
Nanako
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Everything posted by Nanako
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Nope. Nope. Nope. Nope. You're worried about shuttle recall griefing, right? The thing is, if you have an ID that has the privileges to do that, you can already just buy a laptop with that module on it, and do shuttle calls anywhere from that laptop. Building a new command console to do it would be an awfully less efficient method of griefing, and thus is unlikely to happen. If a random scientist builds one of these in telescience, he still can't use it without the captain's ID. and there's a laptop vendor right outside if they were planning on stealing that and using it for a shuttle
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this is an amazing idea, and i fully support it. also wouldn't be too hard to implement
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To date, i've submitted 26 pull requests https://github.com/Aurorastation/Aurora.3/pulls?utf8=%E2%9C%93&q=is%3Apr+author%3ANanakoAC+ And been coding for aurora for one month now The last two candidates were accepted (and then quit) in a period of time shorter than that. i wonder if that's influenced things
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Cargo often ends up with hundreds of points left over, and nobody wanting anything to order from it. there's a lot on their list, but not enough of it is generally useful, because the station makes a lot of things itself, if all departments are functioning properly. But if they aren't, then the station doesn't get those necessary things, and cargo still sits ignored. See a need, fill a need I propose giving cargo the ability to order crates of things that are normally only produced through jobs, but with slightly unreasonable prices. The idea is not to make other departments useless, but to act as a fallback for when those departments aren't staffed or working. If you want to order tons of advanced medicine crates to compensate for chemistry not being staffed, it'd quickly burn through all your supply points The prices should be set to a a level that would act as a slight deterrent, and make it not worth ordering if you can produce things yourself instead, most sane quartermasters would view the order suspiciously if the department that can make these things is functioning properly. But these orders would also act as something command staff could authorise to help out troubled departments that are lacking things: For medical: Advanced casualty crate Contains 2x bottles each of bicaridine, dexalin plus, dermaline, 1 bottle of peridaxon, and a bottle of 10u iron pills Genetic Medicine Crate Contains 3x bottles of clonexadone, 2x bottles of alkysine, and a small half-sized bottle of rezadone (its the only way to treat genetic damage when power is down) Biohazard Crate Contains 2x bottles of spaceacillin, 2x spraybottles of sterilizine, 2x bottles of radium, 2x bottles of hyronalin, and one bottle of arithrazine. For viral ourbreaks, bacterial infections and irradiation. Specialist Treatment Crate Contains one bottle each of ethylredoxrazine, leporazine, lipozine, ryetalyn, and 20u carbon pills Combat Enhancement Crate: Contains two bottles each of hyperzine, synaptizine, inaprovaline, and four syringes. Intended for ordering by security when medical is unavailable. Advanced Surgery Crate: Contains a bottle of dexalin plus, a syringe, two laser scalpels and two bottles of nanopaste. For Science: Robotic Construction Kit Contains all the components necessary to build a cyborg, including a positronic brain. Robotic maintenance kit Contains two each of the internal cyborg components, a super power cell, and four single-use cards which can unlock a cyborg's chassis Rare Materials Crates three seperately orderable crates (not all in one) that each contain 15 sheets of either gold, silver or uranium respectively. For science use when mining is nonfunctional Telecrystal crate: A crate containing two telecrystals, for telescience Xenobiology starter crate: Contains two baby grey slimes, held in stasis, a box of monkey cubes. Intended for restarting xenobiology after all the slimes have died Console Circuitry Crate: Contains one circuitboard each for a crew monitor console, security camera console, station alerts console and command and communications console. Intended for setting up a new bridge if a crisis situation demands it, or for making consoles for telescience Farmbot Crate: Contains a single, fully constructed farmbot, ready to go. For botany and xenobotany, when there's no roboticist For Engineering: SMES Construction Crate: Same contents as the crate that starts in engineering hard storage - 2 superconducting magnetic coils, 2 superconducting transmisison coils, 2 superconducting capacitance coils, and two SMES circuitboards. For building new SMES in the event of major destruction Phoron Sheets Crate: Contains a stack of phoron sheets, for making heat-resistant windows. engineering only starts with one. Plasteel Sheets Crate: Contains a stack of 20 plasteel sheets, useful for making reinforced walls or exosuits, when the mining department isn't working Recharger Crate: Contains four rechargers, built but unwrenched, ready to be dragged into position. for power cells, energy guns, etc. For Civilians: Advanced Cleaning Crate: Contains two bottles of ammonia, and a spraybottle of sterilizine. For janitors when chemistry is down Kitchen Construction Crate: Contains the circuitboards and materials necessary to build two microwaves, a grinder, and a condimaster. Plus two knives, two rolling pins, and a box of glassses.. For building a new kitchen, or rebuilding it after bombing Emergency Generator Kit (New item!) Contains a small, simple generator designed for use by civilians with no engineering knowledge. Really just a bunch of -pre-charged powercells inside a casing. It has no interface except an on switch, and when turned on will provide power to the nearest APC wirelessly. Runs for about half an hour. Designed for use when engineering can't seem to get the engine running and departments need power urgently
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sure, if there were a specialised counter. EMP counters everything. the only time EMPs are not immensely useful if if you're mechanical. Otherwise, EMP is useful in every scenario against most types of weapons, reconnaisance, communications and defenses having something be vulnerable to EMP is not a good mechanic, because everything else already is
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I think you guys are missing my point here. Of course people are going to kill mice. They also kill changelings and vampires and raiders. My point is, don't GANK mice. Don't wordlessly execute them by clicking them just because you can, Roleplay some annoyance, aggression, threats etc, have some buildup to it. The mouse is still a player, ganking players without RP is not okay. I've never seen a mousetrap used at all, but those would at least be interesting. Mousetraps are kind of redundant and useless when mice are so easy to kill by other means
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General rules: Don't be a dick. first rule of the server. RPing a mouse is fun, i like to nuzzle people, hide under tables, watch events, nibble at food, etc Ganking and purposeless murdering is not okay, for anyone. I get that plenty of people's characters don't like mice. but there's ways to deal with that. you can tell it to shoo, you can call it names, you can RP waving a weapon threateningly. Just roleplay, do something interesting. If you're making threats and not getting a response, by all means proceed with murdering. but a player mouse will generally leave for safer pastures if its obviously unwelcome. Make your intentions clear, give it a reasonable chance to flee. Shout something at it. Talk about how it's a health hazard, or loudly call a janitor to come remove it. There's a million ways to deal with a mouse in a hostile manner that don't involve ganking it Randomly stomping on or hitting a mouse because it had the gall to be in an adjacent tile to you is not okay. especially not when it's RPing with someone else. mice die in one hit regardless of the form they've taken, behind that mouse is still a player. It's very easy to identify a player mouse, they crawl through vents, move more than one tile at a time, hide under things, etc. Today i wanted to watch an interesting event. peaceful vox traders holding a meeting with command staff. I got gibbed by a vaurca for the crime of hiding quietly under a table the first time around. Second time, i had a rappor with one of the vox, and was getting along quite well until the security officer, who'd been waiting like a hawk, stomped me as soon as he had the tiniest opportunity, interrupting RP with another vox who wanted to eat me (and was putting forth some interesting effort in RPing it out, too). the third time a borg batonned me instantly as i approached the room After a certain point, it just seems pretty dickish. There's no RP value in random murder. We're all here to RP and have fun, not randomly ruin others fun without reason. The worst is those people who see a mouse and just say nothing, immediately begin chasing and trying to stomp it without a word or an emote just...don't be a dick :/
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the limitation doesn't make sense, and IPCs are already weak enough as is However, i'd also like to see welder/wire repairing redesigned a little. Instead of repairing X damage per click, it'd be something like "You start repairing the dents on " and it'd take time, periodically repairing a little bit, and removing some welder fuel. interrupted if you move, get stunned, etc
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a neat little idea, with the idea of encouraging longer rounds and less frequent resetting of things. a New Antag vote. which could be called, much like a crew transfer vote, at some specific timepoint onwards (i'm thinking at the hour mark, and possibly once per hour after that) If it passes, the game would random up a new round type, and select some new antags to inject conflict into things, and the round would continue on. No resetting, or wiping of research, all the stuff you've built stays, any damage done by previous antags is left to be repaired, etc With certain antag types (Malf AI, autotraitor at least) the new antags would be selected from appropriate people already in the crew, while others (heist, merc) would be selected from ghosts, and anyone joining the round after the vote passes would have a new "Antagonist" option in the role selection Some types are a little indeterminate. Traitor, vampire, changeling and cult, its not clear cut whether they should be selected from existing crew, or from newcomers, that'd be a decision to be made based on playtesting. After the vote passes, there could be a short delay (10 minutes perhaps) for people who feel like being an antag to go for a cryonap and ghost. They can respawn at cryo if they don't get it, and still want to play. I feel this could help to inject some variety into things. With longer rounds, engineering players would have less repetition in starting up the engine for the millionth time, and more reason to work on optimising the power network (plus more reason to start on interesting construction projects). chemistry would only need to remake basic medicines if supplies had run out, science could get some time to play with the cool equipment they've researched It'd also give engineering a chance to do something they rarely do - rebuilding an area after massive damage, re-laying pipes, maybe rebuilding the engine room after a delamination
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Someone actually roleplaying a criminal properly, and not being a griefer, very much is a kind of RP some people would be interested in dealing with. If you're not interested in dealing with criminals, why are you playing security? Chucklefucks who just screw around and self-antag, are, again, to be ahelped. If a member of staff says its okay, then yes, you have to deal with it, it's part of that round's story, suck it up. Maybe admins will let you do stressed/abusive cop RP The only problem i see, is the grey area when there's no moderators online. You still have options, send them to medical for a mandatory psych eval, for example. You could also give them an injunction to stop doing whatever they're doing, and then charge them for breaking that too
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i'm with jackboot on this one. If someone is consistently griefing, ahelp and they'll probably be warned or banned If they have good RP reasons for it and admins allow it, then there are plenty of ways to deal with it IC. You can give longer sentances for repeat offenders, you can put a tracking implant in them, you can even pur a chemical implant filled with chloral hydrate in them so you can remotely sedate them (contrary to popular belief, a 15u dose will not kill)
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A point that others may not have considered, cyborg slots are very limited. Quite often people pick drone because they want to be a robot, and all the cyborg slots are already filled
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For what it's worth though, there is an alternate drone sprite The construction drone. Interestingly it has no law about non-interaction. they're not currently playable though. I'd really like to see this used somehow, though i'm still not keen on the command idea
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this is a pain and in practise never seems to be enforced. Some people, especially security, have been cloned hundreds of times, they generally can't be bothered roleplaying out trauma for the nth time, and forcing them to doesn't seem like it'd go well Imo, what's proper for a character, isn't always something you can expect a player to do. some rules, if seriously enforced, would just drive people away This exact thing is the primary reason that most of my characters are DNC
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I'm not really liking the idea Drones aren't really supposed to take commands, they're supposed to just fix the station to the best of their ability, based on their relatively simple programming. Notably, they're not obligated to listen to the AI, so they don't have to help it do antag stuff if it's malfunctioning, and indeed harming people or the station would be a breach of their laws, even if commanded
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They actually do, but it's silly. I could put a spear in my satchel. Maybe stop large/bulky things from being put in bags? have you ever tried putting a long pole into a backpack? it will go in easily enough, poke out the top of course, but if the backpack's tall enough to get half of it in, it should stay there Like this notable bag from The Walking Dead IT has its own wiki page for some bizarre reason http://walkingdead.wikia.com/wiki/Sheriff's_Bag_of_Guns that bag held six shotguns, two rifles, and eleven handguns I think this is bigger than our ingame backpacks though, so we shouldn't aim that high. like maybe 40% of that. And the w_class of long guns should probably be increased
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I'm saying the system is already designed to work this way, it's jsut a matter of configuration, changing some numbers, the coding work is minimal. Maybe there'd be a little work in adding a capacity check for examining the backpack, and for rebalancing the weights of some larger things that we don't want to be allowed to fit, but its really not much work, i don't see a need to look at others' code unless they've done something really special In any case, this is a surprisingly positive response, i rarely see an idea get such universal support. does anyone have any problems or objections to it?
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So i'm loioking at the picture F&G linked. What's with the garden, why is it across the hall from the kitchen and not adjacent? It's imperative that kitchen and garden are together, because one exists to serve the other, and they share a fridge. the bodtanist places their grown vegetables into a fridge which is in the back wall of the kitchen, allowing the chef to easily grab them and cook with them. it's a symbiotic relationship. i don't see one anymore, where is the botanist supposed to deposit their produce? I don't see a way into the kitchen
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As i'm sure all of you are aware, a backpack holds seven items. Exactly seven items. It doesn't matter if it's seven pills, or seven laser carbines, or seven pens, or seven stacks of 50 sheets of metal. While doing a little digging today, i've come to realise that the system wasn't designed to support only this method. All containers have three variables. The maximum number of slots they have, the maximum weight of any single item they can store, and the maximum total capacity of the items within (based on the sum of combined item weights) That last one is important. Right now, a backpack has 7 slots, a max size of 4, and a max capacity of 28 (equal to 7x4) IT doesn't have to be this way though. It would be extremely easy, a matter of just changing a few numbers, to allow containers to store items based on their size. With backpacks, we could set it to 28 slots, while keeping the same weight limit. it could still only hold seven of the largest items, but it could hold a larger number of small items. We could even set the weight limit a bit lower, and it'd probably still result in a net increase in carrying capacity, but be more believable The same could be done for things like cardboard boxes, which are obviously just a box-shaped space. But the current system could be kept for webbing vests and toolboxes, since those are divided into discrete pockets or sections for items to fit things in This would be a big change in game terms, although a VERY small amount of effort in coding terms, i'm not planning to submit a PR for it at the moment, but i'd like to discuss the idea, see what people think. What do you think would be the pros and cons of this way of doing things? Would you like it, or dislike it, why? Give me your thoughts
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whoa, chill out dood walls, you hide around a corner so that the enemy can't see you until they get up close alternatively, you go the other way and punch open the nearest external wall, constructs have a pretty big advantage in being unaffected by atmosphere and able to breach walls quickly and easily. Or punch open an internal wall and make a new path around them Well the thing is, why wouldn't they follow you? When you're cult, time is on your side. Security needs to stop you from summoning. If you can get security to not follow, by simply ducking into a maintenance shaft, then i'd call that engagement a victory for the cultist
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Changelings have a long ranged upgrade though, and also death sting Don't cultists have blood boil? Also they are, you know, still human. They can still hold guns and fire them at people. Cults seem to be drawn to the science department, i'm surprised i dont see cultists with laser cannons more often well these cultists are being bad and not using terrain. ranged weapons aren't much good if you're around a corner and out of line of sight. I've seen plenty of security teams get slaughtered by close range ambushes
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i don't think it's entirely negative, i've seen many people use it to describe themselves with varying degrees of irony autismfort is a pretty descriptive term, its rather elegant. describing a fort with impressive complexity and attention to detail, in a single amalgamated word. Calling something an autismfort is a jab at the person who made it, but also a compliment to the quality of their work
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i agree with it completely, loyalty implanted roles should always be loyal there are plenty of other roles you could play if you wanted to be revolutionary
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I'm honestly most hesitant towards the idea in general, given I think gameplay is most natural where the planning is discussed in IC and mechanic-specific stuff is discussed in the LOOC if required. I feel like I'd honestly see more communication in AOOC rather than in IC, were this implemented for team-based antagonists, and I'd feel like we'd be missing out more than what we'd be gaining from this. yea but you can't exactly discuss 'Hey we're slaves and you guys are slavers, we're gonna stage an escape story today' IC, or plot an event like 'we're being sheltered in medical, come and re-enslave us'
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you seem to be contradicting there. if stuff is in their department, then they have decisionmaking power over it The regulation on station modifications states that they can be done either with CE approval, or with the unanimous approval of the department in question. he got the latter, i think you really should have dropped the issue then. i was serving under you as a cadet that day, and i thought you were being kind of over the line. He got the approval from medical, and thus complied with the regulations I asked you quite distinctly on common channel if you were vetoing it with acting captain powers, and you clearly responded that no, you were only doing it as head of security. In which case, your authority to meddle with engineering ended there, and imo you had no right to pursue it farther, since his actions weren't a threat to station security And also, autismforts sound fun, i've never seen one. and for that matter, i've never seen anyone build a turret at all