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MarkvA

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Everything posted by MarkvA

  1. Agreed and done. I'll include this as part of my next series of commits. Note though that it may take a while for them to go live due to outstanding server issues.
  2. The results speak for themselves. Now that it's not weekend please make the server listed. It's what the community wants.
  3. As it stands right now our repository is a fork from Baystation12. This used to make sense, seeing as we kept up-to-date with Baystation12's commits and the codebases didn't differ much. However, we're currently over 6000 commits behind, which is why I'd like to suggest separating our repository from Baystation12's. The commit history and all that good stuff will remain, so we don't really lose anything. What we gain is the ability to search through our own code, which at times can be extremely useful considering our code differences with Baystation12 (as you can not search forks).
  4. Great! Since we are at it, i am trying to think about other things that could be added to atmospherics. What comes to mind are: - Optical Meson Scanner in Atmos lockers - pumps / valves that are activated by certain temperatures, like you could set to only let air pass from source to destination if source has a certain temperature or only let gas pass if destination is above x °C. Would be great to control heat of incomming waste air. - I am not sure where i have seen it (most likely another server) but there was a engineering camera network, that only showed the cameras in areas with firealarms, poweralarms or atmosalerts. That was really neat and super useful so you could take a look at the area fist before you leave engineering to fix a simple breach just to arrive and find busted pipes everywhere. Unfortunately enough my knowledge of atmos is very limited, so I'm not going to touch any of the pipes. I'll leave that to an expert! As for your other two suggestions, I've added meson goggles to the lockers, and I've added the monitoring computers to engineering and atmos. Just oughta wait for the pull request to be approved.
  5. Here's the poll.
  6. A simple poll to gauge the community's opinion on this matter, per this thread.
  7. Mhm, I see. Do you think making a separate thread with a poll in it will help convince Fox? I know Baystation decides on many matters by majority vote through a poll, so that may work here as well.
  8. There are seven players on the server right now. That should say enough.
  9. God, i hope my vox can wear this. That sounds awesome! Incinerator doors will be fixed when the pull request is approved, and I've added external airlock access to the atmos tech access as it doesn't really make sense for them not to have it.
  10. Mhm, fair point. Done.
  11. I've added an atmos alert computer to the south-eastern part of atmospherics, and I've added blast doors to the windows between engineering and atmospherics, and removed the one between atmospherics and the control room. As a trade off, I've removed the blast door leading into maintenance so that there is still an entry point which doesn't require you to start welding down walls, similarly to how the lockdown in security and engineering currently works.
  12. MarkvA

    Ambassadors

    So I've been thinking about some interesting jobs that could benefit the server, and then remembered the half-finished ambassador jobs that are currently "purchasable" in the Karma Shop. Now I was wondering, how can we make the ambassador job more than just a "shell' for roleplaying with no real value to the crew. Is there a way they can actually have a proper impact on the station? So shoot away with suggestions I'd say! I might spend some time myself implementing the job if we get far enough, and perhaps we might even end up with a nice new job players can play. My first suggestion: Combine the separate ambassador jobs for every race into a single ambassador job (so you don't have to spend about 250+ karma to unlock them all), and then have your actual job assigned based on the race. So if you're a slime with ambassador set in your preferences, you'll be the slime ambassador.
  13. I've re-added the option to borgs to send PDA messages (under the AI IM menu). Additionally, the AI can now communicate in various channels (command, security, etc.) without using the intercom once/if the pull request is approved.
  14. I've updated the office as a part of some other (very minor) map changes I made, the pull request for that will go live soon. The locker still needs to be added though, but we'll need a sprite for that (perhaps take the Blueshield's locker, and replace the "B" with "NT"). Get me the sprite and I'll even add it to the code and map for you.
  15. Vox Trader rounds are definitely too dull, except for the Captain/HoS/HoP who actually interact with the Vox. Adding a traitor (similar to traitorling) would be a good solution.
  16. I agree that removing the Emergency Response Team isn't the right solution to fixing the issues the team currently has. Rather than removing it, we should find ways to fix the team, as stated previously. 1. They never improve the situation for which they've been called, infact, they usually end up doing more damage. I disagree. Yesterday we had a revolutionary round which, well, went quite out of hand. We called the ERT to deal with the situation, and they nicely rounded up the revolutionaries and brought them to permabrig. There's been at least two times where the ERT team has cured a deadly virus too, so there's plenty of good they can do. The ERT CentCom base and shuttle should probably be modified to include the holding cells, and preferably a large set of loyalty implants though. That way the ERT can actually use non-lethals in security situations that aren't nukeops. 2. The crew always calls the shuttle before/after the ERT shows up. When ERT shows up, because of the nature of the Emergency Response Team, things tend to be FUBAR, so naturally the shuttle is called. The ERT should request the Captain to recall the shuttle instead. 3. I've never seen an ERT outside of nuclear emergency/xenos(which they're never needed for because aliens got nerfed way too hard). They're indeed not needed during Xenos. But during NukeOps they can be extremely useful (if the heads manage to call them in before dying), and I've called one together with the captain during a rev round too. 4. I've never seen a non-security ERT except when an admin forced one. Well, I've seen at least two medical teams, and one semi-engineering and one semi-medical team. Sure, most of the times they're needed is during security situations, but not always. So yes, let's look for solutions rather than removing them. Remap the CentCom starting area and ERT shuttle to include holding cells and loyalty implants, and perhaps give heads the option to choose the type of ERT team they need.
  17. Just to revive this, the player count has been about 35-40 on the weekend afternoons, which seems pretty low to me compared to before. Is it still necessary to keep the server unlisted?
  18. I've added a light to acute 1. I'll include them as a part of a larger pull request later today/tomorrow. I'm not too sure about adding the NanoMed though. There's a privacy shutter inside of the reinforced window, and replacing the window with a NanoMed means the shutter will "crush" the NanoMed (which won't actually happen in-game, but it wouldn't make much sense). Having a NanoMed serve as a well doesn't make much sense to me either.
  19. Yea, as it stands right now the Gulag's pretty useless. If you keep digging east eventually you'll hit the asteroid (and die, of course). I think it'd be great if it could be remapped to be safer for both the prisoner and security.
  20. I've gone ahead and created a pull request to fix this issue myself.
  21. Two days ago a security officer and internal affairs agent were neglecting their duties by having a "good time" in the Magistrate's office. Naturally, a proper Head of Security does not tolerate such insolence, and so I tried to get them out of there and have them demoted (as they had already been warned twice). Now that would've worked quite nicely as the Captain himself was present, but unfortunately enough our plans to demote them were foiled as the Magistrate's office is more secure than bloody Fort Knox if you don't have a welder. The only way to get in there if the privacy shutters are closed is through the walls, as both airlocks have privacy shutters. Based on this statement by ZomgPonies airlocks should not have privacy shutters, and I completely agree. I therefore suggest the following: Remove the privacy shutter from the top airlock of the Magistrate's office. The one in the glass airlock can stay due to it, naturally, being made of glass. Alternatively, that one can be replaced by a closed airlock.
  22. Can't say this is a change I like either.
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