
Arrow768
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Everything posted by Arrow768
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Moved it to projects, since there´s a PR for it. I believe that the damage amplification of the force gloves should be reduced or removed. We have recently removed / changed weapons in a way to remove their ability to instantly end a players round. It is only logical to continue this here. (If you do something like that, it has to be done across the board and not only selectively where it suits the antags)
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The idea is interesting, but recently there have been movements to remove/rework weapons that insta-stun. This would readd such weapons again. To elaborate a bit more: The Tornado Gun would need to be changed to not be a insta-stun weapon (or the no-insta-stun policy would need to be re-visited) -> Possibly changed to just push the people in its path back. The Glacier Gun could be changed to require multiple hits on the target to freeze them (each hit attempts to lower their body temperature and when a sufficiently low point is reached they will be completely frozen) The Dust Devil seems fine as suggested. The Meteor Sling will need some tweaks -> I could see it trigger the meteor random event, with a longer warning time. The Lightning Rifle sounds interesting aswell.
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As a note before I start: I use lubricant and grease interchangeably for this post. Regarding Lubrication/Greasing: Lubrication is not only needed "where friction is used to generate power" (And friction is never used to generate power. Friction is a byproduct of two moving parts being in contact. Which generates heat, which needs lubrication to reduce the friction to avoid issues caused by the friction. You generally try to avoid friction as its a unwanted by product that reduces the efficiency of the overall machinery. Tires are a notable exception.) Most machines nowadays are lubricated in one way or another. Examples where lubrication is needed includes everything from: (Water)-Turbines to Engines, hydrodynamic fluid bearing, industrial robots, milling machines and even doors. All those things have huge differences in their requirements for lubrication/greasing. Some of those things require a complicated system that ensure a continuous flow of lubricant others just need to be lubricated once in a while (or when they start to squeek, like doors). I see a few issues with both suggestions (making IPCs require coolant/lubrication) Let´s start with the coolant: The issue with the coolant is, that you do not need to replace it regularly. Most of the time, you just need to top it off every few months. Someone mentioned the idea of the coolant being a chemical compound, that reacts with heat and then needs to be replaced after it has reacted. That has a few issues aswell: * There is no reason to use a special compound, if these tricks arnt needed for welding machines and combustion engines. * It wouldnt make sense to have a special chemical compound that expires with heat and needs to be replaced regularly as that would incur a cost that can be easily avoided. Onto the lubricant: While the lubricant needs to be replaced / topped off from time to time it is still not a very regular thing. The lubricant doesnt loose its lubrication ability in a matter of hours or days, but a matter of weeks and months. Personally I would do the following: Add a combined form of lubrication and coolant to IPCs. Lets just call it "space-lube" for the rest of the suggestion (The name can be changed easily enough) Each Robot (IPC/Borg) has a internal space-lube level (and temperature for IPCs) -> The higher the current space-lube amount, the higher the heat capacity. The space-lube level degrades /very slowly/ during normal operation down to a minimal level (In fact so slow that they might even last a shift without replacement if they dont go run around) If the robot is at or below the minimal level, they movement speed is slowed down as a safety precaution (and IPCs are unable to sprint) The space-lube level can be replenished at the standard recharges up to a "normal" level. The roboticist can top up the space-lube level up to a "maximum" level If a IPC operates in a environment without air, the temperature of the space-lube increases If a IPC operates in a environment with air, the temperature of the space-lube decreases The amount of coolant and the cooling rate (as long as the powercell lasts) can be increased by hooking up a external coolant tank / cooling unit (the temperature of the IPC and the external coolant equalize over time and not instantly to avoid powergaming) (And its probaply a good idea to pick a name that does not include lubricant or lubrication.) I believe the idea outlined above adds a interesting mechanics to robots IPCs and borgs and can contribute to some player initiated RP as it is out of sight during the normal operation and does not impede the flow of the round too much. (for both IPCs and borgs). Ofc it goes without saying that the thirst mechanic needs to be adapted to the species. (For example Unathi would have a much lower need for hydration than Humans or Skrell. Who will need to regularly moisturise themselfs with a special hand-moisturiser to avoid drying up and getting organ damage)
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I see what you did there. But sadly that company produces the wrong type of lube. And we dont really want to advertise for that type of company on our server, as it might appeal to the wrong audience.
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By quickly looking over the provided screenshots I noticed a few issues: What is the purpose of the second (/third if we count the one in virology) autopsy lab ? -> Why is it needed ? The second waiting-room between the CMOs office and the examination room seems like its there just for the sake of filling the space. -> Possibly put the psych there instead of their own level. The pre/post-op rooms have been removed without replacement The additional break room on the main level is not needed. There is already one the sublevel, and if you dont want to use that, use the kitchen/bar (which should be the preferable option anyway).
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The point of the cyan pipes is to flood the cells with a specific gas / remove the gas from the cells if the scientist wants to do so. -> That is why everyone of them leads to their own connector port for a gas canister.
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[mention]ParadoxSpace[/mention] has expressed interest to further tweak the original implementation. I´ll leave that topic in projects until thats done.
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Done: https://github.com/Aurorastation/Aurora.3/pull/5246
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Burger is making a few changes to the cargo system that changed most bounties to physical items https://github.com/Aurorastation/Aurora.3/pull/5201
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New Station Directive: 'Regarding Freedom of the Press '
Arrow768 replied to Azande's topic in Completed Projects
I´m moving this to completed projects. That policy has been implemented since a bit more than a month and no issues have been raised in this topic -
Interesting idea. I´ll keep that in mind for the potential rework of the kitchen / bar.
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The biggest issue I see with diona is that if they "die" (gain 200 damage and the gestalt "seizes up and falls limp, ....") 6 nymphs spawn and they can just reform a new gestalt. The number of nymphs that is spawned should definitly scale with the current damage of the diona. I.e. if the lower their health, the less nymphs spawn.
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Adapted it in https://github.com/Aurorastation/Aurora.3/pull/5200
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The OP has a few issues but also contains some interesting things. Let´s start with half-stocked vending machines. That has been suggested a few times already and it makes sense to not have all machines fully stocked. (Especially since the station already has a way to refill the vending machines with the restock cartridges) Therefore I decided to implement this here: https://github.com/Aurorastation/Aurora.3/pull/5189 Regarding "Noone gives a shit about the chef": Indeed, while there was the vending bug present, I didnt visit the chef and mostly ignored the hunger meter. Not because I was too lazy, but because there is rarely a good chef. That is also where that comes in: https://github.com/Aurorastation/Aurora.3/pull/5188 To reduce the difficulty and frustration of the chef position, the time it takes until food burns in the oven is now almost doubled. Make junkfood undesireable If you want to do that, then that is the way to go about that, but not additional nerfs. Add a random event, that posts a news story about the dangers of a specific kind of fastfood. That way you can raise ICly the awareness about it and I believe some people might be more likely to go to the chef. Maybe even a second version of the event (that is very rare; otherwise it would get tiresome) which mentions there is a specific danger to the food and "locks" the specific entry (just removes the contents of that specific food from the machines) (There will always be those that ignore that and you wont be able to do anything about that. Just like irl.) The biggest issue that I see is the distribution of the food. There are a few ways around that: ICly announce the availability of the chef, possibly offer deliveries Send your menu to the departments via the request console, again so they are aware there is a chef Add a new food distribution system -> A central machine at the kitchen that is stocked by the chef and retrival machines in the departments that "retrieve" the food from the central machine in the kitchen. Possibly with the ability to set a price. I also hope that the upcoming bar and kitchen overhaul will draw more people to the kitchen. https://github.com/Aurorastation/Aurora.3/pull/5110
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Moving to projects. Implementations are here: https://github.com/Aurorastation/Aurora.3/pull/5173 https://github.com/Aurorastation/Aurora.3/pull/5184
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Increase Oven Grace Period Before It Burns And Ruins Everything
Arrow768 replied to a topic in Completed Projects
Moved to projects. Implementation is here: https://github.com/Aurorastation/Aurora.3/pull/5188 -
The memes have been removed from the PR in question And some of the memes in this topic have been deleted. Keep it civilized.
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Intruiging. Only days after a bug has been removed, that allowed the hypospray to insta-inject through voidsuits a thread to remove chloral (and restore the hypo to its previous state) comes up I am not aware of this. Please provide a source that sais antags can not use chloral. To my knowledge it can definitly be used if there is proper rp. I.e. If its used to stun someone and then kill them, that would be ganking and therefore against the rules. If it would be used to stun someone and then abduct them, that would be alright (afaik). As there are usecases for it I am voting for dismissal.
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Moving it to projects as you made a PR for it already
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I do not see a need to remove the adult section of the library. While the IC purpose might be slightly questionable, it also serves a ooc purpose. And for that it´s worth keeping.
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As mentioned by quite a few people: The suggestion to only spawn the AI sometimes, doesn't fix any issues there might be with the AI Role. In the round that sparked that suggestion thread, I personally mentioned that players should ahelp the AI, if they believe it is breaking any rules. To my knowledge not a single one did. If there are issues with certain AIs, then ahelp these AI Players. Voting for dismissal due to the following reasons: The suggestion does not fix the problem it is intended to fix
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I am only going to address the first post: I do not like the idea of increasing the engine difficulty. As mentioned by Synno, a continous round depends on a working engine. Increasing the difficulty might seem nice for the more experienced engineers, but if there are no experienced engineers then it will be difficult or even impossible to set up the engine for new or unexperienced people. If the engine is not set up, the station goes dark by the 30 to 45 minute mark. At that point you have 3 options as command staff: Try to find someone who might be able to set it up, despite them not being a engineer -> With increasing the engine difficulty, that will become more difficult aswell. Call a ERT. A research station without power is useless. If the station cant fix it, then you need to call a ERT (but that can be difficult to impossible if you have no power in your office) Call a evacuation. Again, A research station without power is useless. If you cant get anyone to set up power, then it´s time to call it a day and return to central. Often enough it ends up being the last option. Which immediately halts everything that is going on, as the crew is making their way to the shuttle. I am voting for dismissal due to a few reasons: As outlined above, further increasing the difficulty of setting up a reliable power source will cause more issues. The reasoning behind the suggestion has not been explained sufficiently (Why do we need it, and how does it benefit the game)
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CH wasnt nerfed (recently) It was the hypospray that has been nerfed.
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Karolis2011 - Developer application
Arrow768 replied to Karolis2011's topic in Developer Applications Archives
Yup, that app was overdue.