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Everything posted by Ansari

  1. Porting components require a certain amount of skills. I don't believe anyone's attempted porting it over. I personally don't mind having the rideable component. I've always dreamed of riding on a horse and running down traitors with my couched spear.
  2. Fursamie, I don't think you understand how different in scope the examples I listed are compared to what you are suggesting. Ever read the code? Ever tried to understand how different they are? And yes, IPC drinks and processable chem is a terrible idea. Why don't you try removing it and see what's the reaction around here?
  3. You are not comparing apple to orange. Cyborg is frequently used and making an upgrade system is relatively modular. a bunch of item that only pertains to Cyborg. Plasmaman hardsuit is literally just setting a species flag and adding in sprite Same goes for Vox breathing mask. IPC drinks is absolutely horrible because it add in a snowflake check for everyone else checking whether a species can process a reagent..then add in another check on those specific reagent checking whether you are an IPC to process them. Golem only abilities is literally just initializing the golem and giving them spells. Literally that's it. While IPC genetics? That's copying an entire system and applying it to a singular race and then making sure all the relevant systems in the game check for this specific case of IPC-unique mecvhanics. Do you understand how different in scope IPC genetics and all those five (or four) examples are?
  4. This is a thread where we will maintain a list of the features we want, do not want, and may want here. This thread is read-only. Before tackling something listed on this list, you are highly recommended to discuss it with a maintainer or a head beforehand. Here's an explanation for each category: Yes: - These are general ideas likely to be supported by the maintainers and heads. Before tackling a project by pledging to it, seek a maintainers approval and promise to review the PR. - We will usually only accept a pledge to a major PR if we know you are likely to be capable of doing it - We may reject the final product due to various issues, including, but not limited to code quality. Maybe: - These are PRs that we are not too sure on. We might be unsure on its implementation, or there's some other obstacles behind implementing the PR. You must contact us before trying to do so - You run the risk of rejection if you don't. No: - These PRs are extremely likely to be rejected. Attempting them is ground for being rejected instantly. This list is NON-EXCLUSIVE. You should still ask someone before committing to an idea! This is a combined wish-list of each Head of Staff and Maintainer: ------------------------------------------------------------------------------------------------------------------------------------------------------------------------ Ansari: Yes: Porting over tg's object damage system for (Feel free to separate them into different PRs): Machinery Locker & Crate - Allowing them to be shot / slashed / crushed Mecha Anything else -- Contact a Maint / Ansari. Assorted gun changes to make them sounds and look cooler (Feel free to separate PR). Please consult a maint before actually committing to a PR. Muzzle flash - create a brief, coloured (if appropriate for laser), lighting effect in front of the gun when fired - We might accept sprite if it is well-drawn (e.g. not the current Bay one) Make laser / energy projectile (Exempting toxbolt etc.) actually enlighten the surrounding - If performance is OK Tg on hit effect - Bullet hole, laser pointer effect on hit, etc. Refactor all hoodie to be under its own separate typepath. Removing NODROP flags from all of them - Making it in line with tg's current implementation. Make it so that customization option in character preferences appear alphabetized. Maybe: Nearly all components on tg - We support adding in components but implementation must be discussed. No: Moodlets from /tg/ Crazylemon: Yes: Extra space ruin templates Additional modular computers integrations Some sort of "uploading" procedure for R&D designs that allow them to be more easily proliferated through the station instead of via floppy disks Porting /tg/'s Material Silos Protolathe manufacturing queue Maybe: Moving more species features to organs (More difficult to do than it seems, contact Crazy) Fox McCloud: Yes: /tg/ Kitchen Research Points + Breaking up departmental lathes + Resource Silo “Economy” (non-persistent, for a singular round) Lavaland Goon Genetics Slime Breeding Unified Hardsuits + Expansions Nanites Commissary Mapped in Removing Universal Maintenance Access Death / Dying Rework (Contact Fox for more details) Big Maybe: Moodlets from /tg/ PurpleGenie56: Yes: More cosmetic items including mantles for the heads of staff. Some improvements to turfs to that non standard floor types like grass and carpet can have visible damage A change to Smoking pipes so that they can accept dried plants Some improvised weapons, specifically things from VG like the tomahawk which does less damage and might do well to make spears less prominent. Cocaine. (Contact PurpleGenie56's dealer for more info) A cleanup of redundant items in the code such as gloves/black/ce and gloves/black/hos which are the exact same in every way yet distinct items for some reason FreeStylaLT: Yes: Bay's turf decals (Just the functionality, I can do the actual swap of map assets myself) Bay's tile-set in general Multi-Z compatibility Two / Three - floored Station Map Remapping Engineering (Cyberiad) Moving T-Comms to Station (Cyberiad), not necessarily to Engineering, but close to it. Moving over to SM full-time. Adding a proper lobby and hallway to Engineering Maybe: Multiple Engine support (SM + Tesla / Sing) Remapping Arrivals (Cyberiad) Adding an automated transfer shuttle that brings new arrivals to the station. Connecting Incinerator maint with disposal / cargo maint, turning it into a main maint block like Chapel / Sci maint. Re-shuffling all the storage units in Arrivals It has 3 tool storage locations, for example, public tool storage would make most sense to be in Engineering hallway, not arrivals Adding more lounge / general relaxation areas in Arrivals, especially contextually sensible ones around relevant storage spaces: Aquarium / Pet store should have a little Aquarium display that looks better than a closet. Office supplies should have more tables / chairs to write on, etc. Maybe: Moving a job / creating a job and placing it in / to Arrivals, potentially. Being able to write in a specific language, and not being able to read languages you don't know. Custom overlays for airlocks depending on security level. Feedback sounds: Turning lights on / off Walking on plasteel Drawing guns / weapon items from any slot / container Varied drinking / eating sounds More ambient sounds / noise / music Economy (Non-persistant, isolated to a round) Power Substations from Bay Necaladun [WIP]: Yes: Nerf X-Ray Yes, but unlikely to be possible: Skill system on a per-spawned-job basis which would affect how fast an action is done / if it can be done at all Maybe: Adding a default objective to most antags that consists of "Blending in" for a delayed amount (5-10 minutes). When the delay ends, they get their real objectives. Removing food vending machines from Cyberiad - or at least removing a large amount of them/increasing the prices. Adding a Cybernetics department job (Focused on implants and robotic organs, etc) May require remapping Science and a portion of Medbay Dog Borgs (No functional stomach thing) Big Maybe: Moodlets from /tg/ - huuuuugely depends on how they're done! No: Swapping security weapons for ballistics Generally adding more 20th/21st century weapons. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------ Combined (Most Maints + Heads) No: Removal of PDA slot. Removal of any species. Removal / Reduction of IPC EMP weakness. As you can see, the list is quite extensive with some overlap. Keep in mind: If there is no overlap, that does not mean that one supports it and the other does not, it is usually quite the opposite, it is just that the primary items on the wish-list are ones that people are most familiar with. This is list NOT exclusive, you are still very much able to make and PR whatever you want -- this is to give you a sense of direction the Heads / Maints want the server to take.
  5. If you can heal other mechanical organs with nanopaste then it is a bug and you should make an issue report on Github. I am sure lot of people would leap at the chance to get a brownie point.
  6. We can't let Hitler have fun. Not in my backyard.
  7. 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.
  8. 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?
  9. 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.
  10. 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.
  11. 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
  12. 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.
  13. Context: Round end - On the shuttle (Zsi was opposite me)
  14. 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)
  15. 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.
  16. 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.
  17. 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.
  18. Does anyone remember the day of lag and 10 minutes of processing every bomb happened when ZAS was here? No one remember..
  19. Praxis being honest I swear it was a mispell MedChem in a nutshell
  20. Perhaps something along the line of scoring 20 disarm punches (as an example) will lead to you being weakened for some 5 - 7 seconds, which is enough time to cuff / restrain / disposal you if you were prepared, but afterward, the victim get an adrenaline rush (Or some sort of things like that) and could escape without the penalty of stamina damage? Granted, if someone manage to disarm punch you for twenty time, I am quite sure you can manage to call for help
  21. I'm aware we're under a feature freeze, however, I'd like to suggest that a non lethal take down function be added to disarm / or disarm to be changed to stamina punch (Or a new stance?) As a medbay regular, I often end up fighting people more often than I do as a security officer. Usually, the reason is that they are messing with medbay, attacking medbay member or stole surgery tool (A capital crime in my eyes). However, with table stun being nerfed, grab being resistable from the ground, non-security, non-antag really lack a way to reliable, non-lethally keep someone down in a fight. And I believe there's a need for more options to non lethally brawl in game. Right now, the only way to keep someone down "non-lethally" in game is to crit them with welding tool or something similar in game (Which is going to raise some eyebrows as people could easily mistake it for murder attempt, and is not far away from one) , then restrain them afterward. I cannot restrain someone effectively as non-sec without powergaming by carrying a stunprod and cable cuffs / syringe gun loaded with meme all the time. I'd like the option to deal stamina damage to someone during a brawl, like for example, disarm being punch with only stamina damage. (If you have any better ideas, please post it in here) tl;dr Can't non-lethally restrain someone as non-sec without powergaming, plz add feature.