wowzewow Posted September 7, 2018 Posted September 7, 2018 The new bar remodel do not have emergency O2 supplies which is pretty important also please add soy sauce to the kitchen pantry
Bauser Posted September 7, 2018 Posted September 7, 2018 The new kitchen remap also does not have a requests console
Doxxmedearly Posted September 7, 2018 Posted September 7, 2018 If possible, it would be nice to have the sink in the bar moved from the back room to the main area. It's very annoying to have to go in there every time you wipe down a cup to empty the water, or to pour down a mismixed drink.
Conspiir Posted September 9, 2018 Posted September 9, 2018 There's no fire extinguisher in the new bar! Yikes! (Or a request console)
Scheveningen Posted September 9, 2018 Posted September 9, 2018 The kitchen and bar cameras are missing from the camera networks.
DronzTheWolf Posted September 10, 2018 Posted September 10, 2018 Add a hatchet to the surface garden. An open-use hatchet has been gone for too long.
Huenererschrecker Posted September 16, 2018 Posted September 16, 2018 Remove the derelict ship from the powernet. It just clutters up the emergency monitoring in engineering and keeps the screen on permanent alarm.
BRAINOS Posted September 17, 2018 Posted September 17, 2018 i noticed engineering has shutters to stop people from crawling under the flaps. why does cargo not have this?
Sytic Posted September 17, 2018 Posted September 17, 2018 i noticed engineering has shutters to stop people from crawling under the flaps. why does cargo not have this? Â so i can crawl under the flaps
DronzTheWolf Posted September 17, 2018 Posted September 17, 2018 Security Cadets get lockers, but Lab Assistants and Engineering Apprentices, and iirc Medical Assistants/Residents don't do not. Why do we not have those? Could someone possibly add them?
Doc Posted September 19, 2018 Posted September 19, 2018 Security Cadets get lockers, but Lab Assistants and Engineering Apprentices, and iirc Medical Assistants/Residents don't do not. Why do we not have those? Could someone possibly add them? Â This is more of a full suggestion, as it involves adding and potentially spriting new lockers that do not exist in game. In addition, it would need to be figured out what exactly would even be issued in those lockers.
Doxxmedearly Posted September 28, 2018 Posted September 28, 2018 Would it be possible to make the airlock in toxins (leading to the testing range) two tiles long (Like the merchant airlock)? Sometimes I want to drag things out there for experiments, but anything that won't fit in a locker can't be moved out without just forcing the doors and venting the small room. I'd rather not have to cause atmos alarms to move something out to the range!
Bauser Posted October 4, 2018 Posted October 4, 2018 Add towels and soap to the main-level public bathrooms. Replace two of the showers with racks (containing soap + towel) like in the security wing. While we're at it, make the individual toilet rooms lockable with a button again. It's important.
Asheram Posted November 6, 2018 Posted November 6, 2018 Add a paper bin and document shredder to the medbay lobby.
Guest Marlon Phoenix Posted November 16, 2018 Posted November 16, 2018 Please add at least 2 O2 lockers in the investigation wing of the surface security area. Please add an advanced scanner in the CSI autopsy room where the current table with gloves is. Move that table to be in front of the firelock in the CSI room. Please add a cautery to the CSI autopsy room table.
Doxxmedearly Posted November 17, 2018 Posted November 17, 2018 The bar area could use an O2 locker or two.
Conspiir Posted November 25, 2018 Posted November 25, 2018 Give miners access to the surface level cargo exit. Please. For the love of all things. They can take the elevator like everyone else and it's one door preventing them from being in a public place.
Doxxmedearly Posted November 26, 2018 Posted November 26, 2018 On 11/24/2018 at 10:03 PM, Conspiir said: Give miners access to the surface level cargo exit. Please. For the love of all things. They can take the elevator like everyone else and it's one door preventing them from being in a public place. For the love of god, please.Â
VTCobaltblood Posted December 5, 2018 Posted December 5, 2018 Please improve the general availability of disposal bins on science sublevel. In particular, adding these to the office or/and the firing range would be welcome, as going up everytime I need to dispose of a shooting target with funny sound effects specimen is kinda inconvenient.
Huenererschrecker Posted December 31, 2018 Posted December 31, 2018 (edited) Disregard, I'm a blind dumbass. Edited December 31, 2018 by Huenererschrecker
evandorf Posted January 2, 2019 Posted January 2, 2019 The pens in xenobiology have pumps to pump gasses inside, but the air alarms aren't set to remote operation by default, only automatic. This means that I can't alter them as a xenobiolgist and can't get the vents to pump the gasses in. Can we change the air alarms to start with remote control on as opposed to auto?
StationCrab Posted January 2, 2019 Posted January 2, 2019 Could we add three or four wheelchairs to this new little area in Medbay? Main level. Â
PoZe Posted January 2, 2019 Posted January 2, 2019 Suggestions from this page were added to the PRÂ https://github.com/Aurorastation/Aurora.3/pull/5902
driecg36 Posted January 3, 2019 Posted January 3, 2019 Please re-add cyborg chargers to the medical sub-level and the main level bathrooms. Or in equivalent locations.
Huenererschrecker Posted January 7, 2019 Posted January 7, 2019 The chef doesn't have access to the atmospheric control computer in the kitchen. The plastic table it's sitting on is also ruining the aesthetics of it. Please move the laptop and shitty table somewhere else and give proper access.
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