vgstation-coders / vgstation13

Butts
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Deff auxiliary AI core slots have windoors on the same tile as the AI. #15406

Closed D3athrow-Issues closed 7 years ago

D3athrow-Issues commented 7 years ago

(WEB REPORT BY: kavlax REMOTE: 172.93.109.202:7777) So there's an invisible barrier (when the AI's in place) preventing carding et al.

SonixApache commented 7 years ago

Alt+click on AI to get tile?

Exxion commented 7 years ago

Oh this is hilarious I'm guessing the AI layers over the windoor, because it's technically a mob So you can't click the windoor to open it But if it's closed, you can't Alt+click the tile because the windoor's in the way

That said, just walking into it should open the windoor unless yet another dense object is also on the tile, because objs are always earlier in contents than mobs

ghost commented 7 years ago

Yeah, if you then secure a full window as well, you basically cant get at them. It's pretty dope.

ReindH commented 7 years ago

Ballistics still kill, cultist shades (forgot their name) easily kill them, it denies people to quickly card them or wrench them out of place without throwing a toolbox 20 times, pretty stupid.

Exxion commented 7 years ago

Just kick a glass shard

The AI should probably reside on the structure plane rather than the mob one

ReindH commented 7 years ago

Just map the windoor so it's not on the same tile as the AIs.

Exxion commented 7 years ago

Make Alt+clicking check range rather than adjacency There's no good reason for it to check adjacency, since you still couldn't actually interact with anything you weren't adjacent to anyway, and there is no case in which it can give you any more information than right clicking on the tile does (as long as it's still restricted to a range of 1)

ReindH commented 7 years ago

If you can make it so people can see the windoor and open them in any other way than changing the position of windoor, do so. But just because something seems lazy doesn't mean it's a bad idea.