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Writing shitty stuff on the wiki, and pretending I actually know what I'm doing about anything. also collecting the infinity stones
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Byond CKey
steviii
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stevIII's Achievements
Surgeon (16/37)
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stevIII started following Mining Satchel Vacuum Upgrade and Odyssey map suggestions.
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I'm gonna preface this by saying these will mainly be for me!!! I'm not advocating for ideas guy-ing all the actual mappers. I enjoyed making an odyssey map and would like to gather up good ideas for another one. With that out of the way: Title. Fairly self explanatory, please don't spam ideas (shove them in one comment if you got a lot), leave suggestions with as much detail as you can, I'd love terrible MS paint diagrams as well. I may or may not make your suggestions, other mappers might too if they feel like it. If you're another mapper and wanna do an idea, just like reply to it or something so multiple people don't do the same.
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is there any way to make the facial expression more horrifying
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Even if we do add a cap (I'm in favour), as Yonni said it would be very nice for IPCs to have a second wind. Maybe some tiny microcell of like 1000 power that is "shielded" or something, that activates only after an EMP. Maybe for balancing, it can't survive a second one, and has to be repaired surgically?
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Pretty much what the title says. A purchaseable upgrade (maybe equivalent to an ore magnet, or maybe replace the ore magnet with this?) that is slotted in to a satchel the same as a warp pack, and causes your pickup range to be 3x3. I'm hesitant to say it should act like the ore magnet does now, where it shlorps all ore from around you up, since that tends to be extremely laggy. I think just making it effectively have a wider input radius would be extremely useful (just W+M1 for the win), while probably not being too laggy. I hope. Also, I'm not biased at all, but I think it'll make mining considerably more enjoyable for slower races such as G2's and Bullies, and especially for people with higher ping, since picking items up can sometimes be inconsistent when holding a satchel, which I assume is ping-related.
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Get rid of "X selection" entries in loadout
stevIII replied to GeneralCamo's topic in Suggestions & Ideas
I think selections are alright to keep the loadout from getting incredibly messy, but I think the search function should be actually capable of telling you what is in each selection. Maybe also have a little line of text beside each ones description that says "This selection contains: Item, Item, Item, Item" so it isn't just a complete guessing game. -
2 dismissals Give Atmospheric Technicians insulated gloves again
stevIII replied to hazelmouse's topic in Archive
That was really unfair of me to say and I'm sorry, I'm not going go try excuse it since it was just a shitty and inexcusable comment made while annoyed. I am very sorry. -
2 dismissals Give Atmospheric Technicians insulated gloves again
stevIII replied to hazelmouse's topic in Archive
All this is going to do is make Engineering more annoying for everyone involved in lower population rounds. It's absurd to say that the fully trained engineers shouldn't be allowed insulated gloves, just because they're also meant to tinker with the thrusters. My main complaint with this is how it removes more of the often somewhat limited game play of Atmos techs. If you're playing a low pop round, you set the SM and thrusters, and then are largely done with your job for the remainder of the round. Disallowing Atmos Techs from hacking doors or fixing vendors just means that they become literally useless after about thirty minutes. What is the God damn point of the job existing at this point? How about we also ban Wardens from using guns, Miners and Machinists from the warehouse and Surgeons, Psychs and Pharmacists from the GTR, if what you want is "Job Separation" No one consistently complained in the months AT's had insulated gloves, otherwise the PR would have been done back then. Furthermore, why should a maintainer decision made months ago then happily ignored without any serious or consistent complaints now suddenly be enforced. Things change, we're not being held at gunpoint to always listen to the decisions made by people not even playing the role they're affecting. -
2 dismissals Give Atmospheric Technicians insulated gloves again
stevIII replied to hazelmouse's topic in Archive
From testing on a private server (So take this with a grain of salt), Atmos Techs do not have access to technical storage. -
stevIII changed their profile photo
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Incredily solid application! Looking through, it had answers to pretty much every question I was thinking of asking you, but I can probably scrounge up a couple little personalising questions. What is Tal's opinion on the other hive's? What is Tal's opinion on the other corporations? What does Tal do in their spare time, for hobbies and recreation? What kind of living arrangements does Tal have on the Horizon now? And the final question, what is Tal's general personality like?
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Simple concept, give little items that broadcast a bluespace distress signal to any department that regularly visits planets (Mining, Research, Bridge) and also add a couple in EVA. When out at a site that isn't the Horizon, these beacons can be activated, causing a signal to be broadcast to every ship on the map, similar to existing distress signals. Could possibly allow a short (like 10 word or less) message as well, or maybe just have a few pre-set options. Useful for if you get lost while mining, get injured, or need backup at a site, but are past holopad or comms range. It could also be used for some great traps by Freebooters and antags, say "oh heck we're in danger come save us" then blast whoever comes to save you.
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I do not BELIEVE this has been reported, so: Ranger Gunboat airlocks are messed up. Ranger Gunboat windows are also messed up
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I really love the new bar changes, especially since walking up to the side to mix drinks was. Let's face it, really dumb. However there's one gripe with it, that kinda feels like a bit of a bug? But I'm unsure. This vending machine here blocks off the corner of the counter visually, but not mechanically. It's still perfectly functional as a surface, but it feels really awkward to imagine your character reaching around awkwardly to place somethng on half the table.
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It kinda bugs me that some desk windoors (Specifically the Pharmacy, I have not checked elsewhere) are now solely outwards facing, and ID locked. This means that to put something on the desk, you have to either leave it on the ground, or get the inhabitant to open it. The north-side windoor in the Pharmacy is inwards facing however, and far less annoying to deal with. .