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BurgerBB

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Everything posted by BurgerBB

  1. [mention]Bauser[/mention][mention]LanceLynxx[/mention] Alright, how much do you think I'll reduce the slime's health by to warrant that concern?
  2. See previous page. The nerf isn't because slimes are easy to kill you, it's because they're hard to kill and extract for goods.
  3. Destroying telecommunications is the least RP thing you could do, honestly, as it removes the ability for crewmembers to know what's going on. It serves nothing to further RP.
  4. Then that weapon will not work on all but one variant of slime.
  5. Isn't cold like the one thing that kills slimes outside of your proposed change for cardox? It just seems kinda odd that "this is the one thing that kills them, except for this kind", but then again, I guess I don't know how evolution and adapting would work for a blob of genetic ooze. Cold can kill them, yes, but literally 0 xenobiologists use cold to kill slimes because temperature is not something a xenobiologist can control with the current map setup. If you want to kill a cold slime, use heat.
  6. If you read the OP, this will actually make biology harder given how you would have to seperate the hot slimes from the cold slimes, as they would kill eachother and possibly other slimes. That makes it take longer and a bit more complicated, it doesn't make it that much harder. You also stated you are nerfing most of the Slimes to be incredibly easy to kill. Which absolutely removes 80% of the difficulty, that is making it way easier. Don't you think it would be more interesting to weaponize Slimes against the other Slimes using their biology of heat vs cold instead of making most of them die in 1 fire hydrant spray? Their health has been reduced by 50, down to 100 health instead of 150. That's only a 33% decrease, At 150, it takes 18u of water to kill a slime, at 100, it takes 12.5, however touch metric is fucking wonkey and multiplies that amount by 2 or something. It's negligible and not worth complaining about, especially when compared to other servers.
  7. If you read the OP, this will actually make biology harder given how you would have to seperate the hot slimes from the cold slimes, as they would kill eachother and possibly other slimes.
  8. I find slimes to be really flat when it comes to biology, so I'm making them more interesting and balanced by adding new tweaks to slimes and adding the remaining variants to slimes. Slimes are now twice as weak. I found that slimes have WAY too much health compared to other servers, and are almost super dangerous. However, the metal variants of slimes (gold, silver, metal, adamantium) keep their high health levels for the purpose of antagonism. Removing a core from a slime is now easier and quicker, you only need a scalpel, and it's only 2 stages. The previous method of surgery was WAY too long, and it didn't make sense to use a bonesaw on a ball of goo. Each type of slime now has its own temperature preferences. Blue slimes prefer the cold, have a generally colder body temperature, and make the environment around them cold. Orange slimes prefer the heat, have a generally higher body temperature, and make the environment around them warmer. Cardox is now the #1 slime killer. 5u would be more than enough to kill a slime. Gold slimes now only spawn 1 random organic mob, and it doesn't have to be hostile. It can spawn anything from a chicken to a pet dog, a xeno drone to a spaceshark. Rainbow slimes are now added. Adding phoron spawns food laced with drugs. Bluespace slimes are also now a thing. Adding phoron gives everyone in the proximity Bluespace Prophet, however bluespace slimes cannot be made in its current state. Balancing/feedback is required on how to make these things.
  9. A lot of the sprites could easily be simplified. All food could just use the same recolored sprite for diced, cubed, and sliced foods. There will need to be unique sprites for some very distinct foods, such as tomato slices and apple, slices, and lettuce slices.
  10. Ultimately this is going to be more crippling than beneficial on it's current implementation. While it may allow for some stealth crew options, it's going to cause some problems down the road. For example, people won't know if there is 0 medical staff, 0 engineering staff, or 0 mining staff unless told. There will be situations where science will bitch at the miners for 10 minutes straight until they realize they have no miners. Someone will drag their ass to medical, only to realise that there are no doctors currently in medbay. You'll have to implement a way to let crewmembers know how much staff there is in each department, or include a general PDA warning where it says there are 0 or low amounts of staff in a department.
  11. Mate it was a light hearted ‘never gonna let you live this down joke’ I generally like burger and most of his PRs I remember calling you autistic in OOC for making these jokes. Maybe that's a sign to stop.
  12. Goals: - Make Xenobiology big enough for 2 people. - Make Xenobiology safer. - Add easier ways to kill slimes instead of using fire extinguishers. - Add air interaction with slimes (n2o makes slimes peaceful, nitrogen kills them, phoron feeds them.) Includes: 8 cells instead of 6. Slime batons. Cardox Grenades for Outbreaks. Additional Surgery Area. Disposals system where you push monkeys in instead of dropping them in. Ability to gas contained xeno lifeforms. Not Implemented yet: Atmospherics System Power Request Console Fire Alarms Cameras Containment Lockdown A way to dispose of monkeys
  13. Probably me once I'm done the custom Kinetic Accelerators
  14. I want the food system to be more modular. Basically it would be like how custom foods currently exist but more fleshed out. I want every fruit or vegetable to be cut. I want to be able to cut any vegetable into strips or diced/cubed. I want to be able to make stews and soups with diced vegetables. I want to slice tomatoes and put them on top of a patty I flattened after cutting up ground beef and squishing it together, then I want to put that on top of a bun that I made from shaped and cooked dough I made out of a mixing bowl. I want people to eat that burger and mechanically it will tell them how well made the burger was. It will tell the consumer that the burger was cooked well done, however the bun was slightly undercooked. I want a unathi to enjoy the taste of raw meat, while a skrell despises eating hard foods. I want a picky eater to be able to remove the tomatoes that I put on the burger. I want the sprites to correctly match the burger's contents. I want cooking food to be like secret chems, where only the expert chefs know how to cook everything perfectly. The cooking times and temperature for each item will be unknown, but variable based on it's contents. Cooking a perfect meal will take plenty of time and practice. The microwave will be the lazy option, where foods can automatically be cooked to a sub-par quality. The oven is where real food is made.
  15. If there will be any metas, there will be like 4 or 5 meta builds that each do different things. There will be the KA build that blows up rocks in a square pattern, there will be a KA build that blows up rocks in a line pattern, there would be a KA build that fires semi-automatically with moderate power, there will be a KA build that fires automatically with low power, there will be a KA build that has a pump action with high power.
  16. Almost done with the designs. It's completely modular, meaning that there are 5 x 5 x 5 (125) possible combinations.
  17. Pickaxes would be an option, but I'm planning on making the level 1 KAs slightly better than pickaxes, but slightly worse than drills. A level 2 or 3 KA would be on par with the existing KA.
  18. Honestly I support this. It's weird that you have a lottery where a crewmember (or a station account) wins the lottery every shift, but suddenly doesn't have the cash next shift on extended.
  19. Kitchen and Bar overhaul. It was one of my first PRs but was shelved because of how long it took. It's currently still a WIP because the piping needs to be fixed up, as I literally copy and pasted the section back into an updated map. Piping is incomplete, and there are some doors that are missing. Goals: - Make a kitchen big enough for 2 chefs. - Connect the bar and the kitchen together for an actual classy service, if still desired. - Retain the food counter for those still into fast food. - Add an entertainment area suitable for events.
  20. I rather go through the trouble of making a PR before I code something than to code something and everyone complaining that its not needed or wanted.
  21. All departments are allowed to go into maintenance via a tunnel that their department can access. The cook can go into maintenance. The bartender can go into maintenance. The gardener can go into maintenance. It's a bug that librarians cannot access their maintenance section despite every department being able to. The librarian should be the only person allowed to control the lights. The library is a large, public space. It would be like adding a lightswitch to the bar near the door. Top left area is a display case for books. Bottom left area is the adult section.
  22. what
  23. Will likely just be moved to science.
  24. Marwani jobhopped again, and discovered that the the Library isn't really that good, especially compared to other servers. This fixes the design of it to be more like a library while also addressing some of the "can't be bothered to report" bugs such as: - The fact that anyone can control the lightswitch. - Librarians do not have access to their own maintenance section. - Books don't spawn randomly like on other servers. - The Librarian's room has 0 vents or anything.
  25. I want to overhaul mining equipment to be better for the miners, and actually give miners a sense of progression instead of going from Pickaxe to KA instantly. I propose this by giving miners KAs at round start, but making them significantly weaker, almost on par with a pickaxe. It's 2000 whatever the fuck, miners should not be using pickaxes. At first, it will take at most, 3 hits to destroy a rock using a kinetic accelerator (Rocks will have random health, from 5 to 10). It will fire pretty slow as well, however it will be faster than a pickaxe. Miners can obtain basic upgrades (Level 1 Power Mods, Level 1 Range Mods, Level 1 Explosion Mods, Level 1 Charge Mods) from the mining vending machine to put it slightly better than the current kinetic accelerator. If you want something better, you'll either have to order it from cargo or have science provide you with the upgrades themselves using research. The upgrades will be the following: - Power Increases (More damage to people/rocks), from level 0 to 5 (10,15,20,25,30 damage) - Range Increases (More range), from level 0 to 3, (3,5,7 tile range) - Charge Increases (More charges in a pump) (5,10,20 shots per pump) - Explosion Increases (More damage to surrounding rocks) (1 range 25% damage, 2 range, 50% damage, 3 range 100% damage) Upgrades will be able to be removed and readded on will. A just joining miner can give old upgrades to that miner later. Goals: - Make mining rely on science, while adding an self-sustaining option just in case. - Make mining actually have some progression. - Don't punish miners with this update.
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