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Official Destiny FIX THIS SHIT Thread
#31
Oh dear that's a materials issue rather than a destiny thing, I'll talk to Keelin about it.
#32
The new blinds for robotics are great, except for the fact that the airlock leading into it is a glass one which makes seeing into the vast majority entirety of robotics trivial even with the blinds down.
#33
(11-06-2016, 09:20 AM)Mordent Wrote: The new blinds for robotics are great, except for the fact that the airlock leading into it is a glass one which makes seeing into the vast majority entirety of robotics trivial even with the blinds down.
On top of this, there are no blinds on the other side of Robotics, so you really can see into all of Robotics.
#34
Can we get a light added to the refinery?

[Image: NQDjjS4.png]
#35
Oh heck I thought I fixed that.

Also I fixed the Robotics door, but the left side not having blinds was intentional; they're just to give the surgery area a bit of privacy. If you can manage to peer at the table from the hall near the left side, it's gotta only be a tile or two worth of area that allows you to do so. If it bugs people that there's no blinds there, though, I can add them, just give me a holler!
#36
Are the changes to sec/genetics/pathology permanent or just a trial thing? If the latter, I'm massively against keeping them; I've never thought of security as crowded so I don't think it needed an expansion, and by combining genetics with pathology you now have basically ensured that literally no one dabbles with pathology (used to be something for medical doctors to do during quiet periods, but no way are you going to want to be doing it while people are doing genetics stuff because that right there is how you get an outbreak).
#37
I can live with it either way, but I think if kept the one GeneTek scanner should be relocated since it's otherwise right in the way of the microscope and a few other Pathology things.
Otherwise, whether it's kept or not should be left up to the rest of the players.

...oh, and the airlocks might need a bit of tweaking too. At the moment I think Janitors can just waltz right in and delete important mutations/inject and kill themselves with the totally cool Self-Biomass Manipulation gene they found.
#38
Re: Above, things have been moved so look now!
#39
There are a maximum of 5 security officers allowed on the Destiny but there are only 4 security equipment lockers around the ship... Also (if this isn't the case), maybe the Armory should have a surplus of tasers, stunbatons, uniforms, etc. in a special vendor or locker.
#40
Photo 
I am getting an annoying lighting bug, I made sure my BYOND client is fully updated and did all the Direct X10 set up.

When I am on certain tiles (only in maintenance) the light flickers between normal and absurdly bright.

Pic below, the lighting is completely normal.

https://imgur.com/a/0JuB3

One tile to the right of that tile and its like this, but flickering.

https://imgur.com/a/RWEUa

Does anybody know why this might be?
#41
(11-17-2016, 11:42 AM)Floorface Wrote: I am getting an annoying lighting bug, I made sure my BYOND client is fully updated and did all the Direct X10 set up.

When I am on certain tiles (only in maintenance) the light flickers between normal and absurdly bright.

Pic below, the lighting is completely normal.

https://imgur.com/a/0JuB3

One tile to the right of that tile and its like this, but flickering.

https://imgur.com/a/RWEUa

Does anybody know why this might be?
Make sure your BYOND is in the Beta release, not the stable release.
#42
(11-17-2016, 11:53 AM)Burrito Justice Wrote:
(11-17-2016, 11:42 AM)Floorface Wrote: I am getting an annoying lighting bug, I made sure my BYOND client is fully updated and did all the Direct X10 set up.

When I am on certain tiles (only in maintenance) the light flickers between normal and absurdly bright.

Pic below, the lighting is completely normal.

https://imgur.com/a/0JuB3

One tile to the right of that tile and its like this, but flickering.

https://imgur.com/a/RWEUa

Does anybody know why this might be?
Make sure your BYOND is in the Beta release, not the stable release.

Thanks I think this worked, though I am a ghost so I am not sure.
#43
Beepsky keeps patrolling the same area around security.

Also, Mrs. Muggles now spawns with a pink human jumpsuit instead of a pink monkey one.
#44
(11-17-2016, 04:47 PM)Flourish Wrote: Beepsky keeps patrolling the same area around security.

Also, Mrs. Muggles now spawns with a pink human jumpsuit instead of a pink monkey one.
I was wondering why Security was flooded with N2O when the hallway was the only place that was supposed to be flooded. Then I saw Beepsky constantly moving through Security and going literally no where else.
I fear that if you built more securitrons they'd do the exact same thing as Beepsky and be utterly worthless.
#45
(11-18-2016, 08:19 AM)Burrito Justice Wrote:
(11-17-2016, 04:47 PM)Flourish Wrote: Beepsky keeps patrolling the same area around security.

Also, Mrs. Muggles now spawns with a pink human jumpsuit instead of a pink monkey one.
I was wondering why Security was flooded with N2O when the hallway was the only place that was supposed to be flooded. Then I saw Beepsky constantly moving through Security and going literally no where else.
I fear that if you built more securitrons they'd do the exact same thing as Beepsky and be utterly worthless.

They are. They follow the same patrol path as Beepsky, since Beepsky follows the securitron patrol path. Speaking of patrols, can Securitrons close doors behind them and also can cleanbots and possibly medical bots have patrol features? Please?


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