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zha everything broken

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Chemist

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  1. cough... https://github.com/Aurorastation/Aurora.3/pull/22731
  2. BYOND key: Batra Discord Username: batcountry Character names: Eliza Kolmstadt How long have you been playing on Aurora? ~16mo Have you received any administrative actions? And how serious were they? Have received small handful of notes/pings before, but nothing as or more severe than a Warning. Please provide well articulated answers to the following questions in a paragraph each. What do you think the OOC purpose of a Head of Staff is, ingame? Facilitate the round. Make sure antags are able to do what they do, and in the case of departmental heads, keep your own team in the loop and engaged in the round (as able and appropriate), help coordinate, etc. Reduce communication and activity friction; empower the people in your team to engage in the round with others. Help maintain the integrity of the department's role as it interlocks with the rest of the ship's crew. Increase Fun. What do you think the OOC responsibilities of Whitelisted players are to other players, and how would you strive to uphold them? As above, largely. The OOC purpose and responsibilities are largely coincidental as I see them; ultimately, everyone should be able to feel involved, or at least not feel excluded. That can take many forms, ranging from relaying communications and updates, to supporting crew-level initiatives and prompting command-level initiatives in-game (moving the ship to a salvage site; staging training programs; etc.) Give people the tools and authority backing to Increase Fun. Explain how the recent events in the Spur changed your character and how they came to be employed on the SCCV Horizon. My application character is Olivier Raukette, an Enceladian native and long-timer in the arms industry. His wealthy family's connections saw him educated in Ceres University, and from there moved swiftly into the middle management of Necropolis Industries. Although nepotism secured him a comfortable position, it was through his own mean-spirited intelligence and political acumen that saw him not only keep it, but rise more than a few rungs in Necropolis' corporate ladder. While quite reasonably skilled at his job- less concerned with the design and manufacture of weapons than in their contract negotiations and later PR- unfortunately for him, he made more than enough enemies during his long career that he was dangerously close to being on the receiving end during the next round of corporate ousters. The foundation of the SCC and the reorganization of the company into Zavodskoi Interstellar gave his rivals the perfect opportunity to be rid of him without anything like the expected fuss; Olivier was simply kicked upstairs during the massive organizational upheavals in 2462, landing the aging executive in the newly-formed SCC without any of his old connections or influence. Bitterly resentful of how events shook out during that tumultuous period, Olivier had no choice but to begin again. After some years attempting to rebuild some level of corporate clout saw little success and made him no friends in the SCC, he took another tack. His mixed background in logistics, finance, and PR eventually saw him in line for the Executive Officers pool, and his station on the SCCV Horizon was confirmed in early 2468. Raukette had just turned a spry 83, and his contract stipulated a period of time in cryogenic suspension for some routine medical remediation. It perhaps appealed to someone's dark sense of humor to schedule his thaw and cycle into active rotation for when the Horizon would have by then already entered the Lemurian Sea. What roles do you plan on playing after the application is accepted? Executive Officer (definitely), Chief Engineer (probably) Have you familiarized yourself with the wiki pages for the command roles? Yes. Characters you intend to use for command or have created for command. Include the job they will be taking: Olivier Raukette; Executive Officer Do you understand your whitelist is not permanent, and may be stripped following continuous administrative action? Yes. Have you linked your BYOND account to the Forums? Yes.
  3. 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!
  4. 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.
  5. 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.
  6. 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.
  7. https://github.com/Aurorastation/Aurora.3/pull/22352
  8. 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.
  9. 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.
  10. 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.
  11. 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.
  12. 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.
  13. what the fuck this is metal +1
  14. @Cash7800 Please share your side as well for completeness' sake at your next convenience.
  15. +1. Very much like Izharek's vibe. They seem very visible and I see them engaging with non-sec crew.
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