
jackfractal
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Everything posted by jackfractal
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We have a bunch of extraneous modules that nobody uses for cyborgs. While the service and standard modules need their own thread, I'd like to talk about the ones that need to be combined. Nobody plays Construction, as they trade most of the useful tools that Engineering cyborgs get for the questionably useful ability to have a very small amount of plasteel. The Trauma and Surgical cyborgs are very similar in intent, but both are fairly useless right now. My suggestion would be to ditch the Construction module and replace the engineering cyborgs storage modules (their stacks of glass, metal, and cable) with a 'sorted material storage' which would let them also store and use (though not regenerate) other sheets like gold, silver, and plasteel. These 'non standard' materials would take up twice as much space as metal, glass, or cable. I'd also suggest merging the trauma and surgery cyborgs into one module. If you're playing a medical cyborg, you should be able to actually help people who are injured. My understanding of the goals for cyborg module design is that the cyborg trades versatility for efficiency as compared to regular crewmen. As is, even having one of each type of medical cyborg, you're still unable to diagnose or treat most injuries.
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Can we give the drone magnetic gripper to Engineering cyborgs? It's very frustrating not being able to help with broken doors and APC's.
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Mikalhvi's IPC Whitelist Application
jackfractal replied to Mikalhvi's topic in Whitelist Applications Archives
'Aight! This is all good! Looking forward to see your octopus in game! -
Hrm, in my list of directives, you're still able to disobey a superior if their actions appear to be violating one of the higher directives. The directives in the list are strictly hierarchical. If your superior orders to do something that would irrevocably blacken Nanotransen's good name, you can ignore them, and should probably report them to their superior as quickly as possible. The thing I like about making loyalty implants provide a clear checklist for behavior is that it would eliminate some of the ambiguity of how people who are wearing them should act. In addition, it should also make it very clear that these devices are mind control and that applying them to the unwilling is a significant violation of their individual autonomy as a sentient being.
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Mikalhvi's IPC Whitelist Application
jackfractal replied to Mikalhvi's topic in Whitelist Applications Archives
This sounds cool! This is the first uplift character idea I've seen. Unless someone raises an objection, I'll approve this later tonight. -
Thanks for the update Scopes.
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I know that with Skull leaving things are a bit confused, but I've had pull requests up on github (one for a very minor change to holocarp, the other just containing bugfixes) for over a month now with no response from anyone on this server. There are five pull requests up right now and none of them have an acknowledgement from anyone on the server staff. Anyone know what's up with that? Are we in some kind of code freeze?
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Hokidokie! This is approved!
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Better option from a code perspective would be to make DNA-Modification a proper reagent. Right now the code is in the injectors. There's no 'fluid' involved when you stick people. That way you could make blindness grenades, superpower milkshakes and 'me' sandwiches that turn people who eat them into genetic duplicates. It'd be horrifically powerful, but then again, so are mechs, bombs and polyacid...
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Heya! I've only played with Graphite a few times, but they were well done and I've heard nothing but good things. Assuming nobody brings up any issues in the next 24 hours, I'll approve this.
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If you want I can embed those in the game. Basic implementation idea: loyalty implants give a 'check directives' verb that shows the directives when activated loyalty implanted crew get shown the directives at round-start when a loyalty implanted is added, it displays the directives when a loyalty implant is removed, it tells you that you're free from the directives now What do you think?
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Hive applies for IPC butts.
jackfractal replied to hivefleetchicken's topic in Whitelist Applications Archives
Heya! This looks like a fun and interesting character and you've filled out the other information correctly. Accepted! Enjoy your weird overacting robot! -
This character looks cool, you've read the lore and filled out the application properly. APPROVED! Have fun with your spooky robot!
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Hey Baka! Your application looks good, and Daisy sounds like she'll be a lot of fun. APPROVED! Have fun!
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Eternias IPC Whitelist App
jackfractal replied to Eternia's topic in Whitelist Applications Archives
Hi Eternias! Very interesting character idea! Everything else is in order as well. APPROVED. Have fun! -
IHasYourNoms' IPC Application
jackfractal replied to IHasYourNoms's topic in Whitelist Applications Archives
Hi IHasYourNoms! Looks like everything is in order. Hopefully you'll have your whitelist by the time you get back. APPROVED! Have fun! -
I like the one-shot idea. That might be worth testing?
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It would take some work buuuut... most of that work has already been done on Paradise and VG, so I should just be able to nick their code.
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If you're going to make these mechanics, as in add them too people's brains when they have a loyalty implant, I'd reformat them into directives, like the existing AI laws. Something like this: The following directives exist in order of priority. Higher priority directives override lower order directives when a conflict occurs. Protect and ensure the profitability of Nanotrasen. Protect and ensure the confidentiality of Nanotrasen's corporate secrets. Protect the public face and good name of Nanotrasen. Protect the physical assets owned by Nanotrasen. Follow the corporate chain of command. Follow corporate regulations. Tell the truth. All of the directives you wrote shake out of this chain of directives, and it's an easier decision tree to follow.
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If the chainsaw were implemented like the one on Goon or Paradise, it is really tough to play against. The concept on both servers is to have an overwhelmingly powerful melee weapon that completely negates stealth. You buy your chainsaw, and then your ability to be subtle is gone. Time to kill or die. That's balanced in terms of the round as a whole (sec will swarm a chainsaw wielder as soon as they're reported), but it's reeeally imbalanced for the person who is being attacked by the chainsaw right now, as they are hilariously deadly. Still... chainsaw duels are hilarious, though brief, so I admit that I'm torn on this one.
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Ok, mostly upgrades for Atmospherics, the Kitchen, and Medbay. The Rapid Part Exchanger is a device on other servers that you can build in R&D. It's a large item (does not fit in a backpack) and it holds stock parts (matter bins, lasers, capacitors, etc.). It interacts with machines that have stock_parts in them. We already have a few of these. The ones most people know are the autolathe, the protolathe, the circuit printer, and the mech fabricator, but we have a few others that people don't really know about. What does upgrading to better parts do? Better matter bins means more storage space. Better manipulators means faster construction. That kind of thing. They, generally speaking, make the device better, faster, and more useful. The RPE lets you rapidly swap parts out for better parts without having to laboriously deconstruct and reconstruct the machine you're trying to upgrade. It's very handy. If I were to port this thing, I'd port the stock_parts to other devices around the station as well. Most of the ones I've been able to track down on other code-bases are stock_part upgrades for these machines: autolathe protolathe circuit printer mech fabricator gas heater gas cooler space heater cyborg recharger mech recharger biogenerator hydroponics tray sleeper cryo cell cloner DNA manipulator teleporter telepad packman generator research server microwave grill candy maker chem dispenser SMES I really liked this thing on other servers where it exists. It gives science a reason to go into other departments and talk to people. The upgrades are pretty useful, while not being overwhelming, and they increase demands on mining (as the highest tier stock parts require silver, gold, and uranium). If I do this, I'm going to make it possible to construct and deconstruct all the things on this list as well. Thoughts? If you're interested in knowing what the upgrades will be for specific items, I can tell you but I didn't want to write an enormous first post. That would be almost as much work as porting the stuff in the first place.
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Can anyone define for me what 'high rp' actually is? The difference between, low-rp and not-low rp is the idea of separation between character and player. If a player knows something but the character doesn't, the player is supposed to act as though they don't know that thing. I as the player, might know that the person I'm talking too is a changeling, but I'm not supposed to react to things my character hasn't personally been informed of during that round. Likewise, I'm not supposed to take actions my character couldn't reasonably know how to take. My janitor should not do brain surgery, even if I, the player, know how to do brain surgery. But, what's the difference between 'medium-rp' and 'high-rp'? I've never gotten a good answer about where that boundary lies. I find the idea that part of the definition of high-rp is realistic weaponry to be a little weird. Nothing about SS13 is remotely realistic. Complicated, yes, more complicated then most video games, but not realistic.
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This has always bugged me, so I made a pull request for this. Here's a gif of TRIXIE running away from some of them. I've also modified them so that they emit sparks and then disappear when killed, rather then leaving inexplicably solid corpses all over the place.
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This is pretty silly, but it might be fun to have a low chance (1%?) to have an owl spawn somewhere in maintenance. I mean, it's ridiculous, but there are mice in there...
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Jack Fractal - LoreDev App
jackfractal replied to jackfractal's topic in Developer Applications Archives
Thank you both, that's very nice of you to say.