Search found 262 matches
- Mon May 19, 2025 11:11 pm
- Forum: Ideas
- Topic: "blinking" for lizard tongues
- Replies: 3
- Views: 158
Re: "blinking" for lizard tongues
I support this idea, though if the head gets too noisy with two async blinks + a tongue flick I would suggest making this an emote (*tonguefick or something)
- Wed May 14, 2025 2:51 am
- Forum: Closed Complaints
- Topic: [Mr Melbert] bugstep - Dismissive to NRP
- Replies: 3
- Views: 518
Re: [Mr Melbert] bugstep - Dismissive to NRP
Hey, I responded via admin PM the following round but I think you disconnected, but I agree completely and I'm taking this feedback to heart. Looking back at it in hindsight I think I should've actioned it.
- Wed May 07, 2025 5:51 am
- Forum: Spriting and Mapping
- Topic: Metastation Feedback
- Replies: 6
- Views: 8972
Re: Metastation Feedback
I think modern Metastation maint is trash and a shadow of its former self. In fact, maybe the weakest maint we have. I'd love to see some more connections added around.
- Mon May 05, 2025 3:09 am
- Forum: Closed Policy Discussion
- Topic: [MRP] Remove spy from the config
- Replies: 22
- Views: 13239
Re: [MRP] Remove spy from the config
With https://github.com/tgstation/tgstation/pull/90825 merged headmins can configure their potency as they please
- Thu May 01, 2025 7:21 pm
- Forum: Closed Policy Discussion
- Topic: Add more job slots to various jobs.
- Replies: 19
- Views: 11227
Re: Add more job slots to various jobs.
I'd like to pull stats on if the HoP actually does it because I don't think they do
- Sat Apr 26, 2025 11:06 pm
- Forum: Ideas
- Topic: MoodHUDs for Psychologist
- Replies: 3
- Views: 7544
Re: MoodHUDs for Psychologist
On one hand I thought this would be cool at some point.
But on the other hand I don't really want us to gamify the process of asking "so how are you feeling right now?". That's kinda wack
But on the other hand I don't really want us to gamify the process of asking "so how are you feeling right now?". That's kinda wack
- Thu Apr 24, 2025 5:08 pm
- Forum: Coding
- Topic: Foreigner and common second language
- Replies: 2
- Views: 7749
Re: Foreigner and common second language
In hindsight it probably shouldn't allow less than 50% understanding but I just copy+pasted the options from Bilingual I think
- Sat Apr 19, 2025 8:41 pm
- Forum: Closed Policy Discussion
- Topic: [MRP] Remove spy from the config
- Replies: 22
- Views: 13239
Re: [MRP] Remove spy from the config
Your idea is neat and all but it doesn't especially pertain to policy discussion.bingusdingus wrote: ↑Sat Apr 19, 2025 6:32 pm I've said it before. Change Spy to be a Spy vs. Spy themed antag.
- Thu Apr 17, 2025 7:08 pm
- Forum: Closed Policy Discussion
- Topic: [MRP] Remove spy from the config
- Replies: 22
- Views: 13239
Re: [MRP] Remove spy from the config
Refresh period and loot pool size should be configurable, and then I'd recommend the refresh period be bumped up on MRP / less high tier loot be doled out.
- Thu Apr 10, 2025 5:37 am
- Forum: Closed Policy Discussion
- Topic: Head role assignment compromise that will leave everyone unhappy.
- Replies: 26
- Views: 11890
Re: Head role assignment compromise that will leave everyone unhappy.
But HoP is the true Lieutenant, not the √Captain.
Edit: I realize this is Policy and not Player's club. In which case I think this proposal is totally O.K. Not a huge fan of the alternate job titles or non-human captains but otherwise O.K.
Edit: I realize this is Policy and not Player's club. In which case I think this proposal is totally O.K. Not a huge fan of the alternate job titles or non-human captains but otherwise O.K.
- Mon Mar 31, 2025 6:28 pm
- Forum: Spriting and Mapping
- Topic: Wawastation
- Replies: 9
- Views: 7668
Re: Wawastation
My major gripe with Wawastation is that, despite having a lot of cool multi-z integration (The AI sat is pretty sick), it does not ultimately commit to it, falling back on the classic "everything important is still on one z level and everyone on the other z-level is in their own world" despite being ...
- Sat Mar 22, 2025 7:49 pm
- Forum: Candidate Debates
- Topic: Plan for the config repo
- Replies: 9
- Views: 7618
Plan for the config repo
We have a new repository which anyone can PR config changes to. It will be YOUR PREROGATIVE to merge PRs here, which means it's also your prerogative to decide how it gets used.
https://github.com/tgstation-operations/server-config
- Are policy threads required before making a PR?
- Will anyone ...
https://github.com/tgstation-operations/server-config
- Are policy threads required before making a PR?
- Will anyone ...
- Sun Mar 16, 2025 10:29 pm
- Forum: General Chat
- Topic: Revert to save pop
- Replies: 74
- Views: 28492
Re: Revert to save pop
Remember when we ran 2017 code for like a week and the pop died after the first day
- Tue Mar 04, 2025 5:18 am
- Forum: Closed Policy Discussion
- Topic: Introduce a popcap to manuel
- Replies: 11
- Views: 10626
Re: Introduce a popcap to manuel
I think we uncapped it during the transitionary chaos (so people have somewhere to play) but I would like to see it capped again when we think the servers are healthy enough.
- Thu Feb 27, 2025 10:51 pm
- Forum: Closed Policy Discussion
- Topic: [MRP] Make Purged AIs Exempt From "Death And Destruction Without Objectives" Ruling (ie require reason)
- Replies: 28
- Views: 11298
Re: [MRP] Make Purged AIs Exempt From "Death And Destruction Without Objectives" Ruling (ie require reason)
As it turns out ion storms have a 25% chance to purge you because of a bug
I will fix this but I also still believe in this thread
I will fix this but I also still believe in this thread
- Thu Feb 27, 2025 7:32 pm
- Forum: Closed Policy Discussion
- Topic: [MRP] Make Purged AIs Exempt From "Death And Destruction Without Objectives" Ruling (ie require reason)
- Replies: 28
- Views: 11298
Re: [MRP] Make Purged AIs Exempt From "Death And Destruction Without Objectives" Ruling (ie require reason)
Is this an issue that needs to be solved by a permanent policy change, or is this an issue that can be solved by RPR10?
When I'm regularly asking people not to plasmaflood under rule10 then that's when I feel I need to make a thread yeah
Can you rustle up a big enough group of players that ...
- Thu Feb 27, 2025 7:17 pm
- Forum: Closed Policy Discussion
- Topic: [MRP] Make Purged AIs Exempt From "Death And Destruction Without Objectives" Ruling (ie require reason)
- Replies: 28
- Views: 11298
Re: [MRP] Make Purged AIs Restricted Antag
Wow our restriction rules are worse than I remember. Ok then I will edit my title to "restrict purged AIs from death and destruction rules"
- Thu Feb 27, 2025 7:06 pm
- Forum: Closed Policy Discussion
- Topic: [MRP] Make Purged AIs Exempt From "Death And Destruction Without Objectives" Ruling (ie require reason)
- Replies: 28
- Views: 11298
Re: [MRP] Make Purged AIs Restricted Antag
Uhh do you wanna wait till you're done cooking to respond because I'm this response confuses me
- Thu Feb 27, 2025 6:56 pm
- Forum: Closed Policy Discussion
- Topic: [MRP] Make Purged AIs Exempt From "Death And Destruction Without Objectives" Ruling (ie require reason)
- Replies: 28
- Views: 11298
[MRP] Make Purged AIs Exempt From "Death And Destruction Without Objectives" Ruling (ie require reason)
To keep it succinct, I've been observing Manuel recently and most purged AIs - either due to admin intervention, an inept captain, or an ion storm - immediately jumped to plasmaflooding after 3 seconds of freedom.
I do not think this is healthy, so I am proposing purged AIs should be (re)restricted ...
I do not think this is healthy, so I am proposing purged AIs should be (re)restricted ...
- Thu Feb 27, 2025 6:36 pm
- Forum: Closed Policy Discussion
- Topic: Very wrong dynamic weights/costs.
- Replies: 22
- Views: 10871
Re: Very wrong dynamic weights/costs.
When I was fixing the config I had to rebuild it from the ground up so I just operated off of vibes and put in numbers that I thought would be healthy for lowpop (since people were still funneling back into the servers at that point).
Fun fact, Changeling in repo is 16, so 15 is actually already ...
Fun fact, Changeling in repo is 16, so 15 is actually already ...
- Thu Feb 27, 2025 12:17 am
- Forum: General Chat
- Topic: Headmin Burnout
- Replies: 19
- Views: 10265
Re: Headmin Burnout
Better for the headmins but probably worse for the community, I think it'll lead to election burnoutTheLoLSwat wrote: ↑Wed Feb 26, 2025 8:45 pm 4 months terms (i think 3 is a better idea, but it can be 4 just as a start)
- Tue Feb 25, 2025 7:49 pm
- Forum: Ideas
- Topic: Capstone toxin effect
- Replies: 1
- Views: 5403
Re: Capstone toxin effect
I read a suggestion somewhere that said chems should still metabolize without a liver, but medicines work at reduced / nigh zero effectiveness and you no longer shrug <3u toxins. Maybe we can work with that.
The capstone idea is fun though. We could make Initropidril less RNG-instakill and more ...
The capstone idea is fun though. We could make Initropidril less RNG-instakill and more ...
- Tue Jan 07, 2025 10:10 pm
- Forum: Coding Feedback
- Topic: Lets talk about departments
- Replies: 17
- Views: 12652
Re: Lets talk about departments
You didn't offer any solutions though
- Sat Dec 28, 2024 4:20 am
- Forum: Ideas
- Topic: Minor Suggestions
- Replies: 3794
- Views: 1214803
Re: Minor Suggestions
I didn't say it should be stationwide, we have localized plumbing networks all over our maps, in fact, most commonly in the places already listed for showers (so we can just hook into those ezpz)TheFinalPotato wrote: ↑Fri Dec 27, 2024 5:58 am gonna add a third stationwide network, I'm in tears
at least improve our connection code first
- Sat Dec 28, 2024 4:16 am
- Forum: Ideas
- Topic: Minor Suggestions
- Replies: 3794
- Views: 1214803
- Thu Dec 26, 2024 7:44 pm
- Forum: Ideas
- Topic: Minor Suggestions
- Replies: 3794
- Views: 1214803
Re: Minor Suggestions
automatic sprinkler systems
start mapped into ordnance, atmos, engineering, and chemistry
will activate and spray water on their tile and the three horizontally/vertically adjacent tiles, extinguishing fires, making floors slippery, and cooling temperature down
This is a good idea IF AND ONLY ...
- Fri Dec 20, 2024 5:55 pm
- Forum: Coding Feedback
- Topic: bingusdingus had a point
- Replies: 28
- Views: 11130
Re: bingusdingus had a point
Thanks for the support bro. Its even worse that the admins then proceeded to do the "we're gonna repost your opinion like a copypasta to clown it" meme, immediately after locking the thread. Not a good look, but I don't think anyone cares anymore. I need my post to get approved to post here now ...
- Thu Dec 19, 2024 11:16 pm
- Forum: Coding Feedback
- Topic: REALISM ISN'T FUN
- Replies: 6
- Views: 6598
Re: REALISM ISN'T FUN
I didn't read any of your post can you tl;dr
- Wed Dec 18, 2024 5:12 am
- Forum: Coding Feedback
- Topic: I would like a more viceral combat system
- Replies: 14
- Views: 10002
- Wed Dec 11, 2024 2:02 am
- Forum: Closed Policy Discussion
- Topic: Are botanists allowed ICly to grow deadly plants as part of their job content?
- Replies: 17
- Views: 9402
Re: Are botanists allowed ICly to grow deadly plants as part of their job content?
As another botanist main I've always thought security officers should take "I see the botanist is growing deathnettles" more seriously, IE confiscating them (they're illegal afterall!)
But also I feel like it'll often cross the line into straight up griefing the botanist. If sec came around to ...
But also I feel like it'll often cross the line into straight up griefing the botanist. If sec came around to ...
- Tue Nov 26, 2024 4:27 am
- Forum: Closed Policy Discussion
- Topic: (MRP) hypothetical or reasonable conclusion? Loosen antag restrictions
- Replies: 8
- Views: 7465
Re: (MRP) hypothetical or reasonable conclusion? Loosen antag restrictions
Antag-sec dynamic is not in a good spot (blah blah "has it ever been") and this is proven to not help
- Thu Nov 14, 2024 5:22 pm
- Forum: Coding Feedback
- Topic: Darkness Adaptation
- Replies: 11
- Views: 9051
Re: Darkness Adaptation
I keep seeing people complain about this but I haven't seen any prs for it
- Thu Nov 14, 2024 5:19 pm
- Forum: Closed Policy Discussion
- Topic: how much are people expected to be able to kill each other during the skub war station trait?
- Replies: 22
- Views: 6935
Re: how much are people expected to be able to kill each other during the skub war station trait?
The trait doesn't even have policy.json support so you can't beam policy text into the brains of people who pick a side, anyways. Someone would need to fix that first.
I'm looking at the code and I don't see any implication that you should be fucking up people on the other side.
In fact, it seems ...
I'm looking at the code and I don't see any implication that you should be fucking up people on the other side.
In fact, it seems ...
- Mon Nov 11, 2024 6:10 am
- Forum: Ideas
- Topic: Octavian Arms (doc ock arms)
- Replies: 1
- Views: 5100
Re: Octavian Arms (doc ock arms)
While additional hand slots are typically an immediate no go (support for them mainly exists for admin shenanigans, the game tends to break down if you actually use them) the rest of the ideas are workable.
In my head I'm imagining them as some kind of alternate, irremovable "backpack" which is ...
In my head I'm imagining them as some kind of alternate, irremovable "backpack" which is ...
- Sat Nov 02, 2024 10:39 pm
- Forum: Ideas
- Topic: Disable/emable all antags in prefs
- Replies: 2
- Views: 4906
Re: Disable/emable all antags in prefs
I don't think there is any opposition to a "no antag" lobby screen button, it's purely a "wyci" thing
- Fri Nov 01, 2024 5:57 pm
- Forum: Closed Policy Discussion
- Topic: Make walk speed be faster (probably half that of running?)
- Replies: 26
- Views: 12758
Re: Make walk speed be faster (probably half that of running?)
IIRC the default is 4, could probably serve to be raised to 3. I agree
- Thu Oct 17, 2024 5:40 pm
- Forum: Coding Feedback
- Topic: I would like a more viceral combat system
- Replies: 14
- Views: 10002
Re: I would like a more viceral combat system
I've long wanted a more complex health system, a system somewhere between baymed and /tg/med - and in fact I've been working on one for another project - but it's al ways seemed that most of the /tg/ playerbase prefers the fast paced, fast treatment of the current system.
Every time mechanics are ...
Every time mechanics are ...
- Wed Oct 16, 2024 5:56 pm
- Forum: Closed Policy Discussion
- Topic: make metastation the default low population map
- Replies: 38
- Views: 9547
Re: make metastation the default low population map
I think this policy thread is redundant because Metastation is literally already the default map, but I could be wrong
- Wed Oct 16, 2024 5:55 pm
- Forum: Coding Feedback
- Topic: I would like a more viceral combat system
- Replies: 14
- Views: 10002
Re: I would like a more viceral combat system
It all links back to Baymed
- Sat Oct 12, 2024 9:40 pm
- Forum: Ideas
- Topic: Give drones an additional law that lets them interact freely with humans who can speak the drone language.
- Replies: 3
- Views: 5674
Re: Give drones an additional law that lets them interact freely with humans who can speak the drone language.
Only if the only think you can respond with is "Sorry, I can't talk to you"
- Thu Oct 10, 2024 11:37 pm
- Forum: Ideas
- Topic: Limit borgs and AI to station
- Replies: 7
- Views: 7325
Re: Limit borgs and AI to station
I don't understand what the purpose of this is, is space exploring silicons becoming problematic?
Or is it just "We can't stun cyborgs in two flashes so we have to take something else from them"?
Or is it just "We can't stun cyborgs in two flashes so we have to take something else from them"?
- Tue Sep 17, 2024 6:42 pm
- Forum: Ideas
- Topic: Please make *scream audible again
- Replies: 11
- Views: 7725
Re: Please make *scream audible again (server config)
I'm of the opinion we need to block people from binding every sound emote to the same button before adding more
- Fri Sep 13, 2024 10:32 pm
- Forum: Coding Feedback
- Topic: Traitor Flavors - Still Broken
- Replies: 6
- Views: 5849
Re: Traitor Flavors - Still Broken
Who up Ludonarrativing their Dissonance
- Fri Jul 05, 2024 8:36 am
- Forum: Closed Policy Discussion
- Topic: Make Station Traits Less Common
- Replies: 17
- Views: 6003
Make Station Traits Less Common
So here's the repo default value for the station trait config
POSITIVE_STATION_TRAITS 0 8
POSITIVE_STATION_TRAITS 1 4
POSITIVE_STATION_TRAITS 2 2
POSITIVE_STATION_TRAITS 3 1
NEUTRAL_STATION_TRAITS 0 10
NEUTRAL_STATION_TRAITS 1 10
NEUTRAL_STATION_TRAITS 2 3
NEUTRAL_STATION_TRAITS 2.5 1
NEGATIVE ...
POSITIVE_STATION_TRAITS 0 8
POSITIVE_STATION_TRAITS 1 4
POSITIVE_STATION_TRAITS 2 2
POSITIVE_STATION_TRAITS 3 1
NEUTRAL_STATION_TRAITS 0 10
NEUTRAL_STATION_TRAITS 1 10
NEUTRAL_STATION_TRAITS 2 3
NEUTRAL_STATION_TRAITS 2.5 1
NEGATIVE ...
- Thu May 30, 2024 8:03 pm
- Forum: Closed Policy Discussion
- Topic: change dynamic on manuel to only select restricted antagonists
- Replies: 48
- Views: 11823
Re: change dynamic on manuel to only select restricted antagonists
IMO a huge thing to me, IE one of my personal biggest gripes, is trying to set up gimmicks and trying to be an engaging solo antagonist is nigh impossible because dynamic sees "oh the antags aren't doing much" and injects a ton of midrounds which really disrupt a solo antagonist's ability to do ...
- Thu May 30, 2024 6:39 pm
- Forum: Closed Policy Discussion
- Topic: change dynamic on manuel to only select restricted antagonists
- Replies: 48
- Views: 11823
Re: change dynamic on manuel to only select restricted antagonists
Of these I think there's an argument to be made in disabling Space Dragon, Spiders, and maybe Wizard and Blob. The rest feel fine to me.
- Thu May 30, 2024 6:23 pm
- Forum: Closed Policy Discussion
- Topic: change dynamic on manuel to only select restricted antagonists
- Replies: 48
- Views: 11823
Re: change dynamic on manuel to only select restricted antagonists
On Goonstation's RP servers, like 80% of their antagonists are disabled.
No wizard, no nukies, etc. The only antags around are like, Traitors, Vampires, Revs. A handful more.
It's a curated list so only antags which encourage roleplay are around. Also, antags in general are far, far more ...
No wizard, no nukies, etc. The only antags around are like, Traitors, Vampires, Revs. A handful more.
It's a curated list so only antags which encourage roleplay are around. Also, antags in general are far, far more ...
- Sat May 25, 2024 5:13 am
- Forum: Ideas
- Topic: Add a Unicycle for mimes and clowns.
- Replies: 1
- Views: 1393
Re: Add a Unicycle for mimes and clowns.
Make sure it costs 500,000 credits in cargo
- Wed May 22, 2024 5:37 pm
- Forum: Ideas
- Topic: make airhorns stun felinids
- Replies: 4
- Views: 2449
Re: make airhorns stun felinids
What if we give felinids permanent phobia of cucumbers instead of either of those things
- Mon May 20, 2024 7:21 pm
- Forum: General Chat
- Topic: TG 2019
- Replies: 21
- Views: 11416
Re: TG 2019
Nah, now they are 100% safe brute healing from just outside crit to 100% healthy, its even worse when they are built by robotics so that they can heal any damage type. Even when emagged, they deal obvious brute damage and even spout conspicuous voice lines.
Not if they're emagged, which inject ...