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Everything posted by Doxxmedearly
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Having it be a paralyzing agent that leaves you awake seems very strange to me. A more thorough solution might be to rework how drowsiness affects people and make it make someone extremely sluggish, but that is perhaps a lot of work for the purpose of the thread. If having it too readily available is too tempting for players, we could remove them from the nanomeds and have them be chemistry-only. Less people walking around with it on-hand that way. That, or just outright remove it, because prate is correct in that we have neural suppressors now for operating tables. Sopor's main purpose died with that. I feel that it is too strange to have it be something that leaves you awake, but also numb, but also able to speak and hear just fine. That's almost what dextrotoxin does and that's considered a toxin. I think the suggestion of making it filter through a person's body faster makes much more sense. Especially if we also make it less available. I do agree that it is an extremely frustrating thing to do to a person.
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Remove changelings experiencing pain/paralysis/stuns in general
Doxxmedearly replied to kyres1's topic in Archive
You may get your wish. I've decided to rework ling as my dev trial project. A project thread will go up once I have the first PR up. Pray reworking this mess doesn't kill me and ling might just become a fun gamemode instead of a meme. I've definitely taken the suggestions of this thread into consideration for my plans. -
My only issue was raised on discord, but bears repeating. Currently the drafted voters does not check the restricted jobs for the gamemode, meaning we once again have head of staff antags. (This is bug will fix) Otherwise, I'm hesitant but optimistic about this. More variation in roundtype is great. More people being antags is good. I'm worried about gimmick quality but honestly for the most part it can't go much lower than it already is.
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A General Chemistry Guide (11/01/2021 Update)
Doxxmedearly replied to VisVirific's topic in Guides & Tutorials
Agreed. Always be prepared to have to make more than the initial stock for that reason. And that's why it's also fine to take your time and space things out. It's not a race. -
A General Chemistry Guide (11/01/2021 Update)
Doxxmedearly replied to VisVirific's topic in Guides & Tutorials
Vrow you are an incredible chemist who spoils medical with more meds than they will ever, ever need. Calling this bare minimum is intimidating for new players and I'd like to tell them that not living up to this is totally fine. Medical has a reputation for being extremely irritated if they're not fully and overstocked and this is an excessive standard for people to live up to. The process is cool and good, but the amounts are... so much. I used to be a chemist main and whenever I try to come back to it now, I get berated IC for not living up to these standards and LOOC get asked if I'm new. It's very discouraging, though more to do with medical's general attitude than this guide. This is not a bad guide. At all. This is a great guide and a sorely needed update from our old ones. But what you call the bare minimum is a bit much for newer players. Your mileage may vary but here is what I would like to add: Peridaxon ODs at 10u. The fridge does not have to be stocked with three full bottles no matter what the nurses tell you. A tip would be to make half-bottles if you wanted to allow everyone to carry some on them, and make more as the round demands. KeloDerm should not be functioning as it used to pre-brainmed, as things were shifted around in code to make it so you can't metabolize both of them simultaneously. If it is doing that still, it is a bug. Three bottles of Alkysine is a safety net for a safety net. I've rarely seen more than one bottle used. Though it's pretty easy to make so I guess why not. Inaprovaline is cool to have but don't worry if you don't make it. Don't feel pressured to make enough specialty meds/peridaxon for every doctor/nurse/surgeon on shift. They have legs and can walk to the fridge for non-basics. The most important point OP made should not be overlooked: Find your process, your rhythm, and what works for you, and you'll have a great time playing it. If you are a medical player reading this, stop being rude to chemists who can't or won't follow this standard. Everyone is different. As a newer chemist gets more confident or wants to overachieve, this is a great endgoal to shoot for and the OP is basically the chemist wizard at the time of this guide. But do not feel pressured to start out at this level. -
Instate the Complete Destruction of Virology, 2020: Collector's Edition
Doxxmedearly replied to GreenBoi's topic in Archive
I know that was the intention but the practice is that nobody really touches the viro lab (From my observations) and medical is extremely touchy about not being well-supplied (no surprise you got yelled at, even if you were in the right, but that's a discussion for another topic) so in practice they're really just chemists. I would oppose the removal of the biochem title and would rather see them as chemists who are expected to do, well, biochemistry research. I think the call to remove the title is not inevitable or even likely, but I understand the concern and I may be wrong. -
Instate the Complete Destruction of Virology, 2020: Collector's Edition
Doxxmedearly replied to GreenBoi's topic in Archive
Why would they lose their slot? Pretty much any biochemist that's been played since the job merge has been played as a full chemist. If we want to keep the distinction between pharmacist and biochemist, though, I have a rough idea. We could turn the upstairs area into a biochem lab similar to RnD's chemical lab, where biochems could then RP as a sort of half research role for medical sciences (Which is pretty much what virology was, but with a narrow focus and shitty mechanics). They could conduct medical chemistry specific research, as I know some like to do, (myself included), while still fulfilling medical's needs for medicine. It would be mostly RP for the time being but something better could be built from that foundation, instead of trying to duct-tape the broken-ass and ancient viro system. -
Instate the Complete Destruction of Virology, 2020: Collector's Edition
Doxxmedearly replied to GreenBoi's topic in Archive
One hundred percent agreed. Just kill it. -
PR here. Will be merged or test merged likely some time this week. This will mostly serve as a feedback thread after merge/test-merge. Bugs should still be reported via Git. Long gone will be the days of pun-pun attacking you, randomly falling over, being blasted with fake HUD updates, and seeing random space tiles. 2012 MRP code is gone, and no more shall the people scream of monkeys. The aim of the rework is to make hallucinations less of RP interruptions and more of a facilitator of RP. Don't code-dive the PR if you want to avoid spoilers because the new effects can be very subtle. Examples include: Imagining people talking to or about you, receiving fake PDA messages, new sounds, new mirages (seeing things), colors shifting around you, hallucinated pain, and like a dozen more things. The variety should keep things interesting for a long time, especially since a lot of them are dependent on the people around you. Hopefully hallucinations will be less of a meme through this. Any suggestions for tweaks should go here once it's live, as a project this large will need community feedback to fine-tune to be engaging without being intrusive.
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Borg in question here. If you believe I'm misinterpreting my laws and don't know if I'm antag or not, you should ahelp. LOOCing "You have a fucked up law don't you" isn't how to check. The meta of telling the CE that I must have an unstated law was also pretty low (Though in the end I doubt this would have changed the result, it's still bad form to assume someone just has a hidden law after they've stated theirs). The ahelp happened within minutes of the LOOC messages so I don't blame sonic for not buying the "I forget messages" excuse. In my ahelp I said I thought you were new and that having staff give you a reminder that the LOOC/meta isn't allowed here would be good, but apparently your history is what had him bump that up to a ban. There's my side. Will only post further if staff requests clarification.
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Ckey/BYOND Username: Doxxmedearly Discord Name: Eels! The Musical#9351 Position Being Applied For: Coder Past Experiences/Knowledge: Dreammaker is my first foray into coding, started in 10/2019. Examples of Past Work: Aurora PRs Notably: Hallucinations overhaul (Still in the works, final testing soon) Tea/drinks update Simple animals update (They don’t hunt for food or eat like black holes + you can brush them) Space A/C QoL changes About a dozen bugfixes and about the same amount of other small additions (Wallets holding rings, crayon updates, curtain/flap construction, etc.) Additional Comments: There’s a few things working against me here: I’m obviously very new to DM and coding in general, and there’s many gaps in my knowledge. Git is still a terrifying entity to me, even if I’ve mostly got a handle on it. I’ve never worked on a dev team or coded group projects, so that will be an adjustment. Some terminology thrown around baffles me and I'm always asking Geeves and Matt for help. However, I feel that I’ve been able to learn quickly, taking on larger projects such as the hallucinations redo in a relatively short time. I feel like that PR in specific highlights that I’m not afraid to ask for help from those more experienced to guide me in the right direction and am receptive to them pointing out my mistakes. I don't depend on others to fix my bugs. I try to help other contributors where I can with easier projects, through advice or code reviews. I’m pretty active both in the community and on git. So while I’m still getting used to things like coding stylistic standards, avoiding spaghetti, and am unfamiliar with many parts of DM, I feel that being part of the dev team would both allow me to improve my own skills and further my ability to do fixes and add features for Aurora.
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Those holopad sprites are incredible. In love with everything else about this, too. Can't wait.
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Yeah I'm into them. Very nice.
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Another idea pitched was to give these heads of staff mindshield implants like captain and HoS have. This would make them immune to cult conversion, being revolutionaries, borers, mind control spells, some vampire powers, and psionic influence. I personally don't like the idea because I think that having some heads of staff be vulnerable to influence and high-risk high-reward targets is important for antags, especially revs. However I'm curious to hear the community's thoughts.
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I love the concept, though I agree that as-is, there's not enough substance to carry a round by itself. It would have to be combined with other gamemodes, or just as perhaps a very small random chance to happen on any non-extended mode (Like a 5% chance someone starts as a caretaker in addition to whatever antags are in the round). It could give very good variety to almost any other antag round, and I think that's where this would shine. It would be neat to give the caretaker some more agency in how it develops, besides just making sure it has the requirements to hatch.
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While I'm not opposed to it being a loadout item, it feels much simpler to add packets of each to some of the bar tables instead, which is a publicly accessible area.
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PR Here Please read this thread before posting, on pain of looking like a fool who only reads headlines. In short, restricts heads of staff from starting as some on-station antags (Traitor, vampire, cultist, and changeling). In my experience, heads of staff rarely use their power well as these antag types, choosing to use their advantages in gear, IC skillset, and department access to powergame instead of doing things that involve entire departments. It's tiring. But I am only one person so I cannot view every round, so I am asking for community feedback. This does not prevent conversion: Heads can still be converted to cult, thralled, and vamped. Q: Does this affect Representatives/Consulars or QMs? A: No, they are not heads Q: Does this give them loyalty implants/mindshields? A: No. This also changes nothing about them (So you still cannot cult convert a captain with their implant, for example). Q: Can you be autotraitor'd later in the round? A: No. Command will not be able to be traitors in the current state of the PR. Q: If people are powergaming, can't you just ahelp them? A: Yes and you always should. However, limiting powergaming through mechanics is something that happens all the time. A major thought behind this PR is that command antags have shown time and time again that they use their advantages to establish dominance in a round rather than facilitating fun and engaging RP for players. Q: Why did you leave X antagonist in? A: For rev and loyalist, command is in an extremely good position to push the round's narrative, and an instance where their position is most often used for the good of the round. Borer is a relatively new mode and kind of in a weird state with the slug being a non-crew and the host being crew. Overall a lot of the actions taken will be by the borer itself, so I'm not touching it for now. Renegade is like a half-antag thing and, like borer, newish. Not looking to touch it for now. Looking for feedback on this idea, suggestions, and what peoples' experiences overall have been with Head of Staff antags. If anything, I'd like for this thread to create constructive conversation about the topic. Civility on all sides, please. This is far from a sure thing to be added and things about it can always be changed. Possible negatives: -Slightly worsens the current issue of not having enough antags for roundstart, which is my main hesitation. -Affects the few and far between that use their command position to do creative gimmicks. However I ultimately feel like this will make for better rounds.
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[Accepted] Shenaanigans' Command Application
Doxxmedearly replied to Shenaanigans's topic in Whitelist Applications Archives
Very cool. I feel that these answers display a willingness to be lenient with allowing antagonists to flex their creative muscles without giving them any and all freedoms. That's very important as a command member, second to communication, which again, you show you're really aware of. I particularly like your answer to 6, as you show the difference in characters while understanding when it's time to flex and when it's time to give in (And understanding that bound vaurca are probably the dumbest hostage you can take). And communicating with the HoS and allowing them control of their team instead of stepping in for number 5 is what I was hoping you'd say; the importance of command-to-command communication is something often overlooked. For the second question, don't be afraid to ahelp in those ridiculous instances; I like your reaction ICly while having OOC knowledge to know something's weird. I'm glad you're willing to stand up to people demanding that you, as a CMO, are not a super-person who has working knowledge of all aspects of medical, which is something I feel like we need to see more examples of. Situations will be stressful and not as clear-cut as the scenarios, but I think you can handle the craziness well after you acclimate to command. I also think you're knowledgeable about the departments you plan to play and are willing to instruct others who may be new to the game or the job. Easy +1. Good luck! -
[Accepted] Shenaanigans' Command Application
Doxxmedearly replied to Shenaanigans's topic in Whitelist Applications Archives
Bias disclaimer, etc. Yeah, I think Shen's stepped up pretty quick in her time here. From flailing at hydroponics mechanics to lore deputy in five months. I can attest to her passion for making the round fun for everyone involved, and I think giving her a command whitelist would help her facilitate better rounds. If I had a critique or worry, it would be that sometimes you tend to glaze over and miss things in the chat, but that doesn't happen often enough for me to worry. A trial would be a great test. Normally it's something of a meme to have an established character promoted to Head, but you've established as far back as your Taj whitelist app that this was the end goal for Valeriya and have foreshadowed it in-game. Nicely done. Shamelessly copying Schwann here and would like to hear your response on scenarios. 1. Four people dock at the yellow dock, claiming to be from X faction and that their ship ran out of fuel. They're asking to board for R&R and to barter for fuel. They refuse to relinquish their weapons for 'their personal safety, you know how it is' but are otherwise communicative and receptive. You're the only command member, as HoP. Security is, as usual, frothing at the bit and treating them like they're enemies. How do you handle this? 2. You're CMO. Someone comes in asking for their prescription of 10u oxycodone and 15u hyperzine. Somehow they had the foresight to add this to their medical records, which are filled out completely. What do you do? You have a chemist who is somewhat new, but can do their job. 3. You are the CMO. There's a CC announcement that there are rogue shells among the crew, and that mandatory surgeries must be performed. Naturally, some crew are rebelling against this idea, though nonviolently for now. Some of your staff expresses concerns about this ethics violation. You have full command staff except a captain, and command channel is blowing up in a heated discussion about it. How do you proceed, and how do you address your fellow command as well as your team? How would you proceed if you were a loyalist in this situation? If you were a rev? 4. You're good at making reasonable characters, so I assume Aisha Viswan has limitations in her training. You're in a skeleton-crew medbay with only a nurse and paramedic. Some injuries occur and they require treatment that is out of the scope of Aisha and your staff (Such as advanced medications, psychiatric help, etc.). You're getting shit IC for not being qualified to be CMO because you can't do X Y Z by some friends of the injured, even threats of IRs, and LOOC is urging you to do it/telling you how to do things OOCly. Assume you have a HoS and CE as fellow command. It's clear the injured person(s) will not be fully recovered with what you CAN do, but they can be made stable. How do you handle this? 5. Some raiders are chilling with your supply staff, and have been friendly with them the whole time. You get called by your QM on the radio saying that security is trying to force their way in to arrest the raiders for trespassing and stealing from other departments (Which you have not been informed of). Security officers are demanding you let them in. There is a HoS who just got back from a short AFK. It's code blue. How do you proceed? 6. You're up for a hostage negotiation at 1:30 in the round, as the only command, at the yellow dock. Security outnumbers them and wants to rush in and gun them down, citing that medical will help the injured crew because OOCly they know it's possible to survive a few gunshots. ISD will definitely win this engagement. The demands are for 50k and they'll leave. The hostage is a human bartender and an unathi engineer. Throughout the round the mercs have injured a few crew and set off two bombs. How do you proceed? How would you proceed if the hostage was a single bound vaurca worker? -
Lower the volume of the Supermatter Crystal's humming
Doxxmedearly replied to furrycactus's topic in Archive
I think wezzy's right. That PR pretty much guarantees it's going to be max volume. Before: soundloop.volume = min(40, (round(power/100)/50)+1) After soundloop.volume = min(100, (round(power/7)+1)) Say the power var is, like, IDK. 10k. Before, volume is the lower of 40 or 3. So basically, you'll never hear it. After, volume is the lower of 100 or 1430. So it's basically always going to be 100 volume if power is 700 or more. Note that this isn't necessarily PRODUCED power, I have no idea what goes into this var, but if running into it like a greytide gives it +200 I'm sure 20+ emitter shots bring it up past 700. This also explains why it ramps up the sound to max quickly and stays there. Adjusting the min to be like 40 like before would cap it at below half volume which is, way more reasonable. The calculation will probably have to be fine-tuned as well because before was too low and after is, clearly, too high. i have no idea if i'm correct i'm just a lowly contributor -
www.wetskrell.nt/neworiginalschwann
Doxxmedearly replied to NewOriginalSchwann's topic in Whitelist Applications Archives
Very good characters, really leans into the suit role, so I doubt there will be any difficulty portraying the character presented in-game. Overall, feedback would echo most of the thread. Considering they're a younger skrell who has developed a great life in Eridani, I have no trouble believing that their distance from their government- and living under a different one- would lead to them beginning to stray from home. You demonstrate an excellent understanding of skrell lore, esteemed colleague. +1 for the concept and you as a player. My question is what is his view on synthetics and augmentations? That is, after all, an extremely prominent part of Eridani. How do they handle that conflict between skrell anti-synth views and Eridani's embracing of all things synthetic? -
As far as talent, experience, personality, and effort goes, you're probably the only person I feel who is suited for the position. However you do tend to disappear from time to time, though you've been sticking around lately. Hopefully that's a good sign. I still have reservations on how long you'll stick to it and stick around in general. I would HOPE it's some time and I want to believe that you've improved your time management, because I really do enjoy you and your work tremendously, but I'm not entirely sure.
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Since they were added about two and a half years ago It's probably possible to just repurpose the code, yeah. Pretty good idea since yes, most healthcare professionals have watches.