Hello, tg players and other forum-goers! Did you know that March into Mapness has started? Did you know further that means you can submit a mapping pr (fixes, features, changes, whatever) and the first one you submit will get you an ANTAG TOKEN? Until april, we're having a drive to recruit people who have never contributed more into the world of mapping, presenting resources guides, and even a channel just for supporting new mappers to make it as easy as possible to become a...
Rules:
1)Only post a candidate thread in this forum if you are planning on running -
2)You must not be permabanned or blacklisted
3)Do not ask headmins about a particular players conduct, generalise your question, this is not a forum to...
(New!) SubScribeStar: (Recurring only, does not yet support discord roles)
(New!) Ko-fi: (Recurring or one time, does not yet support discord roles, no fees for one time donations ) - Page pending review
Bitcoin: 35s7xi3DNn2UGrCoRw5U4SFP7BxD3yYgHi
Patreon Donors may link their discord account on patreon to get a special role and display color on discord that grants the use of external emojis, but they must select a tier to get this automatically...
When in doubt about any of these rules, ask the mods.
No spam. (Contentless posts, repeated posts, off topic posts)
IE: when you post: think: what will this post bring to the conversation .
Posts only designed to antagonize or otherwise escalate the situation are generally considered spam. Try to be civil about your grievances
Always use tags for anything that is remotely NSFW. (When in doubt, just do it anyways.)
No pornography (Per the datacenter's AUP)
NSFW content is...
I'd like the ability to do emag-only things without an emag. Hacking the buttons for the PA Shutters with a screwdriver and multitool, for example. Or unlocking the Holodeck safeties, for a plasma fire or holocarp. Unlocking the Specops Crate in Cargo too, why not.
Add 10mm Stetchkin magazines to hacked autolathes - They already have .357 Magnum and .38Special.
Give roundstart borgs the ability to choose their name, same as new borgs, AIs, and clowns if you haven't already.
Please note that the ideas subforum is not the place to put bug reports. If you've found a bug, here's what you should do.
Take a screenshot of the bug in question, and file a bug report on the /NT/station GitHub Issue page. Ensure that you describe what the bug is, when it happened, what the circumstances were, and any other details you can remember. The /NT/station GitHub page is here.
Alert the coders in #nanobus that there is a bug. They will put it on their priority list (read: laugh at your...
this is a repost from the Byond forums - then I realized it would make more sense posting it here than over there.
So what’s up here? Can’t we point in the code to a string file for several languages offering like Russian, German or Swedish (and more) translations?
I am asking me that thing for years now.
I know, I know ... things got a bit messy over the years in the TG Code, but hell since reopening the project on GitHub tons of rows of code had been overhauled and redone ...
So, basically the idea is to include a drug based on stimulants such as Methamphetamine and Cocaine. The working name for this is Space Dust .
The primary effect of Space Dust is to continuously produce Hyperzine in the body, thus allowing for sanic speed movement much longer than a straight shot of Hyperzine would give you. Additionally, Space Dust counteracts and/or cancels out with various tranquilizing drugs in set ratios.
However, Space Dust has several side effects which make it harmful to the...
This should not be NTstation exclusive but I will post it here since Basil is dead (for now atleast) and Sybil is highpop.
Almost all gamemodes in the game are balanced for highpop. If you played on Basil or play on Artyom, you probably know that this causes problems on low-midpop. Some gamemodes are only avaible for 20+ pop, some gamemodes don't work well with anything below 30 players. Lowpop is suffering, but it shouldn't be that way.
So I'd like you to post ideas to make any of the gamemodes more...
Alright, so, I LOVE the medipen, it's great, someones in crit, smack em with it, start dragging or CPR, but I feel they're a little... overlooked because there's some potential with the concept of a 'disposable hypospray' that I think could be expanded upon. Also, the fact that medipens are in a VERY LIMITED, almost NONE REPLACEABLE quantity kinda bites, so I've got a plausible solution to that.
Make a series of Medipen variants that can be created in RnD (as well as the default one at an obscenely low...
Because Security definitely needs more terrifying tools of grief for riot control.
It would be an anchor-able object that Security could use during revolutionary rounds/gun cargo mutinies. It's interface would include an adjustable tile-range meter, working much like the place-able flasher but instead of activating on motion detection it would be always on when anchored delivering low brain/holo damage to non-helmet wearing individuals in its specified tile range, the broader the range, the less the...
90% of artyom's rounds are traitor/traitorchan anyway and this won't necessarily change that. This is a weighted list, google it if you're unsure of what that means exactly. Required lobby player readies still applies here.
Add the option to add power cells to shield generators.
Singularity is awful and far too easy to fuck with.
Give engineers the option to add power cells to the shield generator which will automatically be used if the wires stop supplying power.
I'll leave the actual numbers up to people that can balance but I thought about 5000 per minute or so. That's 5 minutes if Science gets their shit together and is throwing huge cells at you (which is unlikely) -- and...
They're basically a disguised traitor hypospray that comes with some free sleeptoxin. The sleeptoxin is pretty useless but the main use of the pen is the ability to fill it with other reagents and inject these into people instantly without the syringe delay. Would greatly improve botanist traitoring because you'd actually get to inject all those poisons from your plants into people easily.
Edit: Coded in and it works! Added an unofficial poll about if you guys want to see it ingame...
I have a PR up here that removes the 'the double agent' part from the DA objective, essentially turning DA into another traitor with an assassinate objective.
Do you think this would improve the gamemode? Why or why not?
We need ATM's and currency, we need vending machines that cost something, it would add so much to the game. Gamble your eating money away as an assistant, or bribe the HoS to keep you out of the brig. Buy stuff from glorious admin event shops, or better yet, pay some admin event bounty hunters to kill or capture someone you don't like!
Add a feature so OOC is automatically enabled during pregame (before round starts) and during endgame (when round ended and server waits to restart). Then when the round starts again OOC should be muted (if this is the setting of the server). This will enable players to talk about the last rounds adventures, something that at least I really enjoy!
SO in my quest to forever make artyom a better place for everyone by making people cry I've discovered that our gamemode probabilities were never properly changed, and are mostly the same as sybil (iirc). Since we have a different codebase and server and all that I think it would be a good idea to change up our probabilities to support our lower amount of players and I think this could help grow our server population faster at a better pace, by tailoring it a bit more towards what our community likes and...
This suggestion is very basic. Simply move the belt layer below the suit layer on the mob sprite. To illustrate my point, take a look at this picture:
The detective on the left is after the belt layer is moved down, the detective on the right is how it looks right now. Doesn't the one on the left look much better?
The only problem that this might have is that you couldn't see belts above hardsuits, spacesuits, and other fully-covering suits. But, I personally think that's a small price to pay for an...
From the perspective of a new player who wants to search information about NTStation/TGStation, our wiki situation is quite confusing.
We have one wiki for the NTStation , and a second one for BOTH NTStation and TGStation .
Neither one has been updated with NTStation info since the beginning of Artyom. Frankly, the ss13.eu-wiki hasn't been updated almost at all during this time. The tgstation13.org-wiki has been greatly updated for over the two months, and yet if I want to search info about tgstation and...
Watching VG trudge through the wild west away mission has made me want to make more away missions. The only issue is that I'm lacking ideas. The idea of a a flesh universe I'd interesting but I'm also lacking sprites and floor/wall tiles. Any away mission would be a large undertaking depending on what it is and I would need help from sprites as well lest I use dreaded programmer sprites.
Since we have so many types of kudzu, couldn't we have a few trays in xenobio to grow and mutate the different types of kuzdu? I agree most are detrimental but the one that eats plasma could be incredibly useful, on that note, It would be neat if kudzu could grow in places like the sindicate shuttle...
Well, I proposed it on tg, but since I play on this server I might as well propose it here instead of waiting...
Being able to make your security records and medical records in the setup screen, might help roleplay, might arise problems, might be only a bit of fluff, so, opinions?
It'd be cool if chemistry could make hair dye (or maybe have a kit spawn in the theater?) Or hell, even make it a traitor item. It'd make disguises more viable, especially if the person you're disguising as has a distinct hair color that would ruin your plans. Not sure if this would be hard to code or not for I am but a simpleton with no knowledge of how BYOND code works.
For the Kitchen, a set of skewers or sticks, or a stick cart, that allows you to stick things on sticks. Essentially just reskinned plates, you can now sell deep-fried space twinkies on a stick, or grilled peppers on a stick, or even zesty pizza on a stick.
THISISFRONK, iamgoofball and a few others, along myself, were discussing how the sounds and shape of the lasertag guns and the lasers they make were too similar to the real thing. I chimed in as a joke why not mak'em paintball guns?
This is a good simile to what the reaction was.
vqgSO8_cRio
After much consideration, we came up with the features of paintball:
There will be 2 team colors: blue and orange
Paintballs are 1u reagent containers
They will leave splats when and where they hit
Had a round just now where an admin swapped out a few of watertanks in maintenance with tanks filled with the three base components of Nitroglycerin. Suddenly, I thought it would be great if very occasionally the fluid inside water and welder fuel tanks was changed out for something else, say, sugar. Imagine the confusion on the botanist's face when he works out he's been using mindbreaker toxin to water his deathberries? I just feel like this would add another little extra surprise to the average shift.
If you make general/stationwide radio intercomm or pocket radio only, you'll greatly limit the propagation of information and situational awareness that comes from it. There will be sizable areas of the station that are 'off the grid', and communication will rely on people going to the trouble of getting a radio, rather than it being a by-default thing.
No, I know it sounds stupid, but really. Assistants are as defenseless as they are dangerous. How many times have you been robusted in tool storage in the first 5 seconds by your best friend? A lot. It's a needed change.
The Quartermaster is just as much of a head as the CMO
At full staff, Cargo has 3 miners, 3 Cargo Techs, and the Quartermaster - That's seven people.
For comparison, Engineering has 5 Engis, 3 Atmo, 1 CE for 9 total, and Science's 5 Scientists, 2 Roboticists, 1 RD for 8 total.
In terms of map layout, Supply has a good quarter of the station - Cargo, Mining, Disposals, Tool Storage. If you wanna get really cheesy, there's also Mining's entire Z-level.
Most people look at the QM as a demi-head - The HoP...
Idea: Have an R&D item that is a tiny body for the pAI, would have the same equipment slots as a monkey and it can walk around
Or just give them the ability to be put into borgs and mechs
So you see those tables all over the station right?
You get behind one and you can flip it front of you. People can walk past it when it's flipped. While flipped it blocks a percentage of shots coming toward you but allows you to shoot over unhindered if you're behind it.
You can only flip tables that are 1x< or = 5 and it doesn't work on reinforced tables.
I think if there is a chance for your character to spawn out of their designated workplace could be neat.
People spawn the round in the bathroom, in a bedroom in the dorms, at the Bar.
I don't know how difficult this would be to program, but could give some diversity and kind of give the notion This person's life did not start the minute this round started
This idea was originally coded for /tg/, but was denied. I think we should give it a chance! If the code could be perfected and balanced, it could turn out to be a very fun thing!
I have bay's batons already ported, but I was wondering how they should function. Bay uses them as a replacement for flashes for heads of staff, as in most heads of staff carry a telescopic baton for self defense/department intruders and it has a 4 tick weaken time, which is like, less than half stun baton time. However, it's incredibly robust against non-human/silicon mobs like aliens and stuff, doing 15 force, but this is how I planned to implement it here:
I noticed that you can preform augmentation surgery on the eyes, but you have nothing to augment them with. my idea is that you can use the various HuDs around the station for this, freeing up the eye slot
Thermals: Thermal vision
Night vision goggles/NV huds: night vision, plus a HUD
Sec HUD: implanted sec hud, no flash protection
Medical HUD: implanted medical hud
Flashes; Works just like the cyborg flashing, except you cannot target people, repair with wire
So like we have undershirts right? What if we had undershirts, guys, what if, guys are you listening, undershirts but for your feet.
Amazing right?
Would be selected from the dresser or a menu similar to how you select underwear and undershirts in character creation. We could have socks of varying height and color, pantyhose, stockings, etc. Also it improves the moral decency of the server because you're less likely to be a whore who walks around with their naked feet for everyone to see.
Pretty simple, summon guns with stupidly robust melee weapons instead. Might not be as CUHRAZEE as gyrogets exploding in escape but will certainly be more hilarious to watch.
Do YOU want jedi lightsaber battles between greyshirt survivors while the wizard fucks with sec?
Instead of saying what you put into your satchel/backpack, I think the text should say 'puts something into his backpack/satchel' instead.
Getting busted because you put a box for a loyalty implant in your satchel is kind of bogus and it's especially annoying when pockets are silent. Not sure what everyone else's opinion is on it though, I like that it displays it in text because it is a character action but I'd prefer if it wasn't game over if someone's on screen and you slip something into your...
When it comes down to it the HoS has the least amount of station ( read: access to the station itself not a numbed list of access values ) than any other head of staff in the game. I wish to propose that the HoS gets increased access to the station to do his/her job more effectively.
Now, hear me out.
Security can't get anywhere important. Your dying in the Cargo Bay? Welp sorry mate I have to wait for the braindead AI to get to open the door for me. Oh no that assistant ran into maint.any other room, I...
I've been really busy with a few college/social life/other ss13 projects so I won't have time to implement these ideas myself (I might even have to can the heavy lathe idea since I haven't made much progress on it at all) but I wanted to get them out there since they seem relatively simple to make.
First up is a new tool for engineering:
Metal-Foam Sprayer
(Handgun-like design, most likely a resprited/modified combat hypospray)
Identical to the metal foam grenades in utility, but now they have an...
So after being alarmed at how crazy tommy guns currently are on nanobus, I suggested adding incendiary ammo for the smg, via the protolathe.
I was told that this wouldn't be possible currently due to how gun code currently is, but I had two thoughts on this.
Firstly, pap was/is going to add semi auto shotguns, that had different ammo types. Since it's semi auto it's functionally the same as the smg, so how were you going to make that work pap?
Secondly, and possibly more hackish, since normal guns can...
Can we use the fixes on the camera upgrading system from the /tg/ code and be able to upgrade them with just an screwdriver instead of having to disasemble them first and then upgrading them?
Also, could we change the carrots with the analizers, for the xray upgrade?
Let's face it - While 6x 3/7/14 is enough to wreck the station, Toxins is a lot more rewarding and a lot more !!FUN!! when toxins scientists can truly measure their e-peens, instead of dusting themselves off and calling it a day when they hit 3/7/14. Especially with the new toxins which, I believe has a freezer? Bombcap is trivial if you know what you're doing.
Take the babby mode off, it's more !!FUN!! when you're limited by physics itself, rather than an arbitrary set of numbers. I have it on good...
The only reason I still use parapens is because they're a 100% reliable method of preventing your target from screaming for help. The only other things that do this are disabling telecomms, which is pretty hard to do without bombs or a subverted AI, or changeling mute sting. There is no other way to prevent me from screaming for help if I'm stunprod-cablecuffed in maint. Actually, yes there is, EMP Grenades, but that requires timing and there's only one of them on-map....
BASICALLY REPLACE DOUBLE AGENTS WITH A MODE WHERE THE DOUBLE AGENTS HAVE A TIMER THAT TICKS DOWN TILL THEIR DEATH IN A GLORIOUS EXPLOSION UNLESS THEY KILL THEIR TARGET IN TIME. AFTER THEY KILL THEIR TARGET OR THEY EXPLODE THE TIMER RESETS AND THEY GET A NEW ONE UNTIL THERE'S ONE TRAITOR LEFT WHO HAS NO TIMER AND ESCAPES ALIVE.
IMAGINE THE FUN WITH 80 PLAYERS AND UPLINKS THAT ARE RESTRICTED TO NUKE OP GUNS/EXPLOSIVES/EMAGS OR COMPLETELY RANDOMIZED KITS ALA HUNGER GAMES.
Dominators are Tasers of Double Stun and Double Weaken and Double the number of shots BUT with unique features and drawbacks.
To fire a Dominator, the user must have security access on their ID (Yes it checks PDAs for IDs)
The User must also NOT be listed in the Sec records as *Arrest* or Incarcerated
and the FINAL point that balances this weapon...
if the target (Who you shot) is NOT in the Sec records as *Arrest* or Incarcerated then the target is NOT stunned.
So this is my new project I've been working on to hopefully make two hour rounds less boring. Also, peaceful ninjas are shit.
One Man Army is a random spawn event much like ninja that players can opt in/out of and can be spawned by admins for easier round-ending deliciousness when those changelings simply won't step the fuck up and get the shuttle called.
In a nutshell, the OMA is a single nuclear operative with the objective to nuke the station and live. Rather than a team of nuclear operatives, a...
- A box containing a few randomized seed packs like kudzu, destroying angel, death nettle, death berries, etc so traitor botanist doesn't have to roll for mutations so hard and can focus on mass production. Seed Kit
- A box with one or two syndicate (recolored) tank transfer valves so you can make your own bombs instead of having to buy expensive syndicate bombs. Bomb Kit
We could also reduce the number of TTVs in toxins by default since non-traitors don't mass-produce bombs anyway, and...
A hacked autolathe can manufacture and recycle .357 Magnum ammunition, for Traitor Revolvers and Matebas. Effectively, that's a nigh-infinite source of ammunition, if you can get your hands on it. clown genocide ne'er 3get
A hacked autolathe cannot manufacture and recycle 10mm Stetchkin magazines, despite them having the same availability and purpose. Please add 10mm Stetchkin magazines to hacked autolathes.
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot post attachments in this forum