Paradise
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remap: Farragus Cargo.
What Does This PR Do
This PR remaps the Cargo Asteroid on Farragus, merging it with Medbay Asteroid. In doing so it attempts to address many issues with the department and asteroid design.
Primary Features
Much larger Cargo Bay: Farragus Cargo Bay is excessively cramped, with not even enough room to have long conveyor belts. It has been expanded in size.
Much larger everything: Every room has increased in size. Expedition no longer needs to move lockers to access tank storage, QM's office now can fit all three expected computers, the number of stationside mining lockers has been increased, the lobby is more spacious, and so on.
Dedicated Cargo Break Room: An isolated area for supply crewmembers to hang out and complain about the QM.
Public area and storefronts: The hallway now provides a small public area as well as two storefronts for crew to use.
Auxiliary Tool Storage: The Cargo hallway now includes an Auxiliary Tool Storage room.
Shortened hallway: The size of the U-bend in between Cargo and Medbay has been shortened.
Unified quantum pad station: Medbay and Cargo's quantum pads have been moved into a single room allowing access to Security, Service, Science and Evac.
Other Changes
Separate areas for the Cargo Break Room, Warehouse, and the Storefronts have been added. New icons have been added for the Break Room and Warehouse, as well as the Cargo Lobby and Mail Room.
A handful of new floor color combinations have been added for the Quantum Pad room.
Why It's Good For The Game
Design Considerations
The design issues this PR addresses/considers:
- Cramped Cargo Bay: self-explanatory.
- Maints connectivity: maintenance now wraps around the entire asteroid, as well as Medbay and Cargo individually. This helps maints flow better as well as gives antags more options during pursuit, while giving sec more opportunities to flank suspects.
- Boring hallway traversal: giving crew an area to socialize, two places for storefronts/crew activity, as well as visibility into expedition, space, and the cargo shuttle help increase variety and opportunity for crew interactions. I've added a handful of windows to the supply shuttle itself as well.
- Lobby/Office layout: The Lobby and Office have a "staggered" separation because it helps to separate the space. It creates an alcove for the front desk line and order console and puts the ORM on a horizontal wall so that the sprite direction matches. It also allows most of the wall to be windows while using one of the corner walls to place the noticeboard. It also gives the office more horizontal lines to place lots of tables and machines (such as the north wall). I imagine people might take or leave the railing but Cargo is one of the most crew-renovated areas on the station.
Balance Considerations
The balance issues this PR addresses/considers:
- Maints-facing APCs: All APCs touched as part of this remap now face inwards, due to the many issues with maint-facing APCs (Malf and biohazard balance, ease of crew access, issues with radstorm tiles)
- Nukie-Cargo access: it is easy for nukies to access/bomb the cargo bay via solars, which puts them within a few tiles distance of the bay.
- Crew viewing illegal crates being delivered: marking this down to note that I did consider this, but I don't think it's that big a deal. In all honesty, illegal crates should probably be made inconspicuous in some way regardless.
- Easy access to break into Mining: Mining faces maints, allowing easy access to people who want to break in.
- Escape via disposals: if an antag or whoever survives the disposals ride through space, they can get out of the Mail Room and abscond into maints very quickly.
Images of changes
SDMM
AI Visibility
In-Game
Testing
Most of these have been tested already but I want the whole list here in case I'm missing anything.
- [ ] Airlock names
- [ ] Airlock access
- [ ] Shutters access: Mining
- [ ] Shutters access: Warehouse
- [ ] Shutters access: Emergency EVA
- [x] Quantum Pads
- [ ] Solars powernet
- [ ] Starboard Maints SMES and Power Monitor
- [ ] Disposals: Other departments to trash
- [ ] Disposals: Other departments to Cargo outlet
- [ ] Disposals: Other departments to QM outlet
- [ ] Disposals: Tagged mail to other departments
- [ ] Disposals: Trash to Disposals
- [x] Camera visibility
- [ ] Camera names and networks
- [ ] Cargo and mining shuttles
- [ ] Mulebot nav out of Cargo
- [ ] Conveyor switches: Bay, Mail Room, Disposals
- [ ] Ancient rock perimeters
- [ ] Department Inventory
- [ ] Maints loot
- [ ] Exterior airlock canisters
- [ ] Lockdown shutter names, position, access
- [ ] Supply shuttle status displays
- [ ] Firelocks and toggles
- [ ] Holopads
- [ ] Prisoner tube
- [ ] Shuttle docking
- [ ] Electrochromic windows
Changelog
:cl: add: Farragus: the Cargo department has been remapped, and its asteroid merged with Medbay's. add: Farragus: the Cargo department now has a break room. add: Farragus: there is auxiliary tool storage between Cargo and Medbay. add: Farragus: two vacant crew storefronts are available across from Cargo. /:cl: