As a preface, I know it's caelcode, and ponies said that eventually xenoarch is gonna get revamped, and they just don't wanna mess with it right now, but there's issues that I've found that might just be simple edits of a few lines to fix. Note: I'm not at all fluent in byond code.
1. The flora scanner has rejected every plant fossil I've ever found over the span of tens or twenties of rounds, on the grounds of it being a new type fossil or something? The error message is very vague and I don't understand the reason for that functionality if it even has one. I *do* know, despite my dumbness at byond, that it looks like changing a single line in reconstitutor.dm would allow all plant fossils to be read. Seeing as *all* fauna fossils can be read and don't give that senseless new type error, that'd be pretty neat.
2. It'd be nice if it required less fossils to do reconstruction. Currently you'd have to get pretty darn lucky to get enough of the right fossils in a single paradise round.
Currently, my observations on how it works:
The Fauna scanner *does* work, but it's weird and convoluted. When you use a fossil on it, it'll make an entry of seven or eight dna codes, but the first fossil won't give you a code to put in those slots. You have to put another fossil in there to actually get a code, assuming that you find a fossil related to that creation and not another.
Breakdown: Fossil A has some hidden 'type', so it points to ie Ancient Space Corgi (doesn't exist, just an example). Fossil B has some hidden 'type', points to space chickens. Fossil C also has Space chickens.
If you use fossil A on the reconstitutor, It'll make entry A. If you check all the spaces, there's nothing to plug in.
If you put fossil B on the reconstitutor, it'll make entry B. Same as before.
If you put fossil C on the reconstitutor, it'll add a genetic marker to entry B.
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3. Make artifacts and anomalies only generate on the mining z-level.
After playing on Bay12 (and learning some pretty impressive tips from the Professor), I've noticed that bay station's occurrence of dig sites seems a lot more common. At first I thought it might be because they possibly increased it, or something?
In actuality, my guess would be due to paradise station having more asteroid then just on the asteroid zlevel. Paradise has the asteroid at clown-crash, and all the turfs at clown planet.
Seeing as it'd be near impossible to get a stasis machine to the clown crash without telescience, and it's a pain in the butt to get a stasis machine to clown planet, I think limiting their spawn to mining z-level would be pretty neat. It might also save on startup time.
4. Tubes! The pneumatic tubes on xenoarcheology are kind of buggered. They're supposed to cycle and travel to the various stations, but what they actually do is just get stuck at the mech recharger and have to be manually moved. Ontop of that, you can't slide underneath the tubes like you can in bay, so the tubes are essentially unbreakable walls.