Search found 262 matches

by mrmelbert
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)
by mrmelbert
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.
by mrmelbert
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.
by mrmelbert
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
by mrmelbert
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
by mrmelbert
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
by mrmelbert
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
by mrmelbert
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

bingusdingus wrote: Sat Apr 19, 2025 6:32 pm I've said it before. Change Spy to be a Spy vs. Spy themed antag.
Your idea is neat and all but it doesn't especially pertain to policy discussion.
by mrmelbert
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.
by mrmelbert
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.
by mrmelbert
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 ...
by mrmelbert
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 ...
by mrmelbert
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
by mrmelbert
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.
by mrmelbert
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
by mrmelbert
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 ...
by mrmelbert
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"
by mrmelbert
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
by mrmelbert
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 ...
by mrmelbert
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 ...
by mrmelbert
Thu Feb 27, 2025 12:17 am
Forum: General Chat
Topic: Headmin Burnout
Replies: 19
Views: 10265

Re: Headmin Burnout

TheLoLSwat 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)
Better for the headmins but probably worse for the community, I think it'll lead to election burnout
by mrmelbert
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 ...
by mrmelbert
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
by mrmelbert
Sat Dec 28, 2024 4:20 am
Forum: Ideas
Topic: Minor Suggestions
Replies: 3794
Views: 1214803

Re: Minor Suggestions

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
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)
by mrmelbert
Sat Dec 28, 2024 4:16 am
Forum: Ideas
Topic: Minor Suggestions
Replies: 3794
Views: 1214803

Re: Minor Suggestions

Capsandi wrote: Fri Dec 27, 2024 7:58 pm Shrink lavaland, make it 127 by 127.
What do we put in the other 48,000 tiles on the z level
by mrmelbert
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 ...
by mrmelbert
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 ...
by mrmelbert
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
by mrmelbert
Wed Dec 18, 2024 5:12 am
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

Zeckle wrote: Sun Dec 15, 2024 6:47 am Not looking to advertise but Daedalus Dock might have what you're looking for. Something between Bay and TGmed, has pain, etc. : )
They just got baymed there's no tgmed about it
by mrmelbert
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 ...
by mrmelbert
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
by mrmelbert
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
by mrmelbert
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 ...
by mrmelbert
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 ...
by mrmelbert
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
by mrmelbert
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
by mrmelbert
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 ...
by mrmelbert
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
by mrmelbert
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
by mrmelbert
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"?
by mrmelbert
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
by mrmelbert
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
by mrmelbert
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 ...
by mrmelbert
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 ...
by mrmelbert
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

Jacquerel wrote: Thu May 30, 2024 6:24 pm And these would be disabled:

Malfunctioning AI,
Space Dragon,
Wizard,
Nuclear Operatives,
Revenant,
Blob,
Xenomorph,
Nightmare,
Spiders
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.
by mrmelbert
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 ...
by mrmelbert
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
by mrmelbert
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
by mrmelbert
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 ...