Page 28 of 76
Re: Minor Suggestions
Posted: Wed Oct 21, 2015 11:13 pm
by DaemonBomb
Bottom post of the previous page:
When you "use" the blueprints, make it show a map of the station a la crew monitors.
Make the editing blueprint window come up when you use a pen/crayon on them.
Re: Minor Suggestions
Posted: Thu Oct 22, 2015 1:57 am
by PKPenguin321
if you emag the bartender's drink dispenser thing, it should be able to dispense ethanol and radium
Re: Minor Suggestions
Posted: Thu Oct 22, 2015 7:31 am
by newfren
PKPenguin321 wrote:if you emag the bartender's drink dispenser thing, it should be able to dispense ethanol and radium
Radium is already really easy to get as a bartender because the singulo requires them - it's also a fairly popular drink when you go full autism mode on the bar and shit out tonnes of different drinks on the bar, at least in my experience. People love going for the big red swirly drink.
What I'd do is make it dispense ethanol and welding fuel - that way the bartender can use his machine to make a tonne of napalm grenades, considering he can already get sugar easily, as well as being able to poison people with the welding fuel/ethanol (welding fuel is poisonous, right?).
Re: Minor Suggestions
Posted: Thu Oct 22, 2015 12:58 pm
by TheNightingale
Trying to disarm someone with an active stunbaton should stun you...
... and trying to disarm someone with an active energy sword should damage your arms.
Re: Minor Suggestions
Posted: Thu Oct 22, 2015 3:47 pm
by Orris
You should be able to wear a camera in your exosuit slot (kind of like around your neck on one of those bands). It also adds an icon to quickly take a picture point blank at the top of the screen.
Re: Minor Suggestions
Posted: Thu Oct 22, 2015 7:36 pm
by Helios
Orris wrote:You should be able to wear a camera in your exosuit slot (kind of like around your neck on one of those bands). It also adds an icon to quickly take a picture point blank at the top of the screen.
Yeah, and then you can play as Frank West during a zombie round.
Re: Minor Suggestions
Posted: Thu Oct 22, 2015 10:29 pm
by TheNightingale
Using a shard as a weapon should damage you, unless you use a bedsheet on it to make an improvised shiv.
Re: Minor Suggestions
Posted: Thu Oct 22, 2015 11:59 pm
by Zilenan91
that already happens. Hippie has shanks where you can use duct tape on a glass shard and it doesn't damage you.
Re: Minor Suggestions
Posted: Fri Oct 23, 2015 2:37 am
by confused rock
TheNightingale wrote:Using a shard as a weapon should damage you, unless you use a bedsheet on it to make an improvised shiv.
that already happens, but why would you even use a shard as a weapon.
Re: Minor Suggestions
Posted: Fri Oct 23, 2015 9:19 am
by newfren
Aren't shards like force 4 or something hilariously terrible.
Ok just looked it up, they're literally force 5.
Re: Minor Suggestions
Posted: Fri Oct 23, 2015 12:29 pm
by Saegrimr
Right click to hide UI elements and shortcut buttons, please.
Hate going for the old forcewall while running away and end up hitting "Speech"
Re: Minor Suggestions
Posted: Sat Oct 24, 2015 4:30 am
by Gun Hog
Allow hardsuits to give a radiation warning message with the pulse's intensity in their rad_act()
Re: Minor Suggestions
Posted: Sat Oct 24, 2015 12:12 pm
by tuypo1
TheNightingale wrote:Trying to disarm someone with an active stunbaton should stun you...
... and trying to disarm someone with an active energy sword should damage your arms.
do you have any idea how much of a huge buff that would be to those items.
Re: Minor Suggestions
Posted: Sat Oct 24, 2015 1:09 pm
by TheNightingale
tuypo1 wrote:TheNightingale wrote:Trying to disarm someone with an active stunbaton should stun you...
... and trying to disarm someone with an active energy sword should damage your arms.
do you have any idea how much of a huge buff that would be to those items.
That's the point. It's only a buff against unarmed people - and if you're attacking a stunbaton or energy sword user (usually Security or a traitor respectively), you need to rely on more than RNG disarm spam.
Re: Minor Suggestions
Posted: Sat Oct 24, 2015 1:21 pm
by DemonFiren
Or, here's a thought, the defender could git gud and learn how to land one or two hits.
RNG fucking you over is integral to SS13, anyway.
Re: Minor Suggestions
Posted: Sat Oct 24, 2015 3:20 pm
by TheNightingale
For the "select equipment" menu admins get (to dress someone up):
Hunter.
Top hat, thermonocle, Security gas mask, Command headset, Chaplain hoodie, combat gloves, SWAT boots, tactical turtleneck, emergency oxygen tank, lantern, ID, energy crossbow, combat shotgun, Bible.
(In the Bible is a magazine of bioterror, stun, slug, buckshot and dragonsbreath rounds, as well as a null rod and 100u holy water.)
Be the changeling/shadowling/traitor/wizard hunter this station needs -- but not the one it deserves.
Re: Minor Suggestions
Posted: Sat Oct 24, 2015 5:53 pm
by confused rock
TheNightingale wrote:For the "select equipment" menu admins get (to dress someone up):
Hunter.
Top hat, thermonocle, Security gas mask, Command headset, Chaplain hoodie, combat gloves, SWAT boots, tactical turtleneck, emergency oxygen tank, lantern, ID, energy crossbow, combat shotgun, Bible.
(In the Bible is a magazine of bioterror, stun, slug, buckshot and dragonsbreath rounds, as well as a null rod and 100u holy water.)
Be the changeling/shadowling/traitor/wizard hunter this station needs -- but not the one it deserves.
with augment parts
Re: Minor Suggestions
Posted: Sat Oct 24, 2015 8:26 pm
by Cheimon
Changeling hunter is useless if they're augmented, since EMPs will fuck 'em up.
Re: Minor Suggestions
Posted: Sat Oct 24, 2015 8:40 pm
by TheNightingale
They're already blinded in an EMP from the Thermonocle, but the shotgun assortment should help negate Fleshmend/adrenal overdose (Bioterror and dragonsbreath make a good combination).
The one problem I've seen is that they don't actually have any armour - I considered an armored trenchcoat (the one the HoS starts with), but it couldn't fit a bible.
Re: Minor Suggestions
Posted: Sun Oct 25, 2015 2:25 am
by PKPenguin321
to be a true changeling hunter it needs at least one minibomb for that on-the-spot easy gibbing
Re: Minor Suggestions
Posted: Sun Oct 25, 2015 4:27 am
by Zilenan91
that's more a stereotypical vampire hunter than it is a changeling hunter. Changeling hunters would be assistants with spears, methinks.
Re: Minor Suggestions
Posted: Sun Oct 25, 2015 2:17 pm
by TheNightingale
We could have a "useful assistant" too. Grey jumpsuit, toolbelt, insulated gloves, stunprod, spear, cablecuffs, gas mask, no ID, and an objective to irritate people.
(That's not a serious suggestion please don't code it)
Re: Minor Suggestions
Posted: Mon Oct 26, 2015 6:41 pm
by 1g88a
i would like to suggest a little quality-of-life addition. The ability to swap clothing items without having to manually remove them.
For example: I have a hat on my head, and a hat in my active hand, by clicking on the hat slot (or even the clothing menu toggle) I swap the two hats.No more spilling your PDA and ID and other shit on the floor every time you try to change uniforms.
Re: Minor Suggestions
Posted: Mon Oct 26, 2015 8:52 pm
by Ezel
Aka goon quick changing
Re: Minor Suggestions
Posted: Mon Oct 26, 2015 10:04 pm
by FantasticFwoosh
Catch spiderlings using boxes/containers, but if you remove them away from your hands/put it in your bag, the spiderling will wriggle out until caught with a box again, using your hands on a spiderling on the floor will crush it as opposed to picking it up from a box and holding it in your hand for a short while where it can be forcibly crushed by you on clicking it on your active hand or released by dropping/otherwise (spiderling burger?) Spiderlings can only not escape from plastic evidence bags so that is the best way to confine them.
If a spiderling matures while it is in your box/hand/bag, it will stun you for a short period of time in which you will probably die to spiderbites if you are alone, wrapping up a box is the only definitive way of pausing a spiders development for gameplay reasons and stopping it from escaping.
Also implementing this logic have spiderlings orderable via cargo for xeno in packaged boxes within crates, have xeno be able to scan spiderlings and certain mobs of interest using their science scanners to determine greens, reds and purples. Feeding a spiderling sugar via a syringe should make it friendly (sort of, it'll have a pete temprement, Aurelius must have been fed a lot of sugar over a long time to be so obedient) to you and spiderlings can be tagged to distinguish them with a name that carries on after development.
Re: Minor Suggestions
Posted: Mon Oct 26, 2015 10:48 pm
by PKPenguin321
1g88a wrote:i would like to suggest a little quality-of-life addition. The ability to swap clothing items without having to manually remove them.
For example: I have a hat on my head, and a hat in my active hand, by clicking on the hat slot (or even the clothing menu toggle) I swap the two hats.No more spilling your PDA and ID and other shit on the floor every time you try to change uniforms.
this deserves its own thread
Re: Minor Suggestions
Posted: Wed Oct 28, 2015 4:21 am
by Orris
Meh. I always thought the extra effort it took to change costumes was justified. For the convenience factor, yes it would be great to have this, but on the other hand how little sense does it make to be able to tear off your clothes, simultaneously hold all of your things in each pocket/exosuit slot, place the NEW clothes on, then instantaneously put everything back in the correct pocket WHILE running full sax down the hallway? I don't think it would be a good idea.
Re: Minor Suggestions
Posted: Wed Oct 28, 2015 5:32 pm
by AnonymousNow
A "grabber" mode for vending machines, similar to the way the ore refiner picks up ore - when activated, it picks up any items of its type, that are not held, in adjacent tiles. It's a toggle, and it won't work on its own tile, so vending stuff won't be a problem.
Think of it like this - you load a bunch of slimes into the processor, placing it right next to the slime core fridge, and the grabber mode on the fridge picks up all those slime cores as they're made. Or chemistry, where you could quickdrop a bunch of patches next to the fridge without having to load them individually.
Re: Minor Suggestions
Posted: Wed Oct 28, 2015 7:59 pm
by Gun Hog
Re: Minor Suggestions
Posted: Wed Oct 28, 2015 11:15 pm
by newfren
AnonymousNow wrote:A "grabber" mode for vending machines, similar to the way the ore refiner picks up ore - when activated, it picks up any items of its type, that are not held, in adjacent tiles. It's a toggle, and it won't work on its own tile, so vending stuff won't be a problem.
Think of it like this - you load a bunch of slimes into the processor, placing it right next to the slime core fridge, and the grabber mode on the fridge picks up all those slime cores as they're made. Or chemistry, where you could quickdrop a bunch of patches next to the fridge without having to load them individually.
In both chemistry and xenobio we have solutions to this - the chemistry bag and bio bag will pick up all the patches/slime cores on a tile at once and can load them all into the vending machine from the bag.
It makes playing chemistry so much less tedious.
Re: Minor Suggestions
Posted: Thu Oct 29, 2015 8:39 pm
by ShadowDimentio
Let cargo order ores for points.
Mining sucks cock? That's not a fun-ruiner for R&D. Have the QM spend twenty points to get some uranium or whatever.
Re: Minor Suggestions
Posted: Fri Oct 30, 2015 11:06 am
by Screemonster
Replace mice chewing on wires with an occasional chance for wires to burn out depending on the load they're carrying (above a certain threshold - anything under, say, 200k should be safe).
Add a new type of heavy-duty cable that does not carry that risk for within the engine room itself, but coils only have 10 to a stack.
Suddenly engineers will have a reason not to just hardwire the engine or max the SMES and say "hurr durr they shouldn't be hacking" when someone gets shocked 'cause they're the ones that'll have to fix it when it causes trouble.
Re: Minor Suggestions
Posted: Fri Oct 30, 2015 11:43 am
by TheNightingale
Even if it's a 1% chance, that's 1% per tick per wire - so on a station with 1000 wires, that's... about ten per tick. Is 200k enough to power the station? (I run 360k on Meta, that seems to work.)
Re: Minor Suggestions
Posted: Fri Oct 30, 2015 11:49 am
by Screemonster
It'd probably be easier to implement as a frequent-ish random event. If it could just check the power networks rather than each individual length of wire, and pick a random wire in the network if it triggers, that might be more reasonable.
Re: Minor Suggestions
Posted: Fri Oct 30, 2015 6:39 pm
by Helios
Let wizard listen to cult chat, and give wizard constructs imperfect communion.
Too many rounds I have spent as a wizard's construct having no idea where the wizard is, and no way to get in touch with him
Re: Minor Suggestions
Posted: Sat Nov 07, 2015 2:26 am
by Marflow
It'd be nice to be able to build & upgrade furnaces or similar machine or to have version of Ore Redemption Machine that doesn't require ID access. Building autismal stuff at Derelict/White ship would be greatly helped if non-miners could go and mine the small clown asteroid and use the materials in said autismal fort.
Re: Minor Suggestions
Posted: Sat Nov 07, 2015 2:54 am
by newfren
You can smelt with an ore redemption machine even if you don't have access - just pop the minerals in the top, then once you think they're all smelted you deconstruct the machine - all the smelted ores will pop out.
Teabags
Posted: Sat Nov 07, 2015 11:08 pm
by Smoopadoop
So that if we want tea, we can have a few cups of it before having to grow more.
A box of teabags would be in the kitchen at roundstart.
Can be ordered from cargo.
Just dip it in water and the bag is consumed as 20 tea powder is added to the water.
Re: Minor Suggestions
Posted: Sun Nov 08, 2015 2:40 am
by Jacough
Make alcohol have a purpose in combat besides the bottles being something to smash and stab people to death with. Getting shit faced will allow you to move at a normal pace regardless of how injured you are. Comes with a few drawbacks though. Get too drunk and you're of course going to be staggering around like a fucking idiot too much to put up a real fight (or maybe the unpredictable movement might work to your advantage in a fight?) Reaching a certain threshold also causes you to get a sense of invincibility in the form of your health doll and health bar always appearing at 100%. Make no mistake though, even though they're showing that you're fine and dandy you can still take damage. If you don't examine your character frequently while you're hammered don't be surprised if your character suddenly drops dead in the middle of a fight despite your hud showing him being unhurt and being able to move just fine.
Re: Minor Suggestions
Posted: Mon Nov 09, 2015 4:22 am
by Wyzack
Could we get a chainsaw 'on arm' sprite? Besides looking cool it lets your opponents know that it is nodrop and you still have the use of your other hand
Re: Minor Suggestions
Posted: Mon Nov 09, 2015 4:47 am
by PKPenguin321
Wyzack wrote:Could we get a chainsaw 'on arm' sprite? Besides looking cool it lets your opponents know that it is nodrop and you still have the use of your other hand
https://github.com/tgstation/-tg-station/pull/12878
it's been up for a few days now, just waiting on a merge
Re: Minor Suggestions
Posted: Mon Nov 09, 2015 5:31 am
by Wyzack
Beautiful
Re: Minor Suggestions
Posted: Mon Nov 09, 2015 8:54 am
by 1g88a
The ability to create a spear using an E-dagger as a blade.
Re: Minor Suggestions
Posted: Mon Nov 09, 2015 6:06 pm
by Doritos
Buyable magic resistance for wizards who summon magic so wand of death/polymorph isn't instant gg.
Re: Minor Suggestions
Posted: Tue Nov 10, 2015 3:12 am
by 1g88a
Could we add a small chute near the entrance to the brig to toss out trespassers without having to open the front doors? It would save sec a lot of headaches when bored greyshirts decide to "hang out" after tailgating some sec officer. It would also save lives because then sec won't be have to risk opening the doors (and potentially letting more shitters/antags in) again just to throw them out.
Re: Minor Suggestions
Posted: Tue Nov 10, 2015 11:06 am
by Not-Dorsidarf
1g88a wrote:Could we add a small chute near the entrance to the brig to toss out trespassers without having to open the front doors? It would save sec a lot of headaches when bored greyshirts decide to "hang out" after tailgating some sec officer. It would also save lives because then sec won't be have to risk opening the doors (and potentially letting more shitters/antags in) again just to throw them out.
Open the internal door and throw them through.
Go to the door control
Hit external flash button
Hit external door button.
Wait for them to leave, then shut the door
Arrest anyone who ran in the external airlock for trespass.
Re: Minor Suggestions
Posted: Tue Nov 10, 2015 2:08 pm
by Cheimon
Change the alt-sprite for jumpsuits from "rolled up sleeves" to "rolled down shirt", like the botany jumpsuit has.
Pros: shirtless assistants, potential for showing full body tattoos, potential for chest hair
Cons: what cons?
Re: Minor Suggestions
Posted: Tue Nov 10, 2015 2:19 pm
by Malkevin
Con: everyone looks like a wigger
Re: Minor Suggestions
Posted: Wed Nov 11, 2015 9:37 pm
by ThanatosRa
Robotics suits are also already like that for maximum aexy mechanic effect
Re: Minor Suggestions
Posted: Thu Nov 12, 2015 3:14 am
by PKPenguin321
most jumpsuits are like that actually
only ones that are sleeves only are suits (bartender suits, lawyer suits, maybe some formal sec uniforms)
Re: Minor Suggestions
Posted: Thu Nov 12, 2015 2:26 pm
by Gun Hog
Have the protolathe/exosuit fabricator/autolathe set a fabricated item's material list based on the design datum's material requirement. Therefore, an item that costs 2000 metal to build will have 2000 metal salvageable from the item when using a maxed crusher.