A shape with 18 sides is called octakaidecagon or octadecagon.
A regular octadecagon cannot be constructed using a compass and straightedge
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1404 fixed the crash we were able to reproduce, using the shuttle placer thingy. I was able to confirm this.
So what we need to do is reset, as too much info in related issue threads applies to an old bug.
Bugs relating to hangs on clients that involved mobs that can see all turfs (ais, ghosts, advance camera consoles) have been fixed 3 times since 512 first came out.
What I need is more examples of what is going on when the hangs happen.
What I need is for everybody to list the following info for...
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Please don't report bugs here. They won't get noticed and fixed very quickly, if at all. Instead, use our issue tracker on github . When reporting issues, use this template . It makes diagnosing and fixing bugs easier.
Server : Which server were you playing on?
Revision : What revision was the server running? Type 'show-server-revision' ingame to find out.
Problem Description : What is the problem?
What did you expect to happen : Why do you think this is a bug?
Oh, so what about meta-station makes it the most popular map besides for social inertia. Is there anything from Mehta that in particular makes it feel better to play?
I saw text to speech being talked about on discord, and I currently LOVE it. But! I have heard of people not playing because of it.
Do you like it? Why? Why not?
Personally, I love how the text to speech is like. I love that I can eavesdrop on people while hiding behind a wall. I like how you can pick a voice for your character now. It makes for fantastic funny moments when the TTS system messes up and says something in a funny way. I love how people are now typing longer (and more spell checked)...
Saw this PR up and wondered what people think about its core premise (Namely, that fire is meaningless). Has anyone else found this to be the case? In my experience fire is already incredibly deadly, hard to get rid of, and also frustrating because once on fire you have maybe 10 seconds max to extinguish yourself before all your clothes burn off, dropping your gear and making you unable to carry items.
I'd been meaning to make a forum for more organised feedback on Martian food, and a few people have told me that they'd appreciate one, so here it is.
It's been in for a little bit now, so I'd like to know: how are people finding the new foods? Are the nutritional values alright? How's the difficulty on the recipes? Any bugs or issues?
There's a lot of tgstation design chatter happening all the time all over the place - on Github, in the official tg discord, in any of the various discord servers for tg downstreams, here on the forums, in deadchat, etc.
Included in this chatter is a lot of problem solving and brainstorming people do on how to fix perceived design challenges the game currently has. If there happens to be a PR currently up addressing the challenge, then that usually gets linked - but otherwise people are just reinventing...
What i mean by Higher impact Jobs are round critical ones like heads of staff, the captain, and security and maybe antagonists
I find it more enjoyable playing both as and against paradox clones who roll a high impact job. These jobs tend to have a larger impact over the round, and make playing as one, and against one more interesting and enjoyable.
Being the paradox clone of an antagonist is fun, having to try and hunt down your original who likely is armed with antag gear, while also avoiding crew...
Honestly the access card system is a complete mess. It's unintuitive and restrictive. I know this was done to prevent people getting unlimited all access but it is completely overdone. Very unintuitive with requiring to paint the card and the trim etc.
The system should just be:
2 types of cards: Crew and Command.
Crew cards simply can not contain high security areas such as: Heads of staff offices, bridge, upload, AI Core, Armory, ID console etc.
Every card can contain an unlimited amount of access...
This is not an idea, im working on this feature. It's obtainable only in a goodie case which costs X amount of credits.
Right now the syndicate toolbox has combat gloves, these gloves are useful for their shock protection without chunky fingers but they are a dead giveaway that you're probably valid in a similar vein of the syndicate modsuits.
I actually think they're similar to insulated gloves making you take them off every now and again because wearing them 24/7 means you'll probably get attacked for...
This is pretty upsetting to see. Yet another nerf for miners. I loved making my talisman for a minor armor boost.
I don't get why Melbert couldn't have just made an exception for the two miner accessories instead of nerfing miner for the 50 millionth time. Both me and my friend who introduced me to ss13 who is a shaft miner main loved the armor talismans, and always made sure to rush it.
Do coders get withdrawals if they don't nerf miner for too long? Serious question. I'm still seething over the vendor...
I wanted to make this thread to have a continuation of the Dynamic discussion we had during the last coderbus meeting, as arguably the Dynamic system is one of the few systems which affects all players, every round. I'll bring up some of the topics just to get the conversation started:
Mainround Antagonists: As of right now, I feel as if a lot of our mainround antagonists have a bit of an issue actually doing... Antagonism. From my personal experience on Sybil, I feel that the majority of the time our...
In this PR I added a few changes to cargo contraband and how it is handled. I want to know how folk are finding the new changes, and the impact it is having on the round. It doesn't have to be evaluating if everything is worth buying, because I'm okay with some crates just being junk purchases. This is especially true of the emag purchases as well.
I would like to know what folk are using, what they're buying often or not at all, and what might be worth introducing or if you have any ideas for contraband....
With the recent PR that gave bots the ability to just be given personalities without the need of a pAI, there's been a bit of an annoying tradeoff in that people are taking the bot roles to grief because unlike a pAI they aren't bound by any laws.
Stuff like mulebots running people over on purpose or more recently I saw a floorbot placing uranium tiles in public areas to irradiate people. And if you thought pAI's were annoying harm alarms well now Medibots are harm alarms with paramedic access.
So, has recently hit the servers and the implications are interesting. There's usually at least one player-controlled medibot every round for instance, and maybe a MULE if you're lucky. After playing as some of the bot roster myself, I'm thinking there needs to be possible changes or clarifications both code-side and policy-side, but we're here just to mainly focus on codeside right now.
Currently, sentient bots aren't bound to anyone and don't have any sort of lawset they're forced to abide by. Likewise,...
(That isn't just breeding a bunch of them so they can go apeshit Left 4 Dead on everyone when they get out).
That's it, that's the thread. I hate this damn egg. I really do. It's fun, I'll never not laugh when the aliens manage to get out, but I hate it from a design standpoint because it doesn't do anything other than inform the crew that they can either break it or look forward to xenos in the next thirty minutes to an hour when the power goes out or the admins get bored.
Im fine with the whole trim system as a whole, but i feel with only 2 common accesses, it can feel a bit restrictive. Im proposing a buff by increasing the amount of slots cards have, from the greys to silver ids.
Grey: 3 common, 1 command: (The command slot is there so that leaving your id console logged in is dangerous, while also not being as bogus as during the olden days before the trim and wildcard system)
Silvers: 5 common, 2 command, 1 private command.
Agent id: 5 common, 1 private command, 1...
The new chat fancy tgui say has too much latency. It does not receive input before it initialises, giving room for input to be missed between when the say verb gets used and when it appears. This has caused an abnormally large amount of typos on the first word where I miss the first character, or even multiple if the lag is particularly bad. It's frustrating that the lag for the say box to appear is visible.
Listen guys. You know it, I know it, they know it. SS14, sooner or later, is gonna eat us up.
It's every maint's wet dream. Unshackled from Byond. Pixel movement. Swing combat. It's all already implemented. It's just a matter of time.
What's your plan? Continue modernizing SS13 blindly, like the guy who releases modpack updates for MW2 for 10 people while Activision pumps out their 73rd iteration of BOPS 4? It's a losing battle. There's only one way to win.
I don't think it's controversial to say that most people don't like murderboning, and that the coders have been trying to curb murderboning as much as possible. With that in mind, I believe that there is another method of murderboning that needs fixing: virology. In a recent round (205276) a virus was able to cause a considerable amount of deaths. As some preliminary evidence of the death toll, before the logs go up, I offer this screenshot of medbay near the end of the round:
This thread is for feedback on Modular Shield generators, specifically their numerical values based on the amount of effort you put into them.
You can post ideas and stuff to add to here too but like, they are intended to be able to do a lot more in the future so I mostly just want feedback on their actual stats / how large or tanky they are based on the amount of effort put into them. There is a lot of levers I have to change/mess around with their scaling and the damage they take from different sources.
I have no idea why this is considered good design. limiting it to belts + armor is horrible. You are basically unable to carry a single gun unless you sacrifice your belt. Stealthy stealing a gun is made really hard so antags are once more forced into using their uplink/antag powers instead of using what they can find on the station. Guns should just be limited to 1-2 per bag by size.
Problems with it not accepting valid YouTube URLs: Config issue, hopefully should be fixed.
Problems with other URLs: Config issue. Maybe we'll enable more sites at some future point in time but we'll stick with the Big Three (Soundcloud/Bandcamp/YT) for now.
Assorted admin team feedback so far:
When you accept it just autofills the URL into play-internet-sound and doesn't tell people who requested it
It would also be alot more usable if playing a song removed it from the request manager - or could...
Current problems:
Bounty Hunters have access to EVA suits, but there is no oxygen on the ship at all nor do they start with any.
Bounty hunters have specializations that virtually cannot operate independently, the first spawn comes with a claw shotgun, you don't have any means to locate the fugitive.
Bounty Hutner Antag info window doesn't include the NAME OF THE FUGITIVE. Who is our target? outside of metaknowledge or hoping someone gets the pinpointer we don't know our own target?
Golems now look and act differently, they work like this now*:
*Eating telecrystals NYI because I didn't have sprites for it.
TL;DR: Golems get hungry reasonably quickly and get slow when they are hungry. They eat rocks to stop being hungry.
Eating various kinds of rocks will transform you for five minutes (examining them will tell you what they do) but limit you to only eating that kind of rock (and glass) until it wears off.
Let me know if you tried it and it was more and or less fun than it was...
So medborgs have a lot of helpful chems at their disposal but the one that always confuses me is Haloperidol. It's intended use is for purging chems and removing dizziness, however because it does stamina damage its more often than not used by borgs to put violent people to sleep. The issue being that not only does it do a minor amount of brain damage (to a cap of 50) but also takes longer than most other chems to naturally pass through your system. Meaning that if you don't have multiver on hand your ass...
i try to make tomato soup and i get blasted in the face with tear gas foam rendering me blind for the rest of the shift.
thank you for removing another thing i enjoyed from the game in the name of making a job more complex so that 90 percent of the people playing will continue to just deep fry shoes and boil eggs
The current issue with dynamic is that it tells no story and just spits out antags at a complete whim, I instead suggest we tweak the config to lean more into specific antags so for example more traitors or more heretics with randomization as to what threat is picked as the main threat. Essentially, make roundstart antags have some cohesion and not just a bunch of randomly selected ones.
This is not meant as a direct criticism (though you can take it as one if you wish) but the direction sprites are taking seems so stark from what used to be the norm. The biggest difference is the need to be shiny and made of plastic. The comparison with CEV Eris also can't be avoided.
Prime examples are the new crates, the new fire alarms or the new captains gun, while some sprites have their own merits (some more some less) the direction TG has been taking is obvious, now I was hoping for a sort of...
Atmospherics techs do not get any drip in their atmosdrobe. Some may say this is to cut bloat. Yet engineers have an alternate jumpsuit, hard hats, and berets. Atmos techs get nothing. Security has like 4 outfit varieties in their autodrobe. Please give Atmos Techs some headwear that isn't the firefighter helmet.
Being the enlightened individual i am, i have a box of SS13 memorized tricks at all times from years of experience, and also a severe distain for the current pace of station-side activities, taking myself down to the ashwalker camp whenever i recieve the opportunity to indulge myself in a ghost role. Recently it was changed in favor of swapping the lanterns out and i found it first quite jarring and then with some rationalization realised that basically nobody but older players would understand how to make...
Sentient disease is not an awful idea but it's current application is awful. Since it spawns around the half hour and hour mark it often is ruined by two factors.
Everyone has a mask on already
Viro made a good disease that prevents the player from infecting people
This might be resolved by making sentient disease a round start antagonist or making it a early shift spawn around the 10-15 minute mark.
1 hour and 30 minutes target round length is way too long. whenever i think about playing this game i think about how i would have to spend 2 hours in a row trying to stay engaged. can it be at the very least a target round length of 1 hour? 45 minutes sounds perfect to me honestly but idk i dont want to push my luck. i don’t really care how you guys do it but i think an easy way would be to simply have more roundstart antagonists. this is less about how to achieve lower times and more about why since the...
This might not be the timeliest of threads, but take this opportunity to leave your thoughts on the state of Revolution rounds in 2023.
What do you like? What do you dislike?
The title. There has been shifts where I and my fellow engineers slip into the supermatter (with magboots on!) because I was using the fire extinguisher on it 10 seconds earlier and the sm is back on fire. The ice under the door doesn't melt,(and I can't see it because there is a fire!) and as a result I slippy do dah into a delamming sm. Now I can see how removing the ability to slip on ice with magboots on can cause balance issues with void heretic. So as a solution I propose to make it so you slip but...
it's been TM'd around a month now. could it be rotated to terry or manuel by any chance? it sorta leads to really fast shuttle calls because it's missing a lot of stuff so people can't do things they'd be able to do on one of the main rotation maps (for instance you can't use the gulag). I get using a live server to stress test your map and improve it but hundreds of highpop rounds on an incomplete map is a bit excessive
im sure manuel would test it in a unique way as well with longer round times
this is UNREADABLE, i genuinely have no grasp of what its supposed to be or what its going for. WTF are the stripes? The blue line? are those socks? WHAT IS GOING ON?
Look, I understand that having some kind of emergency system to let people know there's an atmos problem is necessary, but why is it like this? I've been through so many shifts where a minor hullbreach turns the station into a pitch black firelock hell with constant BRRRR BRRRR BRRRR in every room and it makes me want to pull my hair out every time it happens.
I have a few potential fixes for this.
Allow players to open non-heavy duty firelocks with right click, with no need for a crowbar
Reduce the...
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