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Thread: Season thread
Post: RE: Season thread
As the person who implemented the current autumn stuff, I think spring/summer/late winter should be more or less 'normal' with more minor changes. It's good if the regular look of the station is how i... |
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Flaborized |
Ideas & Suggestions
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6 |
299 |
11-24-2023, 12:07 PM |
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Thread: Chemistry rework thoughts/feedback
Post: RE: Chemistry rework thoughts/feedback
It really has been about a month ahah, time really happens :8I: Non-specific to anything in this thread, I'd like to say that I still intend to go in and expand the rework more and branch it out to ot... |
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Flaborized |
General Discussion
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12 |
884 |
09-29-2023, 05:20 AM |
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Thread: [MERGED PR] Chemical production rework
Post: RE: [PR] Chemical production rework
Changed sulfuric acid to not melt items at all, since you can use other acids for it and this makes the smoke generated from producing it much, *much* less annoying. Still burns and disfigures in high... |
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Flaborized |
Good ideas!
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29 |
1,436 |
09-03-2023, 02:58 PM |
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Thread: [MERGED PR] Chemical production rework
Post: RE: [PR] Chemical production rework
Tweaked oil a bit since I think it was a bit *too* slow. Minimum amount mixed (when not heated) up from 0.02 to 0.05, it now scales up with heat up to 1.5u per cycle instead of 0.5u per cycle. Also lo... |
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Flaborized |
Good ideas!
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29 |
1,436 |
09-02-2023, 03:39 PM |
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Thread: Make damage knock you out of stamina-stuns
Post: RE: Make damage knock you out of stamina-stuns
IMO this idea has some big issues: I think it's generally unintuitive that beating on a knocked out person should potentially help them considerably in a fight, like, stamina as a system isn't broadca... |
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Flaborized |
Ideas & Suggestions
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25 |
1,003 |
08-13-2023, 08:51 AM |
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Thread: [CLOSED PR] Breath masks can be attached to clown masks
Post: RE: [PR] Breath masks can be attached to clown mas...
Something I don't usually see mentioned in discussions about this explicitly is that there's an aesthetic component to clown gear; the items aren't necessarily ideal, optimal or even 'useful' to wear,... |
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Flaborized |
Ideas & Suggestions
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32 |
2,479 |
06-11-2023, 11:23 AM |
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Thread: [CLOSED PR] Accessory slot.
Post: RE: [PR] Accessory slot.
I (personally) don't like the idea of a cosmetic-only slot very much, if it's meant to be solely for aesthetic purposes I think it takes up valuable UI and HUD real estate for not a lot of gain. There... |
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Flaborized |
Ideas & Suggestions
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15 |
1,490 |
04-15-2023, 11:09 PM |
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Thread: [PR] Cuffs rebalance
Post: RE: [PR] Cuffs rebalance
I don't particularly like the changes here personally: I think lowering the supply of regular cuffs *and* cutting the cuff time pulls it in two different directions: Having it be limited makes it feel... |
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Flaborized |
Ideas & Suggestions
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21 |
2,937 |
02-11-2023, 07:20 AM |
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Thread: Several musical ideas
Post: RE: Several musical ideas
Implementing new instruments isn't very difficult from the code-end (it's all essentially copy/paste work), getting audio samples is the more tricky part. Current strange guitar note choice is my faul... |
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Flaborized |
Ideas & Suggestions
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7 |
1,128 |
01-21-2023, 03:01 PM |
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Thread: Slot Machine RNG Buff
Post: RE: Slot Machine RNG Buff
Gambling mechanics shouldn't be as profitable as old slots were, since it wasn't so much *gambling* as it was putting in a certain amount of money and then sitting there pressing a button and generati... |
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Flaborized |
Ideas & Suggestions
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17 |
2,274 |
11-10-2022, 08:58 AM |
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Thread: Spicing up Genetics.
Post: RE: Spicing up Genetics.
Harvesting bonus research material currently basically all ties into interacting with other Actual Players. Previously you could get them from activators used on monkeys, but that was removed (and sub... |
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Flaborized |
Ideas & Suggestions
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10 |
1,396 |
10-13-2022, 07:01 AM |
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Thread: [CLOSED PR] Counterrev implants no longer convert players. the amount of counterre...
Post: RE: [PR] Counterrev implants no longer convert pla...
People *are* more liable to do things that are easier and less complicated. The reason that my example for a way you could implement counter-play into existing implants was so applicable to *everybody... |
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Flaborized |
Ideas & Suggestions
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10 |
1,971 |
07-24-2022, 10:15 AM |
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Thread: [CLOSED PR] Counterrev implants no longer convert players. the amount of counterre...
Post: RE: [PR] Counterrev implants no longer convert pla...
I don't actually think this makes implants any less of a win condition, since it'd still absolutely be ideal to implant everyone who's eligible for rev status, since you both want to make people immun... |
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Flaborized |
Ideas & Suggestions
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10 |
1,971 |
07-24-2022, 08:23 AM |
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Thread: On the recent loot box change.
Post: RE: On the recent loot box change.
The puzzles were, imo, a very bad way to solve the issue of loot crates being rushable. It has nothing to do with the actual game, doesn't actually challenge you in any meaningful way (hangman solvers... |
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Flaborized |
Ideas & Suggestions
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21 |
3,661 |
07-20-2022, 09:25 AM |
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Thread: revisiting egg farts oh boy
Post: RE: revisiting egg farts oh boy
this would mean that if you had too much egg in you medical scanners would say "egg - 20 OVERDOSE" in red text which is very funny |
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Flaborized |
Ideas & Suggestions
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7 |
1,552 |
07-20-2022, 09:15 AM |
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Thread: have a chance for security officers+assistants to spawn in checkpoints & brig
Post: RE: have a chance for security officers+assistants...
I personally think this idea is worse than all of sec spawning together in sec since it both means that you don't get a full picture of who you're 'teamed' with (you can even say things to them all wh... |
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Flaborized |
Ideas & Suggestions
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7 |
1,239 |
07-10-2022, 05:47 AM |
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Thread: make darkness less dark please
Post: RE: make darkness less dark please
Old lighting was mostly less accessible. With the current system, anything that has zero lighting (including the ring of light all characters have around them as a lightning source) is #000000 black. ... |
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Flaborized |
Ideas & Suggestions
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13 |
2,191 |
06-30-2022, 04:38 PM |
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Thread: Redefine the antag/sec ratio
Post: RE: Redefine the antag/sec ratio
Antags imo should be put up against pretty strong opposition. Antags have a lot of tools that are individually tailored to them that let them deal with security in unique ways (which can include avoid... |
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Flaborized |
Ideas & Suggestions
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13 |
2,450 |
06-04-2022, 08:06 PM |
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Thread: Remove/replace/rebalance rarely used traitor items
Post: RE: Remove/replace/rebalance rarely used traitor i...
I sorta think it's ok if a few traitor items aren't used as often as others. I think it's more important to look at individual items like "are these actually useful and fun to use and underused or are... |
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Flaborized |
Ideas & Suggestions
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9 |
1,640 |
05-24-2022, 10:04 AM |
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Thread: [CLOSED PR] Reworks wraith, adds specialization paths; Harbinger, Plaguebringer, T...
Post: RE: [PR] Reworks wraith, adds specialization paths...
Some thoughts:
I like the ideas here quite a lot, and I think they suit wraith well. Right now, I'd say the coolest part of wraith is all the spooky spectacle stuff they can do. It's exciting (at ... |
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Flaborized |
Ideas & Suggestions
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45 |
8,674 |
05-10-2022, 06:50 AM |
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Thread: Should traitors be improved?
Post: RE: Should traitors be improved?
Hi I think traitor is deliberately designed to struggle openly fighting multiple security officers, and that's a *good thing*. If traitors could purchase extremely reliable weapons, anti-stun gear, an... |
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Flaborized |
Ideas & Suggestions
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42 |
8,416 |
04-22-2022, 05:37 AM |
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Thread: Make ntso spacesuit no longer the default clothing for ntso
Post: RE: Make ntso spacesuit no longer the default clot...
Hi I'm the sprite artist who drew the current (and pre-resprite) iteration of the NTSO suit (the very original before my sprite was a recolor of the nukeop suit done by Gannets), I sorta regret making... |
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Flaborized |
Ideas & Suggestions
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25 |
4,801 |
04-07-2022, 05:49 PM |
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Thread: Flaborized's sprites
Post: RE: Flaborized's sprites
Haven't posted in this thread in a hot minute. Got a bunch of stuff that I drew with no particular intent behind that I'm dumping here in a .dmi, someone may find them potentially useful but I'm not g... |
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Flaborized |
Sprites
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40 |
23,751 |
01-05-2022, 06:49 AM |
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Thread: [CLOSED PR] Adds Pixel Shifting
Post: RE: [PR] Adds Pixel Shifting
One problem with this IMO is that it makes the hitboxes for people not line up with where they actually are if you can shift a significant distance off the tile you're on. In both of the images you po... |
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Flaborized |
Ideas & Suggestions
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10 |
2,492 |
12-26-2021, 11:31 PM |
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Thread: Lube should be shiny at ALL times.
Post: RE: Lube should be shiny at ALL times.
Hi I looked into this more closely to see what was up with the shine sprite. The sprite used for the lube shine effect is in water.dmi . I don't think it applies at all for the invisible version of lu... |
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Flaborized |
Ideas & Suggestions
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10 |
2,127 |
11-06-2021, 11:12 AM |