Jump to content

Chada1

Members
  • Posts

    899
  • Joined

  • Last visited

Everything posted by Chada1

  1. It's also worth mentioning that I simplified the AI laws specifically to make the behavior being punished here less possible, if you see a way to adjust the laws further to prevent this, tell me and I'll PR that change. If the issue is the Mech not being part of the AI, I could make it explicitly stated in the 4th law that any systems you're directly linked to are an extension of yourself or something similar. PS: Why the hecc are we not whitelisting the AI already?
  2. That PR merging doesn't mean it couldn't be readded in a later PR if the feedback here can be used to fix the problem
  3. The first/last law both apply to the AI too tho to some degree. Make sure to ahelp that if it happens again
  4. Also the PR being merged until the AI mech (if it happens) can be swapped/changed/etc is also probably fine, and it might make it clear to the AI abusing these mechanics, when/if it comes back, that this won't be tolerated. it also sends any culture that built around abusing it into disarray and fazes it out, so we could see if it helped/is working Definitely not, if a station bound has gone crazy and you as the AI need help, you need to ask the Crew/other Stationbound for help.
  5. Those are v. good ideas and weakening the mech for combat + maybe removing its ability to attack would probably help yup ?
  6. I'm p. satisfied with the reasons given but this also drastically removes the amount of things the AI can do in a round, for instance, the AI can setup the engine in dead hour IIRC, but that could just be seen as an acceptable loss. I'd v. much like the mech to be officially seen as *part* of the AI as according to law 4, and thus just putting the mech in danger on purpose = inhibited and bwoinkworthy, but if we're not going to put our foot down and do that, removal is the only other option
  7. We're not the premier research station but the like, secondary premier research station ? Upsilon is the #1, we're the #2. But that's besides the point, it still makes absolute sense that we'd be guarding secrets, and we could use stuff for contractors to try to steal too, so yup, just +1.
  8. Can't streamline them too much, but we can definitely simplify the most awful to make to try to increase their use, some chemists avoid making certain chems for no other reason than they can cause a headache, saline Plus is kinda like that rn. We plan to try to increase the use of like, the weaker pain relievers and other weaker drugs by just making them more accessible and making them available alongside the other chems tho which is probably a good idea.
  9. I'm open to the idea of adding the lowest tier of each damage type to the sleepers. ?
  10. If you like atmospheric/story heavy puzzle adventures, check out the newish game 'Observation', it's near actually the same as playing an AI in SS13, actually if people took notes while playing this game they'd play fantastic borgs/AI. In it you play the Station intelligence aboard an expanded ISS guiding the Crew through a tooon of disasters and trying to save them, it's like SS13 turned into a movie if the AI and roboticist were the protagonists. ?

    1. Synnono

      Synnono

      Observation was great and well worth the money. It tells a strange sci-fi story from a unique viewpoint and I highly recommend.

  11. Me and Kermit talked about it and the main issue rn is Saline Plus is actually Extremely strong so it can't be made less expensive without actually nerfing its power, when put into an IV, it's as good as an entire 3 O- blood bags. Now, one thing we considered is just making the other ingredients 1u/1u and leaving the Phoron cost at 5u, which makes it more convenient and simple to math together, but leaves the expense. We're planning changes soon™️ but we're not sure to what extent it'll be convenience/nerfs, if we keep it at its current strength the ingredients will be 1-1 (with 5u phoron), if we nerf it, it could all be 1-1 (with 1u phoron).
  12. First time liches:


    IMG_20191221_092050_315.png

    1. Mofo1995

      Mofo1995

      You'll always be the best to me ;-;

  13. TYVM for the feedback. ? I rushed the wiki page out specifically to get it all out there for people to read/etc, so I'm glad that part helped out. For transparencies sake, RMT is being raised to 40 OD and will metabolize much slower (Thanks to Hocka), and people seem most receptive to negative effects to non-offworlders who take that drug, tho I dunno if we're gonna expand it past how it is rn.
  14. "Welcome to NSS aurora how tough are ya?" "How tough... am I? how tough ... am I? I work in Mining..." *Chuckles "yeah, so?" "I'm a ... Dionae..." "RiGht ThIS wAy SiR, SoRrY fOr KePPinG yOU WaITiNg."
  15. This can be locked and archived, since as of now it's been added to the lore
  16. Here's the thing, I don't want to see you back on the Discord if you act even mostly to how you were acting the same way as you did before, and it's not because of how you treated me specifically, it's how you treated other people. I was tired of seeing you treat people awfully up until the time you were banned. Can you give us any sort of a promise or anything else that you won't do that again?
  17. There's another mode called Deity other servers have which is p. much exactly what you mean
  18. As of now, the Chemistry wiki page has been updated. If you find any errors, please let me know. One thing to note, many drugs require a certain amount metabolized AND in your bloodstream to overdose, those that need an amount metabolized isn't included in the chemistry page, so if you put too much into someone and then quickly dialysis them, most of the time, you'll avoid an overdose. Don't think this is a bug, tho, it's entirely intended. https://wiki.aurorastation.org/index.php?title=Guide_to_Chemistry ^ Updated chem guide there.
  19. This is one of the worst mechanics of the mode already, even if this'd make cult rounds go better, the mechanic is still extremely unpopular and is why people hate the mode. I think this is more of a bandaid for a wound that is actually too large for it to fit. It might work for a little bit but the wound is still going to get infected. By that, I mean, people are going to hate the mode even more, cryo, refuse to play, etc. If this is added.
  20. I would like to state that I'm in the process of updating the wiki page as we speak with the new chem effects and changes, for the time being, reference this thread for your ingame play, it's near fully up to date. I'll post again when the wiki page is updated.
  21. I'm with Skull, Cnaym, and Matt, IPCs are ridiculously, RIDICULOUSLY strong right now. It'd be like making 'borgs immune to flashes and able to tank several EMP shots, except the 'borgs can literally wear armor that nullifies near every type of damage except lasers and you can have an infinite number of them in the round. Replace Ions, or add more weaknesses to IPCs, or keep it as it is.
  22. As of now this is set to awaiting merge, it needs to 'Merge conflict' tag removed and one final vetting from a maintainer, and then it'll likely be merged. TYVM for the feedback and I'm going to try to get a hasty update on the wiki within the same day as the PR is merged, but it'll likely be awhile until the full chem guide is overhauled to make seeing the effects visually appealing, instead I'm going to just make sure all of the information is there, in an appealing way or not, I know a wiki maintainer is working on a overhaul of the Chem guide, so it'll hopefully tide over medical (and ensure they have the information available to them) until then.
  23. There's really no reason I can possibly see not to allow Abo back in ?
  24. Not much to say than this makes total sense to grant and is kinda on par with just a colorblind accessibility item (Even if the condition is much worse than that).
  25. Zundy
×
×
  • Create New...