Logging - Source/Destination Attribution
Blood Sucking Nerf
Reagent Mixing Nerf/Removal
Injection Nerf?
Chem Spraying Nerf?
Icon Rework - Circuits dont look like what they contain I.e - You cant see a blaster in a circuit arm.
Energy Cost Nerf
See Re-adding Integrated Circuits by Alure155 · Pull Request #54025 · tgstation/tgstation · GitHub For their conditions and work from those too?
Please post rework ideas below, and any issues you’ve found with circuits.
I really want them to stay in the game, but they’re slowly being pushed towards full removal due to players keeping exploits to themselves rather than reporting them.
My vote at this point is total removal until they are fully and completely logged at bare minimum.
Having unlogged explosives, chem transfers, guns, murder machines, server crashing, atmos exploiting … (the list goes on and on) is unspeakably bad design for us to deal with as admins.
“help admin what happened”
“I dunno you probably got griefed by a circuit, there isn’t shit in the logs”
The extreme liability is not worth the fun they bring to the server until logging is in place, and this isn’t even to speak of how horrendously imbalanced they are because they lack common sense limitations and cost almost nothing in terms of time and resources to make.
I’m usually quiet about logging issues so they aren’t further abused, but our worst offenders are already well aware of this gap in logging so I don’t see a point in not raising awareness at this point.
If it results in mass grief it will force circuit removal until they’re fixed.
Don’t like the gun nerf? Make a circuit that contains 8 guns and fires them simultaneously. It fits in your pocket and can even be pAI controlled to react when a threat arrives to stun you.
Got antag? Make a homing bomb that not only seeks your target out but straight up dusts them for some reason when it explodes. @GuardianCZ was victim to this last night (although they were antag)
Want to cause some chaos? Make a circuit bot and load it with a beaker of deathchems that will never run out. Rig it to spray out like a fire extinguisher and enjoy your insta-crit bot that leaves husked flaming corpses in its wake everywhere it goes (also last night)
Want to be invincible? Rig a circuit with strange reagent and/or healing chems and make it auto-inject when necessary. Probably also possible to make it have infinite chems with only one loading since it’s possible in other circuits.
Circuits are literally sanctioned cheating for the players that understand how to input the right codes.
Everytime one issue gets fixed another one pops up, this is just not worth keeping considering how little it adds to the round and how extremely exploitable it is, it’s a script kiddie feature.
I wonder if coders are worried about actually throwing some work at it for that reason
At least with xenobiology and botany there’s rampup, rng, etc. where every element can be tuned trivially to keep it both fun without being crazy. (Even if they are OP rn)
Admittedly I don’t do circuits but it almost sounds like it’d be less work for someone to replace them entirely from the ground up on better principles than to go through and fix every issue as they arise.
Not coder but I am inclined to agree given how much of a mess they currently are.
Make a system that involves placing prebuilt but simple logic gates/chips (health sensor, signaled, radio, etc) and chips on a board. Give the ability to use a limited amount of basic tools on a cooldown per use.
It would give science something fun to play with and pass time that doesn’t completely break the game, but can still result in unique builds.
Circuits add a way to combine those fundamental game mechanics;
Last circuit I was trying to make was a circuit that grinds plasma, injects it into industrial purple, picks up plasma, repeats (infinite plasma)
You’ll say “holy shit infinite plasma beyond broken” until you realize how difficult it actually is to make.
The infinite plasma was already a thing, and it’s easy to keep running it manually 24/7, but automating it just adds tons of fun.
A circuit I managed to pull off was a machine that took blood from monke and puts it into reagent intake (Before mutagen blood was patched & before I knew it existed). It was fun to see and a lot of fun to make, even if it took me >1hr.
It’s like redstone in Minecraft.
If it’s “unloggable in any way”, I’d want a couple of examples because I’m failing to come up with anything.
You mean by copy pasting a code that can be shared just like every grief circuit that’s ever turned up?
I’m not arguing it’s unlogable btw
I’m arguing that it is currently unlogged and should not be enabled until it is.
Game balance can always be ironed out with nerfs, but unlogged custom grief machines is non-negotiable to me. They need to be pulled, fixed and then re-merged after they’re fully functional.
Not surprised they’re getting abused, and I don’t know if someone pulled off a kill-bot or something.
If you remove them and wait for someone else to fix them, then they’re not really going to come back, nobody’s going to bother with them.
Not like this thread matters anyways, as the saying goes, bee is not a democracy.
log it so you can see the code for the circuts when there is a powercell added, screwdrivered, or printed. boom problem solved and its logged so the circuit can be analyzed, whoever made the circuit is at fault for what it does.
The main reason nothing has happened to pull them yet is because all the coders love abusing circuits so there’s not been a coder willing to pull them at all yet.
It’s the admins’ turn to writhe in agony at this (and we have been for a while lol)