-
Notifications
You must be signed in to change notification settings - Fork 543
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
[Box] Vox Outpost #11441
[Box] Vox Outpost #11441
Conversation
"eeh" = (/obj/structure/table/reinforced,/obj/structure/plasticflaps/mining,/obj/machinery/door/poddoor{id_tag = "tradefloor"; layer = 3; name = "Trade Shutter"},/turf/simulated/floor/vox{icon_state = "rockvault"},/area/vox_trading_post/trade_processing) |
Good catch Skully. I'll fix it during revisions, though, I'm sure someone will come up with something insightful worth changing. One thing that I have been personally mulling over is the maintenance shaft. Here's the plus sides:
Benefits of taking it out
|
It's amazing how opposite some people want things. I heard some traders say they wanted rustic and messy, wooden themes. Some said they wanted modern and colorful. You say you want dirty and messy, @ihadtoregisterforthis says "clean and empty" (exact quote). And let's be clear here - I'm totally fine with any solution. If we can find any consistent opinion I am happy to map that, or someone else can map it from scratch, I don't care how we get there. I just want:
So if that means experimenting with colors, we can do that. Let's just figure out what to do. Do we want wood paneling? Dark tile spam? Hell, we could use white like the research outpost to evoke a sterile feeling. We could go solid green tones and add a ton of plants. Anything. |
It needs to have a "nest" appeal. I don't think you can get that with clean, It needs to feel cluttered and ghetto, as if measures were cut when making it. |
If you bring me a quality sprite of a nest, I will literally replace the closets and tables with a new nest structure object. |
So top down or side on? I asked in the thread, but no reply so far |
Table perspective |
If you don't think you can manage it, I'll fix the layers and we can ship as-is. 100% of in-game polled Traders felt the new design was an improvement over the old, so that has to count for something. If we want to add nest racks later, we can do that in a different PR. But if someone has some suggestions as to how to color halls, I'd be happy to listen, and I can add some other messy stuff too like dirt, cockroach remains, etc. |
Sorry, it had completely slipped my mind. I'll get onto it now |
How about we make it so that we can have certain parts of the map be picked from a few sets and loaded dynamically? So one round you get the clean vox outpost, then the dirty one, messy one every once in a while... |
The safe still sounds underwhelming and will never be cracked. It would be dope if it had some nondestructive syndicate item in it. |
It might be more interesting to delete the contents of the safe entirely and make it generate a code sheet every shift so that the birbs can actually use the safe for storage. |
Keep discussion about the vox safe to its issue unless this PR is intended to address it: #11158 |
@ComicIronic The most popular response of that issue for fixing the safe problem was to add some cash to the safe, so this PR does that. |
A safe with a code sheet would be cool |
@skullyton If you're not feeling it I'll just finish the PR now. |
If Skully doesn't reply today I'm gonna fix this up and get it ready for merge. @DrCelt Any specific requests? An example of a more rundown part if you want to compare is the raider dock, note the dirt, missing tiles, and barricades. |
@Kurfursten Just a little less ghetto than that in my opinion |
Go for it, I can't get a good looking nest done |
Won't the low light levels screw with botany a little? |
Not unless you move the trays. In testing, those trays received 5.6 lumens, and almost all plants won't be harmed until you go below 2 lumens. I could just add lights in botany though. |
Add some lanterns or something. |
Someone posted pictures in the thread and reception to sandy floor + ghetto lighting seems very mixed. You could do some polling, but I'd really like to hear what people who actually play trader say. I've tried interviewing a few in character to get thoughts, but that's a very slow and painstaking route. Adding lanterns is easy, but at the end of the day I just want to get it to a place where people are happy with it. Maybe going to glowshroom lighting was too far. |
I'd perfer a normally lit, non rustic outpost |
Why even play vox |
#10471 you can probably add this one too |
I dunno, I guess we could poll with
|
Here is what my polling has determined:
Other stuff:
|
Broken lights work really well on the salvage shuttle |
Some sort of large area for keeping boxen (who ironically are just called box) would be appreciated, we can craft cages ourselves out of plasteel but hydroponics especially on the OP map rework photo draft is compact for bees. Therefore our options for raising space pigs (pending more interesting livestock than chickens via a smattering of mad science meets GM farm ranching for profit with alien species, though catching/raising xenomorphs is always interesting) without cluttering up the base are limited. A specific 'ranching' or even just a 'zoo/containment' area for things like slimes/some NPC's already in cages etc to sell to station xenobio/eat/breed for profit wouldn't go amiss for keeping boxen (in the rare chances that vox remember that wallets have coins for the machine/can be hacked with insulateds) as a primary function in a purpose made room. That or just a open empty construction room to be made into whatever we want it to be flexibly in order to stash our loot/machines or whatever inside. Also additional comment in regards to relevant issue #11847 in which the ID access needs to be updated for all the non-personal lockers too, as they are all access also and don't even require ID to be present on the person either. As to station aesthetics, i think we really need to decide on how the birds acquired the station/ship in the first place for artistic direction. Was it built by semi-technologically advanced vox beings a decade or so ahead in tech (as suggested by advanced alien suits and unique techs) or just colonized by a bunch of smart dirty bird nomads/corsairs/free traders already intact who literally put a flag down, moved all their supplies inside and fashioned the space to their needs. The Vox station we have now is pretty deliberately built and leans towards the former, as its quite rightly stated to be owned by the vox and already has a built for purpose trading post, things are in orderly compact and 'neat spaces'. Changing it towards glowshroom lit and sandy/alternative floors leans towards the latter. Its more a question of WHAT IS a Vox? |
Why does the front desk have plastic shutters if it also has blast doors? It's harder to break into the front area of the vox outpost than it is to break into the HoP office. |
The plastic flaps just keep oxygen from coming in, but there's a more fundamental question there below the surface: why is there a trading room with oxygen there at all? The trade shuttle is oxygenated. Honestly I see no reason for a front desk at all. No trading ever goes on there, and likely never will. It's much more efficient to trade on the station. The front desk is an artifact of a time that has passed. I think removing it entirely would be a better design choice. Then, rotate the main stock room into its place and shift the salvage shuttle dock airlock down and to the left (into the stock room's place). |
That trading floor dates back to long before the shuttle was added, and its design sucks ass (though not as much ass as it once did) |
Relevant to issues #11860 & #11861 Will this vox base be the uniform replacement for different vox starts? (as in no risky salvage journey in the future on meta-map that requires the suit to spawn on your character just to survive) because we need a proper suit up area and or eva if we are ditching them for vox trader casualwear on the safe breathable and pressurized bases and saving the suits for spacewalks/plots/salvaging or self preservation At-least 1 security checkpoint would also not be amiss as Vox have no readily available weaponry to use on their trading station in self defense besides (on box start) a cache of hollow darts but no dart gun. If ideally out of the max spawns of vox traders for each kind of position you could have 4/3/2 on the trading ship 2/3 salvaging and atleast 1 of each department running (if vox trader ever picks up in popularity) between hydroponics (room for 2 but depends of space & plant variety) 1/2 security guard (unless 1 of the guards patrols and watches the trading ship as a bouncer) and 1 engineer (summarily expanded to research duty when and if traders obtain via stealing/bartering a entire RND set) So on a skeleton crew, typically 2 traders and 2 salvagers (unless they pick it dry and run off to join the traders/vox base crew as spare staff) 1 hydro, 1 guard and 1 engineer to maintain (with another possible committed scientist drawn from spares) not to mention spare miners. Works out at a skeleton fully minimum staffed vox crew of 9 (with a spare 3 for 1 RND and 2 miners for 12) currently fitting the max capacity of the current dorms without suddenly making it unlimited capacity for spawning within the same proximity. |
No, I don't have any intention of changing metastation. I don't really get what you're saying, there's a max of 3 trader slots and I don't think anyone is interested in raising that. Most shifts in my experience have 0-1 traders, and only occasionally multiple. 9 sounds outrageously high. |
don't mind killette #2, he's straight from TG |
You can feel free to take the map file off the PR and do anything you want with it, I really don't have time to contribute anymore, sadly. Thanks for volunteering, though. |
@Kurfursten GET IN DISCORD Also either re-open this sucka tonight or I will. Great PR. |
Be my guest, take it and run |
Oh fuck you deleted your repo when the DMCA happened damnit. I was like hey easy job just paste it into box and fuuuuuuuuuuck nevermind. |
Contact me on Steam |
YOU DELTED ME ON STEM |
fixes #11380
fixes #11158
fixes unreported mapping bugs with the Vox EVA door (basically, none of the buttons worked at all)
adds Vox trader access to almost all of the outpost (not to the frontal trade floor or trade ship dock external airlocks)
I've shown pictures of this to several traders in-game to get feedback, and it seems positive. However, I am open to further revision. Here's a basic rundown:
Note: The botany trays are placed in a 3x3 pattern with no spaces because of how bees work. This is the most efficient way to use bees.