Jump to content

Feedback thread for Map Updates


Recommended Posts

Posted

I figured out why the robotics fabricators aren't syncing with R&D.


Their proc that syncs them to the computer uses "get_area" to find the R&D console, not "get_visible" or "get_range", so it doesn't matter how close the computer is to the fabricators, if it's in another area (the surgical area in robotics is 'assembly line' not 'mech bay'), it won't be able to be found.


To fix this, we could change how the fabricators find the console or we could just move the console into the mechbay. --fixed used oview(src,num)

 

That might cause unexpected side affects. The fabricator to the right may actually be closer to the R&D console in the development lab.

--Ended up using range instead, the fabricator doesn't matter as it looks specificly for /obj/machinery/computer/rdconsole

  • Replies 89
  • Created
  • Last Reply

Top Posters In This Topic

Posted

First airlock into Atmospherics disappears after being open.

 

93904dbfeb.png

--Fixed

 

As of 5/16, this bug hasn't actually been fixed.


Edit: Just noticed the one in Atmos Maintenance does the same as well.

Posted

Kitchen Access to pasture does not permit the Cook/Chef entry.

White Freezer in Kitchen Cold Room is inaccessible without dragging the lockers out of the way. For being an empty crate, it's kinda useless. --Unsure on how to fix

Posted

* Just above cryo storage and the brig cell block, there's a room with a table. It always starts off with a bunch of blood and oil, as well as spider guts smeared across it. I've seen Security get way too interested in this several rounds in a row. I'd appreciate it if it didn't spawn with blood all over it.

Posted

I don't really know how to put this in a way that doesn't sound very rude, but I'll try. I do not like anything about this map other than the new medical bay. The rest of it feels just like what I would expect from an amateur in Dream Maker and it certainly does not match the original quality of the map before it. Almost everything is a rectangle or a box that is way too large and has a ton of empty space. Multiple oversights, from wall holodeck PCs to the HoS' keycard authenticator showing through the wall are really just even more off-putting.


-The armory is exposed to space just 'cause.


-CSI office has been mangled. I mapped it a certain way for a specific purpose. There is supposed to be an autopsy lab there, and no, I will not buy petty arguments about forced interdepartmental interaction because literally there was one case for one body and before I could walk into medical and do an autopsy without even talking to a doctor anyway. The CSI lab should not have been drastically changed.


-The entirety of security is an amalgamation of rectangles, boxes, and other cubic entities that are poorly planned out. Where is processing. Why is the lobby like that, where is the floor tile variation? The original brig had lots of designs to break up the monotony of grey tiles. Why is the holding cell so large. Why is the locker room so huge. Just why? Honestly. We should go with the communal brig idea.


-HoP's office. Just why. It was so far better designed before, now it's just... that disposal unit. Breaks the flow.


-The entire bridge. HoP's office is massive, meeting room is cramped, personal cryogenics? Pointless. Oh, I take that back. Command lounge? Why. Meeting room and captain's office are literally so easy to break into now it's not even funny. And are also featureless rectangles.


-I do like the civilian area. Clever usage of stairs. Only gripe is the holodeck. Wall computer is like, bleh.


Basically, I hate sec and command. Too big, too featureless, feels amateur. Needs a total redesign, IMO.

Posted

All portable air scrubbers are gone. There are none in the break room. There are none in toxins or atmos.


I suspect this may have been a code problem or something that wiped them from the map, because they are all gone.

Posted

Another thing: Disposals needs a Stacking Machine console. It was missing one on the last map too. Gets kind of annoying, having to consistently ask the AI to sort the garbage.

Posted

Am I the only one having trouble with the door hacking, or is this done by default?:


I know the bolt wires are black.

The door is bolted, so I pules the black wire.

Nothing.

I have to cut every single wire and mend them again.

Sometimes this still doesn't work and I think have to cut and re-mend them.

The door is powered otherwise.


Also, is one wire supposed to turn off AI Control, Door Power, AND Bolt lights? Or is that a bug?


I'm just remembering the old style never had these things, so that's why I'm not sure if it was made intentionally frustrating and difficult, or if these are bugs.

Posted
dono if this has been said. but when you lock down atmos, the door that leads to dorms is still open and does not lock down.

i believe this to be intentional, just like how the door to maint doesn't lock down either

Posted
dono if this has been said. but when you lock down atmos, the door that leads to dorms is still open and does not lock down.

 

In order to fully seal the engineering department, both lockdowns must be toggled. It is intended that you can get into atmospherics through the dorms if engineering is not locked down.

Posted
They should have. They had one in the autopsy lab which was arbitrarily removed.

 

Intentionally removed. The morgue exists for a reason. Autopsies are done in the lab (by medical personal), not in security.

Guest
This topic is now closed to further replies.

×
×
  • Create New...