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MattAtlas

Head Admins / Devs
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Everything posted by MattAtlas

  1. Alright. Closing this, then.
  2. Is this part of the complaint resolved, then?
  3. This will be handled by @Faye <3 and myself.
  4. Humans have 560u total of blood in them. A blood bag can hold over half a human's blood, so...
  5. Were you trying to remove a full bag's worth of blood from people?
  6. Accepted, although keep in mind the feedback given here. I think you need some work on keeping communications up to date - specifically in situations where you might not want to due to outside factors - but otherwise, I think you will make a good head of security in time.
  7. Alright then. Accepted.
  8. Sure. Accepted.
  9. On trial from 16FEB2022 to 22FEB2022.
  10. The mask is a no. The rest is fine. Accepted with those conditions.
  11. How would you do this? To put it cynically, the Zeng-Hu frame shell playerbase essentially jumped off a skyscraper and imploded the moment I nerfed them and prevented them from being security. I believe part of this is due to how dull the less-used subspecies are, and how there's not much you can do with them besides play on the obvious tropes (e.g the boring "This unit is a robot that speaks slowly and does robot things." for G1s and G2s).
  12. I guess we could just show the other jobs as crossed out instead of hiding them? But that'd crowd the job menu pretty hard, I think. Maybe add a disclaimer at the bottom that this list doesn't contain every job.
  13. I would rather remove bughunt from secret than enable secret borer. I don't think borer has enough content to stand on its own honestly. And I've already seen a lot of negative complaints about how the gamemode makes people uncomfortable/not want to play, so I'd rather rip the bandaid off, personally.
  14. Nevermind, what I posted here makes no sense, but porting that job menu would be a lot of work, if anyone would want to do it.
  15. Then I'd just remove techno mixed modes.
  16. Maybe cap the spawn pop at like 15? One technomancer isn't enough for a highpop round anyway.
  17. This application is denied. You may contact me on Discord (mattatlas#0230) for more information.
  18. Decided against it because we're on code blue very often.
  19. Maybe on the light tube itself, but not as actual lighting. Don't think it's worth the performance overhead.
  20. Good idea. I will test this out shortly.
  21. Possible, although maybe a different color would be good? Orange or blue?
  22. Made some modifications following Danse's suggestion. I added the light randomization. Here's what the new hallway looks like. Notice the different lights in robotics. Additionally, I made it so that hallway lights become red on code red. Examples: Surface is basically all red because it's a giant hallway.
  23. Pretty sure you can't self dislocate limbs to escape cuffs. Don't really have an issue with cuff breaks in general, as antagonists breaking cuffs constantly are just going to be borged or executed on the spot.
  24. Dionae should not be considered as a factor, neither should plants. I will personally tweak their numbers to be equal to before should this cause any issues.
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