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PoZe

Developers
  • Content Count

    364
  • Joined

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About PoZe

  • Rank
    Head of Personnel
  • Birthday 16/01/1997

Personal Information

  • Interests
    Sailing(Yeah I have my own yacht 'laser standard'). Computers.
  • Occupation
    Software Developer at Palouse Robosub
  • Website
  • Location
    USA, Seattle

Recent Profile Visitors

88 profile views
  1. PoZe

    Recent Tesla Nerfs

    Tesla miniballs no longer shoot beams, instead they shoot main ball which shoot coils, accounting for energy produced by all miniballs. Tesla now moves smoothly tile-by-tile. No more _jumps_ * Each miniball produces 156250W
  2. PoZe

    Recent Tesla Nerfs

    Ignore 4.32 million W, that will be reduced
  3. PoZe

    Recent Tesla Nerfs

    I am looking into problem of Tesla dying because it stays outside of PA range, currently I have decided to reduce standard field size to 7x7, leaving Tesla less corners. Remember that Tesla is of size 3x3 but it can overlay with field without leaving it. Another changes I have decided to make are: Tesla miniballs no longer shoot beams, instead they shoot main ball which shoot coils, accounting for energy produced by all miniballs. I am gonna make each miniball give 100k-120K power. Reason for this change is to reduce lag, miniballs shocking random objects/people and posibility of them breaking server timer which will break almost most of things for a long time. Tesla now moves smoothly tile-by-tile. No more jumps
  4. PoZe

    RIGs re-haul and re-balance

    yeah, but that is not atomic at all. I will make another PR that will go through right after, possibly 3 days after this.
  5. PoZe

    RIGs re-haul and re-balance

    Like I said, RND in future will be able to make RIGs. In future PR, by RND I mean department as whole. But yes, I plan robotics to make them, and the process will be similar to building mechs
  6. PoZe

    RIGs re-haul and re-balance

    It says in the updated description that RIG will be available in cargo and that in the future RND will also be able to make them.
  7. PoZe

    RIGs re-haul and re-balance

    I have updated name and description, please check again.
  8. PoZe

    RIGs re-haul and re-balance

    As the title said, each rig module will have a category. Each RIG will be able to have specific categories installed. All antag/admin rigs will have full access. Idea of @Arrow768. PR link https://github.com/Aurorastation/Aurora.3/pull/6032 Full list of stuff: RIGS re-balance: ERT rig armour change: commander: melee = 60, bullet = 50, laser = 30, energy = 15, bomb = 30, bio = 100, rad = 100 security: melee = 65, bullet = 55, laser = 40, energy = 15, bomb = 30, bio = 100, rad = 80 medical: melee = 55, bullet = 45, laser = 30, energy = 15, bomb = 30, bio = 100, rad = 100 engineering: melee = 55, bullet = 45, laser = 30, energy = 15, bomb = 30, bio = 100, rad = 100 Other Rigs changes: Industrial rig slowdown will be decreased from 3 to 2. Medical rig slowdown will be decreased from 1 to 0 Rigs will be able to be hacked for ID access now or in future Rigs will be able to be ordered by cargo Rig will be able to be made by RND in future PR RIG modules rework: Modules categories are: general: maneuvering jets, IIS module, actuators, sign fabricator, matter decompiler, cleaner grenade launcher, cooling unit, pen, stamp, paper dispenser, hardsuit visors such as mesons, material, individually or combined sometimes. light combat: flash, energy gun, taser, thermal visor, night visor, sechug visor. heavy combat: grenade launcher, mounted laser/cannon, combat actuators, (combat) chemical dispenser. medical: medical visor, medical chem injector, medical health scanner. utility: any kind of drills, mounted plasma cutter, mounted thermal drill, ore scanner, anomaly scanner, RCD. special: metal stars fabricator, datajack, electrowarfare module, power sink, stealth field, teleporter(blink), energy net, self destruct, emp shielding, emergency power generator, emag hand, voice synthesizer, ninja chemical dispenser, all-in-one visor. vaurca: vaurca chemical dispenser, burrowing lasers, neural lattice RIGs supporting categories: ERT rigs are more specialized. ERT security rig can only have "general", "light combat", "heavy combat", "special" modules. ERT medical rig can only have "general", "light combat", "heavy combat", "special", "medical" modules. ERT engineering rig can only have "general", "light combat", "heavy combat", "special", "utility" modules. ERT command rig can accept any modules. Every RIG can support general category Every RIG that supports heavy combat will also support light combat HAPT, ninja, merc, terminator RIGs can accept any modules. Varuca Rigs can only accept "general", "light combat", "heavy combat", "special", "vaurca" modules TCFL rigs can only accept "general", "light combat", "heavy combat", "special", "medical", "utility" modules Other rigs can accept modules as category suggests. Medical - general and medical. CE/EVA/Industrial RIGs - general, utility. AMI - general, utility. hazard hardsuit - general, light combat, and heavy combat. Hacker and stealth RIGs - general, light combat combat, special modules
  9. PoZe

    Recent Tesla Nerfs

    I have discussed with other devs a lot in the chat about how we should go about it, the soft cap of say 20 balls was proposed. But we eventually decided that having grounding rods dictate how many miniballs can be kept safely is better. Because our machinery doesn't explode, so tesla-loose would not be possible otherwise. Also in your picture I notice problem of setup - you are missing grounding rods on the other side. I recommend having grounding rods from each side - EAST, WEST, SOUTH, NORTH of balls. Because in code Tesla only can see 7 tiles(standard mob view) in each direction. My PR increases view range to 14 to be able to count number of rods in setup, but still. About power generation I am currently talking with devs about how to make it consistently generate power. Because current the way our rods/balls implemented miniballs most of the time don't end up shooting coils as they have 1 second shock cooldown. So even if small setup you will be able to use Tesla and main power source with this PR
  10. PoZe

    Timey bulky voidsuits

    I am working on it now
  11. PoZe

    Timey bulky voidsuits

    sounds reasonable.
  12. PoZe

    Recent Tesla Nerfs

    SM will not get any nerf in the scole of this PR or thread. Speaking about dangerous - this just sets a limit to the Tesla, otherwise people would just be able to leave PA on max level and go their ways, making Tesla balls grow indefinitely which I guarantee will eventually lag server and might even cause server-wide freeze/lag. This PR will set a limit to balls that will depend on your setup, 1 grounding rod can handle 4 miniballs. And it will also make sure people don't leave PA on level 2, plus it actually add the only other way for Tesla to escape(which works literally same as singulo because like skull said these are singulo type engines). I do not think it is a nerf as now that miniballs were fixed, the max amount of power generated by Tesla with standard setup can be up to 4 million W, but you would have to monitor it.
  13. PoZe

    Stage 1 Lingfixes

    Moved to complete projects, since it is merged
  14. PoZe

    Knives now eyestab

    PR merged, moving to complete projects.
  15. PoZe

    Nerf the .357 revolver

    Moved to Project as PR is posted
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