
Arrow768
Head Admins / Devs-
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Everything posted by Arrow768
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Moving to completed as that has been implemented.
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Buff temporary blinds, nerf most of the stun out of flashes.
Arrow768 replied to Scheveningen's topic in Completed Projects
Has been merged. Moving to completed. -
Moving to completed.
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Make Atmospherics (not so) Great Again
Arrow768 replied to furrycactus's topic in Completed Projects
Atmos has recently been changed here: https://github.com/Aurorastation/Aurora.3/pull/5178 -
They are still in shock and denial
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Make it take some time to weld lockers and doors.
Arrow768 replied to Superiorform's topic in Completed Projects
Implemented here: https://github.com/Aurorastation/Aurora.3/pull/5300 Lockers are already implemented. -
Atmos has recently been changed again: https://github.com/Aurorastation/Aurora.3/pull/5178 Moving to the archive.
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They were added for a few months as part of the rotating weapons and have been removed again. Might be added again in the future (or not since they are quite op).
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Modular Guns/Gunsmithing - The Shotgun Gatling Gun Suggestion
Arrow768 replied to CommanderXor's topic in Archive
Moving this to the archive as its already implemented and we received no response from the author. -
No author response. Moved to the archive.
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Add research levels to vox cortical stack
Arrow768 replied to Lady_of_Ravens's topic in Completed Projects
Implemented here: https://github.com/Aurorastation/Aurora.3/pull/5299 -
Let cargo order V'krexi Cubes (Vaurca Monkeys)
Arrow768 replied to themaskedman2's topic in Completed Projects
Implemented here: https://github.com/Aurorastation/Aurora.3/pull/5297 -
Mixed secret is gone. Into the bin it goes.
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Has been implemented aswell
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That has been completed quite a while ago.
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Making Solars Viable as a Power Source
Arrow768 replied to furrycactus's topic in Completed Projects
Has been implemented here: https://github.com/Aurorastation/Aurora.3/pull/5268 Moving to completed projects -
[Dismissed] Maintenance Drones Suck, Heres Why
Arrow768 replied to Bygonehero's topic in Rejected Policy
I dont see an issue with maint drones as long as they don't actively interfere with the current actions of an antag. If you break cameras and a few minutes later the maint drone comes along and repairs them, then that's fine. If you are in the process of breaking cameras and the maint drone repairs them after you break them and uses tables and vents to avoid being destroyed, than that is active interference which should be punished. -
A militia is definitely not something that you would want to have during standard operation and should be forbidden (it already is due to neglect of duty, trespassing, possession of contraband, assault, ...). During non-standard operation (i.e. shits fucked) there is enough wiggle-room to ignore certain existing regulations if it ensures the survival of the station. A official IC policy that determines if, when and how a "militia" can be formed would acknowledge that the station regularly faces threats that can wipe out the entire security department. Otherwise there would be no need for a official ic policy that regulates that. Therefore I am heavily opposed to the idea of a IC policy.
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Add the Icelance to the traitor uplink
Arrow768 replied to DronzTheWolf's topic in Completed Projects
Implemented here: https://github.com/Aurorastation/Aurora.3/pull/5287 -
We generally dont use forum or external polls for controversial features. Therefore I created a server poll. It should show up in the Join menu, when you connect to the server.
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Yes, thats a not a policy suggestion, but a dev suggestion. Lets move it.
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The Dungeons have been removed from the PR this feedback topic is about (after community feedback) The PR contained only the framework which allows loading astroid dungeons in preset locations. PRs that have been merged can be seen on github as well as the git_log channel on discord. (In addition to the changelog) The framework which was contained in that PR has been tested sufficiently. (Again, it did not contain any dungeons, just the mechanic to load them) "Recently, a mining drone blew up a section of the station by shooting a fuel tank." - Amazing. A truly random event that noone coded. Be happy about it ,enjoy the RP caused by it and the ability to tell a truly unique story that happened on the station. This feature has been requested by and coded for the Lore Developer If you would have bothered to take a look at the PR, you would have seen that. This has been elaborated on sufficiently. I have no interest in repeating that discussion here. It´s sufficient to say, that this feature has been removed. Which has been nerfed two times (before you made that post; also logged in the changelog) This is the feedback topic for it. No community feedback regarding the speed has been provided. We do not check all channels on all discord servers for "community feedback on certain PRs." We have feedback topics. If feedback is not provided in the feedback topic, you can assume that we did not see it. Up until a day ago the PR wasnt even marked as review required -> So nobody reviewed it. All of those PRs that you mentioned as "problematic" have been changed in some way because of the community feedback or no community feedback has been provided.
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Please remove the second autopsy room, it seems like feature-creep. (Dont listen to everything the department-mains tell you) As previously mentioned the second waiting rooms seems like a space-filler (its almost as large as the medical lobby) Imho the space can be better used with (parts of) the psych and the size severely reduced. (Also remove the food vending machines from it. There is a "refreshment post" right next to it.) An alternative would be to move the GPs office to the upper level and leave the psych on the main level. Which might be preferable as this would give anyone in medical another relatively secluded space to do shady things in. I can see the benefits of the medical breakroom, on the main level, but I believe a closer cooperation with service area would be beneficial.
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Moved it to projects, since there´s a PR for it. I believe that the damage amplification of the force gloves should be reduced or removed. We have recently removed / changed weapons in a way to remove their ability to instantly end a players round. It is only logical to continue this here. (If you do something like that, it has to be done across the board and not only selectively where it suits the antags)