Yeah, I noticed that a bit ago but forgot to report it, somehow they got removed. It probably went unnoticed for quite a while due to it being a bit of a rare room to see use.
Hibbles wrote:Yeah, I noticed that a bit ago but forgot to report it, somehow they got removed. It probably went unnoticed for quite a while due to it being a bit of a rare room to see use.
It's the kind of thing you never realize you need until it's gone. (A few days ago I was in a round where the captain was recruiting a secret death squad in there. Leaving aside the fact that the captain is a comdom, that's kind of a good use for privacy shades.)
"I don't see any difference between ERP and rape." -- erro
I don't know what to think of the changes, more so the alterations made to the dorms. Space is at a premium on SS13. I'm aiming for a nice garden someone on station.
To my interest someone removed the AI Sat's lower Maint Blast Doors, which is perplexing since I don't recall anyone mentioning they removed it.
I intend to readd the blast doors, as well as a small table in the upper and middle areas of the satellite. As well as a few minor improvements people have been asking for (Light here, trash bag in botany there).
I don't think our security department is large enough to warrant another security checkpoint just waiting to be looted. You have to remember that anything we give security can also be used by their enemies, especially if security doesn't have enough staff to look after everything at once.
The area in escape is just a cordoned off area to hold prisoners without the masses fucking with them. It's not meant to be much more than that.
By flesh out I meant make it easier to hold a prisoner in the area prior to the arrival of the Evac Shuttle, not in giving it more weapons and equipment.
I'm against adding any more reinforcement to the cordoned area, and would like to see the recharger removed. I don't like the trend towards Police State Station 13.
You don't even know what I intend on doing, really I just wanted to add two mini-holding pens (1x1) in the room that are pushed back one tile to give more room in the area. The recharger is a recharger and I fail to see how the addition of a single recharger in a Security checkpoint is turning this into Police Station 13. The only rechargers that have been added in recent memory was the old one in the AI Satellite, the one in the Escape Wing and the one you placed in Misc Testing.
I also intend to add in some requested features as I noted prior, such as fixing a few unhidden pipes, the trash bag to botany, maybe add a small secondary janitorial closet at the absolute NE of the station.
I don't know if I can get away with a map merge due to the feature freeze, maybe I can get away with it if the changes are minor. I'll report on that later then.
The changes I'm planning to make thus far are.
- Two pushed back 1x1 holding cells in the Escape Wing
- Small backup janitorial closet at NE of station.
- Disused and dirlect bar in NW maint.
- Windows to the front of the library.
- A trashbag in botany
- Maybe look at making SW maint less hazardous for blob rounds, people complained how easy it was to get rid of atmo in there.
Ikarrus: GUN_HOG @ Wed May 21 2014 05:59:51 GMT+0000 (UTC) said: Ikky, the pAI in the nuke ops area is out of sight. May you slap it on the table or something where they can notice it, please?
Add the selective shutters for cell windows so we can thwart idiotic IED grey tide stuff. As in, 'brig lockdown' only applies to the entrance part of the brig.
Oldman Robustin wrote:It's an established meme that coders don't play this game.
Everyone I told about metastation having them acted like it was some kind of new miracle so I wasn't aware if it was a thing on box yet, gg though not sure why people are bitching about IEDs still in that case.
Oldman Robustin wrote:It's an established meme that coders don't play this game.
Intended on my part. I actually wanted to lock the other docking airlocks until a shuttle actually docks there, but that discussion will have to be put off until after the code freeze.
Keep those the same, being spaced out of arrivals sucks ass. They're external airlocks and should be kept as external airlock access. Escape is the only external airlock place normal crewmembers should be allowed through. And arrivals, of course.
Oldman Robustin wrote:It's an established meme that coders don't play this game.
Ikaruss, why did you secretly remove the escape wing's Sec checkpoints recharger? I can't find a single mention of that and your the only one still doing map changes to Box. I understand you dislike rechargers but it seems a bit dickish to remove it without even mentioning it.
I'm still waiting for the feature freeze to end before I give my hand to some changes.
The middle machine at the nuke shuttle teleporter needs to be screwdriver-wirecutter-screwdriver'd to work, if this is not a bug, there should be a paper next to it explaining it.
Founder and only member of the "Whitelist Nukeops" movement
Planning to do another polish pass over the weekend, now that the freeze has lifted. Leave whatever issues/requests you have and I'll see what I can do with it.
I had a (rather obvious) realization while on Artyom that many Boxstation improvements are just adoping what Metastation's been doing for months or longer. This might sound like a negative, but I think it's good since cool things are being added.
Also normally I like Meta better but I have to say, the centralized gravity generator and upload sure make them a bit more secure imo than having them be sort-of-central and out-of-the-way-above-engineering. It's nice.
But nuke ops can't use it as a strategy, bombing it i mean. At least not as easily. And it's not THAT much of an advantage. I treat it like bombing tcomms.
I'd prefer if it was back to the west of engineering, that way engineers and nuke ops can bomb it without going through the main hall because when you go into the grav gen room you're almost always there to break or repair it so. I dunno.
I didn't play sybil when the grav gen was first added, was it going down a constant every-round thing when it was next to engineering? It doesn't happen on meta so much anymore.
Oldman Robustin wrote:It's an established meme that coders don't play this game.
That just happened because it was new, you should anticipate that shit. That happens with practically everything. It was effective because not a lot of people expected it and it disabled a lot of the crew. Now it's practically useless for traitors/ops because you nerfed it into the ground.
Oldman Robustin wrote:It's an established meme that coders don't play this game.
Also, it makes more sense for the thing that provides gravity to the station to be near the center of the station rather than on the edge of it.
Guy that made a thing that got put on the homepage of /tg/station13
Defeated in the Great Purge of 2014
[Security] Fiz Bump says, "Beats me, I'm not a scientist. But this is a problem that can be solved with harmbatons."
Johnson Fitzwell asks, "HOW THE FUCK ARE YOU STILL ALIVE?"
Ikarrus wrote:Can you take out the recharger in the escape arm? I think we're starting to get too many of those on station.
Ikarrus wrote:I don't think our security department is large enough to warrant another security checkpoint just waiting to be looted. You have to remember that anything we give security can also be used by their enemies, especially if security doesn't have enough staff to look after everything at once.
The area in escape is just a cordoned off area to hold prisoners without the masses fucking with them. It's not meant to be much more than that.
Ikarrus wrote:I'm against adding any more reinforcement to the cordoned area, and would like to see the recharger removed. I don't like the trend towards Police State Station 13.
I was more referring to the fact that I have found no mention of the recharger being removed in any PR request, unless I'm blind or I did not look hard enough.
You would think after a argument on the subject, that you would at least have the decency of telling your going to remove it instead of silently removing it and hoping no one notices.
I intended to make a map PR a few weeks ago but for some reason my map broke and then the feature freeze popped up, I've re done some work but I'll have to wait for the freeze to thaw. Until then here's a quick list of what I've done.
- Re-Added brig entry and HoP line Wall Mounted Flashers, don't know why the HoP Line flasher was removed since it was heavily requested.
- Electrified Space Exposed Grilles at Security, exception to the windows west of perma.
- Removed hidden Plasma Sheets from Maintenance, replaced with "unique" item. (I swear every round someone breaks into find the sheet)
- Removed hidden Insulated Gloves from Maintenance, replaced with Budget Insulated Gloves.
- Re-Added Securitron #1138 to the Armoury, stealth nerf's ftw.
- Added additional door to Maint Incinerator Room, connects entire hallway instead of awkwardly blocking it off.
- Other quality of life changes and stuff I can't recall right now.
If anyone has any suggestions for changes to Boxstation, please speak up, I've got nothing else to do and plenty of time until the freeze ends, expect more map changes in due course.
*EDIT* I also added a "Condimaster" to Botany at firecage's suggestion, as well as slightly reworking the positioning of the watertanks.