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Everything posted by BurgerBB
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https://github.com/Aurorastation/Aurora.3/pull/5330 Full description on github. Short form: Before: Melee: Gib a limb if the damage dealt is enough to gib it, which is based on factor determined by the damage type. Do not gib it if a coinflip says otherwise. Ranged: Use some shitty probably-based algorithm developed by someone who didn't know what balance was. Ranged weapons will give limbs sometimes but most of the time they will regardless of the damage of the limb or its armor. Notes: Fuck this code. After: Melee: Gib a limb if the damage dealt is enough to gib it, and the limb is considered sufficiently damaged before applying the new damage. Limbs can only be gibbed if the damage is greater than the armor value for that limb. Ranged: Same as above, Notes: Limbs will no longer be gibbed on the first hit. RNG is no longer a factor in limb gibbing (save for rng armor blocking, which is calculated outside gibbing code). Armor now plays a factor in limb gibbing.
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You remember incorrectly. I'll get arrow to post them in here.
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BurgerBB's Developer Application
BurgerBB replied to BurgerBB's topic in Developer Applications Archives
I believe I already discussed that answer with you already, however I find it incredibly unlikely that I will actually get further bans, let alone permabanned. -
I'm uncertain if arrow meant to post the results of the poll or not but I don't think he's gotten around by that. The results show that the majority of the server are interested in thirst mechanics. 69% show support towards the mechanic while 31% either don't care or don't want it. Any fears about whether or not the mechanics are too annoying or too whatever can be solved by balancing it appropriately. I'm sure people had these exact same fears when hunger was introduced but obviously those don't exist anymore.
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Merchant Station Can't be used for Cultists
BurgerBB replied to Butterrobber202's topic in Completed Projects
Easy solution would be to just make it so that cultists can't use teleport rules on z-level 1 aka centcomm. -
The Next Big Thing - The Official Write-up Boogaloo
BurgerBB replied to Skull132's topic in General Announcements
I really really really don't want to badmouth a project that people have put effort into deliberating but moving towards persistent station concerns me as I've played on persistent station before. Persistent station was one of the most boring servers I played on. The only jobs that were worth playing on there are mining and construction, obviously, because you're actually doing something to contribute long term. The server itself was i n c r e d i b l y slow moving since everything was scaled to be slower. This isn't a post to -1 or +1 the idea, but to bring up concerns that might be present in a persistent station. I mean I'm sort of okay with this addition but at the same time scared; I'm scared and excited. There are so many things that could go wrong, and all of them need to be kept in mind. The number one thing you need to ensure is that it's not boring and made too realistic. Currently, on a Saturday, persistent station has 15 players currently playing since they're off the lobby right now because griefers and it appeals to a very specific HRP audience. Griefing is something that you need to worry about. Consider that admins aren't on 24/7. Consider how players are dicks and 1 welder bomb can ruin 30-60 minutes of work. -
Then perhaps at the same time I can introduce additional medication thats meant to amplify the effects of certain medication, while inhibiting others.
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Ckey/BYOND Username: BurgerBB Position Being Applied For Code Developer Past Experiences/Knowledge: Various code, workplace ethic related university courses, 1 year byond experience, 10 years gmod lua experience. Examples of Past Work: Several bug fixes regarding my code and older code. Thirst Mechanics which have yet to be implemented. Battle Monsters which is being actively maintained. Custom Kinetic Accelerators and several additions to it. Random Asteroid Dungeons. Massive changes to the map that are universally regarded to be improvements to the areas, such as: Hydroponics The Shuttle the Bar The Kitchen Cargo Mining Xenobiology And soon to be disposals. Changes to reagent code which, once again, are universally regarded to be improvements. Fire extinguishers improvements. Inhalers. Literally going through all the code and properly converting .loc to forceMove. Fixing a tail layering bug that existed for forever. Adding random produce to chef food. Adding the ability to rename food. Smoking pipe/cigarette improvements. Stacking machine fixes/improvements. Mental Medication Lotto Ticket changes Scrubber changes Dionaea changes Chainsaws K'ois nerfs Biogenerator improvements Arcade machine improvements Chips and dip Preferred Mode of Communication (Skype, Steam, etc.): Discord (Burger#3948) Additional Comments: Rescinded my previous application because I did not have the temperment to deal with developer. I severely underestimated myself and the issues prevailent at the time, and due to several changes in how I approach things, as well as changes that the community has went through, I'm submitting another application.
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Arrow helped me make it himself and assured there would be no hostile actions. I even tested it on a listen server with a friend Just like adding children to the station I don't want to see more depression RP where they act out the drama where their dog dies because of antags. Again, this is setting a precedent that quite frankly I am not interested in seeing.
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Not comfortable with this as it uses the hostile subtype of pets and given how many updates there have been to hostile AI in the past few months, there are bound to be issues. Not to mention that you're also setting a precedent. I really don't to turn this server into people bringing their pets to work.
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[Dismissed] Adjust Server Settings to Reflect Summer Drop
BurgerBB replied to BurgerBB's topic in Rejected Policy
Events can be tweaked. Currently the way events are setup are a bit of a meme. https://docs.google.com/spreadsheets/d/15kAvRtj4kZeMmGCPcoe1IV7HXV0wWZf6cxZ4bVwn8M8/edit?usp=sharing Blob, Meteors, Spiders, Viral Infestations can occur with 0 crewmembers present. Most events can occur with 0 crewmembers present. I think this needs to be fixed. -
There will be an admin verb that checks players with a certain skill or greater, or a certain "total skill point" or greater.
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[2; 26/SEP/2018] Bin Family visitation time!
BurgerBB replied to Pratepresidenten's topic in Archive
I don't think there is something wrong with me when I think that adding children to a game where people are regularilly killed is a bit fucked up. when it is done in an unironic and serious way. I mean some other server lets you throw toddlers at people and that doesn't bother me, it's the seriousness of the suggestion and the seriousness of the roleplay that makes me uncomfortable. The level of seriousness matters. There is a reason why I laugh at me_irl depression memes and not someone with actual depression. -
[2; 26/SEP/2018] Bin Family visitation time!
BurgerBB replied to Pratepresidenten's topic in Archive
did you just unironically use the "age is just a number' argument to defend adding children to the game -
[2; 26/SEP/2018] Bin Family visitation time!
BurgerBB replied to Pratepresidenten's topic in Archive
Yeah I don't think I'm too comfortable playing on a server that has children in a gruesome death simulator. Considering how fucked up some of the users are with some of their gimmciks (dying and being pregnant, putting emphasis on it) I am absolutely not comfortable with this. I barely -1 threads because there is always room for improvement, but the very core of this idea is just really bad and I absolutely oppose adding this. -
I see there is support for a skill system. So far the additional suggestion is: - It never limits what you can do, just how well you do it. So far I have the following ideas Surgery: Failure rate of performing surgery steps. An unskilled surgeon will fuck up a lot, while a master surgeon can perform surgery with everyday items. Also affects how fast you perform surgery based actions. Chemistry: Failure rate of pouring exact measurements. An unskilled chemist may pour in up to 10 more units of chemicals than needed when transfering from beaker to beaker, and take longer while pouring, while a master chemist has no penalty and can pour reagents in perfectly without using tools. Medicine: How effective physical treatment is. An unskilled medical expert will use more bandages when healing wounds, and the damage healed by them will be ineffective. Also affects how fast bandages, ointment, bruise packs, burn packs are applied, as well as how fast it takes to inject/draw blood from someone. Construction Engineering: Failure rate of construction steps. An unskilled engineer will take around a minute or two to complete a construction step with a chance of failure, a master engineer will take only seconds with no failure possible. Electrical Engineering: Failure rate of eletrical based construction steps. An unskilled electrical engineer will take longer installing new batteries, fixing wires, cutting and pulsing wires, while a master electrical engineer will have no trouble with any of that. Science: Failure rate of using and accessing complex devices. An unskilled scientist would take a minute or two to turn on complex items, while a master would take meer seconds, and with no failure rate. Also effects robotics work and nanopaste functionality. Cooking: Failure rate of setting the correct time and temperature of food. An unskilled cook will struggle with cooking more complex dishes, while a master cook will cook, cut, and prepare food faster and more successfully. Also affects clumsiness in the kitchen. Botany: Failure rate of gathering and maintaining plants. A low skilled botanist will sometimes damage plants when weeding out plants or watering them, while a high skill botanist will be able to grow plants with greater yields. EVA: Effectiveness while working in the void. An unskilled EVA will move sluggishly in a space suit and require more stamina to move, while a master EVA will move fluently and require no stamina to move around. I'm incredibly hesitant to touch the following: Combat: People will complain no matter what I do. Perhaps only make it so that this only affects ranged weapons or something. Attributes: Stuff like athletics, strength, ect. Fluff shit: Stuff like baystation Bureaucracy, Finance, Piloting, Anatomy.
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I think this is the best option. I mean anyone will be able to do something, lets say surgery, it's just that a novice will fuck up a lot.
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This project has been tried many times but a lot of coders just have given up for various reasons. I kind of want to pick this up again, or have someone else pick it up, since I think it would be a good addition to the server. This will be point form for easy viewing. The system will include: All antags getting maximum skills upon antag status. Manual setting of skills for each player (not job based), meaning yes, you can have a visitor with max skills. If no skill system is set for the character, it will default to the job's skill setting. No skillscaps. You can set your character to have max skills, however admins can check players who do this to see if it makes sense. What I haven't really determined is what the skill system will be like. I kind of want to do something very basic, such as 3 attributes common in tabletop games: Strength, Dexterity, and Intelligence, however a more specific system will likely be needed.
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Alternatively, make it so that traitor drones can talk in basic.
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Kitchen, Library, Chapel, Hydroponics, and Bar Overhaul.
BurgerBB replied to BurgerBB's topic in Completed Projects
Moving the chapel to the construction level is a massive middle finger to chapel players. It not that I don't like it, it's that its less valuable space than an actual chapel. Ok but why is your opinion larger then others. Your considering civilian jobs more valuable from a opinion instead of a actual reason. Give me one good legitimate reason why the middle floor cant be used for any of this besides "giving the middle finger" to a playerbase, and if so, how would this give a middle finger there? Putting the chapel on the construction level in it's own, secluded area will mean that the chapel will get even LESS interaction than normal considering that it takes effort going to the construction level. The chapel will be the only area that exists in that location and I'm not comfortable with adding that. Science still has a testing area. It's in telescience, as I added Use that instead. -
Kitchen, Library, Chapel, Hydroponics, and Bar Overhaul.
BurgerBB replied to BurgerBB's topic in Completed Projects
one of these posts is not like the other science misc room was redesigned into a smaller general observatory room. with the telescience area. in the history of aurorastation, no one has ever used the atmospheric systems present in it, as its not needed. But theres no reason for that other then "I dont like it". Theres plently of other areas where the chapel can go, we have a entire middle level floor thats un-used. Moving the chapel to the construction level is a massive middle finger to chapel players. It not that I don't like it, it's that its less valuable space than an actual chapel. -
Kitchen, Library, Chapel, Hydroponics, and Bar Overhaul.
BurgerBB replied to BurgerBB's topic in Completed Projects
one of these posts is not like the other science misc room was redesigned into a smaller general observatory room. with the telescience area. in the history of aurorastation, no one has ever used the atmospheric systems present in it, as its not needed. -
Kitchen, Library, Chapel, Hydroponics, and Bar Overhaul.
BurgerBB replied to BurgerBB's topic in Completed Projects
New updates. Everything is functional, and by that I mean none of the station is vented when I tested it. -
When players get bored, people will start to find their own fun. If the antagonist isn't entertaining, then people make their own fun. Sometimes people just roleplay with others. Sometimes people meme around. Sometimes people do their job. Sometimes people validhunt. A better way to fix this issue of players valid hunting is to make the game more interesting. People are starting to get tired of the same antagonists doing the same gimmicks on the same map on the same station on the same job.
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Kitchen, Library, Chapel, Hydroponics, and Bar Overhaul.
BurgerBB replied to BurgerBB's topic in Completed Projects
Pretty much done at this point.