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[MIRROR] Snowglobe Glowup #5035
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* Update snowglobe.dmm * Update snowglobe.dmm * Update snowglobe.dmm * Update snowglobe.dmm * Update snowglobe.dmm * Update snowglobe.dmm * Update snowglobe.dmm * first floor newscaster pass 1 * Update snowglobe.dmm * intercom pass 3 * room necessities 1 * level 1 turfgen * active turf fixes clean, finally * ai sat * ai sat pass 2 wiring was kind of bad lmao * Update snowglobe.dmm * at fix oops * Update snowglobe.dmm * camera pass * camera 2 * cameras 3 * tech storage oops * news casters, misc * misc cleaning * misc 3 * light switches 1 * light switch 2 * Update snowglobe.dmm * fully playable? no way right * Update snowglobe.dmm * fixed ats oops * Update snowglobe.dmm * Update snowglobe.dmm * stuff i do not remember what i did * Update snowglobe.dmm * Update snowglobe.dmm * Update snowglobe.dmm * Update snowglobe.dmm * Revert "Update snowglobe.dmm" This reverts commit d532a4c80dcc43ffd9de9c6b16b9b41aa7223371. * nearly fucked it all up i think lmao * corruption save lmao thanks skyy * lock test dont corrupt it this time * test 2 didnt corrupt this time * test 2 please god * door test 2 cmon no whammies * i think i got it phew * misc additions * dorms shutters * Update snowglobe.dmm * disposals exists now hooray * plasma to reinforced glass engineers everywhere applaud * Update snowglobe.dmm * Update snowglobe.dmm * at fix active turfs my beloathed * something i forgot what i did but it was something * go to sleep, me go to sleep bitch * perma * perma air alarms oops * touch ups part 1 oops this map is real suddenly * adds to automap blacklist * at fix oops * changes * Update snowglobe.dmm * clutter pass 1 * Update snowglobe.dmm * Update snowglobe.dmm * Update snowglobe.dmm * finishing touches * rc 1 christ what a time * at fixes rc1.1 oops * rc3 * snowglobe no longer default * birdshot set to default delta was set to default by accident, fixed now. * fixed map merge stuff thanks jolly oops * linters fixes i will satisfy you, funny code thing * linters fix this feels a bit like gambling * linters fixes I WILL WIN THIS BATTLE, BEAST * integration fixes sooooon * integration fixes 2 * more refinements shoutouts to sable for pointing out some unhooked apcs * adds ecto sniffer will this satisfy you, git? * adds posi alert console this might, be it? * posibrain spawn fix? it might need an empty wall * fixed automapper blacklist thank you sable * tcomms specialist start markers so CLOSE * adds incinerator, ordmix airlock sensor thank you sable!! * at fix right the incinerator needs a ceiling. picky. * tech storage area fix exterior airlock doesnt get power oops fixed now * final last minute changes tidies up tcomms cradle, exterior walkways, adds beacon lights so people on z 2 can easily tell where ladders back up are * tweaks 2 forgot to give chef the non meat fridge oops * automapper update this doesnt work but now others can check my work * ICE CATS EXIST NOW WOOOOOOOOOOOOOOOOO!!!!!! * gateway, teleporter props. misc props. props. props to nova * snowglobe finishing touches part whatever cafe alps exists now instead of space elevator, if i make the elevator later i can just take out the cafe. it was weird to have so much useless space. * at fix oops * ACTUALLY fix ats the one fucking time i dont test before pushing. THE ONE TIME. * finishing touches part 2 mostly just filling out rooms * Update snowglobe.dmm * decal update also removed fluid ducts * finishing touches, 3? its at least a trilogy you can tell its late because thats the worst commit name in history * final pass needs testing after this. pretty much done. * ACTUALLY FINAL FOR REAL goddamnit past me why did you lable the atmos project room as the atmos engine room * added atmos crystalizer, FINAL FOR REAL this will never end who am i kidding * decals and stuff got inspired oops * forgot exactly 2 lengths of cable shoutouts to the git robot * maints one way access, miniscule detail work serenity inspired me on a few things * status monitor cleanup used random message, now use evac and ai directionals * removed stray flatpacked generator micro fix. tiny. a fix for ants. * labor camp added in oops. never seen this get used but you never know. * atmos cleanup no one will die from co2 buildup now. Grand! * disposals wranglin yeeeeee haaaaaw * curtains / blast doors * feedback implementation snow gloooobe * Implemented botany feedback oops forgot something o o o p s * more feedback grinder additions, plasma in xenobio, and sometthing else i forgot to implement earlier, but already forgot what it was. classic. * removed bad telescreens to make way for good correct telescreens * new telescreens that work imagine that * fixed bad color vars * re-zoned icemoon exterior all 3 z levels were marked as explored surface. thats bad for obvious reasons. * outdoor touchups now that i fixed the area mis match ive decided to make the exterior pretty. * extremely minor changes there were TOO many BEACONS and it was FUCKING UP THE MOOD and its LATE and i should really be in BED also i moved the reflector arrays down so its easier to drag the third emitter into place without having to rotate it. i think i should win a medal for smallest QoL improvement in a pr. * clutter tweaks leveraged the new function in sdmm to make spaces feel more organically lived in. * lint fixes shrugs. sure why not * alter to fit novas design round 1 of fixes like making all windows on plates and start of wall security. also fixes remaining layer vars * cleanup 2 r walls and other random assorted finishig touches * feedback pass 1 large layout alterations pulled off because i have level design brainrot. most feedback implemented, rest to come tomorrow. Tech storage has been squished inside the globe, the locker room and showers are moved to accomodate. Tcomms bridge cannibalized into main engineering to create sub-storage/external access. Changing room altered, bolts added. Toilet doors replaced, no bolts yet, do that tomorrow future me. Added a shitload of cusioning and the hardened ord cam to bombsite, decoration pass to come. Moved plastic flaps back to above chutes, added windoors to stop cargo workers from getting on the wild ride. removed a few redundant/excessive hos terminals. wangjangled cargo warehouse around so theres much more room for a firing range and scattered random boxes. quiet room beds are gone. morgue has 2 body things inside the glass cage, replaced one outside with a table. rotated those bedsheets (they were dir 4 lmao). ord pipes visible now. burn/freeze chambers have their own areas now, will need to see how apcs n shit work with those tomrrow. kitchen coldroom/slime kill room has cold floors now. chapel has an external airlock leading directly to graveyard now. removed a mining console. rec room siding adjusted. 2x2 wall outside of public mining fixed. eternal candles changed to normal unlit candles, added a box of em. cat bed removed. the orange line to the engine loop exists now, each tank has a feed directly into it. Rest of it + polish on heavily altered areas/sanity checking tomorrow * Feedback pass 2 ok this one should satisfy lint and CI. Still need to decorate new maints and add an apc to the ord burn/freeze chamber, thats a few hours work though so whatever. * Feedback pass 2 Maints clutter pass, polish pass on tcomms/techstorage. Cytology added. Abandoned theatre exists now. * ci fix also oops i disconnected one of the external catwalks ladders. also also oops the new radiation signs made right clicking on green and teal pipes in the sm chamber worse. so i move them a tile. * ci fix try 2 i deleted the wrong air alarm mix helper. oops. * labor camp alterations the upperleft corner of z1 is now the judicial timeout zone, correctly zoned as such. otherwise megafauna can spawn next to the labor camp and thats just exhausting. * runtime fix i was telling the computer to connect a gaspump to two seperate pipenets on the same tile. computer hates this. * runtime fix? ok what if i just straight up delete the pipe. does that make you happy, robot * Atmos Fix removed engine pump and waste heater to debug ci failures. this commit re-adds them. * lint fix thermo made lint angry * feedback round 4? man i dunno what we're at. thanks to golden and sable. cl: -courtroom has intercoms now -surgery rooms reworked, have curtains -labor shuttle/sec/perma visual pass -evastorage decal pass -removed bridge arrivals terminal -moved entire bridge to the right one tile -benches in front of law office are lower -orderly office has windows -added tiles under doors instead of plating -customs desk doors named -mech bay cam moved a tile -lemarr added to rds locker -removed a positron console from the rd office -added terminals to rd -removed sink from xeno -xeno has a door now -rd serverroom is cold floor now -ord data disk next to tachyon thingy now -ord has a door -ord mass driver has a door -ord mass driver power set to 4 -swapped robotics repair kits for stocked ones -reworked firelocks to avoid perma alarms. added tiny fan to cold room to be double sure. -therapy office has curtains now -bitrunning works now -atmos has a pump to waste now -the cargo conyevor belt now doubles as deliveries. all disposals mail gets routed to the belt, allowing anyone to sell from any chute. -sm engine waste gate defaults to on now * lint fix o o p s * mail belt quick fix it was sending mail to disposals and disposals to mail. what the! fixed now * stray disposal pipe in the walls lint would probably complain about this but i dont really care its just gonna confuse anyone trying to understand the disposal network ( a hellish task) * live test feedback part 1 -re-did distro and scrubbers station wide -cargo has a public terminal -raptor ranch moved closer to arrivals -cryo has a nav beacon -psych has a beacon and a connecting hallway to lower medbay -z2 now spawns minor wildlife on z2 -request terminals work -ai upload has turret control -mech charging pads pushed a tile back -engineering guards also now live in a shameful glass cage -made windows intended to be reinforced, actually reinforced -pushed library around so it doesnt agonize certain brain shapes -gateway controlroom split in half. first half triage room, second half control room. parameds can access the triage. -warden office has a nav marker now -moved exosuit fabs to accomodate its default output direction -fire alarms no longer entomb miners -added holodeck cameras -deleted dirt decals from maints, reducing draw calls -simplified snow tile trims, further reducing draw calls. -nightclumb has a hoochmaster now -removed 1/3 of ords giant oxygen tank to accomodate custom pipe work better. -high risk cell in xenobio uses bz floor tiles now. -added more grinders to all chem stations -abandoned exam room has an OR table and an empty tool tray for someone to fill -removed some chem doors in favor of windows. -swapped one perma grinder for a microwave -rotated stuff in RD so you can use the RnD terminal at the same time as the tech fab. -removed a multi tile doors for departmental versions for clearer marking. todo: -bottleneck public exits on purpose to make alarms harder to trigger (or surrender and use tiny fans.) - side room in perma processing to store newly admitted prisoners personal effects -probably some more stuff but its midnight why am i still awake * lint fix y'know i was expecting a complete redo of distro to have more than one lint flaw but hey i'll take it * Runtime fix Pipenet fuckup near sci. * Live test feedback part 2 -Polish and regression fixes for altered areas -Tiny fans added to all mining exits for QoL reasons. see thread for details -Perma has a side room for storage and processing now -Perma more secure in general -Changed brig entrance from general to entrance for detectives -Swapped plating out for snowed over plating. 300 less drawcalls. -More navigation markers -Swapped private booth couches to face south instead of north. -Atmos further optimized, plenty of space for projects now. -Therapy glowup -Morgue made a column smaller to accomodate therapy glowup. -External facing dorms have a button for external and internal curtains. * Midnight tweaks -moved waste freezer -toggled boulder machine back to start off since it seems bugged unless a player activates it -fixed a few plating under doors * final pass -Removed dirt paths for the auto smooted snowed over plates. 1000 less decal drawcalls. -Added bot patrol paths on upper halls, lower halls, medbay, dorms - HoP has privacy shutters * service tweaks -Switched botany windoors from south to north. -Improved all front desks where needed -Removed a corpse marker from morgue -Cleaned request consoles to use autonamed directionals. * tile cleanup this is an incredibly minor visual pass on the floor to make sure every room is consistent in design * Service tweaks -fixed more front desks -moved kitchen fridge/biogen next to stairs in kitchen instead of service basement * minor tiny midnight fixes new windoors wrong way. fixed. sleep now. * misc tweaks fixed more cosmetic flaws * live test 3 live fixes live - tcomms has announcement machine - deleted erroneous double door in HoP - fixed cargo access - added pepperspray refillers to sec * Sec tweaks -Sec infirmary added -Route from brig to processing -3 secure evidence closets in brig -altered front desk -armory shutters and desk -changed wardens door from general sec to brig -More doors between freedom and permabrig when its depowered -Added more n-spect scanners -Added scanner gates * silence ci a level designer is speaking (its 12am i just noticed the ci failure, its fixed now) * removed stray keycard reader sdmm put a key auth in the middle of cargo, or i did in a sleep derprived haze. hard to tell. either way, fixed. * live tweaks stuff pointed out to me that i cannot ignore because i am a driven perfectionist btw thanks golden * forgot a light tube oops * moved ord bomb site exactly, 7, tiles. * disposals fixes sdmm set the disposals trash door to null when i wasnt looking. fixed. also turned off access requirements for getting into disposals because thats a tomb as it is holy shit * live test 5 * adds materials -tool storages -chem lab -drone maker * additional tweaks - ord burn and ord freezer have apcs - holodeck expanded by 1 tile - orm input/output switched * viro update if you rode the trash in virology for whatever reason youd end up entombed in the walls with no way out. theres a door now, in case you flush yourself down the trash chute in virology. For whatever reason. Weirdo. * rotation patch 1 -scrubbers from NE to rest of station connected -nt rep has a stamp * atmos tweak re-adds gas pumps to n2 and o2. n2 empties in an hour without em which is bad for hypernob. * Snowglobe glow up -solars -quiet room to broadcast room -library looks worse on purpose -cafe alps to vacant commisary -stackin machine * Snowglobe Glow Up version tested on byond 1636 Room Alterations: -The quiet room is the news room now. -Library looks worse at start -Cafe Alps is now the vacant commisary Room Modifications: -The boulder room now has a stacking machine Room Additions: -Aft and Fore Solars in case of emergency delamination -A dronebay has been integrated into the cargo warehouse basement. * Lint Fix hello linter. i missed you. im glad to see your doing well, my old friend. --------- Co-authored-by: Zergspower <[email protected]> Co-authored-by: GoldenAlpharex <[email protected]> Co-authored-by: Bloop <[email protected]>
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Original PR: NovaSector/NovaSector#4393
About The Pull Request
This PR modifies several facets of Snowglobe Station.
Room Additions:
Fore and Aft Solars:
the lack of these make recovering from a delamination harder than other maps. Engineers can now re-wire pre-existing solars for a power buffer, if the local star is co-operating that shift.
Drone Bay:
I only saw one person bemoan the lack of a cargo drone bay but it's still enough to make me cram one in. The cargo warehouse now has a hanger that doubles as the drone lab. It is inaccessible from maints without general cargo access so anyone in cargo with an interest can enter and play around. The warehouse has also been altered to hold the supplies for said drone hanger.
Room Alterations:
Quiet Room -> News Room:
The quiet room has seen less traffic than I expected and the addition of the broadcast camera feels like a great way to repurpose the space in a way that makes snowglobe have a unique feature. The space was already designed to be "soundproofed" so this made sense in my head. Most people that wanted spaces to park their character, the rooms original intent, had made bespoke rooms in maints or decorated an existing space. People like to make their own nests. which brings us to...
Cafe Alps -> Vacant Commissary:
Snowglobe does not have nearly enough space for casual construction for its size, before the nuclear option of ditching the wide hallway mall aesthetic, cafe alps has been gutted and renamed into the Vacant Commissary. This is a more honest version of the rooms original intent. The space was meant to either be gutted immediately and the materials inside repurposed for whatever the builder wants, or just operated as a cafe. Its location and proximity to primary tool storage makes it too natural as the vacant commissary, so it is now.
Raptor Ranch:
The raptor ranch is now on z2, north of the main and public mining entrances. A few players pointed out the location was not ideal, and once someone pointed out how annoying it is for miners it made me uproot it completely. Now, if you want a raptor on a mining shift on snowglobe, you simply go north a few paces from your intended entrance and gather some early game ore on the way. Before this change, if you wanted a raptor you had to go through the main station, out arrivals, south, and then get one. While getting no ores. That sucks so its different now.
Boulder Room:
The boulder room has a second conveyor that has a stacking machine now. There wasn't any room in disposals for this, so this is my best compromise. It loops into disposals, just isn't physically inside of it.
Aesthetic Alterations
The Library:
I made the library look slightly worse by giving it that godawful carpet by default, and the fancy carpet in place of the royal carpet. This change is mostly to egg people into altering the library to suit there personal tastes, and to make people who do that already feel like they've objectively made the station better than it started. Its a nice cozy feeling I think, that.
How This Contributes To The Nova Sector Roleplay Experience
Nova specific maps should be tuned to nova players and nova habits. This is ideally the first of many "patches" for snowglobe that will make it feel better and play nicer.
Proof of Testing
New Solar Array:
Drone Hanger:
Vacant Commissary:
News Room:
Stacking Machine:
Changelog
🆑 MrSunabouzu
add: Snowglobe Solars, Drone Bay, and Stacking Machine
qol: Snowglobe Raptor Ranch closer to mining
balance: Replaced less used rooms for new ones in snowglobe
/:cl: