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FabianK3

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Everything posted by FabianK3

  1. BUDDY is a menace.
  2. Small update: Persistent trash is waiting for review and persistent dirt is next on my list.
  3. A great idea and already been mentioned to me a lot. But for any kind of persistent resources, there are some issues to be resolved/discussed/test-merged: What happens if the resource runs out? What if it overflows? Should there be a limit on how much can be added or lost per round? Is there a way or does it need a way to "reset" the resource? - All very highly dependent on the use case. When it comes to the implementation: Not that difficult! Be it a single locker/vendor or items laying all around the ship. The "How" and "When" is more difficult when it comes to persistence imho.
  4. Scream if you love the Nralakk federation
  5. A little update! Notice boards have been put in more places and their new functionality should be now more accessible to each department. (Thanks to @MattAtlas, https://github.com/Aurorastation/Aurora.3/pull/21263). Notice boards also received new sprites: Regular notice boards now can handle a lot more papers. Go fill it to the brim and get scolded for it by your local department head. Additionally, we now have a command board type featuring a command-lock and glass pane for public announcements by command. (This one still has not yet been mapped in, I'll come around to that!) (Thanks to @KingOfThePing, https://github.com/Aurorastation/Aurora.3/pull/21211). Last but not least, persistent trash is nearing completion and persistent dirt is still WIP on my end.
  6. IC statement MSG-CRC: 9e126da28250bdb37077145c0c2b4ac13fb233a4 AUTH-ID: Bradley Knight AUTH-STATE: VERIFIED TIMESTAMP: 15704690275 FROM: Bradley Knight, Atmospheric technician (Heph) TO: Visolela Kuvanga, Chief engineer (SCC) TITLE: RE: Status of propulsion and C-Goliath Drive ----- As per your request, we had another look on the status quo of our current means of propulsion. We used up a pretty big charge with the manual bluespace jump tonight, we are currently capable of three further jumps before we lack the moderator composition to execute any other meaningful jump. Propulsion on the other hand looks good: Phoron supplies are good enough to give us a continuous burn for the next weeks. Ilina, Roebuck and myself went through non-scheduluded maintenance after this mess to keep the thrusters operating at a higher efficiency while we set off away from the hostile cruiser. From the speed we have observed of the cruiser, we should be able to keep it at arms length as long as we don't take any larger breaks anywhere. We are faster, but only marginally in this regard. Concerning your question about next jump availability: We prepared a second charge for the drive that we didn't use up yet this night, meaning we can execute another jump in less then an hour of notice. I would suggest we do. If we set course to CES 146 utilizing a jump, we might get lucky enough for the cruiser to lose partial track - Maybe they are incompetent enough to take a wrong turn, giving us more time. When we made some distance, we also have the time to checkout CES 146, CES 142 and Vela in that direction. Let's look if there is a way out of this infested region in the galactic north. Frustrating thought to be running away from pirates, years ago they would've been the ones running. Where is the SAF when you need them. Let me or the team know if you require any other details from Atmos, Bradley Knight OOC plan Bluespace jump to CES 146, investigate system → burn to CES 142, investigate system → burn to Vela, investigate system → Re-evaluate situation, hope for region exit in the galactic north / utilize remaining resources to evade and move. Edit: Grammer
  7. The moment we face some special conditions for "for this area" / "in this instance" persistence shouldn't be applied, we need to find a generic solution. The issue is for example with filing cabinets, how can a player see that "this" specific filing cabinet is not included in persistence and why is it not included? The moment we come up with arbitrary rules for excluding persistence on some things, things might become obfuscated/confusing quickly. (This is a general problem and not directly derived from the filing cabinet idea.)
  8. and his trusted A last visit in engineering before the shift ends... Oh no! (Oh yeah)
  9. I don't even have context to this myself.
  10. Not quite! But I noticed as well. The PRs should be stay as small as possible to prevent scope creep. Somebody just needs to map in more of them but i think the last discourse in mapping was: Let's wait for the notice board refactoring.
  11. Might be small, but when you also add refillable paper trays, wrapping paper and so on, it suddenly becomes whole new task
  12. Persistent trash - Work in progress https://github.com/Aurorastation/Aurora.3/pull/21217 Refactoring of notice boards and implementation of command notice boards - Work in progress - Thanks to @KingOfThePing https://github.com/Aurorastation/Aurora.3/pull/21211
  13. That is already possible AFAIK. Don't know about the money part though.
  14. While I think that persistent money is a very cool thought and certainly features a lot of cool mechanics, I think it's currently a little out of reach. Things that would get focus at the moment: - (lockable) Noticeboards - Dirt - Trash - Vendors Those are probably the most feasible things for the near future in terms of implementing them.
  15. One does mean the other isn't possible. When lockable boards are here, it's a question of mapping.
  16. That's a great idea and already something @Fyni has brought to my attention. Lockable noticeboards, like, glass pane covered boards to present notes to the public. It's one of the next things on my bucket list.
  17. I think the issue with any antag interaction is that is mechanically nearly impossible to catch. Many interactions of that kind are purely RP (Gun at your back in front of your local ATM) and have zero indication mechanically that this is an antag interaction — You could be robbed in an extended round as well, well, technically at least. With mechanically checking if the interaction is antag related out the window, the only feasible approach to that issue I have at the moment is to simply pause the persistence system for some persistent types (money for example, papers on notice boards don't need to be paused) for any round that is not extended (or not canon odyssey). Checking the round type could also be used for persistent dirt: Canon round? Save blood and dirt. Non-canon round? Convert blood into regular dirt. I think generally, the implementation of new persistent things is easier then getting right how they are persistent and how to handle the many edge cases that come along for the different persistent types.
  18. You're not wrong. I'm expecting papers to not hit that 30-day limit often, I assume they get cleared before (at least in the future). The primary goal of the expiration system behind it is not to directly force removal of things because they are old, but rather to guarantee there is no unlimited stash of things that might be missed and cause troubles. It's more a technical cleanup then I'm expecting it to be a cleanup ingame. While not necessary for papers it will become necessary for other persistent types in the future.
  19. The persistence system is here, allowing papers to be added to notice boards and keep them across rounds! First round of persistence, Darvan Omega:
  20. When it comes to gameplay altering changes like vendor stocking or similar, I'm pretty sure things would require test merges. I don't think those things can be balanced properly without a test-merge. Unrelated to the persistence or where it happens.
  21. The great things is: Objects can decide "themselves" when they get persistent. For example, at some point and object (or who ever handles the object) needs to decide when it becomes persistent. In the case of papers on boards, the board makes the paper persistent when it gets added. When it comes to dirt or other scenarios, you can add custom logic to prevent making things persistent in the first place.
  22. Correct! The persistence subsystem features a way to add a ckey to a persistent saved data entry. There are some caveats to that at the moment: - When papers are added to a notice board, the user adding the paper will be marked by ckey. - Moderation is currently only possible by looking into the database. There is no admin tool for that just yet. - Depending on the type of persistence (in this case paper) staff should keep in mind, that a user adding a paper might not be the actual author of the contents. @Arrow768 is already playing around with that. Gibs, blood and antag rounds are something that still need some work as those are special cases.
  23. Hi! The first step for across-round persistence has been implemented and has been merged: https://github.com/Aurorastation/Aurora.3/pull/21055 What exactly is "persistence"? Persistence is the term used for anything that will be persistent between different game rounds. We no longer only have stories to share between rounds but starting to see the results of your fellow crewmen in the next shift as well. What does the first implementation contain exactly? The newly added subsystem is the heart of the new persistence subsystem and handles things like loading and saving of persistent things. With the core implementation, papers and noticeboards have been added as the first initial test of across-round persistence. From now on, papers you add to notice boards will stay persistent until somebody removes them or they become older then thirty days. When you remove a paper and re-pin it to the board, it will stay persistent, but the 30-day-timer doesn't get reset. When you remove a paper, edit it, re-pin it — or pin-it to a different board, the 30-day-timer resets. Why is there a lifespan for persistent things? Simply: To prevent trashing the ship with different things. Future things don't have to use the 30-day limit. Depending on the type it can be shorter, or longer. What is planned to be made persistent next? This is the questions this thread was primarily made for. Currently, persistent dirt is probably the next thing coming up and already in progress. Details on that are still to be discussed, but I am mentioning it now to prevent people from doing work twice, as some people already started to think about it! Get used to cleaning up your paperwork and stop littering... For any coders, here is some documentation I wrote to make things more accessible: https://github.com/Aurorastation/Aurora.3/wiki/Persistence Share your thoughts about the first implementation and what you think would go well in terms of new stuff to be made persistent. Big thanks to @Arrow768 and @MattAtlas for helping me with the implementation of the persistence subsystem. Edit history: - Big thanks.
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