
sure they are neat systems but they are so obtuse that only a tiny select group even bothers looking at it. This is almost as bad as the Chem Compiler or Packet sniffer are on goon. Making little moving robots is neat but it should take time to build and be easy enough to mess with intuitively instead of being NTSL 2.0 This should not be overcome by "I did it once so I shouldn't have to do it again." shortcuts brought about through OOC databases or pastebin files.ĭr_bee wrote:Consider a component based system like goon has over a scripting based system. If the problem is that the system is time consuming and requires substantial investment in-game to produce, that means the system is either too clunky to produce the intended results and needs to be reworked, or some other solution needs to be found to implement a similar result. The work done to achieve the in-game effect was obfuscated by a coding system that was resolved through working OOC to craft the script and then use it later in-game via copy and paste to general effect over and over again. Blueprinting and blueprint records just seems to imply that the system is so cumbersome and clunky that it requires substantial out-of-game work to bring about an in-game result and that the in-game result should therefore be two button presses away from printed in-game.

I can't really ever support a system that encourages pre-round prep for in-game effect.
#Ss13 decloner gun plus#
Plus you have to manually set up the radio system (which is a bitch to do properly) and you lose all ability to turn off your radio, ever. That was me actually, and that thing was a bitch to setup and if you lost power at all it'd drain within seconds. From the sounds of it, I think you were the guy who made it, actually. I've seen someone create a harm alarm that constantly shouts their user's coordinates when dying/dead, that really isn't something I'd want to see being mass-produced by anyone with a printer with the cloning upgrade. As it currently stands, being able to easily print out whatever pre-made machine you've found is more a detriment to this feature than anything. Hire some assistants and create a sweatshop in maintenance to mass-produce your special circuit machines. So unless we get shifts that last literal days, the only capabilities ICs will have will be murderous ones, or mundane like a bot that screams and spams smoke. I have one civilian design that took me the entirety of every shift across a day to make, and requires extensive effort to complete even when cloned due to the fact it uses a signaler-activated radio, and must be pre filled with meds. All of which could easily be replicated without cloning. I have built three+ combat related machines in less than a round. 98% of the time you use the pipes you already have.Īnd hint, it's not killbots that suffer the most from not being able to clone circuits, but non-antag things, since they don't have the simplicity of "if not owner, kill target". You don't handcraft the pipes you work with in atmos. But circuits? If you're dealing with basest forms, then indeed all you'll see are pocket inducers, because making anything more complicated takes time to make the connections and debug. We follow an effective blueprint that simplifies the process down to its basest form. Your example of stimulum? A week and a half of effort put in, and we can make it in 20 minutes now.


Grazyn wrote:To be perfectly clear, the "import blueprint" feature is simply unacceptable to me A bot that seeks out people and injects chems in them? Well now that's something I've never heard of! A machine that recharges things? That's called an inducer. Not to mention that most of the cool, non-antag things you can make with circuits are surpassed by basic stuff you can already make with a couple clicks. Well geez who would've thought that a complex thing with a huge payoff would require you to invest actual time in game? Let's make a blueprint for a stimulum factory as well while we're at it, am I really supposed to lay down every single pipe myself each round? "B-but I spent 2 hours on my private server to refine my autonomous instakillbot recipe, without the blueprint I have to spend 20 minutes printing and wiring all the parts in-game and I can't even mass-produce them!" >here is a whole new feature that relies and even encourages you to copypaste a recipe to use it efficiently >RnD has to change because everyone just follows a static recipe of things to deconstruct to reach the levels >telescience has to go because it relies on external tools and maps with coords To be perfectly clear, the "import blueprint" feature is simply unacceptable to me and inconsistent with current game design (if there even is such a thing).
