Tegu-class Communications Freighter
About The Pull Request
This PR adds a brand new ship to Nanotrasen's post-rework roster.
Images
The Tegu-class is an engineering freighter equipped with a full telecommunications setup and a subshuttle. It is built to not only facilitate communications between Nanotrasen-aligned vessels in the sector, but also foster several smaller networks for other vessels with a small array of relays. The ship also comes equipped with a small cargo department, an engineering department, a small communications room, and a supply office for the QM.
This PR also adds a new design disk for printing telecommunications parts.
To-do:
- [ ] Write a guide for using the comms setup.
- [ ] Common encryption keys?
- [x] Ship description.
- [ ] In-game testing.
Why It's Good For The Game
more ship
Changelog
🆑goober3, Cloudbreak add: The Tegu-class Communications Freighter, a Nanotrasen comms ship. add: A new subshuttle, the Skink-class Cargo Runner. /🆑
okkk.... but isnt there like.... new ship restrictions.... like you cant make new nanotrasen/independent/syndicate/srm/solgov ships......
do they know chat
okkk.... but isnt there like.... new ship restrictions.... like you cant make new nanotrasen/independent/syndicate/srm/solgov ships......
i'm doing this in defiance of the maptainers because i hate them
okkk.... but isnt there like.... new ship restrictions.... like you cant make new nanotrasen/independent/syndicate/srm/solgov ships......
This restriction is for contributors outside of the main team.
sowwy, nwo prwogwess iwn mwonths, rweopwen wwen wrorking on iwt agwian
we're so back
I am begging you to finish this
I am begging you to finish this
this is technically already finished. it just needs a review and a description.
a telecomms guide too maybe
i do not like that the lightswitch in the officer's lounge controls the lights in the officers' quarters. there are also three light switches in the cargo office
this was done so i wouldn't have to make more areas and add APCs to the officer's quarters but in hindsight i probably should just do that. also the multiple lightswitches exist for the same reason you'd have two light switches on both ends of a hallway. it's more convenient like that.
i believe the pda painter is a centcom utility and it lets you have SUNS pdas so it would be best to remove it
i might add a generic sanitised version of the PDA painter later in a seperate PR. for now they can live without.
thak yuo
The "/turf/open/floor/plasteel/telecomms_floor" (north floor) starts with the normal, default airmix, 101.3 KPA, etc. The circuit floors (south floor) "turf/open/floor/circuit/telecomms" constantly produce a colder airmix, causing these two adjacent turfs to have atmos differences and process once they spawn in, so I think this might be a small performance concern. It was something I had to deal with on the Ranger too - you probably either want to set the circuit floors to normal circuit floors so there's no atmos differences, or make a new telecomms_floor type that has the same initial airmix.
@shiptest-ss13/maptainers
This pull request has conflicts, please resolve those before we can evaluate the pull request.
@shiptest-ss13/maptainers ancient pr, please decide if its being merged or not
@shiptest-ss13/maptainers ancient pr, please decide if its being merged or not
this still has yet to be tested substantially in-game actually. some day...
Where's the guide? TO the comms
It needs a chair or a few railings in the Cargobay please. I beg you
purgatory