Minor Feedback

For feedback on the game code and design. Feedback on server rules and playstyle belong in Policy Discussion.
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DemonFiren
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Re: Minor Feedback

Post by DemonFiren » #84330

Bottom post of the previous page:

That's nice to know, but I dare say I am pessimistic about just how easy that is to change with this level of detail.
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Not-Dorsidarf
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Re: Minor Feedback

Post by Not-Dorsidarf » #84333

Give the bullets 1u of spore toxin each ^_^
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kieth4 wrote: infrequently shitting yourself is fine imo
There is a lot of very bizarre nonsense being talked on this forum. I shall now remain silent and logoff until my points are vindicated.
Player who complainted over being killed for looting cap office wrote: Sun Jul 30, 2023 1:33 am Hey there, I'm Virescent, the super evil person who made the stupid appeal and didn't think it through enough. Just came here to say: screech, retards. Screech and writhe like the worms you are. Your pathetic little cries will keep echoing around for a while before quietting down. There is one great outcome from this: I rised up the blood pressure of some of you shitheads and lowered your lifespan. I'm honestly tempted to do this more often just to see you screech and writhe more, but that wouldn't be cool of me. So come on haters, show me some more of your high blood pressure please. 🖕🖕🖕
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Tokiko2
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Re: Minor Feedback

Post by Tokiko2 » #84620

So apparently there's now a mulligan option to instantly end the round if all traitors are dead and it's enabled.

It's really, really bad on lowpop. On Basil there's often only one traitor and you can imagine what happens. Atleast allow it to create more antagonists instead of instantly ending the round.
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Re: Minor Feedback

Post by Incoming » #84622

Tokiko2 wrote:So apparently there's now a mulligan option to instantly end the round if all traitors are dead and it's enabled.

It's really, really bad on lowpop. On Basil there's often only one traitor and you can imagine what happens. Atleast allow it to create more antagonists instead of instantly ending the round.
It shouldn't be ending the round instantly unless MSO didn't update his config file to define the behaviors for continuous and creating more antagonists. I'll get in touch with him ASAP and see if it's his error by way of me or just my fault.

(for future reference, this is a good canadate for the github bug tracker!)

Edit: should be fixed in the round following whichever you're currently playing!
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Re: Minor Feedback

Post by qwert » #84675

DemonFiren wrote:That's nice to know, but I dare say I am pessimistic about just how easy that is to change with this level of detail.
The team of operatives smoothly goes through the shadows of maint, around the corner they engage some feral savage armed with spears accelerating towards them, this is not, what they expected to encounter on high-tech research faculty. Operation commander tries to gun him down with dragonbreath rounds, but savage emerges from flames unharmed and knocks out the team leader with the first blow of his spear, elite fire support specialist with years of training has panic attack, and the long burst of his maschine gun tears through operatives in front of him. Chief operator desintegrates in pile of gore, the last things operation commander heard was the mad laughter of byond RNG and :,, Sorry guys, I am a bit nervous" from heavy weapons specialist.

Thats, what I had seen, when I was an observer in nuke round, and spear winning against fucking shotgun looks as something wrong.
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DemonFiren
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Re: Minor Feedback

Post by DemonFiren » #84687

Sounds like a case for buffing on-fire damage.
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Allohsnackbar
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Re: Minor Feedback

Post by Allohsnackbar » #84689

DemonFiren wrote:Sounds like a case for buffing on-fire damage.
Or just dragonbreath shells in general. Their not just shooting flames at people, but also superhot shrapnel, enough to put someone down
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Re: Minor Feedback

Post by TheNightingale » #84691

Set the target on fire, do light brute+burn damage, give them some firestacks and inject 1u spore toxin into them?
(Stop, drop and roll! And do it again, and again, and keep doing it!)
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Remie Richards
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Re: Minor Feedback

Post by Remie Richards » #84721

should just inject some spore_burning.
that'll mess with them.

I love you my OP currently unused reagent child.
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Allohsnackbar
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Re: Minor Feedback

Post by Allohsnackbar » #84732

Remie Richards wrote:should just inject some spore_burning.
that'll mess with them.

I love you my OP currently unused reagent child.
Would that be blocked by closed/travel mode hardsuits, like syringes?
Plz say yes
qwert
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Re: Minor Feedback

Post by qwert » #85468

Dissonant shriek is sort of win button.
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DemonFiren
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Re: Minor Feedback

Post by DemonFiren » #85948

Please remove morphine smoke from the scrubber backpressure random event. I overdosed the moment I entered the cloud and spent what feels like half the round out cold.
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Re: Minor Feedback

Post by Scones » #85955

DemonFiren wrote:Please remove morphine smoke from the scrubber backpressure random event. I overdosed the moment I entered the cloud and spent what feels like half the round out cold.
Yeah there are a lot of chemicals in the rotation, random and sudden flurosulph isn't fun. I'm fairly certain there are some toxins in the mix as well.
plplplplp WOOOOooo hahahhaha
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DemonFiren
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Re: Minor Feedback

Post by DemonFiren » #85960

Random polytrinic was annoying, so is random FS, but it's restricted to one scrubber and doesn't melt IDs far as I know.

Of course, if it melts the pinpointer and disk...honk.
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Cheimon
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Re: Minor Feedback

Post by Cheimon » #87185

Cryogenics oxygen drains stupid fast when set up for some reason. But you have to set it up in advance of using it, or the oxygen won't cool, making the system useless.
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Saegrimr
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Re: Minor Feedback

Post by Saegrimr » #87190

Keep your cryo doors closed at all times.
Its a byproduct of fast atmos processing.
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Re: Minor Feedback

Post by Malkevin » #87343

Huh, so cryo tubes really do leak after all.
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Re: Minor Feedback

Post by Cheimon » #87752

Saegrimr wrote:Keep your cryo doors closed at all times.
Its a byproduct of fast atmos processing.
Just checked it, that's not the problem. whether the tube is closed or open, the canister will drain rapidly if it's wrenched in.

This is leading to an annoying pattern of well meaning passers-by wrenching the canisters to the pipes and draining all of cryo's oxygen.
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Re: Minor Feedback

Post by lumipharon » #87769

Why does it do that, and can someone fix it?
It's pretty dumb.
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Re: Minor Feedback

Post by oranges » #88939

lumipharon wrote:Why does it do that, and can someone fix it?
It's pretty dumb.
https://github.com/tgstation/-tg-station/pull/9552
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Re: Minor Feedback

Post by Malkevin » #89002

During the brig map updates on box the security newcasters no longer exist.

This means I can no longer post wanted issues or keep a blog of photos of the criminal skum.
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Falamazeer
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Re: Minor Feedback

Post by Falamazeer » #89284

I got a real problem with the wiring, I've just recently re-figured it out, and it's not impossible, the wire always comes towards you, But why is wiring so unwieldy?
Can a better way be found?

How about if you face east/west it drops both halves of a tiles wire along the east west, Same if you face north/south it then consumes two wire per click, then you can run wire in simple directions quicker and only have to stop and figure something else out when you're splitting, At that point you'd click the wire itself not the tile and it would consume another piece of wire and would split it <, click it again and it moves it into a different formation -C.

Basically Clicking a tile makes the wire go the direction you face, Clicking a wire changes how the wire lays, clicking it more times will cycle through the possibilities until you're back to the way you had it.
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Re: Minor Feedback

Post by Malkevin » #89309

Really we should make wire coils work like the mech wirer (and actual IRL wirecoils)

Click once to start laying cable, move and cable is laid behind you, click again to stop laying cable.
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DemonFiren
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Re: Minor Feedback

Post by DemonFiren » #89310

This might get painful with space wind, though.
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Akkryls
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Re: Minor Feedback

Post by Akkryls » #89319

DemonFiren wrote:This might get painful with space wind, though.
Space wind doesn't exist any more I don't think. I haven't had 'YOU SLIPPED' in ages.
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DemonFiren
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Re: Minor Feedback

Post by DemonFiren » #89320

Slipping doesn't exist anymore. Actual wind does, and pressure differences can and will push you around unless you boot up.
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Not-Dorsidarf
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Re: Minor Feedback

Post by Not-Dorsidarf » #89322

I'm pretty sure the "magboots do nothing" problem wasn't ever fixed.
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kieth4 wrote: infrequently shitting yourself is fine imo
There is a lot of very bizarre nonsense being talked on this forum. I shall now remain silent and logoff until my points are vindicated.
Player who complainted over being killed for looting cap office wrote: Sun Jul 30, 2023 1:33 am Hey there, I'm Virescent, the super evil person who made the stupid appeal and didn't think it through enough. Just came here to say: screech, retards. Screech and writhe like the worms you are. Your pathetic little cries will keep echoing around for a while before quietting down. There is one great outcome from this: I rised up the blood pressure of some of you shitheads and lowered your lifespan. I'm honestly tempted to do this more often just to see you screech and writhe more, but that wouldn't be cool of me. So come on haters, show me some more of your high blood pressure please. 🖕🖕🖕
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Remie Richards
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Re: Minor Feedback

Post by Remie Richards » #89337

I know how to fix the Magboots issue, I won't though, as to do it cleanly requires a new flag or I have to snowflake it on magboots.
and a new flag can't exist because we're over the bit limit for the flag.
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Falamazeer
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Re: Minor Feedback

Post by Falamazeer » #89601

I dunno a good solution for space wiring, but malkevins idea sounds good too, We've had a traitor for more than one round cutting great spans of wire recently and it's just a damn shame that it takes so much longer to fix than to break.
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Re: Minor Feedback

Post by WJohnston » #89606

Maybe make cutting wires make a fairly quiet snipping sound? If you're withing a few tiles (maybe 3 or 4 radially) you'd be able to hear it. It'd help if it's done close to departments and is being heard, so it can be stopped ahead of time.
Apparently I was an director or something.
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Falamazeer
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Re: Minor Feedback

Post by Falamazeer » #89644

That's not a bad idea at all, but it's still fairly quick...
Maybe a noise and a slowdown like how we have window removal?

I didn't even consider a snip noise, that'd solve half the problem right there.
Ham Sammich, beating a dead horse since 2010.
NikNakFlak wrote:....It's true...that is why I removed my forum avatar
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Re: Minor Feedback

Post by Malkevin » #89698

No more delays, construction is tedious enough already
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Re: Minor Feedback

Post by mosquitoman » #89731

- it would be cool if the chem dispenser (and possibly the bartender's dispensers as well) had an option to remove a certain ingredient from the container like the machine that makes pills and patches. there is a list of ingredients already, someone could just add a small "transfer to disposals" button next to each ingredient and it would save a lot of time

- chemists could use an item like a cook's tray that'd allow them to move multiple items (like patches, pills, bottles) at once

- "make multiple bottles" option in the machine that creates them would be also very useful
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Re: Minor Feedback

Post by Cheimon » #89751

It's impossible to efficiently tell if a headslug is dead when you weren't there to kill it. There's no examine text, and even the text that shows up when you kill it (headslug stops moving...) is in red, not black, for some reason. Short of knowing the sprites for a dead one (it's not obvious, at least to me, if they're even slightly different), ie metagaming, it's unnecessarily hard to work out. Players have a habit of beating them up long beyond they're dead as a result.

Hell, the examine text explicitly states that the thing is still alive well into its deadness. "Absolutely not de-beaked or harmless".
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Not-Dorsidarf
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Re: Minor Feedback

Post by Not-Dorsidarf » #89756

Beating the shit out of the horrible flesh abomination sounds like intended behaviour to me.
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kieth4 wrote: infrequently shitting yourself is fine imo
There is a lot of very bizarre nonsense being talked on this forum. I shall now remain silent and logoff until my points are vindicated.
Player who complainted over being killed for looting cap office wrote: Sun Jul 30, 2023 1:33 am Hey there, I'm Virescent, the super evil person who made the stupid appeal and didn't think it through enough. Just came here to say: screech, retards. Screech and writhe like the worms you are. Your pathetic little cries will keep echoing around for a while before quietting down. There is one great outcome from this: I rised up the blood pressure of some of you shitheads and lowered your lifespan. I'm honestly tempted to do this more often just to see you screech and writhe more, but that wouldn't be cool of me. So come on haters, show me some more of your high blood pressure please. 🖕🖕🖕
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Re: Minor Feedback

Post by Cheimon » #89775

Not-Dorsidarf wrote:Beating the shit out of the horrible flesh abomination sounds like intended behaviour to me.
Honestly, it sucks that you have to give it a few beatings to be sure that it isn't alive. This would be like xenos not having a 'dead' sprite and saying "beating the shit out of xenos because you don't know they're dead isn't a bug, it's a feature". After a certain point it should be obvious that it's dead, because everything else in the game behaves that way.
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Re: Minor Feedback

Post by Incoming » #89798

head slugs flip over when they die, it's just since they're so cylindrical that to a casual observer there's not really anything to latch onto and say "oh it's dead" at a glance
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Re: Minor Feedback

Post by PKPenguin321 » #92792

The guitar's inhand sprite when facing to the right looks like ass, it's identical to the one when you face left but is displaced in front of you
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Tokiko2
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Re: Minor Feedback

Post by Tokiko2 » #92840

Apparently you can't become a golem or sentient mob when you suicide/ghost now. Probably not even an alien, blob or ninja either.

I think that's pretty bad. Not being able to enter your own body is fine but why not a new one? When you're left in an MMI or straightjacket somewhere, you can't rejoin the round anymore in any way.
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Re: Minor Feedback

Post by Malkevin » #92889

Cue every perma prisoner smashing the windows and spacing themselves, making perma useless in the process, instead of biting their tongues
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DemonFiren
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Re: Minor Feedback

Post by DemonFiren » #92906

Put a Russian Revolver in Perma, when?
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Remie Richards
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Re: Minor Feedback

Post by Remie Richards » #92907

Tokiko2 wrote:Apparently you can't become a golem or sentient mob when you suicide/ghost now. Probably not even an alien, blob or ninja either.

I think that's pretty bad. Not being able to enter your own body is fine but why not a new one? When you're left in an MMI or straightjacket somewhere, you can't rejoin the round anymore in any way.
Golem: Checks that your previous body is dead if you had one.
Sentient Mob: Checks to see you clicked the pop up within 5 seconds, uses get_candidates() which means it checks that you have a client and that your previous body is dead if you had one.
Alien: uses get_candidates()
Blob: get_candidates()
Ninja: get_candidates()
Revenant: get_candidates()
etc. etc.

tl;dr who ever told you that: either had a body that was still alive (crit perhaps, unconsciousness is not checked for, it NEEDS a dead body) or they're spewing bullshit.
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Re: Minor Feedback

Post by onleavedontatme » #93138

DemonFiren wrote:Put a Russian Revolver in Perma, when?
Suicide booth.
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ThanatosRa
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Re: Minor Feedback

Post by ThanatosRa » #94805

PLasma people should explode when they catch fire.
my forum gimmick is that no one knows who i am

gender is irrelevant NO UR IRRELEVANT
u a bish
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DemonFiren
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Re: Minor Feedback

Post by DemonFiren » #94853

Kor wrote:
DemonFiren wrote:Put a Russian Revolver in Perma, when?
Suicide booth.
Wasn't there talk of a self-borging machine thrown around ages ago that would automail the brain to Robo (or chef when emagged?)
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Re: Minor Feedback

Post by Malkevin » #94980

Yeah, that was one of my ideas

I think I called it the Redemption Machine
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Re: Minor Feedback

Post by hanshansenhansson » #98002

Does anyone really enjoy that mulligan stuff? Usually, you get 20mins of blob/wizzard and shuttle was not able to be called, then another 50mins of boredom in a half destroyed station.
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Re: Minor Feedback

Post by Incoming » #98016

hanshansenhansson wrote:Does anyone really enjoy that mulligan stuff? Usually, you get 20mins of blob/wizzard and shuttle was not able to be called, then another 50mins of boredom in a half destroyed station.
It's been in the lurch for a while because I ran into a roadblock where I'd have to overhaul a sadistic system (game mode code) at the same time as people are working with it (gang/abductor/shadowling).

I admit in its current form it's not that great.
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Arete
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Re: Minor Feedback

Post by Arete » #98026

Incoming wrote:
hanshansenhansson wrote:Does anyone really enjoy that mulligan stuff? Usually, you get 20mins of blob/wizzard and shuttle was not able to be called, then another 50mins of boredom in a half destroyed station.
It's been in the lurch for a while because I ran into a roadblock where I'd have to overhaul a sadistic system (game mode code) at the same time as people are working with it (gang/abductor/shadowling).

I admit in its current form it's not that great.
I think another issue is that we're already at a point where traitors and changelings already have a hard time making a round interesting on their own. If they only appear after the station has already researched a bunch of cool toys and given them to security, then they're acting at an even greater disadvantage.

In theory, this could cut both ways, since the guy who just wiped out the blob with xrays might become a traitor. However, in practice, there will usually be more validhunters empowered by the fight against the previous antag than there will be antags made even more deadly by it.

It might be a good idea to try to narrow down mulligan antags to those that are strengthened more than weakened by the presence of lots of powerful gear spread around the station. Rev, cult, shadowling, and gang would be my picks.
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Wyzack
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Re: Minor Feedback

Post by Wyzack » #99202

Cigarette packets can no longer hold lighters. this was such a harmless quality of life feature that i used every round, why on earth remove it
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Re: Minor Feedback

Post by lumipharon » #99207

what. WHAT. What satan spawn changed that? When and why?
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