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Re: Minor Feedback

PostPosted: Fri Apr 15, 2016 11:52 pm
by Zilenan91
Then tell your roboticists to have them change their model? AIs have infinite power and the capability to know literally everything yet they never think about how they could solve the problems they're faced.

Re: Minor Feedback

PostPosted: Sat Apr 16, 2016 1:35 am
by confused rock
I hate vault and floor safes please make them not shit thanks they make no sense

Re: Minor Feedback

PostPosted: Sat Apr 16, 2016 11:24 am
by CPTANT
Zilenan91 wrote:Then tell your roboticists to have them change their model? AIs have infinite power and the capability to know literally everything yet they never think about how they could solve the problems they're faced.


Yes I am sure that the robotocists that unslave them in the first place would be very cooperative :roll:


Zilenan91 wrote:Just bolt and depower your damn doors, nobody will give a single shit if you do that.


Yeah I got banned for that :roll:

Re: Minor Feedback

PostPosted: Sat Apr 16, 2016 4:01 pm
by Zilenan91
If you're an antag then you won't. If you're not an antag then why are you worrying about your borgs randomly killing you? If they do it just ahelp and an admin will deal with it.

Re: Minor Feedback

PostPosted: Tue Apr 19, 2016 7:02 pm
by confused rock
Sand bags cost too much biomass reee

Re: Minor Feedback

PostPosted: Tue Apr 19, 2016 10:45 pm
by TechnoAlchemist
The unloved rock wrote:Sand bags cost too much biomass reee

How much do you think they should cost

Re: Minor Feedback

PostPosted: Tue Apr 19, 2016 10:56 pm
by Chet Manley
make the lavaland watcher's ranged attack less OP.

it's basically unavoidable damage that also manages to slow you down tremendously (aka a death sentence if you're a vanilla shaft miner facing off against a watcher and another enemy type). strafing the projectiles doesn't do anything and its reaction time means you can't peek behind corners and shoot your accelerator at it without getting hurt either. it's not like the goliath where you can use timing and careful range to your advantage.

due to the geography of lavaland, even with their limited aggro range you still can't avoid them without circumventing the enemy completely. yeah, you could do that every time, but that's retarded.

having to rely on donk pockets and legion hearts after every encounter with one is kind of lame and tedious. i'm not even that shit robust-wise so i doubt i'm just bad at combat and in the wrong here.

Re: Minor Feedback

PostPosted: Tue Apr 19, 2016 10:58 pm
by TechnoAlchemist
It should be dodgeable ya ya

Re: Minor Feedback

PostPosted: Tue Apr 19, 2016 11:01 pm
by Chet Manley
then the game's just been too laggy recently. as hard as i try to strafe past the shots they always land on me and fuck me up. and once you get hit once, you can forget about dodging anyway, you're out of the movement game for another 30-45 seconds if you kill it.

and yeah, while i doubt you can do anything about it; the fact that mobs are still allowed movement while us players are frozen by lag really ruins entire shaft miner rounds at times. i've been playing the role a lot recently and it's happened several times that not only me, but my shaft miner buddy also got killed due to the lag.

a few hours ago, i was fighting a single legion with my survival knife and was about to kill it, when i lagged for about three seconds and it insta critted me with like four skulls surrounding me by the time i could even react.

Re: Minor Feedback

PostPosted: Tue Apr 19, 2016 11:33 pm
by Zilenan91
Yeah fuck watchers. Their ranged attack has always been stupid and needs to be dodgeable like Goliaths.

Re: Minor Feedback

PostPosted: Tue Apr 19, 2016 11:40 pm
by confused rock
TechnoAlchemist wrote:
The unloved rock wrote:Sand bags cost too much biomass reee

How much do you think they should cost

I dont know like half that shit or something or make them a fucking cargo crate why does botany need super tables

Re: Minor Feedback

PostPosted: Tue Apr 19, 2016 11:41 pm
by Zilenan91
There should be sandbags that spawn in maint

Re: Minor Feedback

PostPosted: Wed Apr 20, 2016 12:24 am
by newfren
Learn to mutate plant stats I can literally get 10s of thousands of units of biomass in like 10 minutes.

If you don't want to learn to mutate then just take the fucking watermelon from the community garden and make seeds from it - it has decent stats and if you have like 2 trays with it and robust harvest you'll still get tonnes of biomass.

Re: Minor Feedback

PostPosted: Thu Apr 21, 2016 10:35 pm
by confused rock
oh god atmos is so slow fix it

Re: Minor Feedback

PostPosted: Wed Apr 27, 2016 5:47 pm
by DemonFiren
I'd like to note that the space bar is in dire need of a hoochmaster.

As well as some way of getting there.

Re: Minor Feedback

PostPosted: Wed Apr 27, 2016 5:49 pm
by Wyzack
Maybe a GPS and teleporter/telebeacon?

Re: Minor Feedback

PostPosted: Wed Apr 27, 2016 10:37 pm
by Zilenan91
Teleporter beacon and teleporter would be nice

Re: Minor Feedback

PostPosted: Wed Apr 27, 2016 10:58 pm
by mosquitoman
Why isn't the chem dispenser able to be dismantled and/or upgraded? Or built from scratch?

You can build a portable dispenser which is somewhat neutered, as the maximum storage with the best possible components is still tiny. It would be nice to be able to add some advanced chemicals to the main dispensers in chemistry later into the round if R&D cooperates. Or just to move them to a different spot etc.

Re: Minor Feedback

PostPosted: Wed Apr 27, 2016 11:03 pm
by Saegrimr
I thought just upgrading the portable dispensers brought them in-line with the ones Chem starts with

Re: Minor Feedback

PostPosted: Wed Apr 27, 2016 11:06 pm
by mosquitoman
Hmm, the last time I tried building one with bluespace parts it had access to several additional chemicals, but the energy storage was tiny, like, maybe 20 units max. And it used more of it than the standard dispenser too.

Re: Minor Feedback

PostPosted: Wed Apr 27, 2016 11:48 pm
by Anonmare
mosquitoman wrote:Hmm, the last time I tried building one with bluespace parts it had access to several additional chemicals, but the energy storage was tiny, like, maybe 20 units max. And it used more of it than the standard dispenser too.

Did you replace the power cell with a better one too? Because it should be 1:1 with a bluespace power cell

[Deleted]

PostPosted: Thu Apr 28, 2016 12:55 pm
by DemonFiren
PostThis post was deleted by DemonFiren on Thu Apr 28, 2016 2:03 pm.
Reason: Coders griefing me across time and space.

Re: Minor Feedback

PostPosted: Thu Apr 28, 2016 9:42 pm
by Gun Hog
Anonmare wrote:
mosquitoman wrote:Hmm, the last time I tried building one with bluespace parts it had access to several additional chemicals, but the energy storage was tiny, like, maybe 20 units max. And it used more of it than the standard dispenser too.

Did you replace the power cell with a better one too? Because it should be 1:1 with a bluespace power cell

Matter bin controls the max chem amount. You may compensate for the inferior production and storage rates by building more. That is the trade off. If you want to match or exceed an original chem dispenser, you must build several. Once you get bluespace parts, it will be worth your time to build at least three. Note the research lot only ever needs one portable unit as a source of acid. If you are using it for testing death grenades, you will need several.

Re: Minor Feedback

PostPosted: Fri Apr 29, 2016 6:42 am
by DemonFiren
After space barmemeing some more, I propose the following:
Adding a trash can.
Adding a hoochmaster.
Adding cleaning supplies.
Adding a mini-botany and kitchen.
Maybe, just maybe, adding a mutagen dispenser.
Adding one of those four-shell pump-action shotguns, because a bartender without a shotgun is nothing but a cripple.
Adding a teleporter plus beacon (or equivalent thereof that can only be activated on the space bartender's side to prevent looting this place five seconds in) so the poor fuck actually gets visitors.

Re: Minor Feedback

PostPosted: Wed May 11, 2016 5:09 am
by Smeller
Mosin should fit on your back.

Re: Minor Feedback

PostPosted: Wed May 25, 2016 8:10 pm
by Takeguru
Librarian's book binder should be wrenchable to move it

Re: Minor Feedback

PostPosted: Wed May 25, 2016 10:39 pm
by Anonmare
Dunno if this is a bug or not but destroying a Lich's soul jar doesn't actually kill them from what I've seen. Cause, you know, they weren't already unkillable enough.

Re: Minor Feedback

PostPosted: Thu May 26, 2016 8:49 am
by paprika
More of an idea, but reagent bottles really need to be colored like the reagent that is inside of them and show the amount in the bottle. Same with blood bottles. Virology is shit without this.

Re: Minor Feedback

PostPosted: Thu May 26, 2016 5:25 pm
by Malkevin
Didn't they used to do that, or am I thinking of beakers?

Re: Minor Feedback

PostPosted: Thu May 26, 2016 8:25 pm
by phil235
Takeguru wrote:Librarian's book binder should be wrenchable to move it


Done. https://github.com/tgstation/tgstation/pull/17955

Re: Minor Feedback

PostPosted: Thu May 26, 2016 8:39 pm
by Takeguru
:+1:

Re: Minor Feedback

PostPosted: Thu May 26, 2016 8:41 pm
by Armhulen
DemonFiren wrote:After space barmemeing some more, I propose the following:
Adding a trash can.
Adding a hoochmaster.
Adding cleaning supplies.
Adding a mini-botany and kitchen.
Maybe, just maybe, adding a mutagen dispenser.
Adding one of those four-shell pump-action shotguns, because a bartender without a shotgun is nothing but a cripple.
Adding a teleporter plus beacon (or equivalent thereof that can only be activated on the space bartender's side to prevent looting this place five seconds in) so the poor fuck actually gets visitors.

All of those are gold but if you're gonna add anything...
DemonFiren wrote:Adding a teleporter plus beacon (or equivalent thereof that can only be activated on the space bartender's side to prevent looting this place five seconds in) so the poor fuck actually gets visitors.

PLEASE LOWER BARTENDER SUICIDE RATES.

Re: Minor Feedback

PostPosted: Sun May 29, 2016 7:45 pm
by Vakulum
Bug reports here *looking around*

OK I play Detective sometimes and it seems like I am too stupid to write anything on reports.

Playing on Basil when I klick with a pen in my hand on the printed out detective report paper it justs opens a new window with the papers text and I cant write notes?

Clear, Questions? Fixed it? :honk: :honk: :honk:

Re: Minor Feedback

PostPosted: Sun May 29, 2016 8:02 pm
by DemonFiren
>bug reports

Get to git.

Re: Minor Feedback

PostPosted: Sun May 29, 2016 8:36 pm
by Okand37
Vakulum wrote:Bug reports here *looking around*

OK I play Detective sometimes and it seems like I am too stupid to write anything on reports.

Playing on Basil when I klick with a pen in my hand on the printed out detective report paper it justs opens a new window with the papers text and I cant write notes?

Clear, Questions? Fixed it? :honk: :honk: :honk:


When you're ingame, you can find a "Report Issue" button on the top right that'll bring you to the git page where you can report bugs!

Re: Minor Feedback

PostPosted: Mon May 30, 2016 1:14 pm
by Steelpoint
Why does the RD get a box of firing pins? Seems to make the whole reason to force guns to use firing pins utterly redundant.

Also strips some of the bargaining leverage security can use to get neat items from RnD.

Re: Minor Feedback

PostPosted: Mon May 30, 2016 4:15 pm
by Gun Hog
Steelpoint wrote:Why does the RD get a box of firing pins? Seems to make the whole reason to force guns to use firing pins utterly redundant.

Also strips some of the bargaining leverage security can use to get neat items from RnD.

Do not even go there. You haul the RD a box of combat shotguns and he will be drooling at your feet.

Re: Minor Feedback

PostPosted: Mon Jun 06, 2016 10:27 pm
by Anonmare
The food section of the crafting menu takes way too long to load and crashes some players clients. It needs to be cut down to a more reasonable size

Re: Minor Feedback

PostPosted: Sun Jun 26, 2016 11:33 am
by DemonFiren
So, that update which ruinified the derelict. It seems to not make it appear all the time.

Which is kinda shit, I like jumping into the drone shells stored there to build my own autism fort without getting on anyone's nerves.

Re: Minor Feedback

PostPosted: Sat Jul 09, 2016 6:38 pm
by Reece
Baseball bats are OP as fuck, might want to fix that. I killed apulse wielding ERT commander with one, it's basically infinite use stunbaton that also does damage and throws you around

Re: Minor Feedback

PostPosted: Sun Jul 10, 2016 1:28 am
by Wyzack
Fucking tablecrafting kitchen menu is still fucking garbage and still lags the shit out of my client every time and occasionally crashes it. Why is this still a thing?

Re: Minor Feedback

PostPosted: Wed Jul 13, 2016 3:34 am
by AnonymousNow
The blob-round 45min quarantine timer is a terrible idea, as evident by a recent round in which the station completely wiped out the blobs, celebrated as they rebuilt, and then were suddenly under attack by their own AI who was trying to nuke the nonexistent blob.

Re: Minor Feedback

PostPosted: Wed Jul 13, 2016 3:36 am
by TheWiznard
AnonymousNow wrote:The blob-round 45min quarantine timer is a terrible idea, as evident by a recent round in which the station completely wiped out the blobs, celebrated as they rebuilt, and then were suddenly under attack by their own AI who was trying to nuke the nonexistent blob.


It's just one of those things that never happens regularly until it does

Re: Minor Feedback

PostPosted: Wed Jul 13, 2016 3:31 pm
by Anonmare
Normally the round should end on the Blob's destruction, the AI quarantine timer is simply a means of forcing the round to not drag on I believe and provide the rest of the crew the nuke code if both comms consoles got destroyed.

Re: Minor Feedback

PostPosted: Wed Jul 13, 2016 3:37 pm
by Armhulen
Wyzack wrote:Fucking tablecrafting kitchen menu is still fucking garbage and still lags the shit out of my client every time and occasionally crashes it. Why is this still a thing?

it's horrible, PLEASE bring back the old one

Re: Minor Feedback

PostPosted: Thu Jul 14, 2016 12:50 am
by AnonymousNow
Anonmare wrote:Normally the round should end on the Blob's destruction, the AI quarantine timer is simply a means of forcing the round to not drag on I believe and provide the rest of the crew the nuke code if both comms consoles got destroyed.


Drag on?
Drag on.
45 minutes is dragging on now. I don't think these are the servers I fell in love with anymore.

Re: Minor Feedback

PostPosted: Thu Jul 14, 2016 5:58 am
by Anonmare
It's a drag if it's a Blob round fam. It's like if OPs took an hour to blow the nuke.

Though the Qurantine law really shouldn't be uploading to the AI if the blob is dead. After all, you can still leave via the shuttle so evidently the quarantine is lifted. Maybe someone can take a look at that? Maybe have it check to see if there's a living Blob overmind on the z-level first before calling the Qurantine law.

Re: Minor Feedback

PostPosted: Thu Jul 14, 2016 6:10 am
by Screemonster
And if there isn't one and they've not called the shuttle, call mulligan 'cause the station's clearly sorta-intact enough to give the crew a nudge-on :v

Re: Minor Feedback

PostPosted: Sun Jul 17, 2016 5:48 am
by AnonymousNow
Screemonster wrote:And if there isn't one and they've not called the shuttle, call mulligan 'cause the station's clearly sorta-intact enough to give the crew a nudge-on :v

Fuckin' this.

Anyway, seperate issues - two goliaths shouldn't be able to chainstun. They shouldn't be able to prep a stun whilst the target is already stunned. It's pretty poor.

Re: Minor Feedback

PostPosted: Sun Jul 24, 2016 10:36 pm
by Ezel
AnonymousNow wrote:
Screemonster wrote:And if there isn't one and they've not called the shuttle, call mulligan 'cause the station's clearly sorta-intact enough to give the crew a nudge-on :v

Fuckin' this.

Anyway, seperate issues - two goliaths shouldn't be able to chainstun. They shouldn't be able to prep a stun whilst the target is already stunned. It's pretty poor.


Shouldnt get stunned first place