Colfer Posted June 17, 2021 Share Posted June 17, 2021 Add a row of AI holopads (8) here so that the AI can interact with and do fun stuff in the holopad, and have as many holopads as they need to do whatever they want to (The previous windows could be replaced with, I dont know, just one directional windows facing out with processing tiles underneath the holopads to indicate that the AI should use them if it sees fit? Could be useful. (The area that would be altered is outlined in red) Quote Link to comment
KingOfThePing Posted June 17, 2021 Share Posted June 17, 2021 1 hour ago, Colfer said: Add a row of AI holopads (8) here so that the AI can interact with and do fun stuff in the holopad, and have as many holopads as they need to do whatever they want to (The previous windows could be replaced with, I dont know, just one directional windows facing out with processing tiles underneath the holopads to indicate that the AI should use them if it sees fit? Could be useful. (The area that would be altered is outlined in red) I dont get it, honestly Quote Link to comment
Colfer Posted June 17, 2021 Share Posted June 17, 2021 10 hours ago, KingOfThePing said: I dont get it, honestly AI can use multiple holograms at the same time, you can also switch images per hologram. The suggestion is to replace the windows with holopads and the floor under those holopads with processing tiles and leave the outer facing directional windows alone, with this, the AI would be able to project 8 characters into the holodeck (or around it) should there be a reason to. It could be neat for training, or plays, or just being creepy while malf by treating the holodeck as your own personal dollhouse and projecting crewmembers inside it. Quote Link to comment
Desven Posted July 2, 2021 Share Posted July 2, 2021 Now that there's more emphasis on beekeeping at hydroponics and whatnot, can we add bio suits to the hydroponics lockers? I swear I got stung like 20 different occasions today. Quote Link to comment
Desven Posted July 20, 2021 Share Posted July 20, 2021 So yesterday while playing a round I just kept thinking about how much the security lobby would benefit from a light here, since it's a really grim room. I convinced an engineer to install it. Here's how different the room looks. However, as a friend suggested, it would be better to have the lights line up in a way. Like this? Â If anybody could map this small change, I would greatly appreciate it. Thanks. Quote Link to comment
greenjoe Posted July 22, 2021 Share Posted July 22, 2021 move the lower crusher camera one tile north so the door isn't blocking the view in. Â Quote Link to comment
TheGreyWolf Posted July 25, 2021 Share Posted July 25, 2021 On 20/07/2021 at 17:40, Desven said: So yesterday while playing a round I just kept thinking about how much the security lobby would benefit from a light here, since it's a really grim room. [image] I convinced an engineer to install it. Here's how different the room looks. [image] However, as a friend suggested, it would be better to have the lights line up in a way. Like this? [image] If anybody could map this small change, I would greatly appreciate it. Thanks. Â On 23/07/2021 at 00:29, greenjoe said: move the lower crusher camera one tile north so the door isn't blocking the view in. Â [image] Made a PR:Â https://github.com/Aurorastation/Aurora.3/pull/12234 Quote Link to comment
Diggey Posted March 17, 2022 Share Posted March 17, 2022 The Empty office above the Chapel is of course there for merchants or Assistant Gimmicks or Traitor gimmicks to set up here. But It is right above the chapel. This would be a perfect spot to put the Service Manager's Office, which currently has literally nowhere to go despite having access to the entire ship.- Would give the SM closeness to the OM and be thematically appropriate because most of their department is in the southern part of the ship It also would put their office disconnected from the Bridge while still beeing on the same level as the bridge and would put people starting as Assistant in the lounge area something to look at Quote Link to comment
Alfa1561 Posted April 12, 2022 Share Posted April 12, 2022 Change the chair behind the desk of the investigator's office to an office chair or otherwise rather than the cloth chair. Its a bit of an inconvenience as an office space as you need to climb over the chair to sit down at the desk. Quote Link to comment
ben10083 Posted April 13, 2022 Share Posted April 13, 2022 On 12/04/2022 at 12:51, Alfa1561 said: Change the chair behind the desk of the investigator's office to an office chair or otherwise rather than the cloth chair. Its a bit of an inconvenience as an office space as you need to climb over the chair to sit down at the desk. Pull Request Made for above. Quote Link to comment
Carver Posted April 13, 2022 Share Posted April 13, 2022 I don't know if I'm blind and just can't find it, but I would hope for public access stairs to the hangar deck. It's strange that if the elevator is out, general crew without maintenance access can't reach the escape pods. Quote Link to comment
Boggle08 Posted April 13, 2022 Share Posted April 13, 2022 The intrepid would benefit from one of the crates it comes loaded with being stocked with a shit ton of bounced radios. Everyone always forgets about bringing them until the last minute. Quote Link to comment
DatSamTho Posted April 29, 2022 Share Posted April 29, 2022 Put a filing cabinet in the HoS office. The inability to store faxes is annoying. I suggest replacing the plant with it. Quote Link to comment
Montyfatcat Posted June 17, 2022 Share Posted June 17, 2022 Add a circuit printer and the basic equipment for it to the machinist room. We had it for the robotics lab and it actually gave us something to do to impact the round outside of make a mech/hardsuit. Quote Link to comment
Tristan63 Posted June 17, 2022 Share Posted June 17, 2022 you know how sec used to have a firing range? put one connected to maint next to the evidence locker storage please, it'd be a lot nicer for firing squads cadets Quote Link to comment
niennab Posted June 29, 2022 Share Posted June 29, 2022 Could I request that the Bridge Crew Flight Hat (I think I have the name right) is added to the lockers? Since it seems hat code overrides spawning with them. As is the lockers only have the uniform body piece. Quote Link to comment
Zelmana Posted June 29, 2022 Share Posted June 29, 2022 And if a mapper is in the above area the Captain locker needs a holster badly. Tired of stealing from others. Quote Link to comment
Confused rock Posted July 3, 2022 Share Posted July 3, 2022 I don't really know how maint access works here but would it be possible to give sec access to the maint door in front of the investigator's office? Just so they can get into or out of their dang department when the blast doors go down because of low power. Quote Link to comment
KingOfThePing Posted July 16, 2022 Share Posted July 16, 2022 No. Maintenance access for security is regulated by alert levels. They are not supposed to enter maintenance, except when needed for an investigation or chase or whatever. Quote Link to comment
Confused rock Posted July 17, 2022 Share Posted July 17, 2022 (edited) Then can we give security some way to avoid being permanently stuck inside/outside their department if power ever goes out and there's no HOS to open the blast doors? edit: has been added Edited August 14, 2022 by Confused rock has been added Quote Link to comment
chaotic_idealism Posted August 20, 2022 Share Posted August 20, 2022 The bar needs a CondiMaster/ChemMaster so that the bartender can, for example, blend berries and remove the nutriment from the juice, or remove extra reagents from a finished drink. Also needed: A bottle of universal enzyme. Home-made wine, vodka, and other alcohols are brewed with universal enzyme. (And the CondiMaster is also necessary to remove the enzyme from the drink afterwards.) Bartender access to the garden's produce storage SmartFridge would be great, too, but since the bartender can grow their own produce for drinks via the public garden, it isn't near as important. Quote Link to comment
Sheeplets Posted August 29, 2022 Share Posted August 29, 2022 Forgot how to use StrongDMM otherwise I'd do this myself, but we should remove those little boxes of paper cups in next to the coolers. They already dispense an infinite amount of the things if you click them with an empty hand. Quote Link to comment
niennab Posted September 1, 2022 Share Posted September 1, 2022 Could the bar backroom be made radiation proof? Any time there's a radiation storm, that poor dumb monkey Punpun gets blasted. Whereas I think the other pets are in protected rooms. Quote Link to comment
Renzovv98 Posted September 22, 2022 Share Posted September 22, 2022 (edited) I'd like to request that the doors of the operations hangar be changed to normal doors, the same way its done on the other side of the ship. Primary reason is that some of the escape pods are located there, as the signs indicate, which are now inaccesible. These doors can be changed and Operations would still be locked since there are 2 more doors behind it. Even if someone decides to climb under the plastic flaps, they would still be confronted with more doors. Secondary reason would be that its looks nicer to have double doors for the hangars🙂 (also symmetry)    Edited September 22, 2022 by Renzovv98 Quote Link to comment
La Villa Strangiato Posted October 30, 2022 Share Posted October 30, 2022 Fill in these holes in maintenance with MORE CATWALK/add a ladder instead of stairs. So far whenever I've damage-controlled as engie, Deck 2 Aft has been extremely annoying and tedious to refill pressure, reduce temperature, or stop the spread of atmos hazards because there's a big hole that allows exchange of bad air between levels. I think if these holes were covered up, it would make damage control a little more streamlined and less vulnerable to atmos grief. Quote Link to comment
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