Search found 77 matches
- Sun Jun 09, 2024 9:43 pm
- Forum: Closed Policy Discussion
- Topic: turn bagil into the player's table server
- Replies: 35
- Views: 3797
Re: turn bagil into the player's table server
Well my suggestion for playtime was ultimately an attempt at a compromise. We don't necessarily have to do it. Adding a significantly lower player cap to Manuel and making Bagil MRP should be sufficient in that case for the purposes of both acquiring data on player behavior and opening up ...
- Fri Jun 07, 2024 9:24 pm
- Forum: Closed Policy Discussion
- Topic: turn bagil into the player's table server
- Replies: 35
- Views: 3797
Re: turn bagil into the player's table server
I somewhat agree with changing the purpose of Bagil, if only for the data. If Bagil is turned into a MRP server and people still max out Manuel, then that would mean that a good chunk of the playerbase who insist on playing on Manuel despite there being a viable alternative are simply pop chasing ...
- Sat Apr 29, 2023 1:38 am
- Forum: Ideas
- Topic: Thermal Pistol Rework: The Statusening
- Replies: 1
- Views: 709
Re: Thermal Pistol Rework: The Statusening
I propose we bring ballistics back. Ballistics are based
- Tue Jan 17, 2023 9:01 pm
- Forum: Closed Policy Discussion
- Topic: allow luxury shuttle to be valid for lynching
- Replies: 24
- Views: 4073
Re: allow luxury shuttle to be valid for lynching
Huge agree. Especially if you are incapable of owning money like some kind of baddie then you're screwed out of one side of the shuttle. At least the Raven shuttle with all the turrets isn't entirely impenetrable. Plus, spamming one particular shuttle round after round after round has in the end ...
- Tue May 03, 2022 7:12 am
- Forum: Spriting and Mapping
- Topic: April 2022 Map Survey Poll Results
- Replies: 12
- Views: 5589
Re: April 2022 Map Survey Poll Results
If you throw out all the tens and ones (because mostly dummies vote ten or one), the data actually becomes interesting and useful.
I agree. Personally I feel that people voted a bit more meaningfully then we would get a more accurate representation of the current map pool.
But for fun I went ...
- Sat Mar 19, 2022 2:44 am
- Forum: Ideas
- Topic: Child-Resistant Safety Items
- Replies: 9
- Views: 1622
- Sat Jan 22, 2022 12:00 am
- Forum: Ideas
- Topic: Construction overhaul
- Replies: 79
- Views: 18466
Re: Construction overhaul
>game of tower fortress where everyone duels with construction systems
Clock cult
Clock cult
- Fri Jan 21, 2022 11:37 pm
- Forum: Ideas
- Topic: Potential Xeno Rebalance
- Replies: 4
- Views: 1176
Re: Potential Xeno Rebalance
Yeah, I actually wonder what the stats are for crew demographics. I want to say that every other person is nonhuman, but I might be off about that. Ultimately it might end up looking like 50-50 hunters to the other castes. As far as monkeys are concerned it's primarily the source of xenos early on ...
- Wed Jan 19, 2022 7:17 am
- Forum: Ideas
- Topic: Potential Xeno Rebalance
- Replies: 4
- Views: 1176
Re: Potential Xeno Rebalance
Apparently Discord really liked the idea of different xeno types based on species, because according to Aliens lore they did create different types based on their host after all. Originally I was just thinking Sentient vs Non-Sentient but then I came up with this list:
Humans = Hunters/Tanks ...
Humans = Hunters/Tanks ...
- Wed Jan 19, 2022 6:48 am
- Forum: Ideas
- Topic: Potential Xeno Rebalance
- Replies: 4
- Views: 1176
Potential Xeno Rebalance
I've been playing around with some ideas for how a xeno rebalance might look. I'm not totally set on reworking it completely, but some minor tweaks would be cool. This is what I've come up with:
*Required*
-Neurotoxin spit applies acid debuff with ticking stamina loss until resisted/wears off ...
*Required*
-Neurotoxin spit applies acid debuff with ticking stamina loss until resisted/wears off ...
- Wed Jan 19, 2022 6:44 am
- Forum: Ideas
- Topic: Progression Wizard(s)
- Replies: 17
- Views: 25444
Re: Progression Wizard(s)
I'd only be okay with this if it was added as an additional gamemode, because I don't think it's worthy to replace regular wizard (not that it needs replacing, the role is fine as is)
Just split them off into two, one is a grandmaster wizard and the other is like, newly awakened
Just split them off into two, one is a grandmaster wizard and the other is like, newly awakened
- Mon Jan 17, 2022 8:06 am
- Forum: Coding Feedback
- Topic: MODsuit feedback thread
- Replies: 126
- Views: 31245
Re: MODsuit feedback thread
No it actually straight got deflected. I'll file a bug report then because it sounds unintentional.
-Edit- I am dumb. Just, so dumb. Anyway I reviewed the logs just to double check before I submitted a bug report and I was using a normal syringe instead of a piercing one. *sigh Round 176553 when I ...
-Edit- I am dumb. Just, so dumb. Anyway I reviewed the logs just to double check before I submitted a bug report and I was using a normal syringe instead of a piercing one. *sigh Round 176553 when I ...
- Fri Jan 14, 2022 6:09 am
- Forum: Coding Feedback
- Topic: MODsuit feedback thread
- Replies: 126
- Views: 31245
Re: MODsuit feedback thread
Are piercing syringes meant to be deflected by modsuits? Is that an intended feature or a bug?
- Fri Jan 07, 2022 3:17 am
- Forum: Coding Feedback
- Topic: MODsuit feedback thread
- Replies: 126
- Views: 31245
Re: MODsuit feedback thread
Rather than arguing against the PR in general I think it'd be best if effort was spent improving the PR to better accommodate players. Change is fine, being locked in stasis forever stagnates the game.
Of course, that change should take into account current features of the game that way it meshes ...
Of course, that change should take into account current features of the game that way it meshes ...
- Tue Jan 04, 2022 4:14 am
- Forum: Coding Feedback
- Topic: MODsuit feedback thread
- Replies: 126
- Views: 31245
Re: MODsuit feedback thread
One suggestion I might make is that the armor modules take up lots of complexity. This is something that you couldn't really do with mechs, but you can choose where to specialize your MOD suit. If you want armor and no fancy equipment then that's something that could be possible. For example the ...
- Sat Jan 01, 2022 7:26 am
- Forum: Coding Feedback
- Topic: MODsuit feedback thread
- Replies: 126
- Views: 31245
Re: MODsuit feedback thread
https://github.com/tgstation/tgstation/issues/63736mr_dude_guy wrote: ↑Sat Jan 01, 2022 7:07 am I spawned as CMO and tried on the new suit and at some point had a problem where I got spammed with "You need to retract the part first" messages.
- Sat Jan 01, 2022 3:47 am
- Forum: Coding Feedback
- Topic: MODsuit feedback thread
- Replies: 126
- Views: 31245
Re: MODsuit feedback thread
Also, I think it'd be cool if you could get certain modules as nuke ops, like the cloaking one robotics can print.
-Edit- It turns out that the EMP protection mod does NOT protect against EMP in regards to augmented limbs. How disappointing.
-Edit- It turns out that the EMP protection mod does NOT protect against EMP in regards to augmented limbs. How disappointing.
- Sat Jan 01, 2022 3:43 am
- Forum: Coding Feedback
- Topic: MODsuit feedback thread
- Replies: 126
- Views: 31245
Re: MODsuit feedback thread
I used the potion on the core. I had a separate potion for lavaproofing too but I had to apply that on the actual parts. Both times the colors were retained but I don't know if the effect for the lavaproofing was considering that it lost the speed and I couldn't test it without taking a dip
- Thu Dec 30, 2021 10:49 pm
- Forum: Coding Feedback
- Topic: MODsuit feedback thread
- Replies: 126
- Views: 31245
Re: MODsuit feedback thread
It's funny that you mention that because I tried using a red potion this time instead of a stabilized extract, and as soon as you take it off the potion loses effect and you have to reapply it. I'm not sure what could be causing that.
- Thu Dec 30, 2021 9:52 am
- Forum: Coding Feedback
- Topic: MODsuit feedback thread
- Replies: 126
- Views: 31245
Re: MODsuit feedback thread
Honestly the prototype modsuit might be a little TOO slow. It's crippling even. Literally unplayable. It's essential that you get a stabilized red extract and only then do you get to playable speeds. Oh, and speaking of extracts you can't use any in the suit storage. it has to be in a pocket slot ...
- Sat Dec 25, 2021 12:02 pm
- Forum: Coding Feedback
- Topic: MODsuit feedback thread
- Replies: 126
- Views: 31245
Re: MODsuit feedback thread
There's a module that lets you eat through the helmet if you want to be able to eat with the suit on.
- Sat Dec 25, 2021 2:24 am
- Forum: Coding Feedback
- Topic: MODsuit feedback thread
- Replies: 126
- Views: 31245
Re: MODsuit feedback thread
Okay so I've been putting feedback in other places but was advised to put it in this thread I just found out existed.
1: As it currently is AI vision is linked to the camera network, however if the AI is inserted into a modsuit then it should be also able to draw vision from the suit itself. If the ...
1: As it currently is AI vision is linked to the camera network, however if the AI is inserted into a modsuit then it should be also able to draw vision from the suit itself. If the ...
- Fri Dec 24, 2021 10:36 pm
- Forum: Ideas
- Topic: Make AI able to see from the modsuit
- Replies: 1
- Views: 739
Re: Make AI able to see from the modsuit
Since I'm mentioning AI improvements to the modsuit, the AI should be able to unbuckle or help resist out of things. Say your occupant is dead and buckled. You won't be able to move them like you normally can since they're in something as simple as a chair.
- Fri Dec 24, 2021 10:18 pm
- Forum: Ideas
- Topic: Make AI able to see from the modsuit
- Replies: 1
- Views: 739
Make AI able to see from the modsuit
As it currently is AI vision is linked to the camera network, however if the AI is inserted into a modsuit then it should be also able to draw vision from the suit itself. If the modsuit is on lavaland for example they will be unable to help their suit occupant as they won't be able to see. As a ...
- Fri Feb 05, 2021 3:08 am
- Forum: Coding Feedback
- Topic: combat mode feedback
- Replies: 96
- Views: 27432
Re: combat mode feedback
This is a spicy conversation. I'm not going to defend @Kendrickorium or anything, but I do see where they're coming from in regards to unilateral codebase changes. It can be difficult to feel that your voice is heard when changes are pushed through despite user feedback. In regards to continuing to ...
- Fri Feb 05, 2021 1:53 am
- Forum: Coding Feedback
- Topic: combat mode feedback
- Replies: 96
- Views: 27432
Re: combat mode feedback
I no longer have any complaints. Just the request to change the button to be a bit more distinguishable from a peripheral view, and that would be it! Thanks for your speedy fix.Qustinnus wrote:https://github.com/tgstation/tgstation/pull/56646
- Thu Feb 04, 2021 4:31 am
- Forum: Coding Feedback
- Topic: combat mode feedback
- Replies: 96
- Views: 27432
Re: combat mode feedback
In general my biggest problem is probably disarm. I've already used F to toggle between modes, so that's not a big deal to me. Shoving when I mean to examine, or examining when I mean to shove is a bit awful. Additionally, when observing I have to be in gamer mode, sitting upright with both hands on ...
- Thu Aug 06, 2020 7:01 am
- Forum: Resolved Appeals
- Topic: [Thunder12345] Trexter555 - Banned for doing antag stuff as antag ghostrole
- Replies: 16
- Views: 4988
Re: [Thunder12345] Trexter555 - Banned for doing antag stuff as antag ghostrole
I've also been advised that Ashwalkers are allowed to invade, and have only seen an admin crack down on it once, though I'm sure there are more situations that I am unaware of that they were punished. Discrepancy in policy and players tendency to try to twist things to their advantage as much as ...
- Wed Aug 05, 2020 10:51 am
- Forum: Resolved Appeals
- Topic: [Thunder12345] Trexter555 - Banned for doing antag stuff as antag ghostrole
- Replies: 16
- Views: 4988
Re: [Thunder12345] Trexter555 - Banned for doing antag stuff as antag ghostrole
While I'm not an admin, I was playing this round and was privy to witnessing (and experiencing firsthand) the skeleton's thralls murderboning willy nilly. This isn't the first time this has happened either, as skeletons have been raiding the station for some time, and it never sat well with me ...
- Sat Jul 11, 2020 10:01 pm
- Forum: Resolved Appeals
- Topic: [Discord][Nervere] The_Silver_Nuke#0735
- Replies: 23
- Views: 8701
Re: [Discord][Nervere] The_Silver_Nuke#0735
I agree that posting potentially fringe content was wrong. I wasn't aware it was at the time, as I thought it was fine. I'll be more scrupulous in the future.
- Sat Jul 04, 2020 3:24 pm
- Forum: Resolved Appeals
- Topic: [Discord][Nervere] The_Silver_Nuke#0735
- Replies: 23
- Views: 8701
Re: [Discord][Nervere] The_Silver_Nuke#0735
I definitely was going to follow what Nerv said after he had mentioned it the first time. I didn't feel that it was in violation, but since he had determined it to be then I was going to listen and not upload any content that could be construed as being a rule breaking post. If I do get approved ...
- Fri Jul 03, 2020 1:12 pm
- Forum: Resolved Appeals
- Topic: [Discord][Nervere] The_Silver_Nuke#0735
- Replies: 23
- Views: 8701
Re: [Discord][Nervere] The_Silver_Nuke#0735
I'm up early in the mornings, and there aren't usually admins on then. It says that it goes to IRS or Discord, but ultimately unless multiple people start spamming ahelps nobody will show up.
- Fri Jul 03, 2020 4:26 am
- Forum: Resolved Appeals
- Topic: [Discord][Nervere] The_Silver_Nuke#0735
- Replies: 23
- Views: 8701
Re: [Discord][Nervere] The_Silver_Nuke#0735
I'm sorry to hear that. I was only warned the one time literally five minutes before he placed the ban, and I had no precedent of posting *suspected fringe content. This appeal is the same because my opinion on it is the same. Posting it the second time was genuinely unintentional and I'm not sure ...
- Fri Jun 26, 2020 7:34 am
- Forum: Closed Policy Discussion
- Topic: AI Engineer experience
- Replies: 12
- Views: 3609
AI Engineer experience
Too many times I've noticed the SM delam because nobody set it up shift start. The AI can make it safe to operate shift start with zero assistance, it won't generate power since they can't insert plasma cans but it won't explode at the minimum. I'd like to suggest that AI roles not only require borg ...
- Mon Jun 22, 2020 3:44 am
- Forum: Closed Policy Discussion
- Topic: make clowns who take off their shoes valid
- Replies: 15
- Views: 4302
Re: make clowns who take off their shoes valid
They already get a serious mood debuff when they do so, why is more necessary? Besides, clowns are valid by nature.
- Wed Jun 10, 2020 1:59 am
- Forum: Resolved Appeals
- Topic: [<shaps>] Libbysnow - Silicon
- Replies: 24
- Views: 6606
Re: [<shaps>] Libbysnow - Silicon
was he ordered not to?
he writes very confusingly so it's not very clear but the banned player did say the victim didn't communicate
clearing this up should help deciding whether the player was at fault or not[/quote]
I ordered them to ignore law two orders from that officer to prevent human harm ...
he writes very confusingly so it's not very clear but the banned player did say the victim didn't communicate
clearing this up should help deciding whether the player was at fault or not[/quote]
I ordered them to ignore law two orders from that officer to prevent human harm ...
- Wed Jun 10, 2020 12:04 am
- Forum: Resolved Appeals
- Topic: [<shaps>] Libbysnow - Silicon
- Replies: 24
- Views: 6606
Re: [<shaps>] Libbysnow - Silicon
As a general rule/precedent, this:
Ai tells me to ignore law 2 from Fred cus law 1 "he cremate man" and tells me to wall him off.
Has never flown unless they're non-human. You can't punish someone for previous harm, or imprison them indefinitely to "prevent future harm" - the only case it's ...
Ai tells me to ignore law 2 from Fred cus law 1 "he cremate man" and tells me to wall him off.
Has never flown unless they're non-human. You can't punish someone for previous harm, or imprison them indefinitely to "prevent future harm" - the only case it's ...
- Tue Jun 09, 2020 5:10 am
- Forum: Resolved Appeals
- Topic: [Discord][Nervere] The_Silver_Nuke#0735
- Replies: 23
- Views: 8701
Re: [Discord][Nervere] The_Silver_Nuke#0735
...thanks. While I do appreciate you pulling logs reading through all these just makes me feel sorta crappy. There's at least a few that I remember that aren't listed there as well. Search for the term "loli" or "lolicon" and you may find a lot more. Most of the time they're few and far between but ...
- Mon Jun 08, 2020 12:28 pm
- Forum: Resolved Appeals
- Topic: [Discord][Nervere] The_Silver_Nuke#0735
- Replies: 23
- Views: 8701
Re: [Discord][Nervere] The_Silver_Nuke#0735
Unfortunately by creating this appeal it seems to have drawn out more harassment. I'm going to have to start taking screenshots of every time this business gets brought up in BYOND or Discord. You post one questionable image accidentally that could have been easily forgotten about and the next thing ...
- Sat Jun 06, 2020 5:20 am
- Forum: Resolved Appeals
- Topic: [Discord][Nervere] The_Silver_Nuke#0735
- Replies: 23
- Views: 8701
Re: [Discord][Nervere] The_Silver_Nuke#0735
This does not abide by the perma reapplication year rule as both the ban and the appeal were done in july.
This is a fair point. I wasn't going to appeal at all to be honest, but after repeated proddings and people bringing it up on a consistent basis I decided to make a post about it, thinking ...
This is a fair point. I wasn't going to appeal at all to be honest, but after repeated proddings and people bringing it up on a consistent basis I decided to make a post about it, thinking ...
- Fri Jun 05, 2020 4:20 am
- Forum: Resolved Appeals
- Topic: [Discord][Nervere] The_Silver_Nuke#0735
- Replies: 23
- Views: 8701
Re: [Discord][Nervere] The_Silver_Nuke#0735
I am aware. I'd like to mention that after you had determined that it was unacceptable that I immediately fell in line and was not going to post anything like that again. The fact that I made a mistake almost immediately afterwards and got banned for it is a tragedy. I'd hope my sincerity is clear ...
- Fri Jun 05, 2020 4:08 am
- Forum: Resolved Appeals
- Topic: [Discord][Nervere] The_Silver_Nuke#0735
- Replies: 23
- Views: 8701
Re: [Discord][Nervere] The_Silver_Nuke#0735
I'm surprised you're still so passionate about this even a year later. I already mentioned that the second time was unintentional, regardless of my personal opinion on it. I had never intended to ignore your warning, and I tried to make that clear. All I had wanted to do at the time was socialize ...
- Fri Jun 05, 2020 2:38 am
- Forum: Resolved Appeals
- Topic: [Discord][Nervere] The_Silver_Nuke#0735
- Replies: 23
- Views: 8701
[Discord][Nervere] The_Silver_Nuke#0735
User: The_Silver_Nuke#0735
Admin: Nervere
Time: 07/12/19 est 3:40PM MTN time
Ban Reason: Challenging an admin warning
Your side of the story : Nervere gave me a warning for posting suspected fringe content on the Discord. I didn't feel that it was in violation at the time but I decided to just ...
Admin: Nervere
Time: 07/12/19 est 3:40PM MTN time
Ban Reason: Challenging an admin warning
Your side of the story : Nervere gave me a warning for posting suspected fringe content on the Discord. I didn't feel that it was in violation at the time but I decided to just ...
- Fri Apr 24, 2020 8:03 am
- Forum: Coding Feedback
- Topic: Runechat Feedback Thread
- Replies: 51
- Views: 18332
Re: Runechat Feedback Thread
I'm personally not a fan. I appreciate the effort that went into it but like what was mentioned above there's just too much visual clutter with it on screen.
- Wed Mar 25, 2020 11:04 am
- Forum: Closed Policy Discussion
- Topic: Who do posibrains obey?
- Replies: 14
- Views: 4559
Re: Who do posibrains obey?
Can confirm, this has happened to me on multiple occasions.zxaber wrote:You just have to make it standard procedure to tell them that mech weapons are middle click for AIs, because absolutely no player ever actually sees the giant text stating such.
- Tue Mar 24, 2020 10:53 am
- Forum: Closed Policy Discussion
- Topic: Who do posibrains obey?
- Replies: 14
- Views: 4559
Re: Who do posibrains obey?
I second this. Also, should it not be so that robos can bind posis to their will?annoyinggreencatgirl wrote:Should a posibrain put into a mech with lethal weapons consider antags to be part of "the crew"? Why or why not and which ones?
- Mon Mar 23, 2020 7:36 pm
- Forum: Closed Policy Discussion
- Topic: Who do posibrains obey?
- Replies: 14
- Views: 4559
Who do posibrains obey?
This policy is a little vague, as there isn't an actual statement in headmin rulings or in silicon policy that would indicate how posibrains should act. If created by a gangster, tot, or some other antag, do posibrains share that antag status? How do you determine that? Or do they just act like ...
- Tue Jan 14, 2020 11:43 am
- Forum: Coding Feedback
- Topic: CLONING REMOVAL FEEDBACK
- Replies: 468
- Views: 128402
Re: CLONING REMOVAL FEEDBACK
Why is it needing to be replaced in the first place? Nobody has answered this question in the week that this PR has been open. Why it's better to remove cloning instead of reworking it, and it seems that we won't get an answer. When it comes down to it it seems the tough questions are the ones that ...
- Sun Jan 12, 2020 7:05 am
- Forum: Coding Feedback
- Topic: CLONING REMOVAL FEEDBACK
- Replies: 468
- Views: 128402
Re: CLONING REMOVAL FEEDBACK
Thanks for the reply, though in regards to your cost response, there is a significant cost: time and effort. I can't count on my fingers the number of times we've run out of resources for various reasons, but the most contributing factors are either laziness, distraction, or an inability to do your ...
- Sun Jan 12, 2020 3:32 am
- Forum: Coding Feedback
- Topic: CLONING REMOVAL FEEDBACK
- Replies: 468
- Views: 128402
Re: CLONING REMOVAL FEEDBACK
How is it not logical and clearly laid out?
What I mean is, he didn't give a reason why it would be better to remove it rather than to rework it. Maybe that's a little easier to understand. Now I will admit to being personally biased FOR cloning to remain in the game. I feel that cloning is ...
What I mean is, he didn't give a reason why it would be better to remove it rather than to rework it. Maybe that's a little easier to understand. Now I will admit to being personally biased FOR cloning to remain in the game. I feel that cloning is ...