Search Results
Post Author Forum Replies Views Posted [asc]
    Thread: Nerf sacrificial dagger + sacrificum sigil.
Post: RE: Nerf sacrificial dagger + sacrificum sigil.

Heyo, thanks for reporting this. The stuff shouldn't have been accessible yet in any case but i messed up. The recipe is disabled now and i've looked into the problem. I made a mistake in the logic of...
Keelin Bug Reports 5 2,877 01-01-2020, 02:48 AM
    Thread: Goonstation Community Awards 2019
Post: RE: Goonstation Community Awards 2019

I nominate zungy for "Most frogs hated"
Keelin General Discussion 6 4,045 12-26-2019, 04:40 AM
    Thread: Matsci ideas thread
Post: RE: Matsci ideas thread

Good stuff, will work on this when i have some more time. Adding material support to cyborgs took more time than i expected unfortunately.
Keelin Ideas & Suggestions 16 9,087 11-19-2018, 10:32 AM
    Thread: Borgs can catch on fire by PTL laser
Post: RE: Borgs can catch on fire by PTL laser

Remarkable considering i specifically made it so burning can't be applied to borgs. I have no idea what's going on but it's real special.
Keelin Bug Reports 4 2,619 05-08-2018, 01:51 PM
    Thread: help! mining is broken!!!
Post: RE: help! mining is broken!!!

The gem thing is likely a bug that has been around forever but went unnoticed because we didn't use that system anymore in favour of the magnet. I'll take a look at it.
Keelin Bug Reports 9 5,216 05-08-2018, 01:45 PM
    Thread: New Chaplain abilities: Sigils and Incantations
Post: RE: New Chaplain abilities: Sigils and Incantation...

Any testing that happened yesterday etc. was in the middle of me reworking things. Unfortunately this stuff was spawned a whole lot by other admins, outside the actual testing, leading to problems lik...
Keelin Ideas & Suggestions 45 28,798 04-26-2018, 08:22 AM
    Thread: New Chaplain abilities: Sigils and Incantations
Post: RE: New Chaplain abilities: Sigils and Incantation...

Couldn't replicate this issue. :(
Keelin Ideas & Suggestions 45 28,798 04-26-2018, 04:24 AM
    Thread: New Chaplain abilities: Sigils and Incantations
Post: RE: New Chaplain abilities: Sigils and Incantation...

Good stuff in here. It'll be a few days until anything large happens since i want to generalize a few more things to allow for more interesting interactions. I'd also like to implement another variab...
Keelin Ideas & Suggestions 45 28,798 04-25-2018, 03:58 AM
    Thread: New Chaplain abilities: Sigils and Incantations
Post: RE: New Chaplain abilities: Sigils and Incantation...

Currently it looks like we'll probably end up with a hybrid system that allows for fixed "spells" and the (currently implemented) system of essentially building your own spells. It'll probably be lik...
Keelin Ideas & Suggestions 45 28,798 04-22-2018, 11:56 AM
    Thread: New Chaplain abilities: Sigils and Incantations
Post: RE: New Chaplain abilities: Sigils and Incantation...

Work is already being done on this. The framework took a buncha time to do, unfortunately. I've gone with latin over sumerian because sumerian was too hard to work with. I couldn't get the words for ...
Keelin Ideas & Suggestions 45 28,798 04-22-2018, 11:28 AM
    Thread: New Chaplain abilities: Sigils and Incantations
Post: RE: New Chaplain abilities: Sigils and Incantation...

I wish i wasn't doing a million things already. Just gonna put it on the list anyway.
Keelin Ideas & Suggestions 45 28,798 04-16-2018, 11:38 AM
    Thread: Industrial suits do not protect from radiation poisoning and mutation
Post: RE: Industrial suits do not protect from radiation...

EDIT: I see the problem here. Me not reading properly. Gaining the effect is normal. Mutating while being protected isn't. As long as you don't gain any negative effects or damage from it, it is worki...
Keelin Bug Reports 7 3,590 04-15-2018, 12:31 PM
    Thread: Status system suggestions
Post: RE: Status system suggestions

I'll have to rework a little bit of code but i can do that, I'm sure. EDIT: Done.
Keelin Ideas & Suggestions 6 3,646 04-15-2018, 09:26 AM
    Thread: Industrial suits do not protect from radiation poisoning and mutation
Post: RE: Industrial suits do not protect from radiation...

Please no
Keelin Bug Reports 7 3,590 04-15-2018, 09:08 AM
    Thread: Status system suggestions
Post: RE: Status system suggestions

I'm aware of the crossbow/poison thing being a problem. I got something in the works but it'll be a bit. Now the actual suggestions ... Currently the different levels have different icons and toolti...
Keelin Ideas & Suggestions 6 3,646 04-15-2018, 01:31 AM
    Thread: Industrial suits do not protect from radiation poisoning and mutation
Post: RE: Industrial suits do not protect from radiation...

I've reason to believe that the server hadn't updated yet when this happened to you. This *should* already be fixed! But do let me know if it happens again :)
Keelin Bug Reports 7 3,590 04-14-2018, 02:25 PM
    Thread: Stun issues megathread
Post: RE: Stun issues megathread

Hey, thanks for starting a thread on this! i'll be keeping an eye on things here :)
Keelin Bug Reports 12 7,605 04-12-2018, 12:22 AM
    Thread: Nano-fabricator custom gun making
Post: RE: Nano-fabricator custom gun making

Last time i gave the entire station unrestricted access to guns, it didn't end well.
Keelin Ideas & Suggestions 16 9,512 03-13-2018, 02:19 AM
    Thread: Aurora Belt Changes and Suggestions!
Post: RE: Aurora Belt Changes and Suggestions!

Hi! Since I'm simultaneously being asked to reduce the duration and increase it (and various other conflicting things), i'll wait a bit and see how things settle. That being said, i always appreciate ...
Keelin Ideas & Suggestions 5 3,464 03-09-2018, 01:30 AM
    Thread: Give the CE something to defend themselves with
Post: RE: Give the CE something to defend themselves wit...

It's 25% block when it's off. When on it's 80% block, 100% cold and heat resistance and 4 ranged armor. :) Like gannets said, things are likely to be shifted around and tweaked once i get a better id...
Keelin Ideas & Suggestions 29 17,013 03-06-2018, 02:52 AM
    Thread: Give the CE something to defend themselves with
Post: RE: Give the CE something to defend themselves wit...

I'll try ... a thing. EDIT: Thing is being tried. We'll see if this is good enough for the moment or not.
Keelin Ideas & Suggestions 29 17,013 03-05-2018, 02:49 AM
    Thread: Erebite arrows don't explode
Post: RE: Erebite arrows don't explode

Currently attacking with anything erebite, including shooting arrows, has a 33% chance of causing an explosion. Due to arrows being a bit funky in general when it comes to materials you'd probably hav...
Keelin Bug Reports 2 1,804 03-04-2018, 02:51 PM
    Thread: reinvigorate mining
Post: RE: reinvigorate mining

I like the idea of more automation and some sorting machines fed by belts and whatnot.
Keelin Ideas & Suggestions 71 45,044 04-04-2017, 03:51 AM
    Thread: Normali(s|z)ing Ores and Materials
Post: RE: Normali(s|z)ing Ores and Materials

The chunks and non 1:1 ratio stuff is very unlikely to happen. It opens up a whole new can of worms and problems. Not to mention exploits. As for the processor, that will go away eventually as it ...
Keelin Ideas & Suggestions 13 10,431 04-04-2017, 03:50 AM
    Thread: Normali(s|z)ing Ores and Materials
Post: RE: Normali(s|z)ing Ores and Materials

Keeping an eye on this
Keelin Ideas & Suggestions 13 10,431 03-31-2017, 02:30 PM