
Nanako
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Everything posted by Nanako
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It works, and its fun. You'll see Updated link, it wasnt right
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Hello i have implemented this https://github.com/Aurorastation/Aurora.3/pull/785
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I've tried to talk in german a bit, and i'm upset that we don't have support for many of the special letters. Especially ß and ü i believe
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oh bedshaped, i have a request. Can you implement this by creating a seperate define, like CO2_SIMULATION_FACTOR and multiply values by that in the code That way, if we should want to return to normal/realistic values at some point, we can simply change that define instead of reworking the whole code
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Also, not likely. The supermatter produces oxygen as a byproduct, which is filtered out of the cold loop, and goes to the waste tank. You just take that back to atmos and put it in the system
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As mentioned on the PR, i'm onboard with the idea, although i'm not certain about the amount. 100x seems REALLY high
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After a stressful overhaul of the contained sprites system, which is complex underlying code nobody cares about but entirely necessary, i'm taking a short break to code a few fun minor projects. Among them is an overhaul of animal AI, allowing most animals to automatically eat/beg for nearby food, as well as a host of other interesting tweaks https://github.com/Aurorastation/Aurora.3/pull/782 And today i'm working on some event tweaks, most notably a rework of the infestation event to be a little more interesting, with more creatures and more places. Including adding a more severe version of it!!
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Threats like carp, spiders, blobs, space vines, animated furniture, rogue drones and bats spawned by vampires. plus cult constructs This isn't just about mice
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Only one of many motivations. I argue that they shouldn't be killing anything. Amongst other things, these laws exist to prevent drones from powergaming the station out of any threats. They have a very robust array of tools that can be used as weapons, they can walk through tables and doors which most monsters can't, allowing them to use these as easy cover, they have as much health as any human crewmember too. They simply die, rather than falling unconscious, at 100 damage. And most of all, they respawn in ten minutes. they have no character or personality, nobody will mourn their death, and thus they are completely expendable. Allowing them to fight off threats devalues both these threats, and the security department that's supposed to fight them
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Lets talk about drone laws. Two major points should be discussed: 1. The laws and their enforcement The list of drone laws, in their exact text, is as follows: Obey these laws: 1. Preserve, repair and improve the station to the best of your abilities. 2. Cause no harm to the station or anything on it. 3. Interact with no being that is not a fellow maintenance drone. Like with other synthetics, these laws are not prioritised, all must be paid equal attention to, and any conflict between them should result in null action. Law 2 is the one i most want to discuss here. No harm to the station or ' or anything on it.'. This is clear cut and not open to interpretation. If it is a thing, you cannot harm it. This means that a drone is breaking its laws if it attacks blobs, spiders, space carp, antagonists of any kind, mice, lizards, walking mushrooms, cats, dogs, chickens, goats, wall mold, cows, chicks, other drones, rogue drones, syndicate cyborgs, space vines and foxes. You cannot harm things, period. Law 3 is slightly more specific, 'being' rather than 'thing' specifically implies life of some sort but it is nevertheless similarly restrictive. Killing something definitely involves interacting with it. However administration seems to disagree on this, breaking the rule on not harming things is regularly allowed, even encouraged, by admin staff. Their exact definitions of what a drone is allowed to harm varies depending on who you ask, but it seems like they don't want to enforce the law as its written, favouring their own version. Which brings me to point 2: 2. Changing things I believe this situation is not fine, and that something should be changed. I see two options: A. Have the administration draw up a new drone lawset that better reflects how they believe drone players should behave. With clarification on these matters or B. Enforce the laws as they are written. To this end i've created a PR awaiting review which adds mechanical enforcement of drone laws. If implemented, it will restrict drones from using items on any mob that isn't either dead, or another drone (unless the user is malfunctioning/emagged/traitor, and thus not bound to laws) Now, for discussion and opinions, my thoughts: I like the current drone lawset for several reasons, and would like to see it enforced rigidly as written. It is obviously very restrictive, but i don't see that as a bad thing. Drones are very simple machines, essentially a circuitboard and a toolbox on legs. They have no positronic brain, very low intelligence, and thus no ability to interpret situations or act intelligently. I would argue that if you don't like restrictions, you shouldn't play synthetics, or at least play one of the synthetic classes with less restrictive laws. Playing drones is about being restricted, and enjoying the interesting RP opportunities that can present. I rather like the RP guidelines other servers have written for drones, and this somewhat reflects how i try to play them. For example: https://www.tgstation13.org/wiki/Drone In general, i believe a drone should be completely blind to other beings. It should act, as much as possible, as if they don't exist, and go about your repairs with a simple, singleminded fashion. You don't take orders from anyone, in fact your noninteraction law forbids you from following orders or even listening to anyone besides other drones. You go around merrily fixing things, being efficient and robust without a care in the world as to what the station affairs are. It's a different experience, unlike that offered by any other. If you want to kill things, iwould say drones are not for you. They are not fighters, it's not their job to hunt threats, or to try tpo prevent damage by preemptively disabling things. You just go around after threats cleaning up their messes. Sometimes this can result in hilarious things I believe drones aren't supposed to affect other people's RP or enjoyment much, which is why i support the no harm law. Spiders can have a major effect, taking important people by surprise, and thus out of the round for a while due to injuries, which creates interesting stories and moments. Every threat you kill is one less thing for security to do, every pest you kill is one less thing for the janitor to do. Killing mice and lizards is a janitor's job imo It's my belief that giving drones more flexibility, and less restrictive laws, simply makes them more like cyborgs, and detracts from their uniqueness. We already have cyborgs.. Different roles should offer distinctly different experiences. What are your thoughts? How should drones behave? And if you disagree with the current laws, what should their lawset be changed to?
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Drones are not a magic force, they are players. That is the crucial difference. Drones are players who decided that the station is too broke for people to have fun right now, and wish to fix it. They restore some of the normal-workplace feeling by getting everything back up and running. Drones exist to help others RP by taking mechanical pressure off them Their non interaction laws are a double edged sword. They also exist to stop them from attacking antags, or shouting to crew that mercenaries are breaking in. However sometimes drones can actually help antags by silently fixing their damage and cleaning up blood they spill, this is fun. Drones do RP, you're supposed to RP as a simple machine, which means being blind to certain things. You can't take orders from people, but if someone throws you at a broken window, you should start fixing anything broken near where you land Are they a little overpowered? Maybe. I'd agree that they probably have more capabilities than they should, and seem better than an engiborg, i may look at rebalancing it a little in future. My first plan is to give engiborgs a better welder, and make welder tech more relevant
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And its a shitty system. You very often fall down a dark hole in the train station, or get murdered while walking through lowtown, or get stuck there because nobody is running the lift, or get trapped in the station because nobody came down to open the gate. Latejoining in lifeweb is a huge gamble. And they DONT use this system for people who join at roundstart. Because you need water to not-die and there's none there. And the very major difference you need to consider, lifeweb is a post apocalyptic setting, full of desperate people trying to survive, the fortress is most people's whole world. In SS13, the station is just a workplace, for many highly paid middle-class employees with plenty of education and skills to find a job elsewhere. They are not all desperate survivors, they are normal people, average joes, who only want to go to work. It makes zero sense for them to go into work if they know that their workplace is under attack and there's a significant chance of death. Nobody with a brain or a choice, risks their life for a corporation or to keep their job. Doctors, scientists and engineers are always needed everywhere, and they can go elswhere if NT can't provide a safe workplace. Try putting yourself in that situation. Your boss calls up one morning to say there's a bomb in the office and all your coworkers are being held at gunpoint, but if you don't turn up you're fired. Is your job worth that? Even if you're dirt poor and at risk of starvation or eviction if you lose your job, it's still not worth risking death. The reason these average people are on the station at all during antag rounds is because they had no foreknowledge that these events would/were happen, and were thrown unexpectedly into the middle of dangerous situations they're not prepared for. Even latejoiners, just got on a shuttle expecting a normal pleasant workday, and not to arrive to bloodstained hallways and corpses littering the station.. IF you take away the unexpectedness, you take away all reason for them to be there at all I disagree. People who hang around the arrivals shuttle are few, and tend not to do well. It's surrounded in glass, making arrivals one of the most common places to get vented Usually people run to their department in a crisis because anywhere with equipment, and away from the outer hull, is safer than arrivals. An antagonist can still walk onto the shuttle and murder you. That's one very huge difference. They can't take a shuttle back to odin and stab you there.
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I never specified only CCIA, i'm talking about the Odin crew, its captains, engineers, telecomms handlers, logicstics coordinators, etc Nah, this just doesn't fly. We already have the technology, here and now, for automated monitoring of millions of emails, calls, texts etc, its used to detect and prevent terrorism. Add 400 years to that, and in an era of sophisticated AIs Yes they would dedicate the resources to monitoring every channel of every station. Because it'd be a trivial thing to do then, and because it'd pay for itself in the billions saved in not losing stations ITs not hard to setup a computer to scan only certain channels (like command and security) for certain keywords (nuke, terrorist, bomb, crisis, emergency, etc) and filter out 99% of the noise to create a minimal list of possibly suspicious things for a human to review, or even an AI. Our station AI proves perfectly capable of interpreting the intent and context of messages I cannot reconcile any situation where most of the things that happen in the game would be possible, without communication with central being heavily limited and restricted. And this whole spawning on odin feature introduces massive cognitive dissonance.
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I have to disagree here. The odin is supposed to be a huge, bustling command station, filled with staff at all times. The part of the odin we get to visit is meant to be only a tiny area of it, and its implied it stretches off the map It's not been an issue until now because CCIA are only there for short periods of time, and because you're all whitelisted people who can be mostly trusted to RP it. In reality though, there would be hundreds of CCIA agents there trusting the command staff is generally incongruous with evidence. Stuff like the messages asking why the station has been on red alert for a while, or cases where the captain has been arrested on charges of insanity after faxing CC about cult shenanigans, or CC imposing quarantines And then there's fake announcements. so many problems there. They are completely nonsensical and impractical if central is supposed to be able to hear station comms, they could easily verify or disprove them over the command channel
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:^) head admin here Skull has overruled this. Traitor maintenance drones are being kept. Sadly traitor mice are not That said, traitor drones are incredibly powerful, i played one once. The sheer variety of tools you have (more than an engiborg iirc) gives alot of flexibility, plus the tiny size and disposal travel makes escaping incredibly easy. You're not even tied to an AI, so people can't easily check and find out you're unbound or broken. You can't speak, so not communicating with the crew isnt considered unusual, and nobody really suspects a drone. You're lawed against interaction, so people can't give you orders or ask you to state your laws. Following anyone's orders is technically a violation of your laws normally, so you can be expected to casually ignore everyone and just do your thing. The ability to move between rooms without spreading gases opens up a lot more atmospherics trickery, and you can do some really fun stuff like going into a maintenance hatch and building a table inside the door, which allows you to pass through easily, but will block anyone else for quite a while. Simply hiding inside hatches is also possible, after they close you're completely invisible Their only weakness as far as i can tell is the camera link. If people realise you're malfunctioning and get your drone ID number, then AI and security can track you effortlessly.
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LF Has confirmed that he wont be disabling comms between odin and station, and people seem to agree with it. For this reason, i'm against this idea. Allowing comms between odin and exodus is nonsensical because: 1. They are light years apart, traversing between them is only feasible via bluespace shuttle which is FTL technology. That's not how comms work. This is the reason we have fax machines, they're advanced bluespace relays that allow long distance communication, with limitations. Allowing comms between the stations completely negates the purpose of the fax machines 2. If Odin can hear comms, then a whole lot of other things stop making sense. Why would they casually sit around and listen while command staff talk about bloodcults taking over the station, or crazed AIs/mercenaries threatening to destroy it all with nuclear weapons. It's absurd that they'd just let these things happen and lose a station worth billions unless some people go through a proper channel to call an ERT. 3. Allowing comms between them will lead to more metagaming. Instead of people spawning into a dangerous situation with no IC knowledge, they get time to listen and prepare, and everyone will board the station knowing exactly whats going on, what gear to sprint towards, and who to validhunt as soon as they're armed. 4. As cake says, it will also discourage people from actually going to the station. Besides chair RP on Odin, there's also the question of 'Why would your unarmed civilian character knowingly go to work when it's under siege from terrorists or at imminent threat of destruction?'. We never had this problem because previously people arrived with no knowledge of on-station events, due to communication with Odin supposedly being limited to faxes between command staff and NT higherups that normal workers have no knowledge of. This is a lot of problems, and it's being implemented badly , as long as inter-station comms are allowed, this is a terrible idea
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Today i am coding some tweaks to the janitor's light replacer. It's annoyed me for a while that refilling it from a box of lights is such a clickspamming pain, and janitors really can't cope with electrical overloads breaking everything. To remedy this, i've added a new feature - Auto refilling from a box. You simply use the light replacer on any cardboard box containing lightbulbs, and it will automatically start inserting them into the lightreplacer. Takes roughly two minutes to refill (6 seconds per bulb). It's not faster than usual, but it's far less annoying to do, and you can chat with people instead of clicking through a tedious chore. In addition, i'm also adding a new variant, the Advanced Light Replacer. This stores more lights, refills much faster from a box (1 second per bulb) and most importantly, whenever you replace a light, it sucks up the broken bulb into an internal storage automatically. Removing more tedious labour and making the process of fixing lights en-masse go much faster! When the broken bulb storage is full, you can use it on a disposal or trashbag to empty it (altclick if the trashbag is on a janicart) One of our dedicated spriters will be making a cool new icon for it, will post here when that's done
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You can. Open the panel, use multool on it. Brings up a prompt to type in an RCON tag. As an electrician i frequently tag the shuttle battery smes
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I'd like an ID department to focus on solving existing problems, and improving existing situations, rather than digging holes in order for them to fill. To that end, i have a few ideas for IT-specific things that they could produce and use. Some of these could also be available in traitor uplinks Devices: IR Scrambler A small device worn anywhere on the body, which emits light that is invisible to the naked eye, but very visible to technologiocal perception. As such, whenever anyone looks at the wearer through a camera, they would only see a bright light moving around, and would not be able to see that person's name or anything they're carrying. For reference, AI and cyborgs are ALWAYS looking through cameras. This would make you very visible to the AI, but it would be unable to discern your identity, and if you can leave the scene before human personnel arrives, your identity will probably remain unknown. Useful to wear when breaking into areas Digital Camouflage: A much more advanced version of the scrambler, wearing this would make you almost invisible to diogital means of detection. Your outline would be very faint and anyone looking through cameras would generally be unable to see you while you stand still. Security camera motion alarms would not be triggered by your presence, and turrets would not fire at you Remote Hacker: This would work like a long-range multitool, allowing you to pulse wires inside an object that you can see, without having to physically get close, and notably without having to open any panels. Could be used on someone wearing a hardsuit to play with the wires inside their suit module, too Sensor Interface: Could be used on a person to silently and remotely alter their suit sensors, or to emit a jamming signal that blocks suit sensors all around it. Available to traitors and a useful assassination tool Remote Interface A simple little device which when used on something, would call attack_ai on it. Essentially this would give you access to all the functionality that an AI/cyborg gets when clicking on things. Shouldn't be too easy to get Air Alarm Controller: A godsend for atmospherics, this little device would have an interface identical to an air alarm, allowing you to program in those settings. And then when used on an air alarm, to instantly copy those settings over. Would also enable lots of low-level atmos fun by quickly setting thresholds so that air alarms wont trigger when something is wrong AI Upload Control Board: Perhaps the pinnacle of IT research, this would allow you to build a new AI upload console in your office, and remotely alter the AI's laws as you wish Software Upgrades: These would be mostly for enhancing the AI and computers, adding new things to make everyone like you, or hate you. Upgrading the AI would require it to allow you access to its upload, which comes with a lot of risk for both parties, and a tense atmosphere Mass Door Control: Three seperate upgrades for open/close, bolt, and electrify. These would allow the AI to perform that function on all doors in a room simultaneously, by shift/ctrl/alt-clicking a floor tile in that room Camera Xray vision upgrade: Gives a specific camera Xray vision, easy to apply but there's lots of cameras. EM Insulation: A somewhat expensive upgrade applicable to any device at all, which would grant it immunity to EMP attacks
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I think nikov has a good point, too. This idea would certainly add realism, but would it add fun? Repetitive actions that you have to do every round aren't good imo
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Some counterpoints: Assistants shouldn't be playing engineer anyways, why encourage more playing hero. Also, more significantly, this won't be used by civilians. It will be used by lazy, unprepared engineers who didn't bring inflatables with them. They're a powerful item, its why the barrier box wont fit in your backpack, And why they're currently only available in restricted areas
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You're comparing apples with oranges, that's not fair or meaningful. We already have the one you linked there This is my usual red security uniform Also black is neither here nor there, this is blue vs red. And did you see how much black was in those voidsuits? If large amounts of black bother you, i don't see why you'd support this change
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I like the red colors and i want them to stay. Those new voidsuit designs can easily have the blue parts made red and still used