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Expands the Farragus Quantum Network

Open CRUNCH-Borg opened this issue 6 months ago • 4 comments

What Does This PR Do

Replaces all the Farragus quantum pads with permanent teleporters (thank you Warriorstar).

Adds a functional teleporter room to the Engineering asteroid.

Every teleporter room can send you to the same set of 6 beacons for super-fast interdepartmental travel.

Makes permanent teleporters actually populate their parts if one is placed by a mapper.

Fixes the initial permanent teleporter delay being 5 seconds even though the most basic parts should give it 3 seconds delay according to refresh_parts().

Why It's Good For The Game

Massively improved ease of navigation. Rather than having to potentially jump through multiple rooms to reach your destination, you can just travel there directly every time.

Improving coverage of the network by adding Engineering improves the usefulness of the network, improving ease of access to both engineering and the bridge, which is proximal to engineering.

Images of changes

image

Testing

Loaded cere. Used every single one of the teleporters multiple times.

Declaration

  • [x] I confirm that I either do not require pre-approval for this PR, or I have obtained such approval and have included a screenshot to demonstrate this below.

Changelog

:cl: Fordoxia Warriorstar add: Added a quantum pad room to Farragus Engineering. tweak: Every Farragus quantum pad room is able to reach every other quantum pad room. /:cl:

CRUNCH-Borg avatar Jun 19 '25 01:06 CRUNCH-Borg

@Fordoxia Two issues I've seen:

  • Some teleporters do not update their animation properly when ready
  • Ghosts cannot click through to teleporter destinations

Let me know if you want me to take a look at those.

warriorstar-orion avatar Jun 25 '25 20:06 warriorstar-orion

Had a blob round where the teleporters would teleport people in the middle of the blob and the blob was able to teleport spores and more.

Might wanna make it so that it doesn't work if the destination is destroyed.

Dafrek avatar Jun 26 '25 06:06 Dafrek

The airlock buttons for SM access are configured wrong. The individual buttons require BOTH atmos and eng access, and the main controller has no access requirements.

FunnyMan3595 avatar Jun 28 '25 21:06 FunnyMan3595

what would happen if one were to break, is there an intended way to recalibrate?

RufusVanilee avatar Jun 29 '25 14:06 RufusVanilee

There appears to be at least one person who wasn't able to use a mech, I'd just to check to verify mechs can use them as expected.

warriorstar-orion avatar Jul 15 '25 21:07 warriorstar-orion