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Shoukou from Nyanotrasen. #310

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merged 39 commits into from
Nov 15, 2023
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Adrian16199
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@Adrian16199 Adrian16199 commented Oct 25, 2023

Adds Shoko to the rebase.

TO-DO: Ensure that everything is actualy in order in the uh... (reads paper) 79.... thousand lines of yml. Make it work.

About the PR

Adds Shoukou from nyanotrasen, made by Colin_tel.
It has been redone to fit the current departments. The changes include:
Middle of security has been redone, expandin it in cost of the maintenance.
Lawyers office has been moved to the medical outpost and instead, now corpsman's medbay now resides there in lawyer's place.
Atmos has been expanded at the cost of salvage, adding a TEG. Salvage has been also deleted with an additional cost of maintenance to present robotics subdepartment.
Bridge's meeting room has been redone to fit all 7 heads.
Cargo has been expanded for it to become logististics department, in cost of emergency pods that have been moved to the evacuation area.
Engineering's has been readjusted by deletin their robotics due to science now having that proffesion and CE's office has been expanded.

Why / Balance

Because shoko is cool

Technical details

Brings back the old map with new changes.

Media

  • I have added screenshots/videos to this PR showcasing its changes ingame, or this PR does not require an ingame showcase

Breaking changes

Changelog

🆑

  • add: Added Shoukou from Nyanotrasen and hopefully improved it.

Adds Shoko to the rebase.

TO-DO: Ensure that everything is actualy in order in the uh... (reads paper) 79.... thousand lines of yml.
Make it work.
@github-actions github-actions bot added Changes: Map Changes: YML Changes any yml files labels Oct 25, 2023
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Shoko should be added to the map tests aswell

@Adrian16199
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uh... yes

Shoko should be added to the map tests aswell

@Colin-Tel
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Generally speaking, you just have to move salvage and make logistics bigger by expanding south and taking up the space where the evac pods are.
You could make the security outpost into a detective office if you wanted, or just don't have a detective.
Robotics is also over in engineering so that needs to change.

Incase i need to go back if i frick it up.
@github-actions github-actions bot added S: Merge Conflict Fix your PR! and removed Changes: YML Changes any yml files labels Oct 25, 2023
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This pull request has conflicts, please resolve those before we can evaluate the pull request.

@github-actions github-actions bot removed the S: Merge Conflict Fix your PR! label Oct 26, 2023
@Adrian16199 Adrian16199 marked this pull request as ready for review October 26, 2023 21:22
@Colin-Tel
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First of all there's a valid test failure.

image
This looks unfinished.

image

  1. don't give logistics a protolathe
  2. this is a command room secured by regular window and wall
  3. there are vents/scrubbers on top of the carpet
  4. get rid of the ripley stuff
  5. the APC is blocked by the door

image
Please don't do this. You have HV cable passing through double thickness reinforced wall.

image

  1. There are vents/scrubbers on top of carpet. Why is there carpet in an EVA storage room anyways?
  2. the asymmetry that the gas tank dispenser brings to the suit storage units gives me conniptions
  3. These airlocks are EVA locked. I don't know if that's a problem but it's unprecedented.
  4. Speaking of unprecedented, I've never seen an APC on a window before.

image

  1. There is no exosuit fabricator unless I'm missing it
  2. There is no cyborg recharging station unless I'm missing it
  3. Epi doesn't need an autolathe on our maps, let alone a second one in robotics. Just put down a blue toolbox or tool closet instead
  4. Drones aren't really an epi thing, they're moreso engineering.
  5. you should put down an operating table somewhere where they can "operate" (i.e. beat them to the point of gibbing) on their patients.

image

  1. turn the camera monitor into a wireless camera monitor
  2. the DetDrobe is in the way and would be better up against the north wall or something

image

  1. You should extend this maintenance shaft to end at the north wall of the detective's office, and get rid of all the windows into the maintenance shaft.
  2. lawyer's office has vents over carpet
  3. lawyer's office should have a maintenance access so he doesn't die if there's a gas leak in his room and the firelock closes.

image

  1. There's a service intercom in this room.
  2. this wall locker makes no sense because it will automatically pick up anything on the rack

image

This is cushy and I like it, but please thin the wall between security and perma; it doesn't need to be double thick.

image

Ain't no damn way this is gonna work.

@Adrian16199
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I believe I have done everything that was requested.
(hopefully)

@Colin-Tel
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image
👀

@Colin-Tel
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I've made some adjustments to the map so that some of the changes you've made would be more to my liking. However it should be stated that some of what you've changed has evident relics from how the map was prior to changes, which gets me concerned that there may be more subtle relics that end up causing hard-to-detect problems later.

Some things that were changed I greatly disagree with.

image

Why is there a table there? What's with the random pipes above the CO2 chamber? Even if the right side of the table had a pipe to connect the CO2 chamber to the recycler, would the recycler loop even work without a pump? What's the point of the external airlocks behind the CO2 chamber? Why is one of the external airlocks sealing a corner of the hallway? Why does the HV power cable on the north side go through a wall when it could just move a couple tiles to the left and use the door?

I don't want to record a long list of my gripes with the changes you've made, but some of them seem so obvious to me that it greatly worries me that people will end up playing the map and say the same things I'm saying, and then it'll come back to me. At the end of the day, I don't feel comfortable with someone mapping so sloppily on one of my maps, only for me to uncover a deluge of issues with it.

I've pushed some changes to the map, but this project is certainly not finished and it will require polish and testing before I am willing to give my OK on it.

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DebugOk commented Oct 28, 2023

Converting to draft based on Colin's feedback

@DebugOk DebugOk marked this pull request as draft October 28, 2023 01:24
@IamVelcroboy
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This is ready to go

@IamVelcroboy
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Hey, since this is still open, maybe you could sneak in one more update and name the SMESs and substations.

@Adrian16199
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Hey, since this is still open, maybe you could sneak in one more update and name the SMESs and substations.

Oh uh, If i wont frick it up, I can attempt.

@IamVelcroboy
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It's simple, just view variables. Make sure you're on Server Variables, edit the name and hit Enter

@Adrian16199
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Hey, since this is still open, maybe you could sneak in one more update and name the SMESs and substations.

On another note, Why name the SMES's? I get substations with engineering, service etc. But smes's?

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DebugOk commented Nov 6, 2023

Hey, since this is still open, maybe you could sneak in one more update and name the SMESs and substations.

On another note, Why name the SMES's? I get substations with engineering, service etc. But smes's?

They appear in the power monitoring console

Updated name of substations near service, in engineering, nearby of epistemics., in command, both security substations, Camera's one, medicals, logistics, upper solars.
Updated SMES's name in engineering of AME, in TEG, on both solars.
Removed 6 MV cables in security because they were causin 2 substations to be connected to eachother
@Adrian16199
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I believe I have updated it correctly, adjusted bit of cables since i noticed that 2 substations were connected to eachother via MV cable.

@IamVelcroboy
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I would say you don't need the possessive " 's " but I'm not going to nitpick on it. Looks good. 👍

@Adrian16199
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I would say you don't need the possessive " 's " but I'm not going to nitpick on it. Looks good. 👍

I looked at them without it and my initial though: This will haunt me till the rest of my days.

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Fair enough

@Colin-Tel Colin-Tel requested a review from DebugOk November 7, 2023 19:36
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Velcro says it's ready, so I'm ready for it when Debug re-reviews.

@Adrian16199
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So uh, I will just say that the shoukou is ready for review, from my understandin debug has to review it so uh, Im just puttin out there if a certain individual were to see this, dont really want to be pinging or bother but uh, yeah. Would be very cool.

Adrian16199 and others added 2 commits November 13, 2023 22:33
Any bump will be meaningless as the station holds still as the big station it is.
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I thought I already said it but I do approve this update.

@DebugOk DebugOk dismissed their stale review November 14, 2023 23:00

Not my problem to review

@DebugOk DebugOk removed their request for review November 14, 2023 23:00
@IamVelcroboy
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Am I understanding this is just waiting on Colin now? Or do I still need to do something?

@Colin-Tel
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Am I understanding this is just waiting on Colin now? Or do I still need to do something?

Nope, was just waiting for Debug to dismiss the "changes requested"

@Colin-Tel Colin-Tel merged commit bf34122 into DeltaV-Station:master Nov 15, 2023
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DeltaV-Bot pushed a commit that referenced this pull request Nov 15, 2023
DebugOk pushed a commit to DebugOk/Delta-v that referenced this pull request Jan 20, 2024
* Shoukou from Nyanotrasen.

Adds Shoko to the rebase.

TO-DO: Ensure that everything is actualy in order in the uh... (reads paper) 79.... thousand lines of yml.
Make it work.

* Updating it to the "acceptable state"

Incase i need to go back if i frick it up.

* Updated the map a bit.

* Changed Shoko further.

* Final changes to departments.

* Final changes to Shoukou, ready to be reviewed.

* Whoops, Now its done~

* Changed the requested things.

* Gave logistics working telecoms.

* Update shoukou.yml

* .

* Added finer details.

* Adjusted alot.

Adjusted pipes in new department places.
Adjusted fire alarms.
Adjusted mistakes of mine.
Fixed the the ingame map.

* Added shutters to lawyers office for private talks.

* Updates

* Adjustments (check desc)

Adjusted cables in salvage's room so they are not under the damn wall while also chaging normal wall for reinforced one.
Added tiles under cargo's substation, LO's office, CE's office.
Got rid of tiny fan in salvage's airlock and atmo's TEG burn chamber.
Added airlocks to cargo.
Made more room in cargo's loading bay.
Expanded doors and added blast doors for cargo shuttle's entrance.
Exchanged some windows in LO's office to reinforced walls and added shutters.
Changed switche's location of detective's office shutters
Added MV cables in security so prisoners have actual power.
Fire alarm has been moved 2 tiles to right and reconnected in command's meeting room.
Moved some engineering hardsuits to the back
The atmos fax should have been named.... hopefully.
Did the obligatory tilewindows, tilewalls, fixrotations,fixgridatmos commands

* Adjustments part 2

Added light at the end of extension of shuttle.
Repaired conveyor belts in cargo.
Exchanged corpsman locker filled to corpsman filled with hardsuit.
Added tiny fan and reversed airlocks in cargo to actualy be able to dock.
Changed the entire area which used to be a side kitchen with eating area and flipping it. Added a window where now resides eating area that looks upon cargo's shuttle.
Changed food in command to be more consistent
Adjusted arrival docks to be more closer aka 5 tiles between eachother instead of 7 so that shuttle can dock properly incase the evac gets destroyed.

* Added mystagogue hardsuit locker.

A quick fix.

* Adjustments to adjustments.

Shady cigs instead of vendomat in the new eating area.
Removed a light on a window.
Added a glass firelock in the new side kitchen and linked it.
Readjusted docking in cargo for cargo's shuttle.
Changed location of the salvage shuttle CONSOLE to be nearby of the magnet.
Got rid of the conveyor belt since there really is no point for it to be there anymore, replaced the airtight with an another door and firelock that was linked.
Adjusted LV cable so it doesnt go thro a wall and reaches the autolathe and airlock doors that have been placed for cargo shuttle
Changed location of the magnet.
(God im tired and depressed, not specificly from this. Hope you are having a fantastic day whoever is reading this)

* Updated SMES's and Substations names.

Updated name of substations near service, in engineering, nearby of epistemics., in command, both security substations, Camera's one, medicals, logistics, upper solars.
Updated SMES's name in engineering of AME, in TEG, on both solars.
Removed 6 MV cables in security because they were causin 2 substations to be connected to eachother

* Anchored the station

Any bump will be meaningless as the station holds still as the big station it is.

---------

Signed-off-by: Adrian16199 <[email protected]>
Signed-off-by: Colin-Tel <[email protected]>
Co-authored-by: Colin-Tel <[email protected]>
(cherry picked from commit bf34122)
DebugOk pushed a commit to DebugOk/Delta-v that referenced this pull request Jan 20, 2024
@Adrian16199 Adrian16199 deleted the Shoko branch February 10, 2024 18:57
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4 participants