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7. The medical doctor didn't have access to the toxin cabinet. I had to give them a spare captain's badge
5. I played with a variety of people, and not having a fabricator on board was something that continually upset them. There's a mod that hasn't been updated that would have allowed us to make one, but we'd have to scour stations to get more ammo and ran out of pulse laser rounds a few times.
6. The AI Turrets fire at friendly turrets and enemies inside runes. Possibly rather than the battery backup button, which I still don't know what it does, it'd be nice to have a button to turn that feature off. The turrets shoot automatically even when people are manning them if they detect an enemy.
1. The door at the top keeps flooding from the airlock unless you manually close the doors behind you before opening the next one because the door into medical "needs to be an airlock door rather than a hatch". We had to wire a button to the captain's room so I could remotely shut off the external door.
2. The AI can get stuck in the top half of the engine room because there's a spot that even players bang their head coming down the stairs.
3. It's awkward to leave from the ladder at stations. It might've been another mod I added that made more stations, but extending the ladder out of the ship a bit would help with that. We had to close the door on our back. Like I said, this might've been another mod.
I started up in single player and realized the AI can't walk around the starter ship. You might've forgotten to generate waypoints. I was able to fix it in editor.
I tend to start out my multiplayer games with a skeleton AI crew and taking on a few people as I continue, so having it work for AI is a must.
Also if you don't mind my asking, what does the battery button do?