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feat: The Ptarmigan Outpost Surface Station - #910

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Psymbiote merged 8 commits into
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Ptarmigan-Outpost
Jul 19, 2026
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feat: The Ptarmigan Outpost Surface Station#910
Psymbiote merged 8 commits into
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Ptarmigan-Outpost

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@KoboldCatgirl

@KoboldCatgirl KoboldCatgirl commented Jun 27, 2026

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Courtesy of our fine friends at Electra Dynamics, welcome to the Ptarmigan Outpost, a small snowy terrestrial station on the opposite side of the planet from Glacier!

The original Ptarmigan was a small camp established some time ago by Electra Dynamics to try and terraform Yss's only moon into something more habitable. Although the terraforming didn't pan out, it did cause the generation of an unusual floral anomaly dubbed the Gloamflower. (Some would argue the Gloamflower is why the terraforming fell apart.)

Electra decided to construct a research outpost to experiment on the Gloamflower further. Now, some time later, Electra Dynamics has generously decided to gift the Ptarmigan to Syndicate Communications! Mine plasma to fuel the generators, tinker with the Gloamflower to generate a steady stream of arcane data, drop the laundry in the properly-marked chute, and watch out for exomorphs.

Or at least try to get a warning out to Glacier before dying horribly to them.

This is a second take on #883, featuring a narrowed scope, building on what was added in #893 and #894.

Intended Play

Ptarmigan is meant to serve as a cozy little lowpop station--similar to Reach, but with more to explore, and more space for events like exomorph attacks and hypothetical changeling infiltrations.

Station Outline

Command

  • Command consists of three characters: The Captain, the Quartermaster, and the Administrative Assistant. The Warden is there, too, technically.
  • The Quartermaster is given a more public-facing role, with a desk facing the general public and a specialized Cargo Vault with some useful combat gear (although she is still expected to coordinate with Security, of course). She is also given control over the expedition console board.
  • The Administrative Assistant has a very minimal office presence, being basically crammed into the corner of the Bridge. Her role on a station this small is to make sure the odd jobs are getting done--the anomaly is being managed, the PACMANs are staying fueled, the rooms are being kept warm.
  • With most Command absent, the Captain has exclusive access to the PTech and will be wearing a fair few hats, although the Ptarmigan is small enough to keep the workload a little lighter than normal.

Engineering

  • The Ptarmigan is powered by three RTGs and 2-3 P.A.C.M.A.N. units. Engineering will need to coordinate with Logistics to keep the station powered, be it by maintaining a plasma supply or, if they're ambitious, possibly setting up a demon core. Without a CE, they answer to Command in general.
  • Atmospherics: The Ptarmigan's air is provided from the planet's atmosphere, but must be heated up; it's quite cold!
  • Atmospherics and the Engine area are both technically publicly accessible on the Ptarmigan, but trespass without a reason is still a crime!
  • There are a few little projects about for Engineering; most notably the repair of the Expedition Shuttle.

Logistics

  • Logistics is one of the bigger departments on the Ptarmigan.
  • Cargo's and the Mailroom's role is to handle trips to and from the terrestrial Trade Outpost and make sure the station stays funded. They are given a lot of important items and gear, like mass scanners, the primary cell recharger, the cutter machine, and the station's only silo.
  • Salvagers' role is to help out Security with external threats, clear out the evac landing area, and most importantly, keep Engineering supplied with plasma!
  • The Expedition Shuttle is a ruined shuttle that can be potentially fixed up and used to go on expeditions. Potentially. If the QM allows it.

Medical

  • Medical is staffed by a Chemist, a Psychologist, a Paramedic, and Doctors/Interns--no CMO. A Band-Aid is provided for the sake of the station's small size.
  • The Psychologist does not have their own office, and will have to either cobble one together or arrange something in a more public space like the library.
  • The Paramedic is placed closest to the exit.
  • The Chemist is pretty normal. Not a lot going on here.
  • Cryonics's air comes from outside, but you do still need the freezer.

Science

  • Instead of an automatic data generator like Reach's, Science's primary point source comes from the Gloamflower anomaly, aka the floral anomaly in maints. The Gloamflower will never go supercrit, but its briars can still crate some trouble for Science if you're not careful!
  • Xenoarchaeology's atmos setup starts out unfinished and must be repaired by an Engineer (or an enterprising Scientist with some steel on hand).
  • Science is given a CHIMP at roundstart to handle any off-grid anomalies that make trouble.
  • The Roboticist is placed directly next to an exit, for easy access by mechs and injured silicon crewmates alike. Well, relatively easy. She's in Maints.

Security

  • Security is headed up by a Warden and up to two Detectives, as well as 1-2 Security Cadets. There is also a Prisoner slot.
  • Why two Detectives and no SecOffs?? Regular Security personnel are expected to assume a more investigative role on the Ptarmigan. A problem-solving Detective fits the tropes Ptarmigan is going for better than a mall cop.
    • SyndComm also seems curiously paranoid about impostors infiltrating the Ptarmigan.
  • The Warden has a largely ceremonial role here, as there is no proper Armory. As pseudo-Command, their job is mostly to keep Security organized and take care of the Prisoners.

Service

  • Social areas are primarily split between the indoor dining area, the bar, and the outdoor courtyard, with the Kitchen at the center of it all.
  • The Librarian doesn't have any exclusive areas, but there is a library for them to maintain.
  • Laundry and Recycling are handled in a shed outside the station!

General/Misc

  • Light switches can be used to darken the station department-by-department--most are found next to substations.
  • Not all exits have directional fans--don't loiter in doorways!
  • Beware the liquid plasma rivers--if not covered by catwalk or ice crust, they can burn you a lot closer than you think!
  • Pets: Please don't let them get outside or into the Courtyard! Cold-hardy pets are italicized.
    • Paperwork
    • Smile (she's helping out the Chemist today!)
    • Siobhan (she's frolicking)
    • Pun Pun
    • Renault
    • SupplyBot (hanging out in Salvage!)
    • Unnamed Courtyard Penguin
    • Unnamed Arctic Fox
    • Bingus
    • Henrietta
    • Runtime (the exomorph-slayer is staying with the Quartermaster)
  • Shack Burrower Traps (very telegraphed, but be careful!)

Bugs & Quirks

As our first terrestrial station, the Ptarmigan has uncovered numerous small bugs and oddities with how the StationBiome system handles planet generation. Some of these bugs are minor or easily-fixed, others are probably with us for the long temr.

Minor Bugs

Weird Ore Generation: At present, the StationBiome system does not support ore veins like dungeons and mining planets do. I did a temporary fix (a custom biome and random ore spawner), but it'll look a little goofy!
Long-Term Fix: We could probably copy over code from the StationPlanet system to fix this.

Cluttered Shuttle Landings: At present, the StationBiome system does not support cleared-out areas for shuttle landings like mining planets do, meaning the evac shuttle might be full of snowdrift, trees, and even plasma. Importantly, this plasma is not dangerous while you're on the shuttle even if it seems to be shining through, but it still looks scary!
Long-Term Fix: We could probably copy over code from the StationPlanet system to fix this.

Off-Grid Kudzu: I only saw it happen once across about 5-6 tests, but kudzu spawns may have a small chance of spawning "between" grids. This allows them to spread through walls and pass across gridlines (normally impossible). Kudzu can also get pretty out of control outside the station just in general, but it's not unmanageable.
Temporary Fix: Just stay on top of it as admins and hope it was a total fluke. It seems quite rare.
Long-Term Fix: It could be smart to designate specific valid entities for kudzu to spawn on, similar to the vent critter events. Vents, hydroponics trays, soil, etc. This would allow us to eliminate unwanted "outdoor kudzu" spawns entirely.

Major Bugs

Room Temperature Arctic: Ptarmigan's map defaults to 293 degrees and has some pressure issues on top of that. This is because the EnsurePlanet function automatically sets the map atmosphere to a basic 293K 82-20 N2-O mix, meaning the main outdoor grid rapidly warms up.
Temporary Fix: At the start of each round, a GM can run setmapatmos [mapID] false 220 82 21 . This will eventually fix the problem.
Long-Term Fix: It seems likely that we can modify the EnsurePlanet or StationBiome code to prevent this, or even make the component fully customizable, but the infrastructure isn't really in place, so it might be a project. Alternatively, if we can make weather events change map temperature, that would also address this.

Tile Placement: Because the station grid spawns on top of an existing grid, it is impossible to place tiles on the main grid. This includes if you pry up a floor tile and try to replace it.
Temporary Fix: None, really. An admin can coordinate with players to place what they want placed, but that's the best they can likely do.
Long-Term Fix: I don't know if there is one. Grids are weird. It's a bummer.

Questions for Reviewers / Things to Watch For:

  • Security's makeup: I explain the rationale of the Warden/Detective/SecOff layout above. I would like to give this a shot, but if it's just simply a bad idea, it's easy to change.
  • Xenoarch Setup: Is having to build the atmos stuff yourself too obnoxious, especially considering the tile issues?
  • The Gloamflower: Is this a good alternative to an automatic data system?
  • Do the bugs (listed above) make this map unsuitable for the automatic rotation?
  • Does the Atmos experience work? Is it too annoying to keep the station heated?
  • Are the RTGs good, or should I swap them out with basic generators?
  • Light Switches: Is this too gimmicky? Do they all work okay?
  • Cargo Vault: Is this a good idea? What should it include or remove?
  • Expedition Shuttle: Does this work? Are there any big issues?
  • Is Logistics Fun?: With the QM as the Captain's right-hand-woman, the importance of plasma, and the walks to the ATO, Logistics is meant to be a very important department on this map, which means it needs to be fun to play. Is it?

Media

The Ptarmigan Outpost's main grid:
Ptarmigan-0

The "Tern", Ptarmigan's Transfer Shuttle:
SYND_EmergencyShuttlePtarmigan-0

The HKMN-Woodfrog expedition shuttle:
broken_expedition_shuttle-0

Non-Player-Facing Changelog

  • add: Added a handout and custom tape to introduce the Ptarmigan Outpost.
  • add: Added new Transfer Shuttle and Expedition Shuttle grids for Ptarmigan.

Changelog
🆑

  • add: Syndicate Communications has been gifted by Electra Dynamics the beautiful Ptarmigan Outpost, a lowpop terrestrial station set on the far side of Glacier's frozen moon.

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General thoughts

I love and have been endlessly yearning for a planetside station, so I was excited for this from the get-go. I'm also a HUGE fan of exomorphs and their Yssmoon presence and I can't wait to subject the players to even more alien threats here.

Lore & flavor

I love the station's background, it's grounded in the setting, with the exact level of detail required for it to be evocative of a greater story and to spark conversation and curiosity, without being stifling to player expression or a GM's ability to come up with interesting round narratives. The companies' character is clearly reflected on the write-up and the map, as is to be expected from your work. I really appreciate all the Hawkmoon and Electra posters on the walls, the snowed-on road to evac, the sporadic use of less common tree prototypes. The names of the shuttles are lovely.

General design

The ruins dotting the area around the station and the everyday use areas that start out snowed (evac and the salvage bay exterior) give players an immediate, mood-setting task that is immersive of an extended shift in an arctic outpost while not being mandatory or taking so long or so much effort so as to wear them out.

I also love that some of the important but not super crucial facilities are actually outside of the station and require trudging through the snow to get to them, including the mailbox. This station feels tailored for survival horror moments, with tense walks to the server backup shed or the maintenance room where the emergency insulated gloves are through exomorph howls in the night. The fact that the salvage shuttle, should it be repaired and used for expeditions, will land away from the station and necessitate back and worth walks only adds to this. When we discussed adding vehicles for planetside play, this is the exact scenario one was thinking about. Cargo really really wants a Ripley here (itself an Aliens reference) and I love that they do not start with one.

Secret areas for the players to find are always a favorite for me and the igloo is a standout, being not just a secret area but a whole exterior building on its own, again bringing me back to how much I love that choice.

Having this station be more salvage and science focused, and relying on the Quartermaster for orders and the salvagers as much as security for protection, is a very nice thematic angle that may not play very well in space but here has a very good narrative reason to exist.

As for the unfortunate bugs and the more experimental ideas, those are an easy pass for me. You have clearly put a lot of thought of this, and also put all that thought to paper - these aren't wild swings in the dark, these are ideas that I think are worth trying. I fully subscribe to the stock maxim that make it exist first, make it better later, and I really want this premise to stop being a concept and to start actually existing. I believe that our players will be willing to suspend their disbelief and collaborate with the fiction to enjoy this station in its current state while we try and figure out how to iron them out.

Comments and recommendations

  • Blast doors in the mail office feel a bit overkill, a bit of an overexpenditure. I feel like blast door should protect the rest of the station from an exploding hazard, mechanical or narrative, not serve as the handy go-to for doors that can be closed or not without extra tech. Maybe just another set of doors with courier access? I'm not opposed to them being there until we develop a new prototype for that type of door.

  • Kitchen's hallway area feels a bit bare. Perhaps a plant in the hallway or a vendor in the lower right corner, or some unobtrusive decoration on the floor.

  • Some more uses of the step gradient decal would aid the illusion of verticality in a few tiles where there are no entities to cover it. There's two tiles of stairs that I feel subtly benefit from it.

  • Crypod area has two VERY tempting spots for hostile Yssmoon fauna to try and break in that allow them rather quick access to vital facilities. I feel like SyndComm would've taken note of this and taken some extra security measures, even if they're not functional now. Perhaps a broken turret outside? Or some debris to show that there was such defenses at some point, and were taken down.

  • The floral anomaly makes loud scary noises periodically but doesn't supercrit. Don't know if this is something you can work on.

Consider:

  • Adding curtains on some exterior windows. Library, perhaps?
  • Adding a scrubber/air alarm in the backup server building.
  • Adding a scrubber/air alarm in the maintenance building.
  • Adding desk somewhere in the main hallway, possibly with a notebook or a forgotten reading book from the library.

Issues:

  • Missing intercomms: departmental ones might be optional, do add a couple publicly accessible ones, maybe in different ends of the main hallway.

  • Add more emergency lockers/winter EVA suits.

  • Missing air alarms in norther hallway, souther hallway, bar area, hydroponics, janitorial, and chutes room.

  • Several scrubbers (possibly all of them) are freezer versions and not connected to air alarms.

  • There's a second, redundant air alarm in science (not the atifact chamber's).

  • The artifact chamber's air alarm not connected, needs a rename.

  • Door floor tile check: bar area, northern airlocks; robotics blast doors; medical substation (both airlocks) have inconsisten tiling.

  • Named airlocks check: Security to hallway's airlock is not named.

  • Access checks: exterior medical airlock is unlocked (paramedic access?). Mailroom blast doors are low access.

Conclusion

I'm really, really excited and looking forward to this. Once the issues are addressed I'll be happy to approve it.

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github-actions Bot commented Jul 5, 2026

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RSI Diff Bot; head commit d513416 merging into dcbfba4
This PR makes changes to 1 or more RSIs. Here is a summary of all changes:

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…e emergency shuttle, a filled airlock that spawns the exped shuttle, the introductory handout, and the introductory tape, as well as tests and feedback popups
…ious changes requested in review (with exception of Mailroom hall), added electrified fence APCs

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Really like the changes. The indoor railings are a rare, welcome sight that breaks the big spaces while keeping the room whole. Super excited to curse in-character and rub my arms as I go do horrible chores outside in the exomorph infested snow plains.

@Psymbiote
Psymbiote added this pull request to the merge queue Jul 19, 2026
Merged via the queue into main with commit 955c759 Jul 19, 2026
18 of 19 checks passed
@Psymbiote
Psymbiote deleted the Ptarmigan-Outpost branch July 19, 2026 15:53
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