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BurgerBB

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Everything posted by BurgerBB

  1. The plan in respect to removing bank accounts from Dionaea and Vaurca is to instead have them spawn with pocket change equal to the amount that they would've had in their account.
  2. I don't mean to insult you but I'll start off by saying that this is a sane nerf but not the best nerf you can do. It's easier to just prevent the merchant from becoming antag, and it's quite sane because 99% of antag merchants are absolutely fucking garbage and/or unrobust. I think it would be significantly better if merchant was nerfed or perhaps reworked to make merchant antagonism harder. Alb is already making it so that upload consoles don't work on the merchant station, so that issue of last round is being fixed. I highly recommend making a player complaint against that person if all they did was fuck around with laws and do literally nothing else. Another nerfs Is probably a delay in which how often a merchant shuttle can depart from the station. I think that it should take 5 minutes to warm up their engines, and then 1 minute for them to officially take off. You can't store that 1 minute to official take off charge because if you do not launch in the 30 seconds where the charge is stored, the engines will have to release all its stored energy and the entire process again.
  3. How difficult or easy would those coins be to see if they're dropped on your usual grey tile? Pretty hard. I mean to make it easier to see I'll probably be adding an animated shine to it.
  4. I will never be removing physical currency and I do not support the removal of physical currency. I think it's a great addition because it adds additional gameplay and immersion elements. Also I have some sprites currently up for review.
  5. I hate the state of physical currency. It's kind of lame and could be made better, so I propose the following changes. 1. Respite of existing currency. Currency will go full Canadian and consist of: 1 credit coins, 2 credit coins, 5 credit bills, 10 credit bills, 20 credit bills, 50 credit bills, 100 credit bills, and 1000 credit bills. 2. Sanity of currency. You can't split money magically. Bundles of cash will basically be a custom snowflake container. 3. Availability of currency. More ATMs will be added to the station, and more ways of obtaining pocket change will be added. Random 1 credit pennies can exist scattered across the station floors on round start (very rare, 1-5 overall spawned). Sometimes coats with pockets will spawn with a small amount of pocket change. 4. Usefulness of currency. More things will cost coins to operate, such as washing machines, arcade machines, slot machines, and others if I can find them. 5. Spawning of currency. All crewmembers will spawn with a random amount of pocket change. 6. Support for multiple types of currencies from different types of culture. Unathi currency, Tajara currency, Sol Currency, Skrell Currency. 7. HIDDEN MODE: Some species, like DIonaea or Vaurca, not having bank accounts and only spawning with pocket change.
  6. Phoron Salts exists now on the server. Currently it's only used as a weapon and nothing more, however I'm thinking of expanding its purpose into a component in other chemicals or possibly something else. I'm not sure which direction I should go with it and wish for suggestions. I have the following ideas. 0. Do nothing. 1. Component in recipes like improved Bicardine and Dylovene. (Bicardine Plus, Dylovene Plus) 2. Component in advanced toxins that are deadlier than the currently existing ones. 3. Special chemicals that affect how your body metabolizes chemicals (double metabolism rate, half metabolism rate, all chems are twice as effective, all chems are half as effective.) 4. New, unique recipes that affect movement speed, 5. Randomly generated chemical recipes that create random chemicals with strange, almost mystical effects. (Ie, giving a random trauma or a random mutation.) 6. A mix of all of the above.
  7. This thread was created as a courtesy so that those who support or do not support it can be heard.
  8. A controversial bugfix, which is why it is in development.
  9. This won't make rounds shorter but it would make the voting time earlier.
  10. there was probably another thread but I couldn't find it
  11. In order to deter people from breaking into the clearly DISPLAY ONLY piano, I will be filling the glass display case with superheated phoron. I will just make it a snowflake piano that can't be used.
  12. https://github.com/Aurorastation/Aurora.3/pull/5500 PR
  13. A shame this is done last minute but I will look at the alternatives to prevent or lessen the impacts of this sort of AI behavior.
  14. In lore, Dionaea have a way of integrating with electronics. I believe that previously, the intended was was that dionaea were mildly electrically charged by that was removed from lore/code I think.
  15. Current system would make it so that moving around frequently and bloodloss affect it. If I finally make the hunger system independent of moving, then it would just be a -30 to 30 minute difference for each target time.
  16. This should definately be a thing. Currently non-work related funds have to use the cargo account, but however depending on the currently employed cargo techs or the shaft miners, 5000 credits is sometimes not enough to cover everything
  17. The current cryogenic system is old as hell. Some features don't work and some features that should exist with the system don't exist. It's a thing that really hasn't been touched because literally who cares but I think that shouldn't stop anyone from improving the system. This is what I propose: - Cryogenics is linked to the disposal system. No, it does not dispose bodies, but the items that it ate are instead send via disposals to the mail room for cargo to sort out and redistribute to the departments. - Not every item on the person is ate. Any object that was created via the loadout system or your job system (aka anything you bring on station with you that you didn't get on station) will NOT be sent to disposals. - Cryo time will consider the total AFK time of the player, meaning that if a player has been AFK for 10 minutes then cryo will store them as soon as they're put in. If they hit the 10 minute mark while in cryo, it will automatically store them. - Bonus: I will bitch and moan at the loredevs to establish official cryogenic storage lore, such as where your body goes when stored. I will be coding this all myself if no one else wishes to take the project.
  18. The prosthetic itself is quite cheap and inexpensive. Given that Dionaea are quite adaptive in using electronics, the software of the arm itself is quite old. I'm thinking of making it look darker to reflect this to make it look like it's made out of iron instead of steel.
  19. BYOND Key: BurgerBB Character name: Diamond with Flaw Item name: Clawed Arm Why is your character carrying said item to work? As a chemist, accidents tend to happen. As a Dionaea, their biology makes it easy to recover from simple wounds or burns. However in Diamond with Flaw's case, the wound was not simple. While grabbing a freshly made bottle of anti-radiation medication, one of their tendril stems accidentally activated the acid dispenser, seriously burning their hand as well as knocking over the bottle they created from the reaction, and spilling the solution. Diamond was put in intensive care for anti-radiation poisoning and burn treatment, however their hand did not regenerate despite doses of radiation and consumption of biomatter. Unwilling to waste biomatter and dispose of the nymph responsible for their left hand motor movement, they decided to compromise and procur a specialized robotic arm. Their dionaea biology allowed them to completely integrate and intwine with the newly formed machine without flaw. Item function(s): Clawed Arm Spawner: Spawning with the item automatically gives the user a left-handed clawed arm. There will be safeties in check that make it only work with dionaea. Clawed Arm Organ: It works like a cyborg limb, but for dionaea. It has no mechanical advantages over a regular robotic limb except playing a honking noise every time they grab someone's behind Item description: None Item appearance: How will you use this to better interact with crew and/or stimulate RP? I feel that this would be a great opportunity to explain Dionaea lore as well as dionaea biology; with respect to machine integration with their biology. I feel that it's a topic that most people don't know about and should be explored more. Additional comments: Only the front facing sprite is done, and there is no code written for it. It's completely possible to code this in without making a new system or messing with existing ones.
  20. A saner option would be a way to cook synthetic kois using the shitty kois paste as a reagent in a recipe.
  21. Characters won't have synced up hunger because of how many variables that affect hunger. Again, this issue of robotic hunger is a non-issue because of those variables, and how easy it is to make it somewhat random.
  22. Describing food was already done by me last cycle. https://github.com/Aurorastation/Aurora.3/pull/5174 I honestly love mostly everything else. I think that food should be paid for and that those who work in the kitchen are franchise owners that work independent from NanoTrasen, however before that's done, using the Chef's food must be viable. People won't be purchasing chef food during the shift I feel if the chef charges for it. Junkfood is just too convenient and lunchboxes exist. This PR also reminds me that I should make people spawn with cash in their pockets.
  23. Hunger is being reworked through a series of several PRs. I can't just submit one big massive PR because rules. Hunger will be that thing where you worry about it once or twice in a shift and you're done. It's not affected by factors like movement; just bloodloss and time.
  24. I'll focus on what I think matters. You're free to submit your own PRs on other issues if you think they're worth fixing.
  25. The point of this PR is to add some sanity to the food and hunger system so it's complaints can be addressed. A common meme is that "You don't need to eat 5 times in a shift." and this PR was meant to rework hunger into something that you deal with once per shift. The reason why thirst was added was to make it so that's the stat you worry about when you move around frequently. I noticed that while playing as a security officer, I never had time to eat or visit the chef and I suffered because of it. In its current state, thirst mechanics are a significant buff , but for some reason people believe it's a nerf just because of the concept of taking care of a thirst meter. On a side note, I find it really disappointing that people claim I'm trying to salvage this PR just because I listened to feedback. Damned if you do, damned if you don't.
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