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Everything posted by ferner
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This is being worked on here. https://github.com/Aurorastation/Aurora.3/pull/6560
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I really love the look of the work displayed here so far, and I would be happy to help out with adding them in.
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Thanks for pointing those out, I'll take a look-see when I can.
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Yeah it's something I've noticed too, from my limited knowledge, monitors can't be setup to observe individual cameras, only whole networks. But it's something I'm going to look into more at some point, if it doesn't work out the monitor will be removed.
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I'm afraid the problem with giving the xenoarcheology wing its own smelter would be that then research could operate as a self-sufficent department. Thanks for the suggestion though, I do read every idea raised here.
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[Accepted] Simon's Head of Staff Whitelist
ferner replied to SampleTex's topic in Whitelist Applications Archives
Simon's a great player, icly and oocly, and they're thoughtful of others' experiences in-round which I've seen first hand and as can be seen from their well thought out answers. I’d be glad to see them in head of staff roles. -
Here's the quarantine section of the medical sublevel on full lockdown, So I believe it already has the capabilities you were looking for. A large restructuring of medical is something I'm working on, which sees to the other points you've made. Once I've finished some other projects it's something I'm intending to go into full production on.
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I'll be working on implementing a bunch of the work shown here.
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Working on implementing them here. https://github.com/Aurorastation/Aurora.3/pull/6324
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The mining equipment meta has gotten pretty stale, with, as stated above, a particular build stealing the spotlight most of the time. Allowing the other kinds of frames to be produced in RnD along with perhaps nerfing some of the more regularly used mods would certainly vary things up a bit.
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Implementing the hivebot sprites here. https://github.com/Aurorastation/Aurora.3/pull/6262
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Thank you for the feedback regarding the lab and isolation areas, and yes, a medical update is something I'm actively working on, which take these weaknesses of the current setup into account. Though the virus storage in the main lab should be accessible without deconstructing the table. It's pixel shifted to be in its current position, its "real" location is by the table in front of it.
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I very much agree, it's a mechanic of tedium, repeating the same steps round after round, and as said by others, feels just gamey and non-collaborative. Not conducive for a good rp experience. Starting the levels at 5 would be a small relief certainly.
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Feedback thread for this pr: https://github.com/Aurorastation/Aurora.3/pull/6168
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I’m all for making the xenofauna we so often run into more alien. And these sprites look absolutely lovely for that purpose. If we want to keep normal carp around in code, I suppose these could be introduced as a new kind of species with similar mechanics, leaving current carp for adminbus and wizardry. But personally I’d be fine with them being an outright replacement too.
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Okay, many hours later, I feel it's time to show the changes to virology itself. The testing area, the three red cells along with the adjoining room will be access restricted to the pharmacist, while processing, morgue and isolation ward will be available to the other medical personnel. How the lockdowns will work I'm not entirely done with, but I intend to have separated lockdowns for the testing area, processing corridor and the isolation ward itself. The isolation ward was expanded, to provide some room to maneuver and walk around without bumping into eachother, the same reason the entrance was expanded. If these are seen as acceptable I can go do all the menial parts, connecting, adding all missing utilities, adding access requirements, new areas and additional polish and so on. A lot of stuff to go but I feel all the hard parts are done with. As always, I'm thankful for any feedback you can give me.
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Thanks, I'm happy that you like it, I appreciate the feedback I'll take it all into consideration. As for the questions, There'll be a lockdown of some capacity, I've not yet decided on how best to do this. The lab's size as in the picture is a bit smaller than I'd like, I'm going to work on this so atleast 2 people could work in it comfortably, as for now it's made for one. The bolted hatch is meant icly for like once a year maintenance, so it's going to be bolted and locked to engineering/atmos access.I'll think about If I want to put in a button to unbolt it. Thanks for the questions, as always my dms are open if there are any grievances or direct questions.
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I'm all for a merger of these jobs, and I had an idea on how to fit in the virology equipment upstairs, closer to the chemistry lab. (This is a rough draft, a lot of details are missing and not really decided on layoutl.) Where instead of cramming it into main level medbay, you use some of the potential verticality of the map and put it above. And from the workarea the biochemist can even see if someone is waiting at their desk down below. I also put in a single isolation cell if it's needed, For larger outbreaks you'd use the sublevel. The maintenance tunnel on the right goes right over to the psych ward's maintenance tunnel. This only one of the possible soloutions, if you'd like other ideas, do let me know.