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Rebalance Robotic Modules + tools
#91
(07-03-2016, 02:18 PM)Sundance Wrote: Been super busy, really like that this is coming along. I'll get working on some more sprites this evening.

Good call amalgamating sec module and brobot module, including incorporating the wifflebat into the cardboard tube, siren into the noisemaker/mood light. Was a bit hesitant reading it at first as I was afraid the general idea was to be neutered so to speak, but it's seems that it would play out very nicely.

Also really like the chem dispenser idea. It's removing bloat + giving chembot a unique item.

Queries/further balancing suggestions:
- Who has the ordinary grenade dispenser? I couldn't make that out from reviewing the code/missed it.
- Does brobocop now have a omnitool?
- Seen as brobocop is amalgamated, i'd suggest giving the cell cables to civbot instead.
- Regarding brobocops probablility items, seen as they're rarely used and they're taking up two spots (bloat grr), what would you think of giving it a magic-8 ball instead? (which is more fun and would work with brobocop)
- I'd like you to reconsider the ticketing device. I'm not sure how it'd break any laws, you're not creating any human harm and if someone orders you to stop, then the nearest security personnel could override that order, lest it's someone higher up. If anything, let it just be ticketing, not fining.
- The large satchel, i'm not sure if i'm reading the code right, but can it scoop up ANY item? If so, restrict it to small items.
- Thoughts on the surgical laser? Curious if perhaps I missed it or you feel it needs to be omitted?
- Regarding the industrial/heavy chainsaw, is the break resistance nullified/whatever? Reading through the code there's a comment about not increasing damage, agreed, i didn't want it to retain more damage, but rather have it so it wont break if used as a weapon.

And a ton of other questions that I probably can't think of just yet, but will probably notice when this patch rolls out eventually (*scream)

Oh jeez, I missed more than I thought. I'll try to answer your questions in order.

  1. Chemborgs are supposed to have the regular grenade dispenser now. I'll check to make sure I didn't leave it out.
  2. All borgs get an omnitool and unilyzer for the sake of convenience, utility, and fun.
  3. I don't think brobocop has cell cables? Maybe I messed that up at some point. I'll add that to the checklist.
  4. I could combine the probability items, the different kinds of dice, and an eight ball together for the ultimate DnD game master tool.
  5. What the heck was I thinking when I said it'd break laws? It'd probably be better to just incorporate the ticketing feature into the brobocop's PDA rather than making a dedicated tool for it.
  6. Large satchel applies to any object of type obj/item, so yes, any item. Though, I should probably apply a weight class limit, so we don't wind up with borgs toting around backpacks, toolboxes, and tank transfer valves.
  7. I totally forgot about the surgical laser. I'm on the fence about the way it's currently designed. It might be a good idea to merge surgical spoons into the laser as well.
  8. The comment on the chainsaw is because I originally just made it a subtype of the syndie saw, which was, in hindsight, an awful idea. I did actually wind up making the borg saw do more damage (although not nearly as much as the syndie saw). The industrial chainsaw does not get damaged with use. Additionally, both it and the syndie saw can now be used on lashers without the risk of being destroyed by the plant.
  9. This isn't one of your questions, but I totally forgot about the mining bot's crate carrier. After looking at the code, I can probably recode the atmosporter to be less wonky and use a subtype of that. Seriously, why are the atmosporter's effects in the code of the canisters, pumps, and scrubbers rather than in the code of the atmosporter itself????
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#92
Number 4 would be nice. Just have a window that pops up that let's you pick which dice and how many, then does and roll for all of them and announces the total, plus include a part for spitting out an 8-ball response
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#93
(07-03-2016, 03:22 PM)Frank_Stein Wrote: Number 4 would be nice. Just have a window that pops up that let's you pick which dice and how many, then does and roll for all of them and announces the total, plus include a part for spitting out an 8-ball response

I could probably have two menus, the first would select dice or eight ball, and the second would let you designate the number of dice to roll and the number of sides each die has. I might even be able to use dice notation, i.e. 3d6, where 3 is the number of dice and 6 is the number of sides.
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#94
o yeah. thought come to me. construction bots should have ways to change light bulbs/tubes and install new light fixtures in rooms
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#95
(07-03-2016, 04:27 PM)misto Wrote: o yeah. thought come to me. construction bots should have ways to change light bulbs/tubes and install new light fixtures in rooms

That's a good idea, yeah.
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#96
This latest update retools atmosporters to be less dumb, and makes a new crate/locker holder for borgs.

It also adds cheese sandwich grenades.

https://github.com/goonstation/goonstati...s?expand=1
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#97
YESSSSSSSSSSSSSSSSS
what is an atmosporter also
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#98
drones need floor tiles to fix floors, maybe construction bots do too. i'm a useless shit
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#99
(07-06-2016, 02:22 PM)Nnystyxx Wrote: YESSSSSSSSSSSSSSSSS
what is an atmosporter also

see: current engineering borgs

allows you to pick up canisters and hold them in your inventory
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(07-06-2016, 02:55 PM)Jerkops Wrote: drones need floor tiles to fix floors, maybe construction bots do too. i'm a useless shit

They already have floor tiles though?
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I pushed another update today.
  • Started work on surgical laser, mostly placeholder code right now.
  • Gave brobocop modules a ticketmaster PDA.
  • Made coin flips actually fair 
  • Made cardboard tubes only have a disarm chance when used on harm intent so people can still use them for harmless shenanigans
  • Added a daily tip related to the above change
  • Misc. changes + fixes.
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Remind me, what does the surgical laser do?
& What has yet to be finished/implemented in the realm of tools still left to add?
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(07-07-2016, 11:30 AM)Nnystyxx Wrote: Remind me, what does the surgical laser do?
& What has yet to be finished/implemented in the realm of tools still left to add?

It switches between scalpel, saw, and spoon modes.

All I can think of that's left is the laser, the magic pen (going to be a nightmare), and the probability item.
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Pray tell, why is the magic pen an unstoppable vortex of suffering? Changing its colors? Is it a combo pen-crayon?
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(07-07-2016, 01:34 PM)Nnystyxx Wrote: Pray tell, why is the magic pen an unstoppable vortex of suffering? Changing its colors? Is it a combo pen-crayon?

Because I can't figure out a way to make it switch between pen, marker, and crayon forms without horrible duplicate spaghetti code.
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