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Metastable II shuttle, new and improved #2547
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Hopefully this works, I was attempting to commit by webpage to avoid redownloading the entire git after properly forking and I just managed to bork everything a few times. Please forgive the excess PRs. |
sigh, welp in case the "crlf check" can't be easily fixed I'm starting a fork download to do this properly |
Some recent (ie: after the version I developed most of the Metastable II in) update made it so shutters don't close on chargers anymore, is that intentional? I can find somewhere else for the chargers if that is the case. |
I'm going to convert the PR to a draft in that case. :) |
Aside from not having mappable armory gear I'd call this done and ready for... probably more tweaks and changes as I find out I missed stuff. |
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CrewMonitoringServer and ClownPDA must be removed, the rest is up for debate but imo security themed room should be replaced with mercenary themed room. |
Went to go fix the server and pda, but it started fussing about missing prototype SalvageSeedSpawnerLow even after I deleted it from the file. I'll try to chase down the ghost salv seed spawner tomorrow |
I'd prefer the red sec theme, but can swap to green merc if need be. |
Should I make the captain's room access restricted to captain or leave it as general access? Thoughts? |
…res to follow in a moment.
…thanks Quill), light switches in dorms
:D
As in instead of "flagship" or in some other context/flair/tag/label?
Yeah I was questioning myself a lot there. The current one is made in the pattern of the in-game Meta station map, but I wouldn't be torn up about it if I ought recolor it to fit the standard.
Sure I can merge the blurb into the overview. It being separate is remnant of mimicing other entries.
thanks man!
very good points, may at least double the width of the docking area and see what I can do to fit some more plants, desks, whatever else in that area. Would also allow widening the top dock to a proper 3 long one.
Not entirely sure what is undesirable here, but I'll try to avoid it during the rework of the area. I did account for the shutters covering the window buttons though.
shutter orientation is a very good point, but redoing it in one area means I need to redo it everywhere and I don't want to redo all the linking. (maybe I can pull some shenanigans with yml or commands to rotate already placed shutters faster than relinking them all?) I assume you mean privacy vs security in the 'different levels of need', but I didn't want to double the number of buttons in the area by seperating them. Do you think I ought to? Or have I misunderstood the comment?
button frames vs less visually crowded walls, I went one way but could be convinced of the other.
The first part is slightly intended, but it would be nice if it felt grand. The tighter quarters is for two main reasons and some smaller ones. Firstly; to shove people more into proximity (direct reaction to how working on a full crewed Crescent can feel practically solo). Secondly; to push people out of the ship, it's meant to be a hub not a world unto itself. Minor-reasons-ly; smaller footprint is generally cheaper, and this is supposed to be on the budget side of things for it's purpose; some people actually liked the cramped-ness of the first one and specifically request I keep it tight; and can I really call it a compressed station if the hallways are standard station width? :clueless:
says the guy standing next to a station map in the screenshot 😁.
I will readily admit sec is my least experienced area and it probably shows. I'll see about making the dock rework include a sec desk, but I'd prefer cells stay facing the public so that prisoners aren't entirely isolated. Also I didn't make sec with the intent for officers to stay in the dept most of the time, which is probably where your "Not a lot of space for security proper." comment comes from. Again probably because I don't sec and I haven't a clue why they would stay in sec or what they would want besides meeting room, vault, storage lockers, brig, and interogation room (didn't fit that last one in).
For... salvage purposes? Cargo shouldn't be salving and besides trade station and cargo depot I can't imagine when this ship would be the one initiating a cargo docking. I'll still put one in if you still think it needs one, but I don't see the use case.
plastic flaps are the bane of conveyering half of what people want to conveyer. Machines and large artifacts can't get through, and people get stuck on them regularly just off the top of my head. Maybe more things now depending on barrel behavior I guess. Until I get told from on high that I need flaps or the ship's not getting in, I'm leaving them off. (nothing towards you, just annoyed by plastic flaps)
The EVA airlock lightless and how it's a bit dim in the back? Yeah it seemed too bright with a bulb in there. I take it you differ.
not sure which airlock you mean or how best to address either being 'compressed', sorry.
not intended for people to conveyer from other ships into disposals, I just didn't want conveyers in front of the door. Not the best situation but not sure how to improve it.
there was room
^_^
consider it done. also means you don't have to walk all the way around it to the fuel locker.
into the waste chamber, but I did forget to put an unattached space vent through the wall to make it easier if engineering wants to use it.
actually the two bare tiles are easy-insert upgrade slots for cryotube and freezer. Wasn't sure how to communicate that best.
I... don't follow
well they weren't until you mentioned it. Took another glance and realized I could probably improve the flooring instead of just default chapel carpets.
:)
maybe I should have left that third tray in. Removed it on concerns it'd be considered too versatile of a ship.
:salutes: I'm still improving what I can! It was AME powered till last week and just gained a chef locker and emergency lights a few days ago. I will also be adding more info to the initial PR message because I think you read the ship's intentions as more grandiose than they actually are. (more budget fleet/trade hub, less grandiose faction centerpiece) |
Just stopping by to comment you are getting some errors on the tests regarding CLRF (not familiar with what that is), just had to deal with 30 mins of integration test so figured I’d save you having to struggle like I did haha. can’t wait for this to be added, I love big “group” ships like this. |
Thanks for swinging by and letting me know! It's fussing about the line endings for some reason, and I had trouble figuring out what to replace them with so I'm leaving that be. It should be a simple crtl-f replace fix if I knew how to address it. |
Oh Dusty, your 'trapped in sec' problem with closing the shutters is addressed in the bridge by the way. |
I'll reflect a bit on your other feedback pieces. I think the biggest disconnect for me was the author intent of budget and my own, entirely subjective granted, anticipation from jumping into a flagship personal station. |
Perhaps! But I do think it's probably reasonable to expect a button that closes shutters over brig windows and locks access to security as a whole to perhaps be on two different circuits. |
Hmm, was there a light out? I've wandered through several times and the only pitch black I see is inside the EVA airlock
Ah gotcha, thanks for the reminder. Not sure if the lights count as mounted on the window vs mounted where the window meets the roof, but I'll see about moving the buttons.
I appreciate the anticipation! It being budget friendly in purpose means I'm not directly pitted against the Crescent or other 'luxury' ships in my attempt to get it in. And it may be flown more commonly if its more affordable. |
Technically unfilled niche versus currently badly filled niche might make the difference in getting it through |
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
About the PR
Added the new TCI Metastable II shuttle to FO shipyards!
Shuttle notes: Mouse spawner timer increased to 30 minutes, flatpacks unpacked for pricing and power testing. Gas miner atmos tiles intentional for recovery from near full spacing. Brig doors not bolting is intended. Disposal route into locked-down cargo is intended unless abused repeatedly.
1330 tiles, 131231 spesos, ~85kw draw with thrusters, ~39kw draw without
Why / Balance
Brief priorities: Enable large crews and factions/fleets in a flagship role, mimic Meta station (SS13 version with xenobio), upgradability/customizability, keep it as small as reasonable for it's purposes.
See https://discord.com/channels/1123826877245694004/1305284207077232640/1306790795457597493 for further.
How to test
buy from FO shipyard, have fun
Media
Requirements
Breaking changes
None!
Changelog
🆑