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Ansari last won the day on September 24

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About Ansari

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  • Birthday 01/05/1997

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  1. We can't let Hitler have fun. Not in my backyard.
  2. Don't read it if that's an issue. We shouldn't deliberately obscure information from our players about how to play the game. That would just favour people who can code-dive and older players unfairly. Besides, part of the fun after you figure stuffs out is to react to all the dynamic situations that arise out of it. And even then, you could squeeze hundreds of hours of entertainment out of a game like this simply learning department after department for free. That's a better deal than many other games.
  3. What do you think about Hong Kong? Should it has stayed as a british colony? What's the grammatically correct way of phrasing the previous sentence?
  4. DanTDM isn't enough to bring that much attention to Roblox. It's an active roblox campaign to attract players and revenue. We've weathered the BR tide, we've weathered streamers. Have faith in the admins, for no flood of new players can waver our faith in our God-Emperor (Blessed be its might) the banhammer.
  5. I used to be strongly against ooc being turned off. Now that it is turned off, I find out I don't miss anything. It's very serene, and without anyone accidentally spoiling the round (Including myself, I always turn off OOC as a pre-caution against myself accidentally OOCing). So, I am in support of keeping it off. We've got discord anyway.
  6. This is a thread for gathering suggestions / ideas / features that improve QOL of jobs, making it easier to play, smoother or reduce tedious, unnecessary repetition, etc. Try to keep it to mainly QOL thing, not any balance-related feature etc. Example includes: 1. Items having offset when placed on table (Yes, baycode don't have this) 2. Chemistry Dispenser able to remove reagent from them 3. Chemistry bag 4. Cloner automatically processing nearby biomass
  7. Almost forgot to post this: B Battle of Agincourt, 1415, Colorized. The french won by a steamroll An attempt by me in the next round to create a horse that would not roll over the English team.
  8. Context: Round end - On the shuttle (Zsi was opposite me)
  9. The two seconds chemical delay being thrown around is actually false.. What this PR does, as you can see, is to make it so that when someone is shot with a shotgun dart or a syringe, it'll NOT proc the ingest reaction. Under the current system, when a syringe / dart is shot at a person: 1. The chemical's ingest reaction is procced. 2. The chemicals are transferred inside the person that's shot at. With the PR merged in: 1. The chemicals are transferred inside the person that got shot. In both system, how long it take for your chemical to take effect after it is injected depends on the tick time. The chemical tick time is every 2 seconds, so your mutadone / flurosulphuric / adminrazoine can be processed anywhere between instantly to 2 seconds. As an example of what this PR will do: 1. It will stop flurosulphuric acid from doing 75 burn damage instantly when shot, because this depends on ingesting >10 unit of Facid. Damage over time still applies, but that instant 75 damage is gone. 2. If you shoot someone's dead body with syringe gun / shotgun dart, you can no longer gib them this way, because this depends on the INGEST function 3. If you shoot someone with silver sulfidazine or styptic powder, it won't cause any toxin damage, since it depends on INGESTing it. (These are just random samples) An example of what it will not do: 1. Add in a random chemical reaction delay. 2. Breaking mutadone, or any other chemicals that function by using the on_mob_life function (e.g. phlogistan)
  10. I stringed three syllables together randomly when I was in sixth grade or seventh grade to make an internet nickname. I realized later on it was a pakistani / indian name, much to my surprise. As for my other internet name, it is my initials + 1 + last name.
  11. Our codebase is there to improve the players' experience on the Paradise Server, not as a way to reward coders for their hardwork. Therefore whether a PR should be accepted or not depends on whether it will improve the players' experience and fit with our design decisions. The coder's amount of work shouldn't have anything to do with this, as heartless as it sounds. Another problem raised is that maintainers often ask for changes to PR in an attempt to improve them, only to deny them for various reasons. I'm not a coder, but sometime problems with implentation of an idea cannot be seen instantly, and sometime a PR just cannot be improved / changed enough to fit in with what the designers desire. Heck, sometime you can spend all your time coding in features only to have it scrapped later on because they believe it don't fit in with the codebase. It happened many time, such is the way of life in the coding world. Would you suggests that maintainers don't give a chance to anyone to improve their PR, and instead have the admins / maintainer deny it outright so they won't waste their work? This solution seems too draconian to me.
  12. Realistically speaking, your weapon would only get stuck if you hit tough material or did a half-assed chop. Applicable to cutting a wooden buckler, but a person? No.