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Wanted & Unwanted Features, Refactors & Bugfixes Thread


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This is a thread where we will maintain a list of the features we want, do not want, and may want here. This thread is read-only.


Before tackling something listed on this list, you are highly recommended to discuss it with a maintainer or a head beforehand.


Here's an explanation for each category: 

Yes:

- These are general ideas likely to be supported by the maintainers and heads. Before tackling a project by pledging to it, seek a maintainers approval and promise to review the PR.
- We will usually only accept a pledge to a major PR if we know you are likely to be capable of doing it

- We may reject the final product due to various issues, including, but not limited to code quality.


Maybe:
- These are PRs that we are not too sure on. We might be unsure on its implementation, or there's some other obstacles behind implementing the PR. You must contact us before trying to do so - You run the risk of rejection if you don't.


No:
- These PRs are extremely likely to be rejected. Attempting them is ground for being rejected instantly. This list is NON-EXCLUSIVE. You should still ask someone before committing to an idea!

 

This is a combined wish-list of each Head of Staff and Maintainer:

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Ansari:

Yes:

  •  Porting over tg's object damage system for (Feel free to separate them into different PRs):
    • Machinery
    • Locker & Crate - Allowing them to be shot / slashed / crushed
    • Mecha
    • Anything else -- Contact a Maint / Ansari.
  • Assorted gun changes to make them sounds and look cooler (Feel free to separate PR). Please consult a maint before actually committing to a PR.
    •  Muzzle flash - create a brief, coloured (if appropriate for laser), lighting effect in front of the gun when fired - We might accept sprite if it is well-drawn (e.g. not the current Bay one)
    • Make laser / energy projectile (Exempting toxbolt etc.) actually enlighten the surrounding - If performance is OK
    • Tg on hit effect - Bullet hole, laser pointer effect on hit, etc.
  • Refactor all hoodie to be under its own separate typepath. Removing NODROP flags from all of them - Making it in line with tg's current implementation.
  • Make it so that customization option in character preferences appear alphabetized.

Maybe:

  • Nearly all components on tg - We support adding in components but implementation must be discussed.

No:

  • Moodlets from /tg/

Crazylemon:

Yes:

  • Extra space ruin templates
  • Additional modular computers integrations
  • Some sort of "uploading" procedure for R&D designs that allow them to be more easily proliferated through the station instead of via floppy disks
  • Porting /tg/'s Material Silos
  • Protolathe manufacturing queue

Maybe:

  • Moving more species features to organs (More difficult to do than it seems, contact Crazy)

Fox McCloud:

Yes:

  • /tg/ Kitchen
  • Research Points + Breaking up departmental lathes + Resource Silo
  • “Economy” (non-persistent, for a singular round)
  • Lavaland
  • Goon Genetics
  • Slime Breeding
  • Unified Hardsuits + Expansions
  • Nanites
  • Commissary Mapped in
  • Removing Universal Maintenance Access
  • Death / Dying Rework (Contact Fox for more details)

Big Maybe:

  • Moodlets from /tg/

PurpleGenie56:

Yes:

  • More cosmetic items including mantles for the heads of staff.
  • Some improvements to turfs to that non standard floor types like grass and carpet can have visible damage
  • A change to Smoking pipes so that they can accept dried plants
  • Some improvised weapons, specifically things from VG like the tomahawk which does less damage and might do well to make spears less prominent.
  • Cocaine. (Contact PurpleGenie56's dealer for more info)
  • A cleanup of redundant items in the code such as gloves/black/ce and gloves/black/hos which are the exact same in every way yet distinct items for some reason

 

FreeStylaLT:

Yes:

  • Bay's turf decals (Just the functionality, I can do the actual swap of map assets myself)
  • Bay's tile-set in general
  • Multi-Z compatibility
    • Two / Three - floored Station Map
  • Remapping Engineering (Cyberiad)
    • Moving T-Comms to Station (Cyberiad), not necessarily to Engineering, but close to it.
    • Moving over to SM full-time.
    • Adding a proper lobby and hallway to Engineering
    • Maybe: Multiple Engine support (SM + Tesla / Sing)
  • Remapping Arrivals (Cyberiad)
    • Adding an automated transfer shuttle that brings new arrivals to the station.
    • Connecting Incinerator maint with disposal / cargo maint, turning it into a main maint block like Chapel / Sci maint.
    • Re-shuffling all the storage units in Arrivals
      • It has 3 tool storage locations, for example, public tool storage would make most sense to be in Engineering hallway, not arrivals
    • Adding more lounge / general relaxation areas in Arrivals, especially contextually sensible ones around relevant storage spaces:
      • Aquarium / Pet store should have a little Aquarium display that looks better than a closet.
      • Office supplies should have  more tables / chairs to write on, etc.
    • Maybe: Moving a job / creating a job and placing it in / to Arrivals, potentially.
  • Being able to write in a specific language, and not being able to read languages you don't know.
  • Custom overlays for airlocks depending on security level.
  • Feedback sounds:
    • Turning lights on / off
    • Walking on plasteel
    • Drawing guns / weapon items from any slot / container
    • Varied drinking / eating sounds
  • More ambient sounds / noise / music
  • Economy (Non-persistant, isolated to a round)
  • Power Substations from Bay

Necaladun [WIP]:

Yes:

  • Nerf X-Ray

Yes, but unlikely to be possible:

  • Skill system on a per-spawned-job basis which would affect how fast an action is done / if it can be done at all

Maybe:

  • Adding a default objective to most antags that consists of "Blending in" for a delayed amount (5-10 minutes). When the delay ends, they get their real objectives.
  • Removing food vending machines from Cyberiad - or at least removing a large amount of them/increasing the prices. 
  • Adding a Cybernetics department job (Focused on implants and robotic organs, etc)
    • May require remapping Science and a portion of Medbay
  • Dog Borgs (No functional stomach thing)

Big Maybe:

  • Moodlets from /tg/ - huuuuugely depends on how they're done!

No: 

  • Swapping security weapons for ballistics
  • Generally adding more 20th/21st century weapons.

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Combined (Most Maints + Heads) No:

  • Removal of PDA slot.
  • Removal of any species.
  • Removal / Reduction of IPC EMP weakness.

 

 

As you can see, the list is quite extensive with some overlap. Keep in mind:

If there is no overlap, that does not mean that one supports it and the other does not, it is usually quite the opposite, it is just that the primary items on the wish-list are ones that people are most familiar with.

This is list NOT exclusive, you are still very much able to make and PR whatever you want -- this is to give you a sense of direction the Heads / Maints want the server to take.

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