FulpStation Station Feedback

Mourge doesnt get dead bodies at roundstart

and there is no comms console in the captain office

Sorry if any of these is a duplicate: as a botanist, I was able to access several areas I don’t think I should:

  • central hub of engineering
  • bartender’s little room in service hallway
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theres no boxing gloves in dorms next to the boxing ring :,(

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Let me know if any of these were probably round-influenced and not the map itself, but…

Wonky wires

Command - Storage (empty room under eva… with its own camera?)

Unconnected solars

Wonky wiring under cargo

Strange execution chamber (Empty, inaccessible north room w/ camera behind tinted windows. Cables windows w/ no grilles to power)

Perma bathroom with odd dried blood sprites (The circled one was animated to be pulsating, the rest were much darker than regular dried blood)

I was also unable to find 1 cobweb in the whole map

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in washing machine room in dorm the waldo suit cant be worn cause its from the fugitive (acts like old ninja gear [unless new ninja gear cant be equipped either idk])

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techfab room in medical, maints has all access


medical center, maints has all access

medical break room, maints has all access

service hall this door specially through maints has all access

and these funny wall alarms in bridge

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No pipe under the door in the supermatter aux cooling room or whatever its called

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not a bug report but i was NOT a big fan of the kitchen and everytime I see it i think it could use a bit more work, so with my awesome mspaint skills i changed it up a bit to make it a biiiit? nicer?
this is the original one (theres also two request consoles in the kitchen and no produce order like at all in the station)


and this is the one i awesomely made in mspaint

the computer on the top left is supposed to be where the produce order would actually go, unless you want to make it go into the service hallway maybe put another deep fryer. ALSO THE ORIGINAL KITCHEN FOOD PROCESSOR DOESNT HAVE A TABLE SO ALL THE FOOD GETS DIRTY!!!

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the robotics fabricators output the robots to the east

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Ah yes, Council Chamber

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no SM filter is set to N2 so any person setting the sm has to set this, but they wont know its set until it starts to delam, because every other statiion has the the first filter set to N2.

Tech storage has no flashes every other station has 2x.


This door wont open to maints access. by morgue


This door to medbay break room does open by maints.


So does the one to medbay storage.


This dumb window by sm engine

Overall station has a lack of fire extinguishers.


This security maints door does not open to maints access


This maints door above cusutodial office does not open to maints access.

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This points medbay left, following it you go up then right. BUT if you just go up you get their a lot quicker

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i found this yesterday and forgor to post it


wire missing in maints door leading to vault

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Chem doesn’t have a plumbing area.

I don’t think there’s large picture frames in the library roundstart.

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Library bookshelves are missing category names and roundstart books

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Don’t have a screenshot at the moment but if possible please turn the comms airlocks to glass or add rglass windows to the airlock area, as it is at the moment you can’t inspect tcomms without using cams(if they are even on) or getting a eva suit and entering the tcomms area proper, additionally there is little to no warning about where the depressurized area starts, either a warning sign outside or as i previously suggested, an increased visibility area to indicate what areas are safe and which are not. a side effect of this is that the sat entrance often gets spaced quickly if you need to enter and exit tcomms as well.


That’s for command - I can make it darker though


this window at AI sat blocks the airlock from closing. dismantling it will let it close.

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