Hibbles wrote:
Features of the Map
A Nanotrasen facility embedded into a gigantic asteroid!
A central Singularity engine as the beating heart of the station.
Prison labor rather than a permabrig, to put those crooks to use.
Open space in abundance, supports a large station population.
AI back on the station, in a well-defended core near the bridge.
Maintenance with random stuff thrown in to re-purpose or use.
Current version: 1.9
Changelog:
Spoiler:
11/17
- Fixed the windows in shuttle not having plating below them
- Fixed security closets not having baton in them
- Removed the wall below a maint door below teleporter.
-- Security
- Added more lockers
- Fixes empty lethal syringes.
- Fixes lockers not auto-locking/unlocking when timer was up/down.
- Fixes brig cell 4 and 3.
-- Medical
- Removed the plasma bar from virology.
11/03:
- Added the slime management console.
- Added an airless chamber to kill slimes.
11/01:
- Added starlight to map.
10/27:
- Added library consoles
- Added sinks to xenobio
- Added request console and newcaster to AI core
- Added departament management id consoles
- Atmos redone!
- Plastic flaps now block the vision.
Feedback and ideas welcomed!
Last edited by lzimann on Tue Nov 17, 2015 6:20 pm, edited 8 times in total.
Fuck the haters assteroid station is awesome and i am glad to see it return. Also never change the detective office with a view of the asteroid, best part of the map imo
Arthur Thomson says, "Since there are no admins I would loging with another account and kill you"
Caleb Robinson laughs.
Arthur Thomson catches fire!
tusterman11 wrote:Can you stop lying? I just asked you and you are was a piece of shiit on me!!!
Kor wrote:I wish Wyzack was still an admin.
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Some things I noticed first time playing (these were the ones I told you about in person, you've probably already implemented most of them), think of it as a todo list:
[ ] You can see into the Janitorial through the plastic flaps at the back
[ ] Chapel office maint access door is open to the public (or at least Atmos tech)
Atmos stuff:
[ ] Atmos has no welding masks
[ ] Atmos APC doesn't charge even though wire is powered
[ ] There's no turbine (according to the map)? You could put one in the incinerator room near atmos
[ ] No air tank (the huge one with the station air supply)
[ ] Atmos has no multitool
Prisoner mining part starts unpowered so they can't actually open the airlock.
Also the inner brig doors layer is below the fire doors so you can't force close them.
AI chamber has no request console or security newscaster.
Department management ID consoles are missing.
This is more of a nitpick, but Robotics seems too distant from the rest of Science.
metacide wrote:Looked like there was a button and intercom under the right cryo tube.
Yes, there is. Next update it will be fixed.
Saegrimr wrote:Last round being nuke ops there were no shotguns, no pinpointers, and no nuke. Kind of a problem.
Also robotics lacks flashes.
The lack of flashes I'm aware and it has been fixed(although I still didn't send the update to server).
About the nuke ops shuttle, I'll take a look, but it's weird, since it has spawners and it was suppose to be all right.
lzimann wrote:About the nuke ops shuttle, I'll take a look, but it's weird, since it has spawners and it was suppose to be all right.
The ops shuttle was recently changed to have the armory locker and nuke mapped rather than spawned in, the change may've been gobbled up by some merge conflict.
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Not sure if this is an appropriate thread [as in there isn't a newer one], but I particularly dislike R&D being separated by the rest of science [unless you're the RD].
Basic Components like Wires and a few starting cells aren't present. I don't mind having to go out to get them / produce them , but it just feels weird going to art storage to get my materials to make machines.
Also, is there a gun lab? Robustin and I couldn't find it near science and I wanna make sure I'm not overlooking it.
ExcessiveCobblestone wrote:Not sure if this is an appropriate thread [as in there isn't a newer one], but I particularly dislike R&D being separated by the rest of science [unless you're the RD].
Basic Components like Wires and a few starting cells aren't present. I don't mind having to go out to get them / produce them , but it just feels weird going to art storage to get my materials to make machines.
Also, is there a gun lab? Robustin and I couldn't find it near science and I wanna make sure I'm not overlooking it.
Yes, right thread. Currently I am thinking how can I change science, probably next update I'll have RnD linked with the rest of science(and possibily robotics too).
About the gun lab I don't really feel it's necessary, but if people really want I can add it.
ExcessiveCobblestone wrote:Not sure if this is an appropriate thread [as in there isn't a newer one], but I particularly dislike R&D being separated by the rest of science [unless you're the RD].
Basic Components like Wires and a few starting cells aren't present. I don't mind having to go out to get them / produce them , but it just feels weird going to art storage to get my materials to make machines.
Also, is there a gun lab? Robustin and I couldn't find it near science and I wanna make sure I'm not overlooking it.
Yes, right thread. Currently I am thinking how can I change science, probably next update I'll have RnD linked with the rest of science(and possibily robotics too).
About the gun lab I don't really feel it's necessary, but if people really want I can add it.
Please do. A tiny one is fine, the lab is used to perfect the AE gun and use the ion carbine to bust open combat shotgun and firing pin crates.
Sometimes people get deputised or promoted (or just steal equipment). I like to give the Detective a stunbaton when I can, but it's difficult when there aren't any spares.
Morgue tray in robotics is broken.
There's no razor, you can't shave the heads of debrained people.
There's no way to wash your hands in robotics, before surgery
The windoor at Hydroponics won't open for botanists.
The screwdriver in the Hydroponics crate should be replaced with wirecutters (screwdrivers were used to set up the irrigation system, now wirecutters are used)
ExcessiveCobblestone wrote:Also there's this random wall at escape where an airlock is. Not sure if that's suppose to imitate someone walling off maint but it's kinda random.
This one was supposed to be fixed... unless it's another one. I'll take a look.
Wyzack wrote:Why is this not in the basil rotation?
I believe it is because it has a minimum player requirement. Not sure about the exact number, but it's around 25-30 players. I guess you can ask an admin if people really want to play the map there.
Escape shuttle seems to always have two tiles exposed to space while flying to centcom, one between the med and sec rooms and one at the top of medical.