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Adds FSB Nightlight service shuttle #2625
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RSI Diff Bot; head commit 008b5bf merging into 0686ef9 Resources/Textures/_NF/Structures/Furniture/icebox.rsi
Resources/Textures/_NF/Structures/Wallmounts/posters.rsi
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Add addition air alarm Shrink freezer to increase prep space Some lighting changes Additional emergency suit kit in rear airlock
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I sat next to Tych0 as he wrote up the review and agree with all of it. Additionally, we will need to discuss amongst maintainers whether the biogenerator thing will be allowed on ships - I'll get back to you on that.
Oh, I'm a bit confused. If the biogenerator isn't meant to go on ships where is it meant to go? |
In research, so then you can use this amazing thing called the circuit imprinter to make the board! Then there's this incredible thing you can do which involves buying that machine from the person who worked hard to research it so it can then go on your ship as a viable upgrade and something to work towards?! Inconceivable. |
The sarcasm is not appreciated in the slightest. It was a question given in good faith. |
Your own question came across as extremely sarcastic. As a British person, I am obliged to do the same. |
I thought all tier one techs where greenlit for ship mapping? |
Yes, I was just triple checking that it is in fact a tier 1 tool and that is indeed the case. |
The toolbox on top of the SMES looks a bit wonky to me, nor am I sure how necessary it is. Many people start with filled toolbelts. Really, only a wrench is always needed.
The use of pumps on waste and distro lines is a controversial topic. I'm of the opinion that they're pointless as the vacuum of space does all the work.
I feel like a proper airlock would be better than a shutter to separate the engineering section from the flight deck.
The power setting on the SUPERPACMAN barely provides any overhead at its default setting. Not enough if you want to charge the SMES with the engines turned on, and if you turn on the electric grill on the range (this was on low):
Flight Deck: From what I can tell, the red-bordered button doesn't actually do anything. It's not linked.
LV under the command door would be preferred for ease of repair if needed.
Botany: General humming noises.
Kitchen: Add L shaped tables.
In the words of Magnus on the Ceres PR: "Let the player choose what they want to put on the tables.", and I agree.
Utility closet: This space feels rather cramped and a little overpopulated with machines. I'm also not a fan over the boxes just sitting on top of the service techfab. I feel like it hides it too much.
Walk-in: ...now sadly feels far too small. It was the perfect size before!
Dining area & airlocks: I very much feel like a condiment dispenser somewhere would be really nice. I found myself looking for one for a while. It would go really well on a ship this size.
Shutters over the dining counter so you can 'close for business' is practically essential and makes it very obvious that you aren't selling (this is both useful for players and sometimes admins). A windoor to have a physical barrier between the dining area and the kitchen would be nice to have.
I really don't like the combination of a wallmount jukebox, two buttons with frames (that overlap with said jukebox), a strobe, an emergency light and a sink all on one wall. It's visually very noisy.
An emergency locker in each airlock feels a little overkill.
As mentioned in the flight deck section, some cork boards for posting menus would be really nice here :)
Airlocks are nice and bright, except for the one at the stern. That feels a little on the dark end (even with the plant)
For roleplay reasons I prefer the fire extinguisher to be in the kitchen (kitchens typically have firefighting equipment in them), but this is a personal preference and really I don't know where else you could've put it.
Very cool! The effects in the dining area particularly are really really nice. Genuinely it looks great, but I'm less keen on the strobes being in the kitchen. I like to be able to easily see what I'm doing when cooking, and the flashing lights are distracting and create some really frequent unlit patches.
Slight problem, though: the shutters never automagically re-opened. I guess you can use the button for that, and that if you linked normal to open it might cause a conflict with the button. Personally I'd prefer it if the air alarm didn't control all the shutters. This feature feels a little bit like over-engineering and a bit unnecessary.
Thank you for the feedback. I appreciate your thoughts. |
The poor innocent bystander windoor, ended before it could truely live |
It will also close the shutters if there's a gas leak event, a bit of ammonia from some accidentally rotten food, or what have you. Please don't link the air alarm to the shutters. Just link it to firelocks and atmos devices. |
Also the new walk-in really is way too small. 2x3 was a much better size. :) |
They will shut if the air quality goes into danger, not warning. |
Updated some hull pieces based on feedback here and in other discussion channels. Updated the guidebook with some useful pictures. Nevermind the dark bar sign, I corrected that issue in the lingering wire update. |
The Far Star Biotech Corporation is proud to present The Nightlight!
Preface: HUGE shout of thanks to Ego, Ego and Ego again in addition to Chef Mia, Fenrir, Grunk, Grug, Umami, Morgan and Mint Cherry for the feedback and support while this was being put together! Lots of chefs, hopefully, results in a good pot of soup.
About the PR
This PR adds:
Why / Balance
The inspiration for this shuttle came from discussing the state of kitchen shuttles with a number of fellow players. These discussions and ongoing feedback informed the following design goals before I set out.
1: The shuttle must have 3 docks to allow for additional guests.
2) As close to 50% as reasonable of the floor space must be reserved for guests and customization. This will make up the bulk of the space.
3) The kitchen must be created with an emphasis on comfortable and efficient movement and use.
4) The ship should aim to be within reasonable scope and size of the Skipper.
5) Lean into the new biorecomibinator whatsit as a tool to assist in maintaining shuttle endurance for the duration of the shift. It's a cool new tool and I want to see it get more use.
6) All of the usual FSB staples.
How to test
Double check the poster and description are good to go. Ensure it is part of the appropriate pools for a a contraband poster.
Ensure ice box is providing ice, refilling with ice, and can be used as a drain/plunged like a sink. Ensure it works properly in all 4 directions. Ensure it has the proper description and isn't borrowing from the sink.
Check all construction graphs for light bulbs. Ensure each light bulb is providing the appropriate color and is functioning as intended.
Check shuttle air systems, power systems, button functionality and provide feedback on layout.
Standard review of guidebook entry.
Media
Requirements
Breaking changes
Changelog
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