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Elegance Station #2020

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IAmNotGray
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@IAmNotGray IAmNotGray commented Oct 17, 2024

About the PR

Elegance, or "Lady Elegance" in full, is a service-oriented station somewhere in between the size of Submarine and Hammurabi with a minimum player count of 40.
In addition to this, Elegance features its own unique evac shuttle, dubbed the "NTES Transport."
(Original got closed because of branch stuff.)

Why / Balance

I like the idea of a service-oriented station, and I haven't seen anyone else attempt to do anything similar to this.
I also couldn't help myself as a service main...

Media

Elegance-0
Elegance
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NTES Transport

Requirements

Changelog

🆑 This_Is_Gray

  • add: Elegance, a service station, is now recieving crew members!
  • add: The new NTES Transport is here to take you to Central Command. In style!

Second to last, if not the last changes to Elegance for a good while.
We're so back!
Fixed some wiring and lighting issues at the bridge.
Hopefully this actually works. If not, I'm going to.. do something, for sure-

HUGE thanks to Velcro for helping me with this one!!
It was causing invalid errors...
@IAmNotGray IAmNotGray requested a review from a team as a code owner October 17, 2024 03:15
@deltanedas
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some things i noticed from looking at the render

engi

  • teg has a bunch of manual valves you would only use to sabotage it, particularly the cold loop
  • burn chamber doors dont use logic gates, they will get stuck open at some point by a clueless atmos or ce guaranteed, make them either single doors or use logic gates to have them bolt when either door is open (just linking the doors directly will break)

botany:

  • no botanist lockers
  • no biogenerator
  • no chemmaster

freezer:

  • map render may be trolling but very suspicious that theres just an air vent with no passive vent for the freezer

epi:

  • there is next to no gas control for the artifact chambers, just space blast doors and thats it

@Avalon-Proto
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Personally my biggest gripe is the fact the sec hardsuits are in the part of the armory that's most likely to get spaced. So the sec armored hardsuits are likely to be lost the moment nukies hit

@FieldCommand
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Its an interesting station, but my gripe is the maintenance on this station. They are huge, mostly double wide corridors or sometimes triple or more. And they are very uniform/monotone, with hardly any clutter in them, few to no lockers/wall lockers, or interesting sightings and ester eggs.

@IAmNotGray
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IAmNotGray commented Oct 17, 2024

some things i noticed from looking at the render

engi

  • teg has a bunch of manual valves you would only use to sabotage it, particularly the cold loop
  • burn chamber doors dont use logic gates, they will get stuck open at some point by a clueless atmos or ce guaranteed, make them either single doors or use logic gates to have them bolt when either door is open (just linking the doors directly will break)

botany:

  • no botanist lockers
  • no biogenerator
  • no chemmaster

freezer:

  • map render may be trolling but very suspicious that theres just an air vent with no passive vent for the freezer

epi:

  • there is next to no gas control for the artifact chambers, just space blast doors and thats it

On the burn chamber doors, I can go ahead and fix that very easily.
And about the freezer, I didn't think it'd matter if there was a passive vent or a normal air vent. I've gone ahead and changed that.
As for Epistemics, I've tried to fit in a way to add gas to the chambers, there's just not enough. If you saw the steel, though, that's for ol' John Research Assistant to set it up!

Gone ahead and touched up everything else you've adressed as well.

@IAmNotGray
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Personally my biggest gripe is the fact the sec hardsuits are in the part of the armory that's most likely to get spaced. So the sec armored hardsuits are likely to be lost the moment nukies hit

I've moved some things around.

@IAmNotGray
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Its an interesting station, but my gripe is the maintenance on this station. They are huge, mostly double wide corridors or sometimes triple or more. And they are very uniform/monotone, with hardly any clutter in them, few to no lockers/wall lockers, or interesting sightings and ester eggs.

I made the decision to make the maintenance tunnels this way pretty early on, so I don't remember WHY I did it exactly, but I'm pretty sure I've been told by several people that big maints are pretty neat?-

@FieldCommand
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I made the decision to make the maintenance tunnels this way pretty early on, so I don't remember WHY I did it exactly, but I'm pretty sure I've been told by several people that big maints are pretty neat. -

I don't mind big maintenance, but this is a bit excessive. All this space, and there is barely anything going on here. You have a disposal room, you should move the recycler out of the corner. and you have a secret room, the syndicate baner can be seen from outside and should be replaced with a free-standing one. And for how big this is, its very monotonous. There are some lockers and some canisters, but not all of them are at the access points. When an emergency arises, I would have to walk through all this to find an N2 or O2 locker. and I don't see any wall lockers at all. And this should also be partitioned into sections with firelocks, it has a lot of volume, and spacing would be a disaster here and take for ever to fill again.

Capture10

@IAmNotGray
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IAmNotGray commented Oct 17, 2024

I made the decision to make the maintenance tunnels this way pretty early on, so I don't remember WHY I did it exactly, but I'm pretty sure I've been told by several people that big maints are pretty neat. -

I don't mind big maintenance, but this is a bit excessive. All this space, and there is barely anything going on here. You have a disposal room, you should move the recycler out of the corner. and you have a secret room, the syndicate baner can be seen from outside and should be replaced with a free-standing one. And for how big this is, its very monotonous. There are some lockers and some canisters, but not all of them are at the access points. When an emergency arises, I would have to walk through all this to find an N2 or O2 locker. and I don't see any wall lockers at all. And this should also be partitioned into sections with firelocks, it has a lot of volume, and spacing would be a disaster here and take for ever to fill again.

Capture10

Oh, yeah, I see exactly what you mean here. Yikes, I might have forgotten about that area. I'll be spending a lot of time touching up maints...
I was honestly scared to clutter things up too much and make maints hard to navigate.

Greatly improves the maintenance tunnels on the station, as wells as fixes some minor issues.
@IAmNotGray
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I've ended up addressing the issues brought up with the station with the update here. Mostly the maintenance tunnels, but I've also ended up moving around the security suits in the armory, among other small things.

Fixed some complaints with Chemistry, the kitchen, and added some goodies to the outside of the station.

And trash. A lot of trash.
The Space View in med is so real.
Also forgot to color some pipes...
Added a toilet to Perma, among other minor changes, and some prototype file changes.
There were a few wiring issues, so I fixed those. Also some very minor maints updates, along side some decoration.
The entire armory got an overhaul, to sum this commit up. Not much changed other than this besides the salvage magnet's orientation.
Fixed some minor oopsies and oversights.

I'm also calling this one the fill-in-ing. Cluttered various rooms because they were way too empty for their own good.
I'm stupid, to sum this commit up...
COMPLETELY overhauled this fucking department. It was terrible and empty before and I hated it.
@IAmNotGray
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I completely overhauled Epistemics. A big issue with this station was the amount of unused space and hopefully I fixed that for the most part.

Botany has received a major overhaul. I've also added late join spawn points and cryopods because I forgot to do this. Rejoice.
Real this time, I swear.
Who's surprised?
God this was fucking abysmal but I DID IT
@IAmNotGray
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Okay. That's hopefully the last update I'm doing until Elegance gets reviewed. Thanks to everyone for all the feedback!

@Kr8art
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Kr8art commented Nov 23, 2024

Love this! The shuttle looks great too!

@github-actions github-actions bot added the size/XL Over 1024 lines label Nov 24, 2024
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5 participants