zha everything broken
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zha everything broken's Achievements
Chemist (13/37)
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It absolutely won't happen largely for the same reasons at we won't port the server to Unity or Unreal (fundamental cost/benefit tradeoff and complete lack of developer interest). That's not to say that SS14 doesn't have a shitload of interesting and good underlying code that I'd cheerily kill to have here- my initial exposure to Space Station# was actually SS14, before I found and moved to Aurora here in SS13- but I don't believe you fully appreciate the scale of what you suggest. That said, it also does us no good to sit in place either- there's a lot of really exciting stuff coming down the pipe here! I have a dev diary coming out soon that talks a fair deal about modernizing a lot of our foundational code and (probably more exciting to most people) a lot of the features coming out soon that it'll enable!
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Not at the moment! Right now there's a lot of unsexy foundation code that needs to be written to start with. I don't have any concrete plans for gas giants at all yet; I can't do anything with them until we have all the machinery in place to handle the sort of chemistry I described above. That said, if you or someone else can code "landable" gas giants, there's no reason they can't have deuterium in them in the absence of hydrogen deuteride. Tritium doesn't appear in nature outside EXTREMELY trace quantities though, and the richest source of helium-3 we know of is the lunar regolith- and that is still measured in parts per billion. None of these substances should ever exist in an atmosphere above even ~0.01%... but by the same token, no machinery should require the insane amounts they currently do. That's a longer term balancing act anyway.
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I wouldn't turn my nose up at "landable" gas giants if someone pulled them off in a way that played well! My current thinking on them is for gas extraction there to be abstracted. One of my big desires for NBT2's engineering goals is developing interesting material refinement processes; that PR linked before is the first step in porting a lot of Nebula's materials code; this basically unifies solids, reagents, and gases into a single framework. This means that ships can- say in an abstracted gas giant harvesting scenario- fill a massive reservoir of gas, then decide how they want to process it. All the water vapor they can crack into hydrogen and oxygen, and sieve deuterium from the distillation of hydrogen deuteride. Break heavy organics into smaller ones, do all sorts of chemistry that we can't support now. If you're in a sector where substances XYZ are in demand, you should be able to mine for, skim, trade for, or steal the chemical precursors that'd let you synthesize a bunch of XYZ. That materials code also lets do a shitload of pretty foundational Other stuff, but uh. Yeah. I'm really excited about resource extraction and management lmao.
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100% good subjects to raise! TLDR: they are intended to no longer be resource extraction targets from exoplanet atmospheres, and this is prelude to More Stuff. GAS GIANTS Way way way outside scope of this PR. Sorry. Neat in principle but trying to actually play on one in SS13 sounds like a giant pile of jank to me. RESOURCE EXTRACTION I was quite surprised to see this post; there are currently no mechanical applications for Deuterium, Tritium, or Helium-3 in-game outside the INDRA and BSD. Yes; they were intentionally removed as extraction targets from exoplanet atmospheres, largely because it was more than a bit of nonsense, and because I'd rather have more interesting means of extracting those resources in the future. I originally was going to type up a whole paragraph about the science behind it, but probably no one else cares lmao. PLANETARY FIRES Exoplanet atmosphere generation (/obj/effect/overmap/visitable/sector/exoplanet/proc/generate_atmosphere()) randomly picks from the pool of allowed gases; if a fuel gas is chosen, it disallows oxidizing gases from being introduced to the mix from thereon, and vice versa. In 0.1% of cases, it allows a flammable atmosphere. If this is not the case in-game, then that is a bug! Trust in the Plan.
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Increase circuitry camera working range
zha everything broken replied to NerdyVampire's topic in Suggestions & Ideas
https://github.com/Aurorastation/Aurora.3/pull/22352 -
Increase circuitry camera working range
zha everything broken replied to NerdyVampire's topic in Suggestions & Ideas
This is on my to-do list (medium-term) as part of a larger rollout of remote monitoring systems available to bridge and command. I will probably PR a stopgap for this though in the meantime, once I'm done with Assunzione. -
Movespeed Modifiers - Feedback Thread
zha everything broken replied to zha everything broken's topic in Completed Projects
Reagent speedup/slowdown movespeed modifications no longer stack. I didn't implement a weighting system- the chem in your system that makes you move fastest overwrites any others. Speedup/slowdown can exist simultaneously; if you get drunk and drink coffee, they'll both affect you, but taking hyperzine on top of that will overwrite coffee's speed modifier. No arguments re: duffel bags or voidsuits, nudged those down (except for some voidsuits whose descriptions explicitly say they're heavy. Looking at you, GD voidsuit that says it is literally plated with gold). Drunkenness also has a bit less slowdown now. -
This thread to address any lingering issues that may still be around concerning Movespeed Modifiers (ie slowdowns when you're carrying things like duffel bags, when you turn on magboots, or even speedups like certain chemicals). TLDR, Movespeed Modifiers were not working when we implemented smooth movement, but a recent PR has restored them. However, the original values felt really Not Fun with our new movement style, so a second balance PR has been test merged the last day or so that revises those figures. While it seems like the initial pass helped for most bad cases I observed originally, but just culling feedback to fine-tune the PR before it is fully merged. This feedback thread is for any movespeed modifiers you may have noticed within the last ~36 hours or so that still feel Not Fun after the balance pass.
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Open Engineering to the PMCG
zha everything broken replied to FearTheBlackout's topic in Suggestions & Ideas
I think NT has a stronger claim to fielding engineers on the Horizon. I think PMCG is a much more fun and interesting choice. The limit of three departments per Corp is, to me, a good rule of thumb to maintain; every single corp would have reason to employ people of just about every job we have on the Horizon, and the three-dept limit keeps things from turning into a free-for-all. So yeah. +1 for what it's worth. Were the powers-that-be to approve the idea (idk, maintainers? Modmins? Lore? All three?) and someone wrote up a little lore, I'd be happy to put together all the PMCG engi uniform sprites and write the code for this. EDIT: KingOfThePing dropped an excellent post while I was writing this; while I strongly agree with the idea in principle, I'm of the opinion that the three-dept still limit keeps dept and corp waters from getting Too muddy, but that is I think a pretty subjective call. I would be very much against 4+ dept corps, but the triad makes for a nice dynamic IMO. Especially with NBT2 in the pipe, I'm not As concerned about keeping megacorps siloed as I might otherwise be. -
Staff Complaint - K3Fabian
zha everything broken replied to Oddbomber's topic in Staff Complaints Archive
Hello; following discussion between Owen and myself, we are in support of the original decision made by K3Fabian in the round in question (that is to say, not intervening in the HoS choosing to open the armory when they did). We do not believe that anyone involved in this complaint were acting in bad faith. While the entire incident clearly did not go as smoothly as it could have from both antag and security's side, everyone ultimately plays here under the same constraints of imperfect information and communication, around which we have to improvise. It should be noted that K3Fabian's remarks to Oddbomber in the adminhelp were accurate, in that a waiver- even one implicitly endorsed by the antag's presence having been 'signed off' on by the SCC- may be a shield in the near-term, but it's never going to be bulletproof against any repercussion. No one involved here is psychic though (as far as I know), and no one seemed to act in bad faith. As always, ahelps in-round are always welcome, especially if we can try to help things go as smoothly as possible. -
what the fuck this is metal +1
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Staff Complaint - K3Fabian
zha everything broken replied to Oddbomber's topic in Staff Complaints Archive
@Cash7800 Please share your side as well for completeness' sake at your next convenience. -
Europan Slice of Life
zha everything broken replied to zha everything broken's topic in Character Stories
Proterna Station (pop 8,615), Europa, Sol 2445-01-04-15:22:08 Pods 1,3,8 (every 15m): If cylinder of grey-blue liquid (upper-left) has bubbles, get step stool and tap cylinder lightly until bubbles clear. INITIALS:___ TIME:______ Eliza was on podwatch which was boring and also gross, but you had to put in station hours after school and this time she had podwatch. Medbay had a bunch of the big pods, spooky ZH coffins (barely-legible stickers peeling off the sides read "2337 CisLunar Cryonics Expo Winner") that they used for cold hold. That was when you were really messed up and the doctors didn't have enough medicine to fix whatever was wrong with you so you had to go to sleep until the next big supply sub docked which would be every few months (currents willing). The pods were supposed to be able to do a lot of fixing themselves but the station can't pay for the service tier and the fancy chem cartridges so they were just for sleeping. ZH were ghouls and corpse-eaters, everyone knew that, even if the cheery pod voice quietly insisted (in SolComm ugh) that they were eligible for fantastic discounts and coupons. She was pretty sure there were a couple newer fancier pods in the main medbay that were licensed and stocked but those pods didn't need watching and these ones did. There were a bunch of jobs on podwatch, but Eliza had a big checklist that made it mostly easy, just dull. A nurse occasionally poked their head in to check Eliza's little logbook but otherwise they were always busy in the other compartments. It was the stringy red-haired one today, who'd give you mean knuckle-taps if you missed anything, and she smelled like antiseptic and coffee and pungent medical waste. Her hands were always shaky. Eliza hated her. Sometimes a pod chimed while you were still ticking off the last one and you had to run over and your grease pencil would smear and then you’d look back at the minutes and they didn’t line up and it wasn’t Eliza’s fault. Venner knows that because he missed a loose heat feed cable once and somebody woke up with dead black fingers and they gave him a lash (death's teeth, they were serious!) and he'd went quiet for a month and now he doesn’t do podwatch anymore but Eliza doesn’t want that kind of 'lucky'. The pods did still do a bunch of things, even running Basic Mode. They would tick and beep and hiss and burble all timed to the minute. Eliza's big checklist was just to keep the pods honest, mostly. Pods 2,6,7,8 (every 30m): Check rear inlet feed hose connections for looseness; if loose, re-tighten gasket until secure. (Even little babies know righty-tighty lefty-loosey.) INITIALS:___ TIME:______ All pods (every 45m): Wipe condensation off the two square black sensor panels on front. If froze over, report. If mold growth, report. (Easy sneezy, swipe with glove. Humidity got extra-funky in the podbay though, it had this weird sour smell.) INITIALS:___ TIME:______ All pods (as needed): If a pod chimes twice, write down which pod and the status code and report immediately. (The nurses always praise you, even if only a tiny bit, for this one.) INITIALS:___ TIME:______ Pods 6,7 (check at 1hr): Re-warm saline feeds. (For these Eliza would drain them and coil them up and tuck them under her coat and squeeze them for a minute or three before plugging them back in. This was an important one, because if the line got slushy an alarm would sound and whoever the nurse was would burst in mad, that's what happened to Venner.) INITIALS:___ TIME:______ All pods (as needed): If a pod starts playing its unlockable features advertisements, skip/bypass immediately. (This wasn't on the checklist but everyone fucking hated them. Everyone on podwatch knew the fastest key combination.) You're not even allowed to do homework on podwatch. Eliza knew she could do homework and also keep track of the clock but the nurse would cuff her or worse if she got caught. So she sat on the step stool, kicked her legs, peered into the pods and watched various frosted blue-tinged faces twitch and tic. Or she watched the people walking by. The podbay was jammed between medbay and a big corridor and it had big windows out because Eliza thinks it used to be shopspace but the door frame was a bulkhead now. Some people avoided looking in and some people stared. Eliza would watch what happened on their faces. Interesting things often happened on their faces. Just remember to keep an eye on the clock. Never lose the time. Later Eliza wanted to hang out with Marin because they found a bunch of tossed vid-reels last night while poking around in the maintenance shafts and wanted to try playing them to see what they were. -
At a glance, it does look like succumb still uses pointmed, not brainmed. I don't have a horse in this race but that will be bugfixed tomorrow, whether anything happens to the verb or not. EDIT: Oh Evandorf pulled a screenshot while I was looking at it and writing this post lmao.