Bottom post of the previous page:
Leaving a tldr of what I wrote in the PR here so you can keep track-consider not randomly spawning rainbow slimes
-3 monkey boxes is the most of any map (?)
Bottom post of the previous page:
Leaving a tldr of what I wrote in the PR here so you can keep trackjoooks wrote:Quoting a legend, at least im not a faggot lolNaloac wrote:
In short, this appeal is denied. Suck my nuts retard.
See you in 12 months unless you blacklist me for this
Timberpoes wrote: ↑ I'm going to admin timonk [...]. Fuck it, he's also now my second host vote if goof rejects.
pikeyeskey13 wrote: ↑ ok don't forget to shove it up your ass lmao oops u can delete this one I just wanted to make sure it went through
Agux909 wrote:Woah bravo there sir, post of the month you saved the thread. I feel overwhelmed by the echo of unlimited wisdom and usefulness sprouting from you post. Every Manuel player now feels embarrased to exist because of your much NEEDED wise words, you sure teached'em all, you genius, IQ lord.Timonk wrote:This is why we make fun of Manuel
Top map be a good call, maybe a random T1 slime? I don't have an issue with the extra box.
I think the random slime spawn(s) is a great idea. If the goal is to have xenobiologists come, make their desired slimes, and then leave and interact, the biggest hurdle is definitely getting the late-tier slimes. If they have t2 or even t3s unlocked earlier it'll probably shave off a solid 10 minutes of xenobio grinding. It could be neat to make it randomized, since there are so many slimes it's unlikely the job is just done for them, although the downside being the small chance it happens to be an adamantine or oil slime could impact the round pretty heavily.
Yeah, the way the code is currently laid out makes it harder than just making a slime with a random chance of being a T1 slime, I'd need to make a new list of slimes and then pull from that. I don't know if it's something maintainers would glare at me for doing all inside of a "fix" PR.sinfulbliss wrote: ↑Tue May 02, 2023 4:44 pmI think the random slime spawn(s) is a great idea. If the goal is to have xenobiologists come, make their desired slimes, and then leave and interact, the biggest hurdle is definitely getting the late-tier slimes. If they have t2 or even t3s unlocked earlier it'll probably shave off a solid 10 minutes of xenobio grinding. It could be neat to make it randomized, since there are so many slimes it's unlikely the job is just done for them, although the downside being the small chance it happens to be an adamantine or oil slime could impact the round pretty heavily.
You can although the table still blocks it from that tile
joooks wrote:Quoting a legend, at least im not a faggot lolNaloac wrote:
In short, this appeal is denied. Suck my nuts retard.
See you in 12 months unless you blacklist me for this
Timberpoes wrote: ↑ I'm going to admin timonk [...]. Fuck it, he's also now my second host vote if goof rejects.
pikeyeskey13 wrote: ↑ ok don't forget to shove it up your ass lmao oops u can delete this one I just wanted to make sure it went through
Agux909 wrote:Woah bravo there sir, post of the month you saved the thread. I feel overwhelmed by the echo of unlimited wisdom and usefulness sprouting from you post. Every Manuel player now feels embarrased to exist because of your much NEEDED wise words, you sure teached'em all, you genius, IQ lord.Timonk wrote:This is why we make fun of Manuel
looks great, love how it wraps around too
Alright, I don't know if these are criticisms, positives, or whatever. Let's talk through these.
The intent was for robotics to use design disks to upload what they needed from sci to their autolathe. However, just before the map was merged this feature was removed. I do not want sci and robotics to be merged into one, as roboticists have significantly increased access to the AI SAT. Hey, maybe you can set up quantum pads mid-shift.The splitting up of research and having the main robotics lab east of medbay is neat but I think it would be alittle annoying for roboticists to walk 40 tiles if they want to use the protolathe/research (or they give up their main room and use the poor one in sci)
I personally see this as a positive. The large side rooms are very intentional, the ship is supposed to feel like it has some previous history and a lot of the maintenance rooms were designed to be fully functional areas before they were ruined by time or disaster.Ive looked at the maintenance tunnels alot, one thing i noticed mainly is that there are very few but very large side rooms that tend to dominate the area that they are in, overall its not a very fun map to base in maintenance but thats more for accessibility reasons, later into the round its alot better with quantum pads which definitely do make large maps like this manageable in general
Whoops I guess. I think I undershot how many TTVs are in ordnance as a standard, or the standard changed during the long development process. If someone wants to add more, that's fine.Having limited ttvs on this map while also being a very large map is alittle interesting, scientists have access to 3/5ths of ttvs that they are normally allocated to so it definitely does effect their ability to "impact" the station.
Eh, there are plenty of mats scattered around the ship, in maint, etc. If someone really cared and wanted to add 20, that'd be fine?Eva storage is lacking in matts like plasteel
I think this is an actual oversight, anyone's up to add one in there, and even some extra goodies for circuit gamers.circuit room lacks a brain chamber (but thats okay tram had 2 circuit labs for an eternity)
You would be incorrect. With the new medbay, morgue has a maintenance path that people with morgue access can take. Just head to the maint entrance to the aft of medbay from the hall and follow the lights.last i checked, morgue is not public hallway OR maintenance accessible unlike most other maps that have an alternative way in and out for people to sneak in.
I'm really sorry but I don't know what to say. Okay? Armory doesn't need to be on the exterior. It has it's own defenses and I think the alternate design can lead to people trying new things/security needing to find new ways to handle attackers.This seems to be the only map ive seen that doesnt have armory next to the exterior of the station and instead maintenance tunnels loosely wrap around it.
I promise you I will find ways to make maint more dangerous. People are getting too used to it. If someone can think of cool ways to hurt people that isn't lame-ass mobs or more grilles, please contact me. Sadly, with the rework of medbay we had to lose a whole single mine.Oh my god mines in maintenance but its nowhere near as bad as the simple mobs on kilo or birdshot that can mow you down quickly, rather its just a small health toll.
Those don't WORK ON THE NORTH STAR. Aft is right, fore is left, port is down and starboard is up
Users browsing this forum: No registered users