Updated Map: Discussion & Suggestions

Make gateway missions or shiny new stations, then get help when you can't figure out why the fuck there's no air in the rooms. Maybe post finished products to be shared.

Re: Updated Map: Discussion & Suggestions

Postby Molenar » Wed Aug 19, 2015 8:53 pm

would it be possible to have the lockboxes usable in the destructive analyzer for the research on items inside? since having to get sec to come help with research seems a little weird on that stuff
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Re: Updated Map: Discussion & Suggestions

Postby orbisa » Wed Aug 19, 2015 8:58 pm

It would be viable, but will most probably get only the first item, if you don't want the coder to hate you
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Re: Updated Map: Discussion & Suggestions

Postby Molenar » Wed Aug 19, 2015 9:03 pm

I belive they only come with one item in them anyway when they are from the protolaythe
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Re: Updated Map: Discussion & Suggestions

Postby Molenar » Wed Aug 19, 2015 9:05 pm

though giving some kind of access to them would be easier, I realize it would make them pointless in the first place if there was an easy way inside
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Re: Updated Map: Discussion & Suggestions

Postby orbisa » Wed Aug 19, 2015 9:06 pm

yes, but they still hold four spaces, and can be filled, hence the reason
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Re: Updated Map: Discussion & Suggestions

Postby warbrand2 » Wed Aug 19, 2015 10:18 pm

alteast add a stun revolver so I don't have to start requesting them... would not make xeno bio self sufficient (which it is for the most part except for needing sec) a stun revolver would give time to run and call sec.
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Re: Updated Map: Discussion & Suggestions

Postby orbisa » Thu Aug 20, 2015 8:49 am

We currently have lockboxes implemented in Science and you can produce stun revolvers without lock. Shrink rays, floral somatoray, syringe guns, chem sprayers and temperature guns also can be produced without lockboxes
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Re: Updated Map: Discussion & Suggestions

Postby Kayleen » Thu Aug 20, 2015 3:12 pm

warbrand2 wrote:alteast add a stun revolver so I don't have to start requesting them... would not make xeno bio self sufficient (which it is for the most part except for needing sec) a stun revolver would give time to run and call sec.


Dude.

What part of "I am never adding weapons to xenobio" wasn't clear enough?

Stun revolvers don't even work on mobs.
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Re: Updated Map: Discussion & Suggestions

Postby Aces » Mon Aug 24, 2015 6:17 pm

orbisa wrote:
Kayleen wrote:I am not adding guns to xenobiology. Ever.

Shooting things is security's job anyway. The entire point of game balance is that the departments aren't self-sufficient; it's why research needs minerals from mining.



you reminded me, we need to add the lockboxs again to research


I thought I re-enabled lockboxes.
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Re: Updated Map: Discussion & Suggestions

Postby warbrand2 » Sun Sep 06, 2015 4:48 am

hey could an incinerator be put in xenobio... the dead slimes and monkeys pile up and launching them out of that disposal just leads to them hitting the north side of she station and causing people to wonder why there are dead monkeys out side the rec area.

think that something like that should replace the xeno bio disposable cause really just spacing things that can be toxic/ deadly and can hit the station again.


Also looking at the new map is it just more or does botany have less planters then the current design?
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