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Mesa station release - #925
Mspaintwizard wants to merge 81 commits into
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Dunrab
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ill look at the map its self hopefully tomorrow but to start moving you in the right direction heres a few small things
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Made manual fixes to run this on release, theres somewhat a significant amount of stuff to be double-checked and atleast a quality check to be done.
Performance wise, the "AC" system, passive vents with coolers, MIGHT or MIGHT NOT affect performance due to atmos calculations, i was already getting local server stutters roundstart for some reason which has never happened to me even in debug. Some other stuff, N14 flora, specifically the cactus, have weird hit/collision boxes, so you can get stuck in many locations or clip into something that you CANT really see. Thi shi aint ready for live server, gang </3 With some fixes, sure, but right now, hell naw |
this needs to be capitalized Signed-off-by: Dunrab <72047814+Dunrab@users.noreply.github.com>
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Going to give do not merge till i have time to look over the map to give feedback and check on some of the above claims like the chaplain shotgun... |
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Their is a day/night cycle ((or is SUPPOSED to be)) that actually illuminates ALOT of the areas rather well during the day! Ill double check door accesses tomorrow Not too sure how to fix the gravity thing, thought i did? Also not sure about the medbay wiring? when i tested the map before i made the PR medbay was working fine? ill see about fixing it tomorrow Honestly, completely forgot about a prober. ill add one in soon Chapalane has a paper that is unable to be edited by any means that states 'if they are holding the shotgun outside chapple premise on any alert that isn't red, they are legally to be executed immediately'. With that stated, i am fine with removing the lethals. TEG does work? did you even use the freezer? In my own tests, while it wasn't able to get to a state to maintain the station on its own, it still would make a good chunk of power with minimal effort The vault is actually a bit more reasonable than one would expect; those brick walls i spammed everywhere? i did some testing when i was making the vault, and their a bit stronger than the reinforced walls, plus the unique turret design which can be used strategically by both parties. Psych office is a mistake on my part! i fucking FORGOT TO FIX THE GRIDS ATMOS, a common first mistake of mine Hmm, if the AC systems around are a BIG problem for lag, i can probably change them/remove them outright. they were a cool idea when i was first making the bridge area. |
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Fixed atmos in psych, lowered speso count in vault from the worth stealing 60k to 10001, i accidentally deleted a HV cable earlier when placing psych, so thats been fixed, and the faith/Halflife/Machete reference no longer has slugs, just a single box of beanbags. next patch will be for gravity and the day/night cycle apparently being broken |
fix the casing Signed-off-by: Dunrab <72047814+Dunrab@users.noreply.github.com>
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We will need to fix the fixtures of the cactus you placed around the map since they are uh very broken currently and youll just be walking and hit an invisible wall due to them |
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Whenever dunrab gives a look over another department, do we think we can remove the 'do not merge' tag? |
Dunrab
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your title for your parallax should go under something like Resources/Textures/_Euphoria/Tiles/Mesa-paralax.png or Resources/Textures/_Euphoria/Tiles/Planet/Mesa-paralax.png
Dunrab
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Chapel shotgun is still there
Give janitors a water tank, even if its a low quantity one so they can easily fill their buckets round start
Salv will break this down round start when they know its here, we don't want to give salvage round start guns
Three tings here for the logi/salvage dock:
- anyone can here since its just open to the public by them walking around and hopping either the fence or the railings or by waking through the public airlock you made
- You put a bunch of AirlockExternalGlassShuttleMining down which is fine but you forgot to put one AirlockExternalGlassShuttleMiningFilled for the lavaland shuttle
- Why is there an AI sentry turret at the salv dock?
You have a thruster that is off by on your salvage shuttle
I would remove some of these thrusters, the total consumption of the shuttle if salvage was to late join is to high to charge at around 40kW
Kinda just a nitpick here but your warp point for the salvage shuttle is called Hobogblin warp
I get your design for the logi shuttle, but you can see where i deleted the logistics airlocks and there are no tiny fans, just put some in there so they don't super heat and or space them selfs during the flight. Theres also nothing supplying air into the shuttle
Atmos apc has no LV under it to power atmos locker room
Blood cult reference is cool, just remove the armor from the locker
You have two paramedic slots but only one locker, should give two so they dont have to fight for gear
Giving medical starting mats is fine, but give them a stack of steel plastic and glass not uranium
The sasiprilla reference is fine, but remove the tric jug
Why dose the clown have perma access? the clown just let perma break out
this justice airlock is public
why is there a PA board crate in perma?
im not sure if this was intended with the wardens bed being a server but i say keep it its funny
structural weakness is fine for armory, but anyone can break into this armory
again with starting mats, give them the same starting mats as med and please remove the silo
Sectechs dont need a ExosuitFabricator, they are supposed to work with the roboticist
this is just funny wanted to comment on that
did you mean to put plasma in the kitchen? this could cause issues
You can give botany a chemmaster if you would like for convince, don't have to
the hallway and the main bridge area feel kinda open
this is funny i thought ian was missing but no hops bed is just in a corner up here
Im assuming you wanted to lock this to engi since its got command coms and the substation, you can make this a locked command door so it matches the rest of the doors
why are some command spawns here?
conceptually gun selling area is a cool idea, however giving them armor and a double barrel round start for someone to break in and steal isn't great
Evac shuttle:
missing links fo your dance floor
Feels very open with not enough seats
it likes to dock to the security section instead of main evac
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The med mats, security armory mats, PA crate and that security crate in the gunstore are from a random item spawner, which normally spawns other items that are more thematic, you just got a little unlucky with that generation. Command spawns across many stations have a spawn in their bedroom, a spawn near bridge, and a spawn in a random leisure spot. The ones that spawn there are enjoying the pool! The gunstore having a double barrel is a placeholder as we have zero tider-guns that are not full longarms. It will be staying a double barrel sawn-off until someone adds in new tider-guns. Genuinely confused on why locomotive likes to dock at security? it has the exact same dock structure as other evac shuttles. Everything else is being amended to right now |
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The two justice airlocks in perma are for visitations, one goes into the lobby where you may consult with the warden and the other goes to a visitation room. they are using the justice airlocks with no access as they fit thematically with the rest of the structure. I can replace them with wooden doors if you prefer. |
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i wrote 'fixes to shuttles' on the push that fixes the parallax location... Oops! |
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not too sure why the checker is freaking out over locomotive |
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test failed on asterisk, not mesa 👍 |


About the PR
This PR adds a new station, evacuation shuttle, and cargo shuttle! Mesa station is a medium to high population station (from about 30 crew to 80(?)) Set on a vast desert world. The station itself is more themed off of Deserts in the Western United states (Areas such as Moab utah, Mojave desert Nevada, and the entirety of Arizona).
Why / Balance
I grew tired of the stations usually available to medium/high population shifts, with most of the popular ones being direct copies of other existing stations with major sections remade.
Mesa is balanced around being wonky with its decisions on placement, going aesthetic over practicality; i plan on patching it if people dislike how far it goes into its aesthetic, but so far in the select groups vie shown it too, they have no quarrels with it.
Technical details
New station, Three new shuttles ((one of which will remain unused until Dunrab's patch to make salvage shuttles station dependent goes through)), new weather cycle for the station and new parallax. (The tile set the parallax uses is not new, its just the file relating towards the parallax is.)
Media
I do not possess a render for the station due to a error with the map renderer. I do not understand why it finds issue with this station as everything else is fine, and I am completely and utterly code illiterate. If anyone manages to fix this issue, PLEASE let me know so i can merge it with the main patch of the station.
In the meantime, here is a fully zoomed out picture of the station from a loaded instance.

Requirements
Station loads properly, all systems function for the most part, i cannot test certain aspects without magically getting 40 more people to join my client side server.
Licensing:
MIT (https://github.com/Floof-Station/Panta-Rhei/blob/master/LICENSE-MIT.txt)
A special thanks to Dunrab for helping me with the coding bits
No AI was knowingly used in the creation of this station.
Breaking changes
N/A
Changelog