
Arrow768
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Everything posted by Arrow768
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I see what you did there. But sadly that company produces the wrong type of lube. And we dont really want to advertise for that type of company on our server, as it might appeal to the wrong audience.
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By quickly looking over the provided screenshots I noticed a few issues: What is the purpose of the second (/third if we count the one in virology) autopsy lab ? -> Why is it needed ? The second waiting-room between the CMOs office and the examination room seems like its there just for the sake of filling the space. -> Possibly put the psych there instead of their own level. The pre/post-op rooms have been removed without replacement The additional break room on the main level is not needed. There is already one the sublevel, and if you dont want to use that, use the kitchen/bar (which should be the preferable option anyway).
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The point of the cyan pipes is to flood the cells with a specific gas / remove the gas from the cells if the scientist wants to do so. -> That is why everyone of them leads to their own connector port for a gas canister.
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[mention]ParadoxSpace[/mention] has expressed interest to further tweak the original implementation. I´ll leave that topic in projects until thats done.
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Done: https://github.com/Aurorastation/Aurora.3/pull/5246
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Burger is making a few changes to the cargo system that changed most bounties to physical items https://github.com/Aurorastation/Aurora.3/pull/5201
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New Station Directive: 'Regarding Freedom of the Press '
Arrow768 replied to Azande's topic in Completed Projects
I´m moving this to completed projects. That policy has been implemented since a bit more than a month and no issues have been raised in this topic -
Interesting idea. I´ll keep that in mind for the potential rework of the kitchen / bar.
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The biggest issue I see with diona is that if they "die" (gain 200 damage and the gestalt "seizes up and falls limp, ....") 6 nymphs spawn and they can just reform a new gestalt. The number of nymphs that is spawned should definitly scale with the current damage of the diona. I.e. if the lower their health, the less nymphs spawn.
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Adapted it in https://github.com/Aurorastation/Aurora.3/pull/5200
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The OP has a few issues but also contains some interesting things. Let´s start with half-stocked vending machines. That has been suggested a few times already and it makes sense to not have all machines fully stocked. (Especially since the station already has a way to refill the vending machines with the restock cartridges) Therefore I decided to implement this here: https://github.com/Aurorastation/Aurora.3/pull/5189 Regarding "Noone gives a shit about the chef": Indeed, while there was the vending bug present, I didnt visit the chef and mostly ignored the hunger meter. Not because I was too lazy, but because there is rarely a good chef. That is also where that comes in: https://github.com/Aurorastation/Aurora.3/pull/5188 To reduce the difficulty and frustration of the chef position, the time it takes until food burns in the oven is now almost doubled. Make junkfood undesireable If you want to do that, then that is the way to go about that, but not additional nerfs. Add a random event, that posts a news story about the dangers of a specific kind of fastfood. That way you can raise ICly the awareness about it and I believe some people might be more likely to go to the chef. Maybe even a second version of the event (that is very rare; otherwise it would get tiresome) which mentions there is a specific danger to the food and "locks" the specific entry (just removes the contents of that specific food from the machines) (There will always be those that ignore that and you wont be able to do anything about that. Just like irl.) The biggest issue that I see is the distribution of the food. There are a few ways around that: ICly announce the availability of the chef, possibly offer deliveries Send your menu to the departments via the request console, again so they are aware there is a chef Add a new food distribution system -> A central machine at the kitchen that is stocked by the chef and retrival machines in the departments that "retrieve" the food from the central machine in the kitchen. Possibly with the ability to set a price. I also hope that the upcoming bar and kitchen overhaul will draw more people to the kitchen. https://github.com/Aurorastation/Aurora.3/pull/5110
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Moving to projects. Implementations are here: https://github.com/Aurorastation/Aurora.3/pull/5173 https://github.com/Aurorastation/Aurora.3/pull/5184
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Increase Oven Grace Period Before It Burns And Ruins Everything
Arrow768 replied to a topic in Completed Projects
Moved to projects. Implementation is here: https://github.com/Aurorastation/Aurora.3/pull/5188 -
The memes have been removed from the PR in question And some of the memes in this topic have been deleted. Keep it civilized.
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Intruiging. Only days after a bug has been removed, that allowed the hypospray to insta-inject through voidsuits a thread to remove chloral (and restore the hypo to its previous state) comes up I am not aware of this. Please provide a source that sais antags can not use chloral. To my knowledge it can definitly be used if there is proper rp. I.e. If its used to stun someone and then kill them, that would be ganking and therefore against the rules. If it would be used to stun someone and then abduct them, that would be alright (afaik). As there are usecases for it I am voting for dismissal.
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Moving it to projects as you made a PR for it already
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I do not see a need to remove the adult section of the library. While the IC purpose might be slightly questionable, it also serves a ooc purpose. And for that it´s worth keeping.
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As mentioned by quite a few people: The suggestion to only spawn the AI sometimes, doesn't fix any issues there might be with the AI Role. In the round that sparked that suggestion thread, I personally mentioned that players should ahelp the AI, if they believe it is breaking any rules. To my knowledge not a single one did. If there are issues with certain AIs, then ahelp these AI Players. Voting for dismissal due to the following reasons: The suggestion does not fix the problem it is intended to fix
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I am only going to address the first post: I do not like the idea of increasing the engine difficulty. As mentioned by Synno, a continous round depends on a working engine. Increasing the difficulty might seem nice for the more experienced engineers, but if there are no experienced engineers then it will be difficult or even impossible to set up the engine for new or unexperienced people. If the engine is not set up, the station goes dark by the 30 to 45 minute mark. At that point you have 3 options as command staff: Try to find someone who might be able to set it up, despite them not being a engineer -> With increasing the engine difficulty, that will become more difficult aswell. Call a ERT. A research station without power is useless. If the station cant fix it, then you need to call a ERT (but that can be difficult to impossible if you have no power in your office) Call a evacuation. Again, A research station without power is useless. If you cant get anyone to set up power, then it´s time to call it a day and return to central. Often enough it ends up being the last option. Which immediately halts everything that is going on, as the crew is making their way to the shuttle. I am voting for dismissal due to a few reasons: As outlined above, further increasing the difficulty of setting up a reliable power source will cause more issues. The reasoning behind the suggestion has not been explained sufficiently (Why do we need it, and how does it benefit the game)
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CH wasnt nerfed (recently) It was the hypospray that has been nerfed.
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Karolis2011 - Developer application
Arrow768 replied to Karolis2011's topic in Developer Applications Archives
Yup, that app was overdue. -
BYOND Key: XanderDox Game ID: Unable to provide. Player Byond Key: Arrow768 Staff involved: Synnono Reason for complaint: The character in question was involved in a canon incident where they detained (as a HoS) the rest of command on the illegitimate charge of mutinity. Said Character is now a captain. I find it highly unlikely that someone who was found guilty by ccia of detaining the other command members, seizing power of the station and effectively overthrowing command would be promoted to the position of captain anytime soon. I dont have any issues with any other captain characters they play, but that specific char becoming a captain is highly questionable. Those are the CCIA notes from the employment record of the char in question. Did you attempt to adminhelp the issue at the time? If so, what was the known action taken by administration/moderation? No, I believed it to be an IC issue, but was informed by Synnono that it is a ooc issue. Approximate Date/Time: Unable to provide.
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Thats not how it works. Ignorantia juris non excusat or ignorantia legis neminem excusat (Standard principle almost everywhere rules/laws apply)
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The idea of tying it into the news caster economy announcements is definitely interesting and I might follow up on that. But it is out of the score of the current implementation. I have already requested the LoreMaster to look over the bounties and tell me if there are some that have to be changed. Regarding: "The rest of the crew wont see it" There is a option on the console that allows you to print the list. Most QMs either print it and tape it to the front window And / Or post it on the newscaster to encourage crew to bring it in. Its up to cargo how they want to notify the rest of the crew about it. The options to do so are provided.