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Adds FSB Nightlight service shuttle #2625

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@dustylens dustylens commented Dec 27, 2024

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:

  • The FSB Nightlight, a shuttle designed to provide a dining and bar experience with an emphasis on customer space and ease of use for the chef.
  • A new icebox sink, which provides ice instead of water.
  • New colored lightbulbs, to allow for some fun use of strobes.
  • A new poster for the Nightlight, it's also a nightlight.

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

ss+(2024-12-28+at+01 37 00)
ss+(2024-12-28+at+01 37 23)

Requirements

Breaking changes

Changelog

🆑

  • add: FSB Nightlight service shuttle!
  • add: Icebox, a sink that provides ice!
  • add: colored light bulbs!

@github-actions github-actions bot added Docs Improvements or additions to documentation Map-Shuttle Map - Shuttle No C# Sprites FTL labels Dec 27, 2024
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github-actions bot commented Dec 27, 2024

RSI Diff Bot; head commit 008b5bf merging into 0686ef9
This PR makes changes to 1 or more RSIs. Here is a summary of all changes:

Resources/Textures/_NF/Guidebook/shuttle_maps/128x96.rsi

State Old New Status
nightlight Added

Resources/Textures/_NF/Structures/Furniture/icebox.rsi

State Old New Status
icebox Added
icebox_fill-1 Added

Resources/Textures/_NF/Structures/Wallmounts/posters.rsi

State Old New Status
nf_poster16_contraband Added

Edit: diff updated after 008b5bf

@whatston3 whatston3 added Status: Needs Review This PR is awaiting reviews Ship Contribution Freeze In effect from 2024-10-14 'til it ends, see https://discord.com/channels/1123826877245694004/1129270 labels Dec 27, 2024
Add addition air alarm
Shrink freezer to increase prep space
Some lighting changes
Additional emergency suit kit in rear airlock
@Tych0theSynth
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My feedback was requested on the PR itself, so here we go. I checked out the branch and bought the ship! Pardon me for my usual statement writing and bluntness!
With regards to my credentials: chef work has been my main role as contractor (which makes up half of my 600h+ of gameplay, and my chef character is also my most wealthy).
This was going to be a mini review, but it very quickly became larger. So, uh, review incoming:
Starting from engineering and working my way around room by room!

Engineering:
image
Grav-gen and gyro being inboard now is nice. So much easier to look after those things in this way.
Fuel locker dispenses right onto the generator now, yay!
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.
Multiple buttons on the same tile (facing the same direction) always looks funny to my eyes and often looks messy. Personally not a fan of that.
I feel like a proper airlock would be better than a shutter to separate the engineering section from the flight deck, and I also don't like that the shutter blocks the APC if closed. I think the placement of that could be better. Perhaps in place of the two buttons?
Underneath the SMES is a double-stacked HV cable and a double stacked scrubber.
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):
image
The generator at default is now not producing enough. Consider raising it to 26 or even 27kW so you've got just a little overhead. The ship with engines on and the grill on high consumes 25050W. I left the generator at default during this review and I had longer periods of darkness because the SMES wasn't charging.

Flight Deck:
image
I very much don't like the three buttons on one wall. It looks very messy. From what I can tell, the red-bordered button doesn't actually do anything. It's not linked. Based on it having the red border, I assumed it was the control for the shutters.
Table looks a little over crowded with the fax, figurine, pen AND paper bin there.
It would be nice to have the cork board in another location or have additional ones placed in the entranceways so you can pin menus up there (like restaurants do IRL so you can peruse the menu before you go in!).
LV under the command door would be preferred for ease of repair if needed.

Botany:
image
Overall I think the space here could be better utilised. The trays are easy to access, but I don't like how the machines and locker are all stuffed into one corner. A water tank would be appreciated for times where the sink is quickly emptied of its contents, and a table is useful for storing tools and other things in a neat and accessible way. The placement of the mop and bucket feels a little random. I feel like the mop would be more appropriate in another location.
Air sensor feels unnecessary as the vent and scrubber both have their own sensors. You could relocate them to other parts of the room so they provide better sensor coverage.

Kitchen:
image
I appreciate the reduction in freezers in exchange for more table space, but I still feel like there could be more. There's a lot of open space here that feels unused. Kitchens are typically quite busy spaces with lots of worktops for prepping, and I still feel like this kitchen would benefit from more of that. It's genuinely really nice to be able to spread out of lots of non-perishable ingredients so things are all placed and organised. Consider clearing some of the loose items off from the tables so they are empty. In the words of Magnus on the Ceres PR: "Let the player choose what they want to put on the tables.", and I agree. Empty tables practically beg the player to put things on them.
This is a matter of personal preference, but I dislike having multiple lockers on the same tile. The chef closet/freezer combo looks scrunkly to me.
Bar area is fine! No comments there :)
My biggest criticism is definitely the amount of free space and lack of worktops. This could easily be solved by adding only one or two tables, perhaps in this fashion:
image
It might only be two tables, but it can make a big difference.

Utility closet:
image
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.
I like the use of the curtain instead of an airlock here!

Walk-in:
image
...now sadly feels far too small. It was the perfect size before!
Butchering is going to be annoying without accidentally bumping the door and letting all of the prey food out. Yes, you can place a railing, but then the space is going to feel even more cramped x.x
Having a buncha kobolds of monkeys potentially on the same tile as yourself can be risky incase of misclicks and accidental self-harm. Wide swinging is likely to break something in here :(

Dining area & airlocks:
image
Overall? Really cute. I like the combination of some more traditional seating with more relaxed seating. It's a nice space, a nice feel and you can get a lot of stuff in there.
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.
image
There's so much going on here.
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.

AND NOW, ENGAGE PARTY MODE:
image
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.
image
Where did my eggs go?!
image
Phew. There they are.

Decaling and design:
For real? Actually really nice. I like the tan colour of the dining area and the design of the kitchen floor. The floor textures and decals used don't feel monotonous. Well done there!

Piping and wiring:
Aside from the LV going under a wall on the flight deck, this is really neat and tidy and I very much like it. If you ran the LV in the flight deck under the door instead of the wall, you won't need the branch going up to the consoles in order to power them. It should provide enough coverage.

Air alarms:
As I was reviewing, I experienced a couple of gas leaks on the shuttle and to my surprise, the shutters in the dining room closed...but never re-opened. Not being a master atmosian I had no idea that you could link AAs to do things like that - TIL!
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.

Closing thoughts:
You asked for my feedback, so here it is. It turned out to be far more extensive than I expected, but as I explored I found myself having more and more to say!
As detailed as it is and as blunt as it might feel at times, I do hope it is appreciated and is taken as encouragement. It is never my intention to admonish. You gave me a lot of excellent feedback with regards to the Tyne and I wanted to return the favour.
The changes you have made on the initial design definitely feel like a step in the right direction (especially the port and starboard lights being the correct way around now ;3). Good work so far, Dusty.

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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.

@dustylens
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Oh, I'm a bit confused. If the biogenerator isn't meant to go on ships where is it meant to go?

@Tych0theSynth
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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.

@dustylens
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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.

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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.

@Temoffy
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Temoffy commented Dec 28, 2024

I thought all tier one techs where greenlit for ship mapping?

@dustylens
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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.

@dustylens
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dustylens commented Dec 28, 2024

My feedback

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.

  • As a rule I do not assume that some tools will be brought aboard a shuttle. Providing a complete tool set for building/breaking down furniture in addition to manually resetting vents seems wise.

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 was the same until Whatstone illustrated that the pump provides assistance in pulling additional waste from the system. Ultimately beneficial in a shuttle that may have many breathers and in no way detrimental.

I feel like a proper airlock would be better than a shutter to separate the engineering section from the flight deck.

  • A legacy request was that engineering sections with this reactor type incorporate a shutter system. Easily removed if Arimah has decided that we’re not doing that anymore.

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):

  • Reasonable.

Flight Deck:

From what I can tell, the red-bordered button doesn't actually do anything. It's not linked.

  • You’ll find it secures the airlocks in the galley.

LV under the command door would be preferred for ease of repair if needed.

  • Reasonable

Botany:

General humming noises.

  • Food for thought. Thank you.

Kitchen:

Add L shaped tables.

  • I’ll try cooking some dishes in the way you’ve presented the tables to see if it’s a nuisance. I think I'll re-arrange the machines on the tables a bit to fit the adjustment.

In the words of Magnus on the Ceres PR: "Let the player choose what they want to put on the tables.", and I agree.

  • I looked at the Ceres to see what was floating on the tables. Don’t tell Magnus.

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.

  • A quick open/close of the materials locker hides everything away. A momentary inconvenience thrust upon us by the need to avoid custom fills.

Walk-in:

...now sadly feels far too small. It was the perfect size before!

  • I’ll trade you the bar feeling like it’s the perfect size for the walk in feeling like it’s too small. I managed to murder a family of chickens in the freezer box.

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.

  • I find the condiment dispenser to currently be a horribly expensive nightmare. I would enjoy having one on the shuttle if it was revised in a meaningful way.

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.

  • You can bolt the exterior airlocks and shutter the windows. I think I am satisfied with this option for now. But I will ask around to hear preferences. The windoor will be making a return in the next update, it was an unfortunate bystander in a 1am editing session.

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.

  • We will see if a new home for the jukebox can’t be found.

An emergency locker in each airlock feels a little overkill.

  • Someone asks for emergency lockers to be put in each airlock, someone else asks why there’s an emergency locker in each airlock. The airlock cycle of life.

As mentioned in the flight deck section, some cork boards for posting menus would be really nice here :)

  • Reasonable.

Airlocks are nice and bright, except for the one at the stern. That feels a little on the dark end (even with the plant)

  • I’ll either slap a light in there or increase the luminosity of the poster.

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.

  • Don’t disagree. However the irony is that a fire extinguisher is much more valuable here as an emergency “oh no space walk” jetpack. There is no winning.

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.

  • Leaving the lights on in the kitchen undermined the effect in the dining area. However if you open the curtain to the supply room you end up with a shaft of light that keeps the kitchen space at a consistent level of useful illumination. I’ll replace the curtain with an “open” version to assist this concept.

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.

  • It prevents the atmosphere from being dumped from the room in the event someone breaks a window until you can effect a solution. It’s a good auto-response system in the event of a breach and you'll appreciate all of your guests not dying. However if you wish to kill your guests you can simply push a button to open the shutters again. All except the three, two... One? Who found an emergency EVA suit.

Thank you for the feedback. I appreciate your thoughts.

@Temoffy
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Temoffy commented Dec 28, 2024

The poor innocent bystander windoor, ended before it could truely live

@arimah
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arimah commented Dec 28, 2024

It prevents the atmosphere from being dumped from the room in the event someone breaks a window until you can effect a solution. It’s a good auto-response system in the event of a breach and you'll appreciate all of your guests not dying.

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.

@arimah
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arimah commented Dec 28, 2024

Also the new walk-in really is way too small. 2x3 was a much better size. :)

@dustylens
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It prevents the atmosphere from being dumped from the room in the event someone breaks a window until you can effect a solution. It’s a good auto-response system in the event of a breach and you'll appreciate all of your guests not dying.

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.

They will shut if the air quality goes into danger, not warning.

@dustylens
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dustylens commented Dec 28, 2024

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.

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