Evandorf Posted January 8, 2019 Share Posted January 8, 2019 The medical sublevel maintenance door above the new sub-acute wing does not open when radiation storms occur. Not sure why but perhaps they need to be added to the event correctly? Or mapped properly? Quote Link to comment
Butterrobber202 Posted January 8, 2019 Share Posted January 8, 2019 Add a snack vender near Cargo on the main level please. I don’t wanna have to run to the central ring ever time I need some K’ois Quote Link to comment
Huenererschrecker Posted January 10, 2019 Share Posted January 10, 2019 The bar is now back to being normal, exept that most of the walls around the bar are still wooden walls instead of steel walls. Please replace them for good old steel walls again. Quote Link to comment
Pratepresidenten Posted January 11, 2019 Share Posted January 11, 2019 More cameras and MORE holopads! Holopads are lacking. Maybe more fire extinguishers too. Quote Link to comment
VTCobaltblood Posted January 12, 2019 Share Posted January 12, 2019 (edited) Add a holopad to the sci firing range, and please reduce the absurd amount of holopads at toxins. Edited January 12, 2019 by VTCobaltblood Quote Link to comment
GreenBoi Posted January 12, 2019 Share Posted January 12, 2019 The Xenobiology Atmos controller is impossible to use because it's access isn't rigged w/ Xenobios. Just uh, map in the access or something. Quote Link to comment
SilverTalismen Posted January 15, 2019 Share Posted January 15, 2019 Xenobotany is darker then a Botany lab should be, and seems pretty cramped aswell but that is just my own opinion Quote Link to comment
SleepyWolf Posted January 15, 2019 Share Posted January 15, 2019 Areas need more lightswitches! Primarily areas like the Kitchen, Bar backroom, yes. Quote Link to comment
Pratepresidenten Posted January 21, 2019 Share Posted January 21, 2019 Empty bloodpacks to medical. Atleast three. Quote Link to comment
Huenererschrecker Posted January 25, 2019 Share Posted January 25, 2019 Â Can we get an AI holopad in the atmospherics area? Not the pipe section, somewhere in the monitoring room or the room after that. Quote Link to comment
Fortport Posted March 10, 2019 Share Posted March 10, 2019 Add water cooler to main medbay lobby. Quote Link to comment
Playbahnosh Posted May 8, 2019 Share Posted May 8, 2019 Cargo breakroom has nothing to drink, it only has a snack and a cigarette vendor. There is a sink, but nothing to drink from, so maybe a box of glasses would be good. Add a cell charger in the miner area, there are desks in the south corner. We have lots of industrial equipment, but not way to charge the cells for RIGs, etc. Quote Link to comment
furrycactus Posted May 10, 2019 Share Posted May 10, 2019 On 08/05/2019 at 23:34, Playbahnosh said: Cargo breakroom has nothing to drink, it only has a snack and a cigarette vendor. There is a sink, but nothing to drink from, so maybe a box of glasses would be good. Add a cell charger in the miner area, there are desks in the south corner. We have lots of industrial equipment, but not way to charge the cells for RIGs, etc. Mining has a cell charger right outside their airlock, near the ladders. Quote Link to comment
Playbahnosh Posted May 10, 2019 Share Posted May 10, 2019 6 hours ago, furrycactus said: Mining has a cell charger right outside their airlock, near the ladders. I know, but it's a tad unhealthy to take off your RIG in hard vacuum to pry out the cell for charging... Â Also, it would be really cool if there was an air port in Robotics, to fill the air tank of EXOs. We spent half a round tinkering with engineering to hack a makeshift port into the atmo grid, but it does work. There are sometimes broken down EXOs in Cargo at round start, and all of them come with a completely empty air tank. Fixing up an EXO is no big deal, but there are no accessible air ports for refilling the tank. This could help a lot! Quote Link to comment
furrycactus Posted May 11, 2019 Share Posted May 11, 2019 16 hours ago, Playbahnosh said: I know, but it's a tad unhealthy to take off your RIG in hard vacuum to pry out the cell for charging... You don't need to remove the RIG to handle the components in it. Quote Link to comment
DronzTheWolf Posted May 11, 2019 Share Posted May 11, 2019 7 hours ago, furrycactus said: You don't need to remove the RIG to handle the components in it. You need to remove the RIG to take the battery out. Quote Link to comment
RedHawk Posted May 28, 2019 Share Posted May 28, 2019 (edited) Can Xenoarcheologist eva area have some kind of small smelter area? Due to those ore boxes outside. If not that is okay. Edited May 28, 2019 by RedHawk Quote Link to comment
ferner Posted May 28, 2019 Share Posted May 28, 2019 I'm afraid the problem with giving the xenoarcheology wing its own smelter would be that then research could operate as a self-sufficent department. Thanks for the suggestion though, I do read every idea raised here. Quote Link to comment
KingOfThePing Posted May 28, 2019 Share Posted May 28, 2019 It's less of a suggestion, but more something unintended I noticed: The isolation camera is not linked to the observation monitor in the adjacent room. The only camera that is supposed to be linked there to observe the isolated patients. Without it, the monitor is redundant. Quote Link to comment
ferner Posted May 28, 2019 Share Posted May 28, 2019 5 minutes ago, KingOfThePing said: It's less of a suggestion, but more something unintended I noticed: The isolation camera is not linked to the observation monitor in the adjacent room. The only camera that is supposed to be linked there to observe the isolated patients. Without it, the monitor is redundant. Yeah it's something I've noticed too, from my limited knowledge, monitors can't be setup to observe individual cameras, only whole networks. But it's something I'm going to look into more at some point, if it doesn't work out the monitor will be removed. Quote Link to comment
KingOfThePing Posted May 28, 2019 Share Posted May 28, 2019 The monitor in the captain's office is also only linked to...three(?) cameras. The one right in front of the office, the one at the bridge double airlocks and the one in the hallway in between. I think. So it should be possible, shouldn't it? What about the monitor used in the interrogation room? Quote Link to comment
ferner Posted May 29, 2019 Share Posted May 29, 2019 19 hours ago, KingOfThePing said: The monitor in the captain's office is also only linked to...three(?) cameras. The one right in front of the office, the one at the bridge double airlocks and the one in the hallway in between. I think. So it should be possible, shouldn't it? What about the monitor used in the interrogation room? Thanks for pointing those out, I'll take a look-see when I can. Quote Link to comment
KingOfThePing Posted June 16, 2019 Share Posted June 16, 2019 Can we get a coat rack in Anomalous Materials? Also maybe one in the medical break room/smoking lounge. Quote Link to comment
KingOfThePing Posted June 19, 2019 Share Posted June 19, 2019 I'd like to ask for more light switches, because I like to turn off the lights in areas that are unused, just like you would in real life. Next comes a list with areas I think could use a light switch:  Mailing Office Kitchen Freezer Cloning Lab Medical Main Storage Command Conference Room Detective's Office Crime Scene Training Security Theoretical Training Evidence Storage Cyborgification Bay Mech Bay Library, maybe Surface Cargo Loading Bay Surface Shield Control The Research Shuttle Docking Area  I hope this doesn't list any area that already has a switch, if so, feel free to call me a big dumbo. Quote Link to comment
KingOfThePing Posted June 29, 2019 Share Posted June 29, 2019 ferner, I just noticed, the camera access monitor in the interrogation room/the adjacent one in security has a similar problem as the one in isolation. Does not work for some reason. Just noticed and wanted to point it out. Thanks! Quote Link to comment
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