Jump to content

PoZe

Members
  • Posts

    481
  • Joined

  • Last visited

Everything posted by PoZe

  1. I haven't had any issues with the conduct. I think it is pretty normal for people at first to be like "WTF, I cannot code this?" or "Why can't we merge this? It's cool!", I mean I occasionally do it myself in devs chat. Anyways, Drago knows how to code and it is a plus. Their projects are good, they have few bugfixes as well.
  2. PoZe

    *Chirp

    Moved to Projects as I am going to work on this.
  3. I love all of the artwork by Kyres1, absolutely +1.
  4. PR link https://github.com/Aurorastation/Aurora.3/pull/5771
  5. Okay, I always did not like how Merchant shuttle looks, I played around and I think I made it look better. The summary of what I did to it: Removed middle racks Extended shuttle by 3 tiles, added tables on each sides to replace removal of middle racks Added an Energy net turret that with Turret control panel to it. To protect from customers, this is a non-lethal turret. Added blastdoors to each window and a button on the bridge to protect from outside threats like Carps. Added blastdoor to the airlock and button on the bridge to prevent unwanted customers from leaving. Added O2 locker in the airlock just in case. Fixed access to nanomed. Shuttle preview: Another update I made is to make an Escape Pods Retrieval Shuttle. The idea is that pods are launched into space, and then they are being picked up by this shuttle into the hanger bay. Because pods cannot make it on their own to CC, and leaving them in asteroid field where there is tons of crashes junk as it currently stands is dumb in my opinion. This ship that picks them up has a medbay that will allow people to heal most of things, including surgery. It has a bar, cryopod, restrooms, bridge. Summary of the ship's features: Hanger for pods Security Checkpoint. Medbay with sleepers, body scanner, cryotubes, room for surgery, and medical supplies cryopods in case if your character is done playing Bar with small nice dining area and relaxation. Has all stuff that Odin bar has and Vending machines that do not charge money(cause command staff) Restrooms(what if you need to use it) Changing room. Bridge. Captain's Quarters. Ship's preview: Escape pods mechanics will also be reworked: Emagging escape pod will make it go to Merc's location Manually launching might leave you in space Overloading pod with more people than designated capacity of people can lead pod to their crashland or not launch at all. Adding few civillian pods to the station
  6. PR was merged, so moving to complete Projects
  7. This is not a problem anymore
  8. PR posted, finishing it. https://github.com/Aurorastation/Aurora.3/pull/5744
  9. PR was merged, moving to complete projects
  10. Code wise explosion occurs before the object is actually moved to a new location - I have tested by teleporting several objects myself and all of them survived.
  11. First - telescience was never designed to be experimented on station levels, especially trying to teleport into another department. Telescience is a new tech that is really hard to use, all existing teleport devices are top-notch new devices. So obviously you shouldn't use people to test telescience or you shouldn't test it by teleporting into AI core. You can easily use GPS to safely test it, if you need to know what is there you need to use some form or camera. We can implement cameras into integrated circuitry if it doesn't exit.
  12. PR was merged in, moving to complete Projects
  13. Since the this has a PR, moving to Projects.
  14. Hard counter for changelog is given - if you put them in crusher while they are dead, under elevator or blow them up, throwing them into SM, using crematorium. On Exodus burning them in incenerator also worked. Edit: I support it
  15. Posting progress update - I have made core and base of traps. I have added and tested small and medium traps, small has sprite, medium doesn't(bear trap is a placeholder). large trap will be also added, it has slightly different mechanics. Here is a screen of tests
  16. Okay, moving to discontinued projects
  17. PR merged in, moving to complete projects
  18. PR merged in, moving to complete projects
  19. Project was discontinued, moving
  20. @Scheveningen The PR was closed, is this project discontinued?
  21. PR merged in, moving to complete Projects
  22. PR merged in, moving to complete projects
  23. PR merged in, moving to complete projects
  24. Pr merged in, moving the thread to complete projects
  25. PR merged, for balance open another suggestion @Kaed
×
×
  • Create New...