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Yeah they were enabled as a choosable race before plasmamen got disabled. I didn't know if they were a debug thing or what.Plasmamen at Roundstart (MERGED!)
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Re: Plasmamen at Roundstart (MERGED!)
Nah, 100% usable, they just have a different sprite is all.
私は完璧
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Re: Plasmamen at Roundstart (MERGED!)
Dunno if this was mentioned earlier but, while the Plasmaman helmet is pressure-proof, it isn't temperature-proof so you're slowly freezing to death if you don't put on a proper hardsuit helmet, and if you forget to switch back before heading inside you start burning instantly. It forces you to do a helmet juggle which you will always recieve a slight amount of pressure-brute damage from. Kinda annoying tbh fam
EDIT: And you also can't appear to eat with the helmet on
EDIT: And you also can't appear to eat with the helmet on
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Re: Plasmamen at Roundstart (MERGED!)
So are any coders working on making plasmamen be a different config than lizards are?
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Re: Plasmamen at Roundstart (MERGED!)
Well I'm still getting the slowdown and the hunger bar indicator flashing at me fam, dunno what to tell you from thatRemie Richards wrote:Plasmamen dont need to eat, so..
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Re: Plasmamen at Roundstart (MERGED!)
You didn't seriously believe this, right?Zilenan91 wrote:So are any coders working on making plasmamen be a different config than lizards are?
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Re: Plasmamen at Roundstart (MERGED!)
The helmet not being spaceworthy is an issue that is being fixed. You shouldn't have to juggle helmets when they're re-enabled. Also, regarding the food issue, I've passed that one to As334, but you shouldn't need to eat so I'm not sure why you got a hunger indicator. I'll have him look into that.Anonmare wrote:Dunno if this was mentioned earlier but, while the Plasmaman helmet is pressure-proof, it isn't temperature-proof so you're slowly freezing to death if you don't put on a proper hardsuit helmet, and if you forget to switch back before heading inside you start burning instantly. It forces you to do a helmet juggle which you will always recieve a slight amount of pressure-brute damage from. Kinda annoying tbh fam
EDIT: And you also can't appear to eat with the helmet on
Yes, that is one of the things that will be implemented with the upcoming hotfix. It was initially left out because we were supposed to have the option to disable one or the other, but didn't seem to work properly. I'm not familiar with the code myself so I'm just passing on what I've been told. They will be made their own config in the future so lizards won't have be turned off!Zilenan91 wrote:So are any coders working on making plasmamen be a different config than lizards are?
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Re: Plasmamen at Roundstart (MERGED!)
So after playing a few rounds I think I can say that I like them as a challenge race, makes Lizards look like babby mode in comparison. That thing about them taking off their suit and being a walking fir hazard? That's a really minor benefit considering you have an equipment slot permenantly occupied by an airtank and need to make regular stops, usually about over an hour on the standard tank with the standard settings, to Atmospherics/Engineering/Science for a refill.
Disguising is pretty much impossible except for as another Plasmaperson, since taking off the helmet covering your head, even with another hardsuit, will still make you catch fire immediately (dunno if that's intended or a bug) and also means no head protection from armour.
They do provide some interesting mechanics that you wouldn't really have with the other races, constantly having to worry about the atmosphere and knowing that dying means little chance for revival outside of people putting the effort in just for you does re-capture some of that old style SS13 lethality. I also like their version of the Syndicate Uplink, a bit more subtle and an officer might forget to remove it or not think twice about it when processing them as a prisoner
Though I think it would mostly be used regularly by players who enjoy having a bit of a challenge to their rounds which would probably maintain the Human-centric station (and it should to be honest).
Disguising is pretty much impossible except for as another Plasmaperson, since taking off the helmet covering your head, even with another hardsuit, will still make you catch fire immediately (dunno if that's intended or a bug) and also means no head protection from armour.
They do provide some interesting mechanics that you wouldn't really have with the other races, constantly having to worry about the atmosphere and knowing that dying means little chance for revival outside of people putting the effort in just for you does re-capture some of that old style SS13 lethality. I also like their version of the Syndicate Uplink, a bit more subtle and an officer might forget to remove it or not think twice about it when processing them as a prisoner
Though I think it would mostly be used regularly by players who enjoy having a bit of a challenge to their rounds which would probably maintain the Human-centric station (and it should to be honest).
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Re: Plasmamen at Roundstart (MERGED!)
The thing about the plasma tank is that it's default 101kPa (which is the standard pressure for air), but since it's pure plasma, you only need 16kPa (the minimum pressure for oxygen). Set it to 16 and it lasts much longer.
What do they get as a syndicate uplink? A headset?
What do they get as a syndicate uplink? A headset?
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Re: Plasmamen at Roundstart (MERGED!)
Yeah it's a headset that needs to be tuned to a specific frequency to unlock the Syndi menu. Though I think CERTAIN players will try to game the system by capturing Tratior Plasmamen and stealing their headset and cycling through every frequency until the menu unlocks.
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Re: Plasmamen at Roundstart (MERGED!)
Anyone who doesn't have a pda when they're made a traitor will get the headset version. So if you ever want it, just drop your pda before you get the message.
Incidentally if you don't have a pda OR a headset, you're screwed out of your points.
Incidentally if you don't have a pda OR a headset, you're screwed out of your points.
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Re: Plasmamen at Roundstart (MERGED!)
I... believe there's also something in game preferences to force it into your headset? That might have just been some outdated information I read on the wiki a while back though.Incoming wrote:Anyone who doesn't have a pda when they're made a traitor will get the headset version. So if you ever want it, just drop your pda before you get the message.
Incidentally if you don't have a pda OR a headset, you're screwed out of your points.
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Re: Plasmamen at Roundstart (MERGED!)
don't believe so, but i can confirm the headset trick works. ive done it before and it's so nice having a hands free uplinknewfren wrote:I... believe there's also something in game preferences to force it into your headset? That might have just been some outdated information I read on the wiki a while back though.Incoming wrote:Anyone who doesn't have a pda when they're made a traitor will get the headset version. So if you ever want it, just drop your pda before you get the message.
Incidentally if you don't have a pda OR a headset, you're screwed out of your points.
i play Lauser McMauligan. clown name is Cold-Ass Honkey
i have three other top secret characters as well.
tell the best admin how good he is
i have three other top secret characters as well.
tell the best admin how good he is
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Re: Plasmamen at Roundstart (MERGED!)
You can also use your PDA uplink from the ID slot by opening your pda window then transferring it into the slot. Means you don't have to be standing there with your PDA out when you order things, and you can keep the window open and in like... the top right of your screen so you can quickly order a revolver or whatever if you need one.PKPenguin321 wrote:don't believe so, but i can confirm the headset trick works. ive done it before and it's so nice having a hands free uplinknewfren wrote:I... believe there's also something in game preferences to force it into your headset? That might have just been some outdated information I read on the wiki a while back though.Incoming wrote:Anyone who doesn't have a pda when they're made a traitor will get the headset version. So if you ever want it, just drop your pda before you get the message.
Incidentally if you don't have a pda OR a headset, you're screwed out of your points.
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Re: Plasmamen at Roundstart (MERGED!)
You don't even have to do that, just click and drag the PDA icon from your ID slot or belt or wherever you keep it onto your character.newfren wrote:You can also use your PDA uplink from the ID slot by opening your pda window then transferring it into the slot. Means you don't have to be standing there with your PDA out when you order things, and you can keep the window open and in like... the top right of your screen so you can quickly order a revolver or whatever if you need one.
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Re: Plasmamen at Roundstart (MERGED!)
This is what im waiting for to. :/ humans are boringZilenan91 wrote:So are any coders working on making plasmamen be a different config than lizards are?
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Re: Plasmamen at Roundstart (MERGED!)
Plasmamen do seem cool.
I still think they should be named something more original than Plasmaman. Since I think the whole backstory of them being former Humans to be autistic even by SS13 standards.
I still think they should be named something more original than Plasmaman. Since I think the whole backstory of them being former Humans to be autistic even by SS13 standards.
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Re: Plasmamen at Roundstart (MERGED!)
Necroplasmids
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Re: Plasmamen at Roundstart (MERGED!)
I appear to have devloped appendicitis, though my race was Skinbone at time of writing. A problem since there's no way for a surgeon to really correct that and the vomiting makes you drop the things your carrying/decrease your hunger (With all the problems that brings) and when you run out of hunger you start collapsing which is *really* annoying.
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Re: Plasmamen at Roundstart (MERGED!)
Can we just remove appendicitus instead of making plasmamen immune to it
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Re: Plasmamen at Roundstart (MERGED!)
Huh, I figured the no virus thing would prevent Appendicitis. I can do that one pretty easy. Also in regards to food, as far as I understand it, you won't take the passive nutrition loss, but things that make you lose nutrition will still decrease it. Anyways, you can always just eat in a plasma filled room, same with surgery.
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Re: Plasmamen at Roundstart (MERGED!)
Is there a threshold for the amount of oxygen needed in the atmosphere to catch fire? AFAIK even if you fill a room with plasma and scrub out the oxygen, you still catch fire as long as there's a small oxygen residue
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Re: Plasmamen at Roundstart (MERGED!)
As long as there's even a single oxygen atom, you will catch on fire.
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Re: Plasmamen at Roundstart (MERGED!)
There should be some oxygen tolerance for Plasmamen.
Our own air has traces of a wide range of gases, such as Carbon Dioxide.
Our own air has traces of a wide range of gases, such as Carbon Dioxide.
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Re: Plasmamen at Roundstart (MERGED!)
Nope. Even tiny amounts of oxygen should drain your health quickly. I like the idea of Plasmamen setting up emergency plasma shelters throughout the station.Steelpoint wrote:There should be some oxygen tolerance for Plasmamen.
Our own air has traces of a wide range of gases, such as Carbon Dioxide.
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Re: Plasmamen at Roundstart (MERGED!)
What I'm saying is that the air should be able to hold a minute amount of oxygen so that you don't have to go to the extreme end of venting absolutely everything.
We have less than 1% of Co2 and other in the air we breath, so I'm just saying that a small amount of O2 should not set them on fire when in a near pure plasma environment.
We have less than 1% of Co2 and other in the air we breath, so I'm just saying that a small amount of O2 should not set them on fire when in a near pure plasma environment.
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Re: Plasmamen at Roundstart (MERGED!)
CO2 is not combustible, it's what you get when you burn carbonSteelpoint wrote:What I'm saying is that the air should be able to hold a minute amount of oxygen so that you don't have to go to the extreme end of venting absolutely everything.
We have less than 1% of Co2 and other in the air we breath, so I'm just saying that a small amount of O2 should not set them on fire when in a near pure plasma environment.
MimicFaux wrote:I remember my first time, full of wonderment and excitement playing this game I had heard so many stories about.
on the arrival shuttle, I saw the iconic toolbox on the ground. I clubbed myself in the head with it trying to figure out the controls.
Setting the tool box, now bloodied, back on the table; I went to heal myself with a medkit. I clubbed myself in the head with that too.
I've come a long ways from asking how to switch hands.
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Re: Plasmamen at Roundstart (MERGED!)
It still isent fixed yet? :/
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Re: Plasmamen at Roundstart (MERGED!)
Cheridan just merged the fix. When is it being added to the server?
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Re: Plasmamen at Roundstart (MERGED!)
lizards added but not plasmamen riot in the streets
PLASMAMEN WHEN GAS THE LIZARDS
PLASMAMEN WHEN GAS THE LIZARDS
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Re: Plasmamen at Roundstart (MERGED!)
Hello all!
I'm sorry for the lack of updates and general silence lately, I've been bogged down with work and have not had a chance to line everything up in order to give you guys a thorough update. Since everything that needs balancing or fixing has been flagged, I'm mostly just hanging back and letting my coder do his thing, and I haven't been entirely on the ball with keeping tabs on where he's at in the process. BUT I can see that you guys are eager to play Plasmamen, and I'm really excited to see so much support!
I believe the first fix solved a portion of the issues, but the "final" fix that will allow them to be enabled again is still receiving a tweak. Aside from one issue regarding Shadowling interaction, the fix is ready to be merged! I know I said that they'd be live again nearly a week ago, but you'll have to forgive me as I am not doing the code myself, and I apologize for misleading anyone. I expect that unless any other major bugs present themselves, they'll be back up and playable tomorrow, or at the latest this weekend. Once again, I'm really grateful for all the support, and I'm really stoked to see so many people excited to play them again. Big shout out to WJohnston for making the sprites, Fridge for his extinguisher canister sprite, and As334 for putting in all the effort to code this and work out the kinks!
I'm sorry for the lack of updates and general silence lately, I've been bogged down with work and have not had a chance to line everything up in order to give you guys a thorough update. Since everything that needs balancing or fixing has been flagged, I'm mostly just hanging back and letting my coder do his thing, and I haven't been entirely on the ball with keeping tabs on where he's at in the process. BUT I can see that you guys are eager to play Plasmamen, and I'm really excited to see so much support!
I believe the first fix solved a portion of the issues, but the "final" fix that will allow them to be enabled again is still receiving a tweak. Aside from one issue regarding Shadowling interaction, the fix is ready to be merged! I know I said that they'd be live again nearly a week ago, but you'll have to forgive me as I am not doing the code myself, and I apologize for misleading anyone. I expect that unless any other major bugs present themselves, they'll be back up and playable tomorrow, or at the latest this weekend. Once again, I'm really grateful for all the support, and I'm really stoked to see so many people excited to play them again. Big shout out to WJohnston for making the sprites, Fridge for his extinguisher canister sprite, and As334 for putting in all the effort to code this and work out the kinks!
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Re: Plasmamen at Roundstart (MERGED!)
So, why are Plamamen immune to flashes? I did not know this til today, and this ended up costing me the round when I tried to rev a plasmaman miner when he had no visible eye protection on.
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Re: Plasmamen at Roundstart (MERGED!)
If he had his hardsuit helmet up he's immune to flashes afaik.
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Re: Plasmamen at Roundstart (MERGED!)
I know helmets have flash-resistance but I mean like, he didn't have the hardsuit helmet on. OOC was saying that the default suits plasmamen start with have flash resistance. Is this because Plasmamen cannot wear eye-protection or something with their suit set ups? There's got to be a better workaround than that.
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Re: Plasmamen at Roundstart (MERGED!)
Did he have sunglasses on or something? You can wear eye stuff as plasmaman but they don't show up on your sprite.
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Re: Plasmamen at Roundstart (MERGED!)
That might have been it then. That mistake got me a pickaxe promptly in my face. Guess I'll just avoid them the next time I'm a rev head.
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Re: Plasmamen at Roundstart (MERGED!)
I think shift clicking might work to check?Danowar wrote:That might have been it then. That mistake got me a pickaxe promptly in my face. Guess I'll just avoid them the next time I'm a rev head.
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Re: Plasmamen at Roundstart (MERGED!)
Plasmamen helmets cover their head completely even though they look like a naked skull, sunglasses would be hidden. Fun thing, I spaced myself as plasmam, the cold of space kept my flames out so I got to see my naked purple skeleton, and after taking my helm off I grew a pair of sunglasses.newfren wrote:I think shift clicking might work to check?Danowar wrote:That might have been it then. That mistake got me a pickaxe promptly in my face. Guess I'll just avoid them the next time I'm a rev head.
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