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Everything posted by LordFowl
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[mention]Chada1[/mention][mention]Senpai Jackboot[/mention] This is essentially done, simply need feedback, open to additions of other systems/locations of interest, and then contract the UI.
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I have begun porting /tg/ brain damage over exams week, since I am currently unable to test any of my PRs, only to code. I've had to de-tgify brain damage a lot so there are some holes that could be filled with traits. The system works simply; Brainloss is now exclusive to human mobs, and only human mobs with a brain, obviously. Brainloss also now has a much higher lethality threshold. After passing certain thresholds however the user will become subject to certain specific retardations, permanent traits (until cured, that is), such as unreasonable phobias, spasms, or delusions. I invite the community to suggest additional possible traits here. Please be sure to look through the already extant traits to ensure no duplication. Good luck. PR here; https://github.com/Aurorastation/Aurora.3/pull/3979
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Somewhat addressed in https://github.com/Aurorastation/Aurora.3/pull/3979 in that brain damage actually now has a tangible effect on gameplay, however there are still no clear indicators on how much brain damage you have.
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[mention]ForgottenTraveller[/mention] Confirmation that CCIA have officially declared the Payroll Revocation ability no longer under the purview of command staff?
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The voice filter was purposefully removed because it broke immersion. if (getBrainLoss() >= 60 && stat != 2) if (prob(3)) switch(pick(1,2,3)) if(1) say(pick("IM A PONY NEEEEEEIIIIIIIIIGH", "without oxigen blob don't evoluate?", "CAPTAINS A COMDOM", "[pick("", "that meatball traitor")] [pick("joerge", "george", "gorge", "gdoruge")] [pick("mellens", "melons", "mwrlins")] is grifing me HAL;P!!!", "can u give me [pick("telikesis","halk","eppilapse")]?", "THe saiyans screwed", "Bi is THE BEST OF BOTH WORLDS>", "I WANNA PET TEH monkeyS", "stop grifing me!!!!", "SOTP IT#")) if(2) say(pick("FUS RO DAH","fucking 4rries!", "stat me", ">my face", "roll it easy!", "waaaaaagh!!!", "red wonz go fasta", "FOR TEH EMPRAH", "lol2cat", "dem dwarfs man, dem dwarfs", "SPESS MAHREENS", "hwee did eet fhor khayosss", "lifelike texture ;_;", "luv can bloooom", "PACKETS!!!")) if(3) emote("drool") is significantly more anti-immersive than headbutting airlocks.
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I currently have no plans of modifying existing guns, although theoretically the system could be designed to replace energy weapons entirely (semi) easily. It's just not something I'm interested in completely refactoring now - in short, just printing currently.
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The CSI and Detective office are not astronomically significant enough to be represented on this map, but I appreciate the feedback.
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Epsilon Ursae Minoris added. Epsilon Eridani moved closer to Sol.
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Some of you may remember this project from over a year ago - https://forums.aurorastation.org/viewtopic.php?f=72&t=6721&start=10 I have resumed working on this project and thanks in large part to the work of printer16 have made some significant headway. Sprites are still unavailable and I leave this post open so that people may post their critiques and suggestions, particularly for module ideas. I will note that some things have changed - improvised weapons have been taken off the table entirely due to the experiments with the improvised .45 and shotguns, and stocks being of random quality has also been dropped.
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Implemented here; https://github.com/Aurorastation/Aurora.3/pull/3942/
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Included a more comprehensive Legend. Sloppy copy has slots left open for loredevs interested in fluffing the universe with systems, planets, stations, territories, battle sites, and other locations of interest.
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Tau Ceti is only 12 light years away from Sol.
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If [mention]Bygonehero[/mention] wants Sedantis added to the map I will comply, but it was always my understanding that the location of Sedantis was both unknown to cartographers and too distant for this scale anyways. [mention]Loow[/mention] I've adjusted Skrell space to be more symmetrical. Their thin-ness is a component of them having spawned on a thing part of the galactic arm, and their smallness is only small in comparison to Sol, who ballooned extraordinarily and then collapsed. I've moved Uueoa-Esa into Frontier territory to make their interactions make more sense. The Frontier Alliance's description is a loose coalition of colonies that try to stand united against Sol aggression, so I thought it'd make sense that their territory would be the most porous, and trend towards frontier worlds closer to Sol Alliance space. I've also switched into a higher resolution image of the Orion Spur, instead of just zooming in on the old galactic map.
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Jackboot has asked me to create a general thread to host discussion concerning a potential new Aurora starmap, to replace the old one. I personally believe the old one is objectively flawed, an opinion I hold because I designed it one summer afternoon on a spur of the moment whim, without really consulting any loredevs or doing any research. Returning to the server, I decided to return to my old hobby of inane bullshit and draw a new map. However, Jackboot would like some onions before he himself considers making such a massive retcon. Current Map: New Map (Faux nanoUI is still undone, hence all the empty UI space): So give your opinions. Which map is better? Which map is shit? Is any of this even important?
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Ckey/BYOND Username: Lord Fowl Position Being Applied For (coder, mapper, spriter): Coder/Mapper Past Experiences/Knowledge: Some slight dabbling in DM code, rudimentary first-year collegiate education in programming, experience in innumerable map editors over the years including the native BYOND map editor. Examples of Past Work: Code related: A few of the Vaurca changes I made are currently live on the server. I once coded a neat little puzzle box. Mostly coding immersive items and such, not a great deal of experience or success with more complicated and arcane systems coding. I guess the best archive of past work would be the github; https://github.com/Aurorastation/Aurora.3/pulls?utf8=%E2%9C%93&q=is%3Apr+is%3Amerged+author%3ALordFowl+ Map related: I guess images would work best for this. Warning; some of these are pretty old. Also I helped a little bit with the current map live on the server. Preferred Mode of Communication (Skype, Steam, etc.): Discord. Additional Comments: When I first left in June-July I tried to make it as undramatic and professional as possible (Big shocker for this community, I know), because I had the feeling that I would be back. My hiatus was partially to retrospect on my accomplishments with the new map in the capacity I served, as the unofficially official project lead, to try and evaluate the various failures and successes of the megaproject. I also conveniently had to to leave for college and prepare for the semester long indoc phase of the military school I selected. Of all the evaluations I made, these three are the most important I think; 1: It is important to involve the community in substantial community-affecting projects, to keep them updated, but it is equally important to not involve them too much and to carefully meter your interactions in an official capacity. 2: It is essential to know that as much as you might want order and bureaucracy, a purely volunteer-based system like ss13 will always trend towards entropy. Trying to design a tightly layered bureaucratic system will at best only result in policy suggestions and never policy rules come a few weeks later. Better to work at what you can do then futilely struggle for what can't effectively be done. 3: It is absolutely critical to never get involved in a land war with Asia. I have a few large-scale mapping projects in mind as well as some small scale ones in line with my idea that this server would benefit from a constant mapping team that consistently produced new content as well as moderated old content. In regards to applying for coding, I've realized that it is pretty much impossible to accomplish exactly what you want on this server without wearing as many hats as possible. I'd apply for spriter also except then I'd disappear into the gulag or wherever those people go a week after their application gets accepted. All that said I have no desire to presume my old unofficial-official map team leader position, largely because I don't think it was a great system and only necessary because the map team was collapsing at the time of my coup d'etat. Also apparently this is my first actual developer application, despite me previously being a map-dev, a code-dev, and a lore-dev!
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It would be relatively easy to implement this as mobs already store combat logs for the purpose of administrative action.
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Branded guns had their brand moved to the description when the change to make gun names more vague was implemented.
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That is the gist of the current design of the Odin, yes. It is largely just for administrative purposes.
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I don't see how replacing the desks with a blank empty wall improves anything. The alcove is there only to provide a little immersion, make it seem like the station could be occupied. If CCIA or admin want to fuck around with inboard processing, it has the facilities to allow that also. Adding a job for it seems a little wasteful as there is nothing to do and it will probably just lead into randos fucking with people's ability to actually join the round. Removing it just because it's empty seems pointless.
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You will find that many atmospheric technicians in emergencies take it upon themselves to do engineering work, and vice versa. The warden can do a security officer's job and vice versa, for just two examples. That a job slot can do another job slot's job does not mean that those two jobs are the same. The detective's work is very different from the CSI's work, even though they can both do it if it absolutely needs to be done.
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If medbay is outright refusing to co-operate, they are wrong. If a body is connected to a crime, and security has a warrant to investigate that crime, or that body is obviously connected to a murder, medical technicians that refuse to co-operate are obstructing the investigation and should be dealt with appropriately, without pussy-footing.
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Clearly they are distinct roles if in the old Exodus you would separate yourselves based on investigations or forensics, which is somewhat contrary to your original point. My intention in originally splitting the two roles was to return to the system we had before the Baymerge, where they were separated and everything worked out fine. It is my belief that having them separated is for the best. According to my understanding, detectives should not be doing the CSI's job and vice versa, although in emergencies they can. That they can do each other's jobs in dire situations does not justify re-merging them - you will find the same is true for many jobs. Instead of suggesting they be re-merged, why not suggest ways of further distinguishing the two as jobs? This qualifications oversight seems like a good place to start.
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This seems like a bandaid solution. The problem is "space wind", not magboots, and implementing magboots does not solve "space wind", it just solves a symptom of it. Magboots also completely eliminate the only current danger in mining, e.g. the environmental danger, and so shouldn't just be given out at round-start unless we implement additional environmental dangers.
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Regardless of what happens, the holodeck is staying. The location was far too cramped for both the chapel and the chaplain's office, and facts are facts; more people use the holodeck than the chapel - so if ultimately people do not like the idea of the chapel being a holodeck program, new space would simply need to be found for the chapel. I've highlighted a few areas, before thinking of the holochapel instead.
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The issue with holodecks being reset by passerbies while people are using them is an issue that goes beyond the chapel - I suggested offhandedly that perhaps there should be a system to reserve the holodeck for x amount of minutes, locking control to you and the appropriate authorities. With such a reservation system the chaplain can lock the holodeck to his authority for an appropriate time period in which to conduct a mass in, and then relinquish control when his mass is concluded. More permanent or private affairs can br conducted in his office. Either way a private holodeck for the chaplain is a small solution for a somewhat larger problem. Power shutting down is always an annoyance, no matter who you are. Any physical work the chaplain performs remains, all that goes away is what was originally spawned. Blessed tiles can easily be added to the chapel holoroom, it was something of an oversight on my part to forget the minor mechanic. As Skull has pointed out, a holochapel offers great benefits such as versatility that is right now unexploited but easily tapped into after communication with the lore team, as well as affording the chapel centrality without sacrificing a large portion of real estate for a sporadically used room.