change it to directly give the feedback to the player after each guess yeah...
It might be a good idea to change it to directly give the feedback to the player after each guess yeah...
- Sun Jun 28, 2015 1:43 pm
- Forum: Coding Feedback
- Topic: Your ideas for better chem names
- Replies: 24
- Views: 5679
Re: Your ideas for better chem names
I like the suffix idea, it gives info and resemble trekchem names so people won't be too lost. But I think your names are a bit too litteral, I mean, "Burbrutalin" is as litteral as it can get. I'd prefer the names to just evoke its use.Cheimon wrote:[...]
- Sat Jun 27, 2015 4:21 pm
- Forum: Coding Feedback
- Topic: Your ideas for better chem names
- Replies: 24
- Views: 5679
Re: Your ideas for better chem names
Nothing beneficial is gained from Yet another name change, and it just forces us to relearn crap's names for the 50th time, and completely undermines my point of getting us to have something in common with other servers. If everyone uses the same chem names a new player can play chemistry here and ...
- Fri Jun 26, 2015 6:09 pm
- Forum: Coding Feedback
- Topic: Your ideas for better chem names
- Replies: 24
- Views: 5679
Your ideas for better chem names
I know that many people would prefer chemical names to be more descriptive, even if it means less realistic names (anti-toxin VS charcoal), that's why I'm asking for better name ideas for many of the common medical chems listed below. The name needs to give the player some idea about what the chemic...
- Fri Jun 26, 2015 3:57 pm
- Forum: Coding Feedback
- Topic: #REMOVE CHEMBLOB BULLSHIT 2015
- Replies: 16
- Views: 5631
Re: #REMOVE CHEMBLOB BULLSHIT 2015
The two underlying issues are: - Blob reagents touch effects on mob are not using the reagent volume to scale the effect, i.e. 1 unit or 100units have the same effect. - Smokes gives you pretty much all the reagents it contains in a matter of seconds. Both issues are addressed in my open PR refactor...
- Thu Jun 25, 2015 12:24 am
- Forum: Coding Feedback
- Topic: Sleepypens suck massive cock
- Replies: 34
- Views: 8703
Re: Sleepypens suck massive cock
The uplink description already mentions that it is one use only.CosmicScientist wrote: Can't you still use an empty/full syringe on it to get the message that mentions it's not something you can put reagents/take reagents from?
- Wed Jun 24, 2015 11:18 pm
- Forum: Coding Feedback
- Topic: Sleepypens suck massive cock
- Replies: 34
- Views: 8703
Re: Sleepypens suck massive cock
I made a pull request to reduce morphine amounts below the overdose level so it doesn't blow your cover. The timing to take effect is only 30 seconds, I don't think it's too much given that the victim is mute and very quickly slowed down before going unconscious for a long time and being completely ...
- Tue Jun 16, 2015 1:50 pm
- Forum: Coding Feedback
- Topic: [Poll] xray gun nerf
- Replies: 56
- Views: 13288
Re: [Poll] xray gun nerf
How much time and effort it takes RnD to make xray is irrelevant, the xray gun obliterates the blob. No item should be able to counter an antag 100% of the time, that's why we don't have armors absorbing 100% of the damage for example. Also, I think many of you overestimate how big the proposed nerf...
- Mon Jun 15, 2015 9:01 pm
- Forum: Coding Feedback
- Topic: [Poll] xray gun nerf
- Replies: 56
- Views: 13288
Re: [Poll] xray gun nerf
The nerf is needed because the xray gun is currently a hard counter against malf AI and blob. If the crew ever get their hands on xray guns, you're doomed no matter what.
- Mon Jun 15, 2015 8:32 pm
- Forum: Coding Feedback
- Topic: [Poll] xray gun nerf
- Replies: 56
- Views: 13288
[Poll] xray gun nerf
So xray gun is OP and needs to be nerfed. I made a PR (https://github.com/tgstation/-tg-station/pull/9978) to basically reduce the range of the xray beam depending on what obstacles it passes through. Currently, it allows you to pass through only up to 5 blob tiles (or mobs) or 2 walls/airlocks. It ...
- Sat May 16, 2015 5:51 pm
- Forum: Coding Feedback
- Topic: Poll about custom food crafting
- Replies: 2
- Views: 961
Poll about custom food crafting
So, I'm currently reworking food crafting and have come up with a new way to handle custom food (where you put your own ingredients in bread/burger bun/etc...). The current system (clicking bread with some food to start a custom bread with that food) has some issues/disadvantages: - With tables ofte...
- Tue Apr 21, 2015 10:18 am
- Forum: Coding
- Topic: Feature Freeze - GREENTEXT EDITION HAS ENDED
- Replies: 38
- Views: 24332
Re: Feature Freeze - GREENTEXT EDITION
Really good idea!
In order not to stifle the competition, I won't be running for this (but will still continue to fix stuff) and will give whatever prize I'm given to the next runner-up.
In order not to stifle the competition, I won't be running for this (but will still continue to fix stuff) and will give whatever prize I'm given to the next runner-up.
- Fri Apr 17, 2015 4:59 pm
- Forum: Coding Feedback
- Topic: Phil Appreciation General
- Replies: 18
- Views: 5067
Re: Phil Appreciation General
Thanks everyone
Lol, I'm gonna make it my official title.DemonFiren wrote:Ah, he's the coding janitor.
- Fri Apr 10, 2015 4:59 pm
- Forum: Site, Forums, And Wiki
- Topic: General wiki stuff
- Replies: 45
- Views: 13604
Re: General wiki stuff
I updated the guide to food and drinks with the newly added recipes, it's still missing the sprites and reagent amounts.
- Sun Apr 05, 2015 7:00 pm
- Forum: Coding Feedback
- Topic: Ore Redemption Machine: How to stop thefts by deconning it
- Replies: 27
- Views: 7264
Re: Ore Redemption Machine: How to stop thefts by deconning
A way to mitigate the griefing would be to have the crowbar deconstruction step take time.
- Wed Apr 01, 2015 1:08 am
- Forum: Coding Feedback
- Topic: Slime Changes
- Replies: 18
- Views: 3736
Re: Slime Changes
Slimes still process chemicals, unlike all the other simple_animals.Incoming wrote:do the chem injections still work now that slimes are simple animals? Those don't process chems last I checked
- Tue Mar 31, 2015 11:42 am
- Forum: General Chat
- Topic: HEADMIN ELECTION 2: RETURN OF THE VOTE
- Replies: 201
- Views: 69378
Re: HEADMIN ELECTION 2: RETURN OF THE VOTE
Could someone remind me what a headmin is and does? I'm pretty sure it isn't explained anywhere in this thread, nor on the wiki...
- Tue Mar 31, 2015 11:26 am
- Forum: Coding Feedback
- Topic: Slime Changes
- Replies: 18
- Views: 3736
Re: Slime Changes
The mutation chance wasn't changed, it should still be between 25-35% by default. For some reason the slime scanner shows a mutation_chance divided by two when there's only two mutations possible (instead of 4 different ones), this doesn't make sense.
- Mon Mar 16, 2015 9:18 pm
- Forum: Site, Forums, And Wiki
- Topic: General wiki stuff
- Replies: 45
- Views: 13604
Re: General wiki stuff
The guide to food and drink is missing the following recipes:
Corned beef, Chococoin, Chocoorange, Chococornet
Corned beef, Chococoin, Chocoorange, Chococornet
- Tue Mar 10, 2015 11:44 pm
- Forum: Spriting and Mapping
- Topic: food upgrade 2: fuck phpbb edition
- Replies: 2
- Views: 1860
Re: food upgrade 2: fuck phpbb edition
my sprites are safe, don't worry.
- Sat Mar 07, 2015 6:27 pm
- Forum: Coding
- Topic: Learn to rebase you butts
- Replies: 18
- Views: 4198
Re: Learn to rebase you butts
The 'combine to one commit' option doesn't exist for me, I think the guide is outdated.Remie Richards wrote:Or you could do the sane thing and squash them.
I even wrote this guide ages ago:
https://tgstation13.org/wiki/Setting_up ... ptional.29
- Wed Mar 04, 2015 10:55 am
- Forum: General Chat
- Topic: BATTLE OF THE SERBERS
- Replies: 205
- Views: 70067
Re: BATTLE OF THE SERVERS
Sign me up for team Basil.
- Tue Feb 10, 2015 4:03 pm
- Forum: Coding Feedback
- Topic: Cooking Overhaul (PR #7572) feedback
- Replies: 53
- Views: 13807
Re: Cooking Overhaul (PR #7572) feedback
I am not complaining about extra work by any means, i think the chef having more to do is honestly a good thing. I realize that the recipe system we have now is not particularly realistic, but if cooking is completely freeform then we lose the chef prestiege of making the really cool/rare/hard to m...
- Mon Feb 09, 2015 4:58 pm
- Forum: Coding Feedback
- Topic: Cooking Overhaul (PR #7572) feedback
- Replies: 53
- Views: 13807
Re: Cooking Overhaul (PR #7572) feedback
I personally find this objectionable, just because there are now going to be a massive number of instances where ingredients are put in raw and coming out cooked just by arranging shit on a table. To me this is far more immersion breaking than a spess microwave that processes all steps of food prep...
- Mon Feb 09, 2015 11:34 am
- Forum: Coding Feedback
- Topic: Cooking Overhaul (PR #7572) feedback
- Replies: 53
- Views: 13807
Re: Cooking Overhaul (PR #7572) feedback
I remember reading something on this update involving potency applying to certain foods and not to others. If this is the case, I wouldn't just toss all my growns onto the table and hope the RNG didn't consume my high potency growns on things that didn't require potency and vice versa. Its not real...
- Mon Feb 09, 2015 1:59 am
- Forum: Coding Feedback
- Topic: Cooking Overhaul (PR #7572) feedback
- Replies: 53
- Views: 13807
Re: Cooking Overhaul (PR #7572) feedback
As far as I can tell, ingredients are used by order of placement. The ingredient that was placed first on the table is used first then the next one.Violaceus wrote:What happens if you have a pile of ingredients and only one is poisoned? When is it going to be used?
- Mon Feb 09, 2015 12:15 am
- Forum: Coding Feedback
- Topic: Cooking Overhaul (PR #7572) feedback
- Replies: 53
- Views: 13807
Re: Cooking Overhaul (PR #7572) feedback
So you can't make toxic bodies loaded with chloral and kill people with the toxic meat? I updated the OP, tablecrafting food now transfer the reagents from the ingredient to the resulting food. So now you can add the chloral at pretty much any step of the food creation. Either directly injecting it...
- Sun Feb 08, 2015 8:49 pm
- Forum: Spriting and Mapping
- Topic: Sprite Requests
- Replies: 679
- Views: 270652
Re: Sprite Requests
Can someone sprite a new kitchen knife, the current one blends into the kitchen floor so if you drop it somewhere it takes some time to find it (especially when the handle is covered by another item on top of the knife.
- Sun Feb 08, 2015 1:21 pm
- Forum: Coding Feedback
- Topic: Cooking Overhaul (PR #7572) feedback
- Replies: 53
- Views: 13807
Re: Cooking Overhaul (PR #7572) feedback
I wonder if it wouldn't be possible to limit it to a special kind of table instead of just "any table." Otherwise you'd just have botany replace the chef almost entirely and it would kinda undo a lot of the role value that they had just recently got back with the food update. No, the bota...
- Sun Feb 08, 2015 12:01 pm
- Forum: Coding Feedback
- Topic: Cooking Overhaul (PR #7572) feedback
- Replies: 53
- Views: 13807
Re: Cooking Overhaul (PR #7572) feedback
Table crafting letting you bulk make recipes as a bonus to collecting lots of ingredients in once place would be absolutely fantastic. I.e if you have enough recipe ingredients to make 3 of say potato soup the table craft ui should let you pick how many to make. The time should be more than one wou...
- Sat Feb 07, 2015 11:44 pm
- Forum: Coding Feedback
- Topic: Cooking Overhaul (PR #7572) feedback
- Replies: 53
- Views: 13807
Re: Cooking Overhaul (PR #7572) feedback
It's a limitation from tablecrafting unfortunately, but you can still make a destroying angel pizza with mushroom reagents, a custom one.Incomptinence wrote:Eliminating toxic reagents is a real shame some recipes are flat out made of poisonous crops.
Like you can make a mushroom pizza with all destroying angels.
- Sat Feb 07, 2015 10:46 pm
- Forum: Coding Feedback
- Topic: Cooking Overhaul (PR #7572) feedback
- Replies: 53
- Views: 13807
Re: Cooking Overhaul (PR #7572) feedback
I like the idea of this PR, that said I see a few issues/points. 1: As far as I can see, you can just pile every ingredient/reagent/tool on one table and just poop out all the food from your pile of stuff. 2: The big advantage of microwaves is upgrading it and making triple food. With high pop, it ...
- Sat Feb 07, 2015 9:57 pm
- Forum: Coding Feedback
- Topic: Cooking Overhaul (PR #7572) feedback
- Replies: 53
- Views: 13807
Re: Cooking Overhaul (PR #7572) feedback
I'm interested to hear how much this has been tested on a local server. The issue (probably still unresolved) with other tablecrafting setups is that the ingredient usage was not always what was listed in the log or code. For example, you had to have a surplus of shot shell parts on the same table ...
- Sat Feb 07, 2015 6:00 pm
- Forum: Coding Feedback
- Topic: Cooking Overhaul (PR #7572) feedback
- Replies: 53
- Views: 13807
Re: Cooking Overhaul (PR #7572) feedback
Can you see any disadvantages in your own system? You only list advantages, and while of course we should try to find the good in a change and see if it is better than what exists, feedback is also pretty good at trimming fat and figuring out ways to remove disadvantages. For example I can see tabl...
- Sat Feb 07, 2015 5:13 pm
- Forum: Coding Feedback
- Topic: Cooking Overhaul (PR #7572) feedback
- Replies: 53
- Views: 13807
Re: Cooking Overhaul (PR #7572) feedback
Rename microwave to microwave oven. Also, does boiling pasta require water? it should I can rename it, yeah. I had to get rid of water requirement for boiled egg and boiled spaghetti (and boiledspiderleg), tablecraft for those two recipes would be unrealistic and we can't have the microwave check f...
- Sat Feb 07, 2015 3:40 pm
- Forum: Coding Feedback
- Topic: Cooking Overhaul (PR #7572) feedback
- Replies: 53
- Views: 13807
Cooking Overhaul (PR #7572) feedback
I made a pull request on github (https://github.com/tgstation/-tg-station/pull/7572) that changes cooking. It hasn't been merged yet, but I guess I can open a feedback thread right now. Here are the details of the change: http://i.imgur.com/PWpfWaG.png 1) Recipes cooking is no longer done with the m...
- Sat Jan 31, 2015 12:36 am
- Forum: Ideas
- Topic: Station Self-Destruct Mechanism
- Replies: 24
- Views: 9506
Re: Station Self-Destruct Mechanism
You could simply make the current station nuke in the vault into a special unmovable nuke with a built-in console.
Also, are you saying people could technically trigger it without first asking the admins? That would be bad.
Also, are you saying people could technically trigger it without first asking the admins? That would be bad.
- Sat Jan 31, 2015 12:01 am
- Forum: Ideas
- Topic: Cooking idea
- Replies: 3
- Views: 1459
Cooking idea
So, I've been thinking about how to improve the current cooking system: * Making the chef manipulate the food more: - (from baystation12) Adding dough (egg+flour), flat dough (rollingpin), doughslice (knife on flat dough gives 3) , raw meat cutlet (knife on meat), cooked meat cutlet (microwaved raw ...
- Sat Jan 10, 2015 3:50 pm
- Forum: Coding Feedback
- Topic: The new hunger system
- Replies: 71
- Views: 15456
Re: The new hunger system
I dislike it. if you're low in nutrition, and the chef isn't there/fucked off there's a threshold where if you're in the red and want to replenish from vending machines, the forced limit on 'sugary' foods causes you to barely get any regain, and you're back in the red a few minutes later. I want to...
- Sun Jan 04, 2015 2:36 pm
- Forum: Ideas
- Topic: [POLL] Add slowdown for dragging bodies
- Replies: 199
- Views: 42969
Re: Add slowdown for dragging bodies
Adding body dragging slowdown would also give a use to roller beds.