ReadThisNamePlz Posted April 29 Author Share Posted April 29 11 hours ago, QuestioningMark said: Right: Machinist wall radio is tuned to science channel despite being in ops. Science new areas need more floor lighting, it's too dark. Thank you for this, it'll be fixed in a few moments. 8 hours ago, party said: Research seems to be missing from ops's destination tagger altogether! I was made aware of this, not sure what happened but I'll have it fixed. Quote Link to comment
Mukosuand Posted April 29 Share Posted April 29 I think it's better to set 'Xenological Studies' room access to xenobiologists and xenobotanists only. Also, remove airlock from Hazardous Specimen to maintenance. 1 Quote Link to comment
Toomie Posted April 29 Share Posted April 29 Couple things I noticed myself, Research and development lab shutter button not working because a there are not shutter on the windows. Light switch in the RD lobby also turns off/on the lights in the RD office. Light fixture on the door to Telescience that looks odd. (more of a personal thing then a real problem) The Conference Room Requests console is labelled Research and Development so there are two Research and Development consoles if you try to fax something now. can't use the chemical dispenser in the exploratory chemistry lab while in the seat, it gets blocked by the chemical heater filing cabinet cliping into the window in the Circuitry Workshop 2 Quote Link to comment
Jaeger Brothers Posted April 29 Share Posted April 29 Just adding on to that, Because it wasn't here before 1 Quote Link to comment
Toomie Posted May 3 Share Posted May 3 I believe the RD office windows are not shocked like the other command offices Quote Link to comment
Captain Gecko Posted May 4 Share Posted May 4 Excellent remap so far! My favorite layout for science since the Horizon first dropped! Now as far as issues go: 1) This machine blueprint that we see in the picture above (the one in the circuitry "lab") CANNOT be interacted with for some reason. You cannot remove it, nor can you build anything with it. I'm not exactly sure what may be the cause since I never mapped much, but worst case scenario, this could be removed and replaced with some materials to build the machine ourselves. 2) Add some plastics along with the steel and glass in RnD. Since the Autolathe update making it require more materials, RnD cannot print some basic things without these materials, ESPECIALLY plastics. I'm thinking about the multitools, for instance, that we require to link our tech-processors to the servers (yes I know there is a single one waiting in our server room, but since we always need to use multiple processors, this means A LOT of backs and forth, through the actually dangerously cold server room -which means with a voidsuits that slows you down even more if you're not a Tajara or any other species that can handle this cold-) Quote Link to comment
ReadThisNamePlz Posted May 5 Author Share Posted May 5 16 hours ago, Captain Gecko said: Excellent remap so far! My favorite layout for science since the Horizon first dropped! Now as far as issues go: 1) This machine blueprint that we see in the picture above (the one in the circuitry "lab") CANNOT be interacted with for some reason. You cannot remove it, nor can you build anything with it. I'm not exactly sure what may be the cause since I never mapped much, but worst case scenario, this could be removed and replaced with some materials to build the machine ourselves. 2) Add some plastics along with the steel and glass in RnD. Since the Autolathe update making it require more materials, RnD cannot print some basic things without these materials, ESPECIALLY plastics. I'm thinking about the multitools, for instance, that we require to link our tech-processors to the servers (yes I know there is a single one waiting in our server room, but since we always need to use multiple processors, this means A LOT of backs and forth, through the actually dangerously cold server room -which means with a voidsuits that slows you down even more if you're not a Tajara or any other species that can handle this cold-) When my current bugfix PR merges, I will add this and also fix the firedoor issue. Apparently I overlooked a couple firedoors. 1 Quote Link to comment
Fyni Posted May 8 Share Posted May 8 Secure artifact storage has windows and walls on the same space Quote Link to comment
NerdyVampire Posted May 12 Share Posted May 12 I like the the new changes a lot! Its about time the AI got a less central location in favor of something better, and it is certainly better as it is now. I think science equipment storage should come with some random spawned science equipment if possible. Maybe only 3 items, which can be a minor artifact, a blue space beaker, a prototype gun, a single strange node packet, artificial blue space crystal or such things. Just to make it worth breaking into for antags or to occasionally delight the scientist who can actually use it. 1 Quote Link to comment
Rabid Animal Posted May 12 Share Posted May 12 Please....a couple tank transfer valves in equipment storage... For guns not bombs.... Quote Link to comment
Colfer Posted May 14 Share Posted May 14 The AI core no longer gets a requests console or a newscaster which leaves the AI a little less informed on things, even if they are extremely niche and minor, I like reading out newscaster stuff as the AI Quote Link to comment
QuestioningMark Posted June 1 Share Posted June 1 Hey there! Loads of rooms in the new science hallway actually lack air alarms. It's sad times for repair jobs. Quote Link to comment
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