Paradise icon indicating copy to clipboard operation
Paradise copied to clipboard

NSS Arrhodes (Shepard Station) - MK II

Open kugamo opened this issue 2 years ago • 50 comments

This PR was OK'd by @dearmochi

What Does This PR Do

Adds the NSS Arrhodes as a playable station to the game. (Shepard Station)

Adds some floor tile variants for the station.

Also minimal code changes: allows the crematorium to open in other directions other than south, and makes the freezer turf start with cold temp (not the commonly used var editted plasteel turf, the subtype)

Why It's Good For The Game

Another map in rotation adds dynamism to the game, a fresh experience. This is a completely newly designed map, and would be unique to Paradise. It is notably a few thousand more atmos turfs than the cyberiad, but also roomier.. arguably better for our high pop.

It was designed around giving each department its own space, offering some independence. But they are still well connected to the rest of the station through the main halls and a multitude of maintenance tunnels. Four tile wide hallways form the main method of getting around in a large circuit that runs through each department in a big U. I originally intended the departments to be separated by retractable space bridges, but I decided getting the map in a playable state first the better course of action.

There was alot of design decisions made throughout the course of the station's development, hopefully done in an appreciative sense to how our current staff wishes the game to be played. But I am my own person and I cannot help but have my own vision for the game that I used in the design of the station. Forgive me that. :0) Feedback is welcome, and I am happy to explain myself if and where needed.

Images of changes

Full Size Map (forgive the jpg, 10mb limit) 2022 07 30-06 41 56 Heres a link to a high quality image -->https://mdb2.affectedarc07.co.uk/images/27286452/7258167197/a/0/0-added.png

comparison to the cyberiad comparisonmk2

Changes from MK I to MK II 2022 07 27-08 53 13

(ROUND 1 OF CHANGES) - 4/30/22
  • Added connection to deep medmaint to psych lobby, thus un-dead-ending it.
  • reworked medbay front desk alittle
  • altered chemistry vendor to be closer to door (nicer access)
  • opened up the treatment room alot, should allow alot of space for healing activities
  • added some meds to the med-crates, and removed redundant med-huds, and added a monkeycube box
  • removed redundant shielding in space around the engine, limited it to a single grid wall akin to atmos' shielding.
  • added mini morgue to mechbay in robotics, gave mortician access to mechbay. (robotics and morgue are far apart)
  • removed some wires from engineering, limiting them to the windows of the engine room.

~~I want to note prisoner processing does have shutters, and it is more exposed sharing a window with a public hallway. I think its possible the shutters, electrified grills, and constant officer presence pose enough a deterrent that it might not be a huge issue. And maybe even serve to be an interesting alternative to the norm of having it tucked away in the brig. But it remains to be seen.~~

There are a number of double walls, namely around the space bridges. Mostly as an aesthetic choice. They arent around any place worth getting to anyways.

~~The AI sat does have grilles all over it. I wanted to distinguish it from the rest of the station and make it more of an interesting location therein. It does have a sort of nauseating repetitive look to it, but I think being its an once in a blue moon location, and the aesthetic appeal its fine.~~

Buttons on desks is a norm throughout the stations on paradise, love it or hate it. I think they're not really an issue.

(ROUND 2 OF CHANGES) - 5/1/22
  • rerouted a ton of the atmos network to be guideline compliant
  • cleaned up some cables prefabs that had useless variables defined
  • cleaned up alot of electrified windows' routing and removed all wire under walls throughout the station
  • fixed non functioning backup SMES on bridge
  • changed floortiles in SM room to be normal plasteel but with icon_state editted
  • changed CE and HOS shutters to be shutters and not poddoors
  • rerouted some disposals outside the sorting room to be less spaghetti
  • fixed dopplar array direction, removed some lattices, and cleaned up the service maint decals
  • moved the vault to the service department, it was kinda too close to sec before
  • rotated the AI in its chamber around to give another plasteel wall of security, and added a turret in the south of the sat.
  • reworked the primary toolstorage to be unique
  • fixed some utilities misplaced near sci enterance

~~I am aware 8 cryopods is not consistent with the cyberiad's number, but I am of the opinion the cyberiad's count is needlessly high. Persons dont stay in them that long before being dissappeared, and Ive seen no more than 3 at a time really ever used. Unless explicitly guided to add more I feel like the current number is fine.~~

~~Regarding CMO shutters: I think shutters offer security that should be there considering its a command space. Also I believe it would be inconsistent to have shutters on the ORs right next door and have the electrochromatic on the CMO's. And to be honest I am more of a fan of shutters aesthetically than the electrochromatic windows.~~

New name: NSS Arrhodes (stanislaw lem inspired, from his work the mask)

  • added nav beacons for the bots
  • fixed all the custom airlocks on the station
  • replaced some strange glassless airlocks in window-walls, as well as windowed airlocks where they dont make sense
(ROUND 3 OF CHANGES) - 5/2/22
  • fixed AI sat SMES from being in turret fire
  • added some missing fire alarms in cargo and sci
  • added more cyropods, moved air machinery to the south locker room
  • removed sus
  • added chromatic windows to Heads Offices, and replaced shutters where warrented.
  • reworked genetics, was too cramped
  • reworked the north airlocks out of engineering

~~Still not a big fan of chromatic windows. Prisoner processing still shares a window with public hallway. I'm hesitant to change these things without expressed maintainer objection, as I feel like they can work ok as is without them being a game breaking flaw. I've reached out for some opinions, its tbd.~~

I left shutters where they operate as a security feature, or where they block off desks or passages. The rest I replaced.

(ROUND 4 & 5 OF CHANGES) - 5/4/22 - 5/6/22
  • reworked ai sat

  • reworked brig

  • removed bridge from its own network, but still left the SMES for enterprising CEs.

  • further reworked AI sat, moving cores to center (more akin to box setup)

  • got the maintenance loot count much closer to what box has, give or take 20 items

  • added missing vents/scrubbers in a few locations, added missing disposals in a few locations

  • killed off diamond door in dorms maint, long at peace my he rest

After some thought I figured out a way to have prisoner processing stay where it is and also remove it from being next to a public hallway. Hopefully this satisfies everyones concerns regarding this. :0)

I also reworked the AI sat majorly while going through caffeine withdrawls, now with less spaghetti! Its still somewhat non-conventional, but hopefully more acceptable in terms of gameplay.

~~Ignore the floating AI rooms in space in the big map, they arent there on latest (im big idiot)~~

Really appreciate all yours' feedback. ty ty.

READY FOR REVIEW - 5/9/22 Big thanks to everyone who looked over my map and gave feedback. Its made it alot better than what it was. After thorough double checking of the cables/pipes/disposal networks and playtesting the SM working fine I believe the map is finally ready. I checked the brig and all the airlocks, and shuttles and theyre all working. I cant say 100% theres nothing that I didnt accidentally miss, but I am confident in saying its playable.

:0)

  • Kugamo
TEST MERGE CHANGES - 6/30/22 Test merge went fairly well, as well as you can expect from a round with a solar flare, meteors, and traitors. There was some slowdown in the early round but things were very playable lag-wise for the latter half.

Heres a list of what I have corrected thanks to the feedback from the playerbase.

  • I changed some variable edits to ensure all the shuttle dock locations unlocked their airlocks (or at least the outer ones for where they operate as EA airlocks. Just push force open once you get inside.)
  • Fixed access in engineering where some airlocks were set to have all when they should have been set to one.
  • removed the conveyor controls from the canister delivery room in science as well as the conveyors outside the flaps there.
  • Added some light to the atmos maint room that feeds distro into science, so pipecrawlers can see where they are going.
  • Moved Disposals room to the cargo section
  • added many more pipe network connections to the maints
  • reworked the sauna atmos, as well as added dedicated freezer atmos
  • added some missing water and fuel tanks around maints where they were too scarce.
  • fixed some miss-area-ed tiles, space tiles, and floor tiles in misc places
  • redid the burn chamber window in toxin-mixing room, full tile windows leak heat for whatever reason.
  • Removed two risky placed intellecards, and added one into the bridge maint room.
  • Removed brig locker room windows and maint door to firing range, also replaced the sunglasses there with cheap versions.

I think thats it. There were no game breaking issues during the TM. And I feel like I've addressed all the valid concerns, as of now I believe its in a mergable state. Thanks to everyone for your valuable feedback, you've helped greatly in getting it to this state.

TEST MERGE CHANGES - 7/26/22 Alots changed since we've started long term testmerge, as well as the last update here. This is most of it.
  • Rezised Botany to be less spread out and collected the machines there together
  • Perma reworked, as well well as the execution room. (perma was too small)
  • Reorganized Science. Moved RD office, added maint connection SW.
  • Fixed shuttle docking in arrivals, they were clipping into eachother a bit b4
  • Added shortcut through command section for security.
  • Removed secondary EVA, as well as space suits in maint
  • Removed donor items that had been in maints, (mistakenly)
  • Simplified sauna and freezer atmos systems
  • Removed 75 lag inducing blinky lights from the space catwalks
  • Added windoors to all the delivery locations with flaps to prevent crawlers.
  • Added firing range to brig.

Also fixed alot of small stuff too like missing machines or pipes in some areas.

REWORK - 7/30/22 Squashed everything, moved arrivals and escape to center of station. Hopefully with the removal of the million windows to space as well as the reshaping it will lag less.

Changelog

:cl: add: Added a new map: NSS Arrhodes. imageadd: Added some additional variant sprites for floor tiles. /:cl:

kugamo avatar Apr 30 '22 23:04 kugamo

This map looks absolutely amazing overall. The only two things I don't like is the brig is quite less secure than Delta or Cyberiad with the multiple doors that can be hacked into from arrivals and maints, and the maint door leading into the ORs in medbay. But otherwise, it's really quite good and a marked improvement above Metastation, of course, likely it's not meant to beat a replacement for meta but it will serve as a good map alongside the rest.

Mitchs98 avatar Apr 30 '22 23:04 Mitchs98

Forgive me for my lack of mapping knowledge, but the entire AI sat looks like it's made of grille blocks. Am I missing something?

PopeDaveThe3th avatar May 01 '22 00:05 PopeDaveThe3th

Shame there isn't a Stanislaw Lem name for this map.

Finally, a map that isn't basically Boxstation hallways at its core. I really like the green space, space vistas, and hall hierarchy. All the unique little bits I really want to get familiar with on a couple extended rounds.

atteria avatar May 01 '22 01:05 atteria

Some initial feedback.

Medbay:

  • somehow medbay gets depowered not 10 minutes after roundstart. I'm not sure why or if maybe that's a fluke.
  • Southern chemical fridge being nearly inaccessible to chemists
  • both chemists being visible from medbay proper is super great (for non-antag, at least)
  • western chemist window (with the table) has a wall on the same tile
  • in general a bit too many table-double-windoor setups. I'm not sure i like them.
  • medbay lacks a guaranteed screwdriver.
  • ORs might be a bit too open/visible for antaggery. But maybe privacy shutters are good enough?.. Unsure.
  • Big fan of chest drawers in surgery next to body scanner
  • The small room with three beds south of paramedic feels.. weird, and very cramped. But i don't know how to fix it.
  • To the west of Cryotubes there's a table with MedHUDs. I wonder if they need to be there, given that there are also MedHUDs in the south-west storage
  • The "medical crate" (right next to the HUDs) has no contents in it. There's also one south of paramedic.
  • Would be nice if there were extra monkey cubes that didn't require geneticist access.
  • The "open the main medbay doors" button in the reception is very awkwardly placed. It looks bad because the sprite supposed to be on the wall, but it's on the desk (and its sprite gets not drawn on top of other items on the table, not beneath them). And there's a disposals chute in front of it, which makes access unpleasant.
  • It would also mean that doctors will need to camp outside of medbay if they want to let patients in (because, let's face it, nobody's going to man reception). But that might not be a bad thing?
  • Speaking of reception, maybe doing something like this would make people man it... That is, super easy physical access to incoming patients. Because playing a mere receptionist clerk who only chats with patients, and then relays the same thing to actual doctors just doesn't work in practice. (and, yeah the door button is still there.. uh.. mapping is hard) 20220501-013251-StrongDMM
  • I want to point out that the coroner has to drag the bodies to/from morgue across the public hallway, and that the coroner's office has glass windows. Unlike all our other maps. I don't hate it, but it's definitely an interesting decision.
  • Double-walls north-east and north-west of CMO ~~office~~ living room. I believe we really dislike those, but not 100% sure.

Non-medbay:

  • too many electrified windows in engineering for no apparent reason
  • not a fan of tech storage (in engineering) looking like it was copy-pasted from box, space and all. It's easy for me to say, of course, but i'd like to see it completely revamped (or removed and scattered around maybe?)
  • same for primary tool storage. Copying the homework is fine, just make it look a bit different.
  • double-walls west of primary tool storage
  • not a fan of medmanints being very long AND a dead end.
  • airlocks above and below the bar have very weird walls with them. 20220501-011955-StrongDMM 20220501-012018-StrongDMM
  • engine is encircled in a wall, a double-wall, and another double-wall. Not that it matters for antaggery, but just feels excessive. Also, how are you supposed to eject delamming SM then?
  • Bridge inner conference room being electrified looks weird, but i don't play enough command/antag to know if that's an issue.
  • Processing being fully visible from the public hallway is great. Sec mains would probably hate this though.

Aaand that's it. At least for now. Good job overall! More maps = more good!

moxian avatar May 01 '22 01:05 moxian

I actually didn't even notice that processing was fully visible and accessible from the public hallway...that actually is a really big problem in my opinion. It only compounds the issue I have with security being a deal less secure than other maps.

Processing really shouldn't be so easy to break into and nab people/interfere with processing.

Mitchs98 avatar May 01 '22 01:05 Mitchs98

Processing being easily accessible is good because:

  • that's where officers are most of the time and
  • it being accessible means i can actually get a hold of them if i need to.

It's not easy to break into because the glass is electrified. But i won't object to the second glass wall around it. As long as i can point to it from outside and get officer's attention that way, i'm happy

moxian avatar May 01 '22 02:05 moxian

  • it being accessible means i can actually get a hold of them if i need to.

You can contact officers on comms or VIA PDA. Lessening the security of security, especially processing, isn't really worth making it easier to find an officer imo.

And an electrified window really doesn't stop people much at all, it actually is quite easy to break through it.

Mitchs98 avatar May 01 '22 03:05 Mitchs98

A big fan of the overall design. I do have multiple points of feedback and will give you a more in-depth review soon.

S34NW avatar May 01 '22 09:05 S34NW

Finally, we can detach science easily and just float into space! <3

Jokes aside, this looks amazing. I will take a look at it as well later, but at a first glance, I cannot wait to play it.

Miraviel avatar May 01 '22 10:05 Miraviel

Wandered around the station. Some doors don't quite work:

longtext The science airlocks to space don't airlock (buttons do nothing, doors openable by hand)

20220501-202841-dreamseeker

Same with medmaints airlock 20220501-210445-dreamseeker

didn't check others.

science doors don't open at all (and there's no button i could find) 20220501-202458-dreamseeker xeno doors also don't open, buton doesn't do anything 20220501-202747-dreamseeker

There is a number of opaque doors right next to windows. It makes sense if the windows can be tinted/shuttered, but looks weird otherwise: 20220501-201840-dreamseeker 20220501-202200-dreamseeker 20220501-202211-dreamseeker 20220501-202713-dreamseeker 20220501-202729-dreamseeker 20220501-204734-dreamseeker 20220501-205832-dreamseeker

Atmosia having blast doors leading to common eng area is probably unjustified, when it has glass windows right next to it. One of the two probably has to go 20220501-205048-dreamseeker

moxian avatar May 01 '22 21:05 moxian

I really do feel that shutters for head offices should be limited to Research Director and Head of Personnel, the rest should use electrochromic windows. Science is often at risk due to raging xenobio mobs and plasma fires, so the extra safety makes sense there. HoP also needs some additional layer of protection over just glass due to the nature of greytide-ing masses that congregate at the HoP line.

I feel the rest do not need them, protection wise head offices should not be bunkers. How would you feel if you went in to speak with your boss for a private chat and they close mechanical security shutters as opposed to closing the blinds?

Seconded, we are currently in the process of moving to this in existing maps.

LightFire53 avatar May 02 '22 14:05 LightFire53

i like some of the ideas here. Just a couple nitpicks / opinions from that posted picture.

Some of the areas seem to have a lot of airlocks. For instance to get from the hallway to medbay cryotubes you have to go through 4 airlocks. In the cyberiad you only need 1. Personally at least for medbay i'd prefer a more open design though that's mostly personal preference.

Also a lot of double tile airlocks around. I understand using them especially in the white connector areas, but they tend to be a little janky when they get damaged, plus they are not customizable or paintable, they're just white. I'd personally try to use less of those.

Not sure I like that the bridge is on a separate power net too, I think it should still be affected by powersinks and the like. The PDA server is also really hard to reach now but I don't know if that's a big problem.

The way the SM cooling loop goes into space is a little weird, with the pipes going under 2 tiles of windows, and then one of the HE pipes going into a normal one to go through a wall. I wonder if it'd be possible to leave a bit more space so that looks less scuffed. (Also, why's there a disposals bin in space near the cooling loop?)

The area I'm refering to: image

Sikroth avatar May 04 '22 18:05 Sikroth

I stopped halfway through reviewing the map because I got exhausted but here we go

MEDBAY

RED: Lightswitch in a window, looks really weird, should be moved.

ORANGE: The APC is unconnected from the power grid and should be moved if

BLUE: The consoles are moved aft so that the plant isn't forever trapped behind machinery breakroom

Two scrubbers under this OR computer in surgery, plus that vent off port side is unconnected OR2

Unconnected vent CMO office

Highlighted pipes lead to nowhere genetics

Why are there a pair of static spawned medhud sunglasses here? This is better served by a random spawner Geneticsmaints

SERVICE

Pipe lead to nowhere chapel

Unconnected pipe library

Take my word that people will power game the shit out of this door and floor tile for diamonds on nuke ops, best replace it with something more normal aft maints

RED: Unconnected disposals chute

ORANGE: 4way scrubber pipe with one end leading to nowhere mining

The Theater has pipes and a wire leading to nowhere and there are no vents/scrubbers in any of the 3 rooms theater+clown+mime

You will die if you go AFK in any of these small dorm rooms for an extended period of time. There are no vents or scrubbers in them. service hall

SCI

Two power nodes under this APC for some reason server room

Unconnected disposals chute tox launch

ENGI

All these pipes are unconnected for some reason engi foyer

Random firealarm under this engineering sign engi storage

This is unconnected atmos maints

SEC

This room in perma has no vents despite being cut off from the rest of perma with a door. perma hydro

No vents/scrubbers in the bathroom sec bathroom

There is sand here for some reason sec lobby

RED: Two unconnected vents/scrubbers

ORANGE: Probably best to push this vent down by one tile so that it matches the other cells brig cell

COMMAND

RED: Unconnected vent/scrubber in the vault ORAGNE: These gold statues will be power gamed on nuke ops. Just put a single gold bar in the vault as the other stations do vault

Unconnected disposals chute captains office

Three rwalls and the AI is dead, no turrets to defend you, nothing. You get full access to the AI with only 3 rwalls in your way. AI sat

HALLS

Only two vents for this long hallway? Feels a little lacking to me centprime

Unconnected disposals chute arrivals

This really should be its own area... plus that light switch in there controls all the maints lights for that zone secEVA

SPACE

needs to be nearspace outside SM

needs to be nearspace FOR ARRIVALS

needs to NOT be nearspace arrivals space

needs to be nearspace AFT PORT

needs to be maints aft starboard maints

BALLANCE

This is the the total amount of loot spawners on Shepard station compared to box. You are about 100 short and should try to bring it more in line with Box loot

Again I got exhausted so I stopped, there's probably more. There are also a lot of pipes running underneath scrubbers, vents, windows and walls, something that I know other mappers would complain about but I really can't be asked to list them all and personally, I see it as a non-issue as Box is just as guilty of doing it

Bm0n avatar May 06 '22 05:05 Bm0n

Did I post a review just you updated the map? the timing... oh well some of that might be out of date as it pertains to sec

Bm0n avatar May 06 '22 05:05 Bm0n

The recent changes to the brig area with processing alleviated all my current concerns with the map. I'll give it another once over once I'm feeling better, but it already seems pretty improved from all the suggestions.

Mitchs98 avatar May 06 '22 17:05 Mitchs98

tried to solo playtest it a bit bottommost filter in the SM chamber should have `filter_type: 2` and not `filter_type: "2"`; it expects a number, not string.

20220507-064820-StrongDMM

This gas flow metter in atmosia looks like it measures the flow of the brown pipe leading to SM, but it fact it is connected to distro, and is thus misleading

20220507-064648-dreamseeker

missing pipe (or it's not displayed? it's weird, when i tried to RPD a new pipe there it didn't show, but when i tried to RPD again i got told that the pipe of the same type is there already?.. weird!)

20220507-070335-dreamseeker

Would be nice to get small lights in the solar power airlock lobbies

20220507-083018-dreamseeker

Probably not your fault but this airlock by medmaints doesn't let me in. Pump is not siphoning air. I encounterd the same problem with the NE airlock, but that one started working after a couple attempts. Again, probably not your fault, given that it's a standard mapping helper, but.... For what it's worth, Box is not using the helpers and instead places those by hand...

20220507-083942-dreamseeker

Medmaints, cable undeer solar tracker facing the wrong way. I'd write it off as deliberate prank on the engineers, but the cable color doesn't match the rest of the solars, so looks more like a mapper oversight

20220507-084509-dreamseeker

The power ran out on the station in the first 15 minutes; I failed to set up SM (mostly due to personal incompetence, not so much map fault), and thought that i can maybe set up solars to compensate. Well, solars don't compensate at all. (why even have them at this point smh) Maybe bump the initial charge on the engineering SMES so that power runs out at 30 minutes mark rather than 15?.. (I am also stil unsure what exactly causes the drain.. I was thinking the SMES on the bridge, but in the latest version it isn't even connected to anything..)

Anyhow, i'd think that once someone more competent than me manages to set up power in a reasonable time frame (and strictly before the station gets depowered), we can call the map playtest ready.

p.s.: This power monitor console is a bit of a wack, When powering SM up from PACMAN you want to disconnect the rest of the station from the grid, but you can't do that here without losing the console one way or another (you need to either deconstruct it, or cut the cable south of it, but the latter also loses you the two northen SMES. Not ideal either way). It's engineering, and they can deal with this of course (especially since they have another power monitor console one screen to the south, just feels very slightly bad. But i do get the aesthetics part, so please feel free to push back on this. Also a random cable knot directly left of it, which looks like an oversight.

20220507-094747-StrongDMM

p.p.s: East side of SM chamber has very broken red wire running through it 20220507-095909-StrongDMM

Wires in prison cells

20220507-100210-StrongDMM

Wires in medbbay

20220507-100303-StrongDMM

Wire on the bridge left of cargo

20220507-100347-StrongDMM

Wire in maint east of cargo (but it's probably fine because maints) 20220507-100604-StrongDMM

moxian avatar May 07 '22 09:05 moxian

Will give it another review pass tonight now it's marked ready

S34NW avatar May 09 '22 14:05 S34NW

The lattice here should really be a catwalk, you can't run wires over lattice in-game. wire catwalks

Fore solar, wire is a node instead of a straight. near ai say solars

Fore solar control, two wires here that are a different colour over top of the red ones. fore solar

Using grille spawners in space is a bad idea, it has a chance to spawn plating that has air in space which is bad for atmos near SM

Rogue wirecutters in the cryodorms cryodorms

This long wall of firelocks is pretty useless and looks ugly. Also, you might want to consider using the no_creep version of grass tiles here and in the public garden to see if you like the more clean look. hydro

Miss matched directional windows. EVA

Server room SMES has no terminal so it's broken. server room

This red wire has a tag of "" for some reason and should be replaced with a tagless version. wire tag

Same could be said about this pipe which has an iritalization_direction of 10(we don't use that var on para, only dir). near public garden

You're also using the 25000 power versions of APCs in random places where they shouldn't be used. I don't blame you though because whoever made those prefabs didn't give the APC a custom name. APC 25000 bump

also this is a window looking onto a wall, you might want to replace it with another wall wall window

EDIT: One last thing. There's a lot of rooms missing light switches(like the theater, mine and clowns office). Now I personally think some of the mapping standards are silly but it is in the CONTRIBUTING.md to have all the junk that it lists in a room.

Bm0n avatar May 10 '22 06:05 Bm0n

Just walked through, here are some things I've noticed

image There's a door in the arcade that's over a wall.

image Not sure if it's deliberate or not, but the backup SMES in the bridge is not wired into anything, and the wiring around it strikes me as a little odd.

Also on the bridge, I feel like the identity computer being over past medical consoles feels a little odd. The bridge has two mining shuttle consoles for some reason (one by the supply section, one by cappie), and it feels like the one by the captain could be replaced with the ID computer.

image

The crew monitoring console on the shuttle doesn't seem to work. I don't know if this is something transient but I haven't seen it elsewhere.

lewcc avatar Jun 17 '22 20:06 lewcc

Another Passthrough

Areas

image

AI cam needs to be the AI area, and the lattice should probably just be nearspace

image

All the external wall/windows here should be part of the area

image

Window should be maintenance, the girder nearspace

image

This maintenance airlock should be in the maintenance area

image

Space is nearspace, girder is space

image

More maintenance doors needing maintenance area

image

Same here. I won't post more pictures, but I'll start listing areas that need maintenance area here (if I remember):

  1. Cargo Warehouse
  2. Mining Storeroom
  3. Mining Maintenance Access
  4. Surgery backroom
  5. Morgue foyer/hallway area (with the shutter)
  6. Bar Maint Hallway
  7. Hydroponics
  8. Emergency Storage at Arrivals

image

It makes more sense to have those walls here be part of the area rather than nearspace

image

Need to clean this up a bit, keeping viro contained to the walls instead of bleeding into maintenance

image

The lower part that isn't actually in the secure storage should probably be maintenance area

image

Secure armory camera not only doesn't have power, but will get squashed by gamma armory. The one outside perma also doesn't have power. As jank as it sounds, you could probably just make the one on the perma side part of the secure armory, so it functions for both

image

Camera should be gravity area

image

One of these should at least be a maintenance access, and maintenance area

image

The space stuff should be near space, and there should be a plating tile under the upper window

image

Camera needs an area

Piping/Wiring

DISCLAIMER: As I'm not someone who has done atmospherics, the atmospherics area itself I'm leaving alone, however I will still comment on stuff outside of atmos and egregious issues inside of engineering

image

Like this one, can get messy with pipe nets super bad quickly. Should find another spot to put these.

image

This realistically can just be connected directly to the vent south, no need to run out and back in.

image

I think this gas meter will run into issues with both the cyan and the scrubber being on that tile?

image

Same with this pump.

To fix the two above, Atmospherics/Engine is one of the only places that we really openly allow pipes to run under walls/windows due to the sensitive nature of those areas and atmospherics. Go as ham as you need (within reason).

image

These should run on the interior, not exterior running under walls and windows

image

The 2 APCs on either end (ignore the middle) control the same area, when there should only be one APC per area

image

We discourage the use of pipes under walls/windows unless there is absolutely no other way possible. This window could probably just be a maintenance airlock.

image

Similar instance here, however you could have the pipe run up the door and then in

image

This disposal should run through the corridor

image

Same here

image

Same

image

Window heresy

image

I'm not sure this blob over by disposals actually works. It will push it past the sort junction, if I'm understanding this correctly. It should be something like this below:

image

image

(POST SCRIPT: We actually have bigger issues regarding this layout, see further below)

image

This should probably not be hiding behind a wall spawner, it could just sit in a little nook on it's own. If you do that, the power cable should be re-routed to follow the disposal piping below it.

image

Run under the airlock please

image

So, two of things:

  1. Lots of pipes under wall, bad.
  2. That top disposal is supposed to act somewhat as fast travel from what I understand, I think? Either way, it's piping is super jank. If you really really want to keep this as a fast travel, something you could do is have it run out an external airlock into another and then pipe it beside the normal disposal pipe so it's not running too long on the exterior (does disposal piping in space maintain air/pressure?) while not running under/through walls.

image

This has to be a necessary evil, I guess, unless you run them under wooden barricades (which would be preferable IMO)

Regarding your other fast travel pipe where this one ends:

image

We can move pipe to not go under window easily. For the other half of the pictured section, to prevent this one from running under a wall I would recommend moving the other to end in a different spot (like maybe above primary tool storage?), and then have the fast travel pipe run through the doorway.

image

Another instance of window piping

image

Wire leading to nothing

image

Genetics monkey pen pipes could come from genetics so they don't need to run under this window

image image

I'll give you 3 guesses of what I'm going to say about the ends of this fast travel pipe

image

As well as here

image

Non window options available

image

This fast travel also experiences external travel where unneeded, as well as the wall issue still. As for the "unfinished" fast travel line, it also runs into walls where unnecessary, plus you have an output to space which seems a little too extra.

image

Also window heresy

image

image

AI Sat has many instances of pipes and wires under windows where unnecessary, like above.

image

Toxins may have issues with these pumps being on the same tiles as the scrubber pipes

image

More walls...

image

Scrubbers and vents on other pipenets is bad, should swap the rotation of this room around

image

This should be closer to the actual airlock, not running through walls.

image

Missing the disposal sorting junction for the RD, and this can be optimized to just run from the pipe coming down instead of making it run back up to turn

image

Also this won't work, the departmental input has to be different than the output when it comes to disposals (see MAJOR ISSUE). Oh, and windows. Note: Robotics and R&D are fine, it will work as intended.

image

Vents on scrubber pipes is bad

image

Could run under the flaps instead of windows

MAJOR ISSUE

(@Vi3trice correct me if I'm wrong about any of this)

Currently, disposals will not function. Your disposal input is the same as the output, which means not only is everything only coming in, but nothing is leaving.

image

This arrow junction pointing right is going to have a 50% chance of misfiring on stuff coming in, sending stuff back in the direction it just came from which then hits the next junction, giving it a 50% chance of firing back towards the first junction (which is the intended direction of the junction), creating a bad loop. And even then, it gets into disposals, hits that junction again which will send it in the incoming direction 100% of the time, then hits the aforementioned one above it to send it possibly back down yet again. Your outgoing line needs to be separate from the incoming line. Due to the shape/build of the maintenance tunnels, the best way/least annoying way/least amount of work to fix this (in my opinion) is to move your disposal area (with the recycler and everything) down by this gambling den, and moving that to where disposal launch is currently.

image

This will result in having to adjust the layout of some piping, however I think this is what works?

image

image

image

Other

image

For the moment, RD is getting Electrochromic windows so we should move these ones to electro as well.

image

Light in a window at escape

AI sat should be separate from station power grid/atmospherics, it should have the materials to be self sufficient.

image

Security needs a wrench to connect the gas for riot control

image

Security doesn't seem all that secure, you have multiple points where people can break a single window and get into key areas of security such as the locker room, or just wander into the firing range through a regular maintenance airlock (no special access), or similar. The firing range should at the very least be a security area, instead of maintenance

That covers what I've got for the moment.

LightFire53 avatar Jun 18 '22 20:06 LightFire53

PR Will be TM'd after https://github.com/ParadiseSS13/Paradise/pull/17887 is merged or closed due to conflict concerns.

This PR is not dead, do not worry.

AffectedArc07 avatar Jun 21 '22 12:06 AffectedArc07

image only the conveyors before the first inner flap work automatically here

S34NW avatar Jun 29 '22 19:06 S34NW

image ERT shuttle airlocks do not auto-unbolt at docking

image image

Same with port and starboard bay airlocks for admin shuttles

S34NW avatar Jun 29 '22 19:06 S34NW

Solar flares kill people on arrival shuttle and at arrivals, despite those areas supposedly being solar-flare immune

S34NW avatar Jun 29 '22 19:06 S34NW

image

This wall has a scuffed area

AffectedArc07 avatar Jun 29 '22 20:06 AffectedArc07

Paradise Station NSS Arrhodes 2022-06-30 014617 This request console is blocked and can't be interacted with unless you climb into disposal.

DanteR03 avatar Jun 29 '22 20:06 DanteR03

edit: irrelevant

S34NW avatar Jun 29 '22 20:06 S34NW

Played the PR and my feedback would be to add some sort of Quantum pad hub like Ceres has, maybe not one in each departments segment but one in a central area around bridge between the arcade and barbers, with a pad in each segment that goes to the central area. Medbay is super spacious and I love that but I would remove some of the wall clutter status displays and no smoking signs by the sleepers in favor of some more mounted defib chargers, I could only find one and it was pretty tucked away. One big issue was solar flares, with so many windows when one hit half the station died, this leads to my other point that it could use more maints in between segments(Not necessarily connecting them) and remove some of the windows. One of my favorite things however is the limited access between segments how there is only one bridge going between them, it made them a popular target for bombings as it disrupted the station a lot and cut off security to those areas. I heard good and bad things about the atmos piping being split up mainly that it made repairs harder but I think that could be remedied with the pad hub. The sauna is a great detail that I love but I would lock the heater connected to it behind an atmos only door because otherwise you can easily sabotage it by turning it up causing the temperature to reach 200 C, you could also put a mini fan under the wooden door to it so heat doesn't escape from the sauna. The dwarf fortress mushroom wine room was a great reference btw(If that is what you intended). I would consider adding some vents to one or two maint rooms for terrors/blob because from what I can see all of the maint areas with vents are next to each other in service maints, maybe the abandoned bathrooms in science maints or one of the maint bars. I heard the RD say their locker didn't come with advanced welding goggles but in hindsight they may have been taken by an acting. Tom is missing from the vault too(Unless he was stolen too). My last note would be that some of the maints are only one wide at times and this can make combat a pain for both party's as it devolves into a lot of friendly fire and who clicked first since you can't dodge. Although I complain about a lot I want to be clear that I love the map overall and some of what I am saying is of course objective(Subjective?) it's easy to tell a lot of effort went into this and you deserve some recognition and thanks for all of the work, so thanks a bunch!

Samman166 avatar Jun 29 '22 21:06 Samman166

frefrecfd

These two airlocks need to be set to One, not All

iantine avatar Jun 29 '22 21:06 iantine

Syringe gun location needs to be updated, as it's currently spawning in the supply room instead of CMO's locker. The CMO also seems to have way too much sec access, as from what I tried I had access to labour shuttle area and evidence at least, which would make stealing contraband way too easy for command with access, as I assume this isn't only for CMO.

BrickTheHooman avatar Jun 29 '22 21:06 BrickTheHooman