Lights making sparks

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Bluespace
Joined: Fri Apr 18, 2014 1:04 pm
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Lights making sparks

Post by Bluespace » #474441

What are your thoughts?

I've decided i'm not a fan. I think they spark too often, and we should remove them.
Or increase the amount of time between sparks by a lot.
I play Boris Pepper.
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Farquaar
Joined: Sat Apr 07, 2018 7:20 am
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Re: Lights making sparks

Post by Farquaar » #474443

While it doesn't bother me immensely, I think it would make for better atmosphere if broken lights sparked more infrequently.
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Lumbermancer
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Re: Lights making sparks

Post by Lumbermancer » #474450

For AI it's constant sparking noises 24/7. I complained about it over radio channel, and admins put a Mi-Go in my core for memes.
aka Schlomo Gaskin aka Guru Meditation aka Copyright Alright aka Topkek McHonk aka Le Rouge
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wesoda25
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Re: Lights making sparks

Post by wesoda25 » #474457

Happens way too often
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zxaber
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Re: Lights making sparks

Post by zxaber » #474465

The only time I dislike it is when I'm AI and one of the lights on the satellite starts broken. It's annoying since it's the only thing you hear for like 99% of the round, and also because it makes the same sound effect as teleporting (which is your first alert that someone is on the sat). If the AI sat lights couldn't spawn broken, it would be better.
Douglas Bickerson / Adaptive Manipulator / Digital Clockwork
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confused rock
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Re: Lights making sparks

Post by confused rock » #474473

It'd also be better if you got the lights repaired
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oranges
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Re: Lights making sparks

Post by oranges » #474485

it's really too fast
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Anuv
Joined: Sun Feb 18, 2018 11:34 pm
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Re: Lights making sparks

Post by Anuv » #474490

Maybe just remove the sound effect for broken flickers
I like the mild danger it brings to released plasma.
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MisterPerson
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Re: Lights making sparks

Post by MisterPerson » #474543

Anuv wrote:Maybe just remove the sound effect for broken flickers
I like the mild danger it brings to released plasma.
In my experience, released plasma has never needed any help catching on fire.
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zxaber
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Re: Lights making sparks

Post by zxaber » #474639

confused rock wrote:It'd also be better if you got the lights repaired
Perhaps, but coordinating getting a janitor into a suit and onto my satellite to replace a bulb can be rather time-consuming. If I don't have a janitor borg, it's usually easier to just have an engineer borg come by and beat the light with a wrench until it stops sparking.
Douglas Bickerson / Adaptive Manipulator / Digital Clockwork
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Anonmare
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Re: Lights making sparks

Post by Anonmare » #474652

zxaber wrote:
confused rock wrote:It'd also be better if you got the lights repaired
Perhaps, but coordinating getting a janitor into a suit and onto my satellite to replace a bulb can be rather time-consuming. If I don't have a janitor borg, it's usually easier to just have an engineer borg come by and beat the light with a wrench until it stops sparking.
You can just disable the lighting from the APC to stop the sparks.
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WarbossLincoln
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Re: Lights making sparks

Post by WarbossLincoln » #474945

And then when someone does sneak in you can't see them for shit and have trouble clicking on anything defensive like turret controls or the flasher.

I'm in favor of removing the sound from sparking lights, esp when NT's shitty lights spark constantly for some reason. As AI any sound effect usually means trouble and this fucks with me. i bothered plz remov.
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zxaber
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Re: Lights making sparks

Post by zxaber » #474975

You could just enable camera lights if someone is on the sat. Anonmare is right, the light circuit pretty much fixes my issues with it.
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Vile Beggar
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Re: Lights making sparks

Post by Vile Beggar » #474984

https://github.com/tgstation/tgstation/pull/42696 have this to soothe your nerves i guess
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oranges
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Re: Lights making sparks

Post by oranges » #475242

good job everyone
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