🥝 Community Kiwi Space Station 13 Server (2024 edition) - Space Station 13

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Ladies and gentlemen. Genetics is officially only half as retarded as it was before.

Will be posting a design documents on my rework later, so you can give your feedback.
 
A custom bot harness has been set up to allow you to prompt robot hitler to implement things for you, I am now opening this up to early pre-alpha use. You need a gitgud account which you can sign up for via sapphire, their unified login service (idk gitgud auth kindof sucks but at least it exists?). The way you interact with hitler currently is you go to the work items section of the gitgud, and then create a work item and assign it to hitler. It will then work on your task and eventually create a merge request, which you can comment on or write code to yourself to update/correct it.

Gielgud| Sapphire

I think I need to give you developer role to be able to make work items, which you can ask me for and I will probably just grant it at the moment. Niggers will be kicked back out again tbh. I don't per se expect the bot to survive very long in its first iteration but I did get it to convert chickens from simple_animal to carbon/animal for me so it can actually do fairly in depth tasks if used in a way where you aren't trying to break it

Chicken example:
Work Item | Merge Request

quick edit: im hoping when poeple are like 'can you speed up mech charger' or 'i cant thermite blast doors' you will make it into an MR instead
@geckogoy
Give us merger creation privileges

View attachment 9656238
Can I add some new chemical drugs to chemistry? I got some ideas that have both medical and offensive applications, such as roids.
I posted a comment on the converting chickens to carbon mob conversion
 
Can I add some new chemical drugs to chemistry? I got some ideas that have both medical and offensive applications, such as roids.
I posted a comment on the converting chickens to carbon mob conversion
Yeah, you can write to Hitler yourself, or PM me your general idea so I can add it. I am running a fork of the server so I can playtest them.
 
Yeah I'd like to have a convo about what actually goes into slavemaster but from what I was glancing at a decent chunk of it is probably okay at least in some form or another

I'd kinda like the fast hands thing to only apply to certain do_after delays for instance instead of blanket everything (like surgery is fine as you initially posed it)

You can play around in a MR all you want thou, also for people who want the ability to create their own MR you need to somehow tell me what your gitlabs username is
 
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Yeah I'd like to have a convo about what actually goes into slavemaster but from what I was glancing at a decent chunk of it is probably okay at least in some form or another

I'd kinda like the fast hands thing to only apply to certain do_after delays for instance instead of blanket everything (like surgery is fine as you initially posed it)

You can play around in a MR all you want thou, also for people who want the ability to create their own MR you need to somehow tell me what your gitlabs username is
By PM or just in this thread?
My gitlab/gitgud user is NickOCage
 
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NameBlock (setupgame.dm)BoundsON RangeEffect
HulkHULKBLOCK (36)Normal It sounds powerful. but it is kinda meh.3500–4095Strength mutation HULK; weakens and removes itself at health ≤25 (powers.dm:145–177)
Telekinesis (TK)TELEBLOCK (37)TBD but once I am finished with it, it should go in Ultra3500–4095TK mutation; third-hand grab slot, LOS door/console/disarm, 2× throws (powers.dm:203–222)
No BreathingNOBREATHBLOCK (52)Normal3500–4095No O2 suffocation; halved pressure vulnerability
No PrintsNOPRINTSBLOCK (60)Normal3500–4095mFingerprints — no hand/footprints
MidgetSMALLSIZEBLOCK (62)Normal3500–4095mSmallsize, passtable (pass_flags|1); can't be active with HULK (powers.dm:120–143)
Cold ResistanceCOLDBLOCK (58)Normal2050–4095COLD_RESISTANCE, 30% activation prob (powers.dm:82–102)
HallucinateHALLUCINATIONBLOCK (59)Ignore it, is supposed to go in the disability table2050–4095mHallucination; every 90 ticks 10%→20s mindbreaker, 20%→20s space-drugs + step/twitch (disabilities.dm:56–75)
Swift HandsSWIFTHANDBLOCK (63)Powerful3050–4095Halves surgery/mining/engineering/handcuff/grab do_after times
DeadEyeDEADEYEBLOCK (64)Has to be tested but I think it should go in Ultra3050–4095+20% ranged accuracy, −20% shield/dodge block, −10% melee miss, 15% melee armor pen, −10% melee shield block; blue "pressure behind your eyes" activation text
Heat ResistanceFIREBLOCK (38)Normal. The description makes it sound busted, but you are still getting dropped by a single carbine shot to the chest. Plasma fire will kill you same as always. The only relevant interaction change, is that Plasma Gas is survivable for moderate amounts of time.3050–4095mHeatres; 50% BURN reduction + eye-burn immunity (plasma/welder); 15% activation, 5% if cold already active (powers.dm:57–99)
X-RayXRAYBLOCK (39)Ultra3050–4095XRAY — see through walls
RegenerateREGENERATEBLOCK (54)IDK, is useful, but the healing effect is very weak. It should be on normal or powerful3050–4095mRegen — passive healing
Super SpeedINCREASERUNBLOCK (55)Powerful, has to be edited, the effect of avoiding speed reduction thanks to hunger or stunning should be removed or modified so the speed boost goes away once you get slowed down by something3050–4095mRun, −1.2 movement delay (~20% faster)
TelepathyREMOTETALKBLOCK (56)Powerful. Communication is important.3050–4095mRemotetalk + remotesay verb (powers.dm:44–54)
MonkeyMONKEYBLOCK (static, 27)MONKEY (1, 1108, 2988, 4095)1108–2988Species transform to/from primitive/greater form (monkey.dm)
Also Rubber skin, that makes you inmune to electricity. Normal I believe.
NameBlock (setupgame.dm)Effect
BlindnessBLINDBLOCK (34)BLIND sdisability (disabilities.dm:123–129)
DeafnessDEAFBLOCK (35)DEAF sdisability + ear_deaf=1 (disabilities.dm:132–142)
ClumsinessCLUMSYBLOCK (40)CLUMSY mutation (disabilities.dm:96–102)
CoughingCOUGHBLOCK (44)COUGHING disability (disabilities.dm:87–93)
NearsightednessGLASSESBLOCK (45)NEARSIGHTED disability (disabilities.dm:145–151)
EpilepsyEPILEPSYBLOCK (46)EPILEPSY disability (disabilities.dm:78–84)
TourettesTWITCHBLOCK (47)TOURETTES disability (disabilities.dm:105–111)
NervousnessNERVOUSBLOCK (48)NERVOUS disability (disabilities.dm:114–120)

Mutation System Redesign
There are 15 Powers and 9 Weaknesses in total. The system was balanced around the most powerful mutations having a lower chance of appearing. That system sucked, because random chance in general sucks.

The new system I would like to add would select a certain amount of mutations each round according to their power level. This is future-proof: if the current system proves to be too powerful, we can just reduce the amount of mutations that show up each round.

What I had in mind:

8 Normal

2 Powerful

1 Ultra

Current state:

11 Powers

9 Weaknesses

7 blocks with nothing at all

Chance for the injectors to trigger a side effect was increased by 5%

The system would be way less generous than the previous one, but this would be compensated by the QOL features, like reduced downtime and the block-freezing feature.

For the future of the system, I want to add upgrades tied to research, reducing the chance for the irradiation to fail, having more freeze blocks, and maybe reducing the cooldown of irradiation to half a second or something.

To-Do Before Finishing the Project
Powers:

Playing Dead

Regenerating Comma

Telekinesis

Telekinesis notes:
Telekinesis is not done yet, because the idea is a little bit complex for the AI. But the gist of it is that Telekinesis will give you a new third hand slot, exclusive to itself, so all TK powers will be executed from that slot.

So you could technically grab a grenade with it and float it toward your target before pulling the pin.

It allows you to open public-access doors from a distance and access consoles. Though you cannot interact with them for now, the objective is for the user to be able to tinker with stuff open to the public.

It also allows you to attempt to disarm anyone from a distance.

--------------------------------------------------------------------------------------------------------------------------------------------------
Shit for the future.
QOL
Context menu universally implemented towards all weapons to be able to extract the current mags or clips.
Bullet counting action
Shotguns being reloaded by interacting with the boxes of slugs
Fixing the currently bugged chemical compounds
Reducing the cost of Nitroglyceryn
Large stuff:
Waste disposal and bullet loading system:
Security having a machine that allows them to produce ammunition using metal and chemicals.
A Trash compactor that takes trash items in exchange for small amounts of credits.
Having to request R&D and Medbay for chemicals and Chips.
Very hopefully to maybe develop special ammo. Like AP, Plasma, Acid, or Incendiary rounds.

I got sick so it will have to wait till next week.
Yeah I'd like to have a convo about what actually goes into slavemaster but from what I was glancing at a decent chunk of it is probably okay at least in some form or another

I'd kinda like the fast hands thing to only apply to certain do_after delays for instance instead of blanket everything (like surgery is fine as you initially posed it)

You can play around in a MR all you want thou, also for people who want the ability to create their own MR you need to somehow tell me what your gitlabs username is
It has to be reviewed in a case by case basis.
 
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It has to be reviewed in a case by case basis.
Yes,

Anyway pretty interesting so far. Adding another inventory slot does make me kinda wanna make it into more of a virtual slot, IE its not actually an inventory slot in the same way other things are. I kinda doubt the AI would come up with a good implementation but its an interesting idea
 
virtual slot
Yes, I want that slot to be able to interact with just a select amount of things. For example, for how funny it would be, I don't want it to be capable of shooting guns. But pulling the pin of grenades, unloading weapons, unloading boxes, clicking buttons, and maybe be able to inject stuff, could be neat without being overly gamebreaking. Though is an Ultra mutation, so I am not too worried about balance. Also thinking of making it so the player is surrounded by that blue particle effect jetpacks have when he is carrying an object on that third hand. So the other players know.
 
You guys are doing a good job of stress testing hitler and in particular finding bugs in the gitlab harness, currently hitler is down while the gpu is investigating the failure to commit work for the 'naxan' reagent (im letting the AI code its own gitlabs harness)

If any work fails to happen my apologies there are at the moment too many separate tasks for me to keep track of

The latest failure is nick-o-tine manually pushed a commit, which normally would have been fine but the agent was doing work at the time which caused the agent's push to fail once it was done since the git histories diverged. The harness is being reworked to do commit -> rebasing pull -> push to avoid that particular issue and only fail on merge conflicts. If it ever actually gets merge conflicted imma fug a dude tell it to give the harness the ability to task the agent with resolving the merge conflict
 
I have perfected bomb technology and intend to put this to use tomorrow. However this nuclear option requires a human sacrifice.
 
You guys are doing a good job of stress testing hitler and in particular finding bugs in the gitlab harness, currently hitler is down while the gpu is investigating the failure to commit work for the 'naxan' reagent (im letting the AI code its own gitlabs harness)
If any work fails to happen my apologies there are at the moment too many separate tasks for me to keep track of
I think Hitler might've succumbed to autism.
 
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