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    Thread: How would you improve the singularity engine?
Post: RE: How would you improve the singularity engine?

(06-05-2019, 04:13 AM)MrMagolor Wrote: Kinda off-topic, but a reminder that it is said the singularity generates power based off of Hawking radiation. RIP So realistically any extra "bonus" method...
twoski Ideas & Suggestions 32 8,044 06-13-2019, 07:27 AM
    Thread: Possible monthly event: Obscure Map Day
Post: RE: Possible monthly event: Obscure Map Day

I like this idea
twoski Ideas & Suggestions 6 1,938 06-13-2019, 07:23 AM
    Thread: How would you improve the singularity engine?
Post: RE: How would you improve the singularity engine?

(04-25-2019, 09:47 PM)APARTHEID Wrote: On a related note, I sort of wish the thermoelectric engine had a few more terrifying quirks to it other than its ominous droning and shaking at 4 MW. making ...
twoski Ideas & Suggestions 32 8,044 06-03-2019, 01:53 PM
    Thread: Come roast on this tentative design
Post: RE: Come roast on this tentative design

I hit a really unfortunate snag: this map opens fine in qdmm but explodes when you open it with dreammaker. The error that dreammaker prints is nonsensical and doesn't help solve the problem. Sometime...
twoski Mapping 31 10,691 05-31-2019, 06:36 AM
    Thread: Come roast on this tentative design
Post: RE: Come roast on this tentative design

I used cogmap as a reference for size, you can see 4 white tiles on the corners of this station that denote the rough boundary of cogmap. I expected i'd probably exceed the footprint a bit, i don't th...
twoski Mapping 31 10,691 05-22-2019, 04:15 PM
    Thread: Come roast on this tentative design
Post: RE: Come roast on this tentative design

been a while since i updated, [Image: https://i.imgur.com/0shb2QY.png] doing all the nitty gritty stuff. area markers, disposals, mail, backup air tanks, lighting, solar panels, networking and wirin...
twoski Mapping 31 10,691 05-19-2019, 11:02 AM
    Thread: [Feature] Floor navigation guides
Post: RE: [Feature] Floor navigation guides

I tried an eye but it never quite looked good enough so i gave up on it and went with a shield.
twoski Implemented 10 2,821 05-11-2019, 07:53 AM
    Thread: [Feature] Floor navigation guides
Post: RE: [Feature] Floor navigation guides

I made a pull request: https://github.com/goonstation/goonstati...6/pull/132
twoski Implemented 10 2,821 05-06-2019, 09:28 AM
    Thread: [Feature] Floor navigation guides
Post: RE: [Feature] Floor navigation guides

alright so i ended up doing 16x16 icons. this is perfect, takes up very small amount of room and i have an icon for each department (aside from like, bar and kitchen) [Image: https://i.imgur.com/sMxr...
twoski Implemented 10 2,821 04-27-2019, 08:37 PM
    Thread: [Feature] Floor navigation guides
Post: RE: [Feature] Floor navigation guides

did you give up on em? i feel like what i have is ALMOST where it needs to be. i think it needs icons but the icons need to be omni-directional or i need to just make the icon always face down no mat...
twoski Implemented 10 2,821 04-27-2019, 03:50 PM
    Thread: [Feature] Floor navigation guides
Post: RE: [Feature] Floor navigation guides

I could make an arrow that sits on top of the colored thing but since you're typically chaining the colored strips together i figured it makes more sense to just place one arrow and then all the color...
twoski Implemented 10 2,821 04-27-2019, 11:46 AM
    Thread: Ideas for improving Rev
Post: RE: Ideas for improving Rev

Well there would be a win condition based on who has more of their team in the evac shuttle. I think most importantly, rev needs to incentivize people actually getting on the shuttle alive instead of ...
twoski Ideas & Suggestions 71 17,555 04-26-2019, 06:54 PM
    Thread: The Chief Engineer's Thoughts: Encouraging Modification.
Post: RE: The Chief Engineer's Thoughts: Encouraging Mod...

somebody mentioned in another thread (the what makes a station good thread?) that a station should have a storage room with spare building materials such as stacks of rods, tiles, glass, steel, etc. s...
twoski Mapping 6 2,550 04-26-2019, 04:35 PM
    Thread: Ideas for improving Rev
Post: RE: Ideas for improving Rev

I think that fundamentally, Rev just doesn't work. It needs changing from the ground up. I think it would be more interesting if instead of making it station heads versus the peasants it should be a ...
twoski Ideas & Suggestions 71 17,555 04-26-2019, 02:49 PM
    Thread: [Feature] Floor navigation guides
Post: [Feature] Floor navigation guides

One thing that tgstation does exceptionally well is make it easy for newcomers to navigate the map simply by reading the directional signs on the map. They place them fairly liberally at hallway inter...
twoski Implemented 10 2,821 04-26-2019, 02:29 PM
    Thread: Come roast on this tentative design
Post: RE: Come roast on this tentative design

well, here it is. all the rooms have been 'finished' i need to go through and place lights now so i can do a visual inspection ingame [Image: https://cdn.discordapp.com/attachments/4...titled.png] ...
twoski Mapping 31 10,691 04-26-2019, 07:40 AM
    Thread: How would you improve the singularity engine?
Post: RE: How would you improve the singularity engine?

(04-25-2019, 02:16 PM)Zamujasa Wrote: I'm not sure the singularity engine really can be improved. There's not much to adjust once it's running, or even before it's running, beyond field size. Think...
twoski Ideas & Suggestions 32 8,044 04-25-2019, 02:21 PM
    Thread: How would you improve the singularity engine?
Post: RE: How would you improve the singularity engine?

the singularity could be easily tweaked to be a bit less disastrous once it's loose, just make it so it doesn't move around too much and perhaps give engineering some means of killing it or pushing it...
twoski Ideas & Suggestions 32 8,044 04-25-2019, 10:15 AM
  Thumbs Down Thread: QDMM Ideas, Suggestions, Bug Reports, Creation Showoff, and Changelog thread
Post: The terrible 2 letter bug

This bug has been discussed in the discord and its solution isn't immediately obvious. I have no idea what causes the 2 letter bug. iirc it's caused by FastDMM, maybe someone who uses dreammaker can ...
twoski Mapping 33 13,691 04-24-2019, 06:15 AM
    Thread: Come roast on this tentative design
Post: RE: Come roast on this tentative design

I know what you mean, the medbay/sec/R&D/command sections are basically self contained with no intersecting corridors. The south end has a lot more maintenance access now as i'm working on it, i...
twoski Mapping 31 10,691 04-23-2019, 04:33 PM
    Thread: How would you improve the singularity engine?
Post: RE: How would you improve the singularity engine?

(04-23-2019, 02:58 PM)Berrik Wrote: TG's works by having it start small, and get larger as it's fed/shot by a particle accelerator. Of course, TOO big and it escapes containment. I think the singul...
twoski Ideas & Suggestions 32 8,044 04-23-2019, 04:10 PM
    Thread: MeWaka's hub of sprites.
Post: RE: MeWaka's hub of sprites.

give him some abs of steel
twoski Sprites 21 7,039 04-23-2019, 01:53 PM
  Lightbulb Thread: How would you improve the singularity engine?
Post: How would you improve the singularity engine?

Compared to the TEG, the singularity is kind of bland in terms of what engineers can do with it. You turn it on and let it do its thing, and that's it. You can't minmax anything to squeeze more energy...
twoski Ideas & Suggestions 32 8,044 04-23-2019, 01:13 PM
    Thread: Come roast on this tentative design
Post: RE: Come roast on this tentative design

[Image: https://cdn.discordapp.com/attachments/4...titled.png] chapel, qm, merchant dock, pool, owlery, mechanic, some spare engineering storage, civilian podbay i need to go back and tidy up the ot...
twoski Mapping 31 10,691 04-23-2019, 06:30 AM
    Thread: The Chief Engineer's Thoughts: Encouraging Modification.
Post: RE: The Chief Engineer's Thoughts: Encouraging Mod...

interesting read, i agree that every map needs an "events" hub specifically designed for players taking it over to do whatever they want
twoski Mapping 6 2,550 04-22-2019, 02:58 PM