zha everything broken
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Everything posted by zha everything broken
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Lore Impact (Small/Medium/Large): Small Team Purview: Human Short Description: Io is described as providing "upwards of 15% of energy consumed in the system". The surface implication is that Io is somehow a grid exporter of geothermal power, except that Io is an angry ball of dough being kneaded every 42 hours, and maintaining any sort of permanent infrastructure there (given our current knowledge of the conditions themselves) would, even with the advantage of sci-fi handwaving, be massively economically infeasible with the existence of more realistic alternatives. This LCA expands the three paragraph detail available on Io to four paragraphs that clarifies its geothermal infrastructure as temporary facilities dropped on-site for short campaign periods to perform high-intensity industrial operations that would be hugely wasteful of energy if performed elsewhere, before they are launched back into orbit for repair, refit, and redeployment. This re-frames its contribution to the Sol system's total energy budget not as a grid function but a conversion function; Io displaces marginal load (reduces demand on the grid that would otherwise be fulfilled by more expensive energy sources) on the overall energy economy (about 600% less insane). We still get geothermal plants in superhell, they just pop off to the mechanic's after a job. How will this be reflected on-station?: Won't be unless someone starts playing a Solarian economy wonk who's really that desperate for talking points. Does this addition do anything not achieved by what already exists?: Lmao. Do you understand that the project may change over time in ways you may not foresee once it is handed over to the Lore Team? Yes. Long Description: Full proposed replacement for Io's blurb: The innermost of the ancient Galilean moons is by far the most volcanically active object in the solar system. This has made Io a lucrative, if brutally hazardous, energy world. Early survey efforts were largely delayed by the moon's unpredictable tectonics and catastrophic vulcanism. Due to this the first colonization efforts on Io were made later than Jupiter’s other moons, and only began in the mid 2200s. This late start has, however, not stopped Io from becoming one of the main contributors to the Sol system's energy economy; it is estimated that upwards of 15% of the Sol system's total energy budget stems from Io, a remarkably high amount for such a small galactic body. Unlike traditional grid-export worlds that rely predominantly on direct long-range transmission of locally produced energy, Io is foremost a high-intensity (predominantly thermochemical) processing hub: almost the entirety of Io’s contribution to the Solar energy budget is embodied energy in its exported industrial products and intermediaries. These are produced in situ during groundside deployment of specialized temporary facilities, or 'dropsites'. These modular, robust geothermal installations are deployed from orbit in rapid campaign cycles, used to power high-intensity industrial processes in their integrated facilities, and before the moon's hellish conditions obliterate them, they are re-launched, stripped, refitted, and eventually redeployed as conditions and contracts shift. There are no official permanent settlements on Io due to its extreme vulcanism, and teams are cycled in and out with its groundside facilities usually on a monthly basis due to the extreme danger working on the moon poses, the highly traumatic work tending to damage crew as much as equipment over long periods of exposure. The hardship of life on Io has, despite its lack of permanent settlements, led to a the development of a somewhat insular, elitist culture in dropsite crews. This culture tends to revolve around the camaraderie shared between the men, women, and rare IPC placed in such danger, and the belief that the engineers of Io are the best anywhere in the Orion Spur. In the eyes of a worker from Io, nobody else could work in such a dangerous environment and hope to last a day. This is, at least, an attitude somewhat justified by prevailing economic attitudes: workers from Io are prized throughout the Orion Spur for their engineering abilities, and are highly sought-after by corporations such as Einstein Engines, Hephaestus Industries, and NanoTrasen.
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While I don't have much I 'can' say in response to your direct questions (being that I'm almost 100% code-side and not lore), I did want to just call out that IMO this was a very considered and well-written critique/inquiry. I strongly agree with where you're coming from, though I don't Expect that final product will be as bleak as you might fear (internally we do tend to mock both the grimdark and HOOAH vibes, and their general avoidance is a subject that's been gone into at some length, and still touched on). So yeah. I don't have anything super substantive to add but I really really really like your post and wanted to call that out.
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JoeTheBro's Command Application
zha everything broken replied to JoeTheBro's topic in Whitelist Applications Archives
Absolute +1. Champ during an insane chaos round. Very well handled. -
Reporting Personnel: Eliza Kolmstadt Job Title of Reporting Personnel: Engineer, Hephaestus Industries Game ID: cDh-acjL Personnel Involved: Eliza Kolmstadt, Engineer - Reporting Personnel Yua Kaneko, Atmospheric Technician - Witness D.I.R.E., Artificial Intelligence - Witness Oliver Neely, Engineer - Offender Secondary Witnesses: Rei Ozeuoi, Engineer - Involved in incident remediation. Asher Shi'berud, Engineering Apprentice - Involved in incident remediation. Morgan Guillame, Captain - Monitored radio communications and debriefed Engineering team after incident remediation. Time of Incident: 1-22-2468, roughly between 00:00 and 01:00 Real Time: 1/22/26, roughly between 19:30 PM to 20:30 PM EST Location of Incident: Engineering, Supermatter Reactor Nature of Incident: [X] - Workplace Hazard [ ] - Accident/Injury [ ] - Destruction of Property [X] - Neglect of Duty [ ] - Harassment [ ] - Assault [X] - Misconduct [ ] - Other _____ (Place an x in the box that applies. If other, replace line and specify.) Overview of the Incident: Shift start. Engineering splits up to commence shift-start tasks. Engineer Neely takes Supermatter Ignition; Engineer Kolmstadt takes on training Apprentice Shi'berud, reviewing gear lockers (just outside SM). Atmospheric alarm is triggered in the SM reactor compartment. AI reports Engineer Neely opened the hydrogen canisters, which coupled with active emitter caused immediate hydrogen fire and temperature/pressure spike within SM reactor, along with draining loops of coolant. AI then reports Neely opens the filter bypass pump, causing superheated gas to fill and disable the scrubber lines ship-wide for the duration of the shift, despite ardent efforts by Technician Kaneko to clear them. Engineer Neely's patterns of behavior, while often frustrating and irritating, have not previously provoked incidents of this severity or potential consequence. The combination of reported actions (opening hydrogen cans inside reactor w/ active ignition source, and opening critical valves causing serious damage to atmospherics systems) are cause for grave concern for safety of crew and integrity of ship systems. Submitted Evidence: N/A - Telemetry not collected during incident due to extremity of events, comms logs unavailable to me following incident. Would you like to be personally interviewed? [X] - Yes [ ] - No Did you report it to a Head of Staff or a superior? If so, who? If not, why? Morgan Guillame, Captain. Actions taken: Immediately following incident, Engineer Kolmstadt enters SM reactor chamber to begin remediation, Engineer Neely scrubs out. Due to compartment power failure (and scrubber line shutdown), Engineer Kolmstadt removes a section of outer window in the starboard exterior access airlock vestibule to decompress and vent the reactor compartment. Once superheated gas is vented, lines are refilled with liquid nitrogen (2x canisters) and hydrogen (canisters filled and provided by Technician Kaneko). After SM crystal temperatures stabilize, additional emitter pulses are fired to bring it to nominal low-power state to safely resume provision of ship-wide power. Engineering crew is debriefed by Captain Guillame. Investigators are brought in to interview and investigate grounds, but (to my knowledge) no charges are brought.
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JoeTheBro's Command Application
zha everything broken replied to JoeTheBro's topic in Whitelist Applications Archives
Absolutely a +1 from here. Joe is solid. -
Remove the need to charge PDAs
zha everything broken replied to Hepatica's topic in Suggestions & Ideas
Need to do a little math to figure out what values make sense, but yeah the behavior needs a quick QoL pass. My INITIAL thoughts: 1. Discharge rate and shift start charge should be semi-randomized per-device. You should always be reasonably near to full charge at shift start, and discharge rates should only vary enough to keep devices from dying in sync. 2. Program usage should impact charge, like Maxspells suggests. An engineer keeping their PDA alive on the alarms app in their pocket at all times, or Josie sending ~2-5 chat messages per minute, should both use more power than someone who leaves it idle in their bag the whole round. -
Airlocks opening on powerloss
zha everything broken replied to FabianK3's topic in Suggestions & Ideas
Hey FYI regular crowbars Already Fit in the emergency box -
FabianK3 - Developer application (Coder)
zha everything broken replied to FabianK3's topic in Developer Applications Archives
hell, it's about time. +1 -
2 dismissals Lets give IPC's robot tails
zha everything broken replied to CourierBravo's topic in Archive
This. I would most likely have peaced out after discovering this place. Tails have more Vibes/Connotations, even if they ought not to, than something like an extra set of arms or similar for IPCs. It's like cat ears or what have you. -
Consent Toggles (and Exploitables)
zha everything broken replied to wowzewow's topic in Suggestions & Ideas
I really love this! There's an important distinction that need to be made here between an Exploitables Framework and a Consent Framework though, as one is a development concern and the other is a moderation concern. Using the word 'consent' for this changes Exploitables from a roleplay aid into something that also becomes an additional moderation subject. This would require a larger, separate discussion to pursue meaningfully. By logging into the server, a certain level of broad consent is understood (99% of antag rounds involve violence at some level, right?), and it comes down to having a community that has a basic level of mutual respect and trust to ensure everyone can feel comfortable and safe here on an OOC level. Even if someone fills in an entry as 'negative,' while a courteous antag would always do their best to avoid it, antag rounds Can be chaotic and shit happens and Sometimes you Need a human shield and there's only one to hand! If this is to be a consent framework, I believe 'positive' and 'negative' would need to be changed to 'yes' and 'no,' and the admins/moderators will need to step in to discuss and decide among themselves. All of the above is an important distinction to make between an Exploitables Framework and a Consent Framework, but I believe that if that discussion needs to take place, it would need to be its own thread in the future, as the latter would require the former to first be implemented. So, with that all out of the way, and because I'm a developer and not a moderator or admin (thank fuck), here's my thoughts on an exploitables framework implementation. For the best of both worlds: [Type] - [Pos/Neut/Neg] - [Notes (32 character max)] Example: Bribery - Pos - Money, Snowflake, Morta Blackmail - Pos - TCAF Deserter, '55 Torture - Neg - [blank] Kidnapping/Hostage - Neut - [blank] Yes, a 32-character maximum for notes means you won't be able to write up complex narrative hooks, but it's much much easier for antags to digest. Some Types would have Notes be optional (Torture), others would be required (Blackmail). If ya'll compile a comprehensive list of entries worth having for antags to reference, I'd love to implement this some time! So far: Kidnapping Torture Blackmail Extortion Bribery -
Kano - Developer Application (Mapper)
zha everything broken replied to Kano's topic in Developer Applications Archives
Kano seems to be some sort of space warlock. +1 -
Lore Impact (Small/Medium/Large): Small-- impactful to Europan characters but nothing that drastically different. Species: Human Short Description: Exands on Europa's history, hydrology, government, technology, and culture, grounded in hard sci-fi. How will this be reflected on-station?: Europan characters have more to complain about. Does this addition do anything not achieved by what already exists? Noooooope. Do you understand that the project may change over time in ways you may not foresee once it is handed over to the Lore Team? Yuuuuuuup. Long Description: https://docs.google.com/document/d/1rxMrUNrpfQ1MvC-lAWFzNwbZg1vJFAJiI8JqridG5Ps (Three tabs/pages)
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"Enviromental Systems Engineer" has the same repetition issue as the other: having "Systems Engineer" on one side of the aisle and "X Systems Engineer" on the other is misleading design. Envirocontroller, Envirocontrol Tech/Engi, Environment Control Tech, Atmodynamics Engineer, whatever you want to call it, just so long as you're not repeating yourself from elsewhere! As far as the engineering field goes IRL, there are as many rules of thumb to subscribe as far as distinguishing between Engs and Techs go as there are technical fields. Broadly speaking, conventional semantics would suggest that engineers design systems and techs operate them. However, there are too many conventions to argue that decidedly one way or another for all cases. Bear in mind that beyond the explicit goal of this change (provide engineering jobs flavorful alternative titles), you still have an implicit goal to uphold (job titles should uniquely and clearly describe the role they pertain to). The logic governing how we do that needs to follow for all possible cases: if we created three alt titles for every single role according to the same rubric as we do here, would a new player (you might laugh, but we exist) be able to look at the manifest and clearly identify what every character does? Because we don't have a RL convention to be forcibly chained to, a very obvious solution exists: make all Engineer alt titles end in "Engineer", and all Atmos Tech end with "Technician." But even that still leaves the issue of one role having implied highet education! And bear in mind too, that the explicit goal doesn't demand we rely on the existing alt title framework. We may want to have something like 'sub-titles' instead, parenthetical blocks appended to a job title that describes specialization (and, perhaps, a character can choose if they have certain skill levels in future.) Considering we don't know where maintainers weigh in on this yet though, you're probably best served not worrying about more title quibbles until they weigh in.
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Whatever you change it to, so long as it doesn't have that same semantic repetition between engi/atmos please! Honestly, the big drawback to alt-titles is not being able to, at a glance, quickly identify who sits in which type of seat. Shitty example: every engineer alt-title having 'engineer' at the end, every atmos tech title having 'technician' at the end. Again, shitty example, but people who have never played any engineering at all should, ideally, be able to recognize whether or not someone can help them with the air or with the electricity.
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Recommend replacement of Drive Systems Engineer -> 'Propulsion Engineer' due to semantic similarity to 'Systems Engineer', per Github comment?
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Just posted a change request on the PR for a technical issue, but my thoughts on actual flavor are less firm so seemed better to drop them here. Re:Cats: To me, 'Reactor Engineer' suggests a more design/architecture role, whereas a technician is more an operator. While that argument can be applied more broadly to the entire role, I'd still lean towards 'reactor tech' over 'reactor eng'. I'm not super fussed by that one, both vibes are fine. Re:Ping: Echoing Popper & Cats in swapping out 'Shipboard Systems Engineer' with something else. As an alt-title its coupled a little too closely to 'Ship Engineer' by my thinking. I really am doing my best to resist going full ham, god i could happily wax poetic about imaginary engineering specialties all day if you let me
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Suggested alt titles for Ship Engineer: - Maintenance Engineer - Reactor Technician - Electromechanic I don't think we should have something like 'Electrician'- these alt-titles aren't like Medical jobs, where each one has a distinct role. All these titles ought to sound like people who know the full range of the (engineering or atmospheric) systems for which the role is responsible. They ought to suggest additional expertise, not sole domain.
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TCJ - Developer Application (Coder)
zha everything broken replied to hellfirejag's topic in Developer Applications Archives
+1 We like this one. -
Revert the Diplomatic Bodyguards
zha everything broken replied to greenjoe's topic in Suggestions & Ideas
I didn't really understand how Aides couldn't already be flavored as bodyguards, personally. I like your contributions greenjoe, this one personally just doesn't quite jive with me for reasons that have already been stated (and that happens, so please don't sweat it too much!) -
Display brain damage for the patient
zha everything broken replied to NerdyVampire's topic in Suggestions & Ideas
Prob(clamp((rand(75, 100) - ba) / 2, 0, 100)) every five minutes or so whether you get a message like "your brain feel fuzzy :)", lol -
Merging lings and vamps with tator tots
zha everything broken replied to UltraNumeron's topic in Suggestions & Ideas
...I really like this fwiw