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Brainstorming: lab and hospital furnishings #28187
Is your feature request related to a problem? Please describe.
However, I'd like to make it as general purpose as I can, so that it can be used in more than just these locations. I'm posting my thoughts here so that folks can weigh in particularly on how the same stuff might be used in other sites.
Describe the solution you'd like
Anyone else want to share the specific interesting equipment they've seen or worked with that they think should be included?
(For completeness, I'll also be adding a few items that don't need new parts: exam/hospital beds on wheels, rolling stools, and a few things like that.)
Describe alternatives you've considered
While writing this I was thinking of some other things we really should have, like boiler rooms and furnaces and hot water tanks. I might throw some of that in too. On that note, here is some more furniture I don't necessarily need for labs and hospitals but we probably should add and start integrating into old maps.
I do wonder which of these could potentially serve any gameplay function though. Especially since even the existing furniture like ovens and fridges don't work yet but should in principle be easy for a mid-game survivor to fix with a bit of luck (easiest case literally just drag over a backup diesel generator from a garage). Once anything of the sort is added it will be very confusing and rather annoying to sift through all these fancy devices which should be powerable the same way but simply aren't implemented as such.
One thing I really miss on that list in terms of gameplay, even if the furniture is nonfunctional and we have to salvage and craft it for vehicle conversion, is specialty lamps. Heat/IR, UV and "sun" lamps for plant growing in pot basements.
And while you want to avoid sci-fi stuff lab decor still is the context in which I would expect the highest frequency of atomic lights, coffeemakers and similar gadgets especially since they clearly had some pretty lucrative deals with RivTech.
All of these should be added in their expected final form, not by using temporary stuff with the knowledge we'd want to change them later... It's much harder to update map files later than just to make a furniture file using looks_like and copy-from to limit additional work, and update that definition file later on. Going through maps is a hugely time consuming and mind-numbing procedure.
I'd like to be able to make multi-layer furniture, but it's well beyond my skills. What I can do is make a range hood that copies a lot of details from the fume hood, mainly for the purposes of salvaging a motor and some sheet metal.
Specialty lamps are a good addition... Grow lamps certainly could show up in hydroponics labs, for example. Industrial fans are another thing I've been considering, either separate or as part of the air unit.
This was referenced
Feb 14, 2019
The humble filing cabinet.
I recommend making as many things furniture as you can instead of terrains. It avoids trouble with assigning bash terrains or setting indoor flags.
Lamps would be great, but if you add light-producing furniture/terrain it should be as a json flag. Right now only utility lights produce light and they are hardcoded to do so.
I don't know about multitile furniture, but I believe you can can set deconstruct and bash furniture. So you bash a glass cabinet and get a cabinet and shards, etc. You can also open/close furniture like doors, and have two versions of one piece, if that's helpful.
It may not be a 'furniture', but I guess something like this would nicely fit into a lab (maybe with something dangerous - mutagen, plutonium, slime container, marloss berry or even an artifact - behind the glass).
Biohoods are super cool and I'm probably adding them. I'm not sure they're sufficiently different from fume hoods to merit their own item, or if they can just be copy-from so that they are functionally identical but with a different name. I've been assuming the latter... They even look similar enough to use the same icon.