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ChilledStation: A Bold New Venture for Nanotrasen #72994

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EOBGames
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@EOBGames EOBGames commented Jan 27, 2023

About The Pull Request

NOTE: CHILLED IS NOT ENTIRELY FINISHED. THIS PR IS BEING OPENING IN DRAFT TO ALLOW FOR PLAYTESTING OF THE (MOSTLY) COMPLETE STATION LAYOUT VIA TESTMERGE!

Adds a new map: ChilledStation. Planned as an icebox replacement, ChilledStation aims to create a map that feels planetary. Icebox, for all the improvements made to it in the last few years, is ultimately let down by its circumstances- originally designed for space, the bulk of the map has never felt particularly fitting for a planetary setting. New additions obviously help, but the vast majority doesn't quite feel right.

Now, to get away from making snipes at another of our maps and instead getting on to what Chilled brings itself: Chilled is a built-from-scratch map, utilising the icemoon framework. It aims for a mid-to-highpop population band; while the station itself is large, the departments aim for relative compactness and centrally-focused design, ensuring that even at midpop players should be interacting frequently.

As for quality- that's subjective, but I like to think that Chilled brings a unique and fresh style to TG, inspired primarily by the works of Okand and Cogwerks, but obviously divergent in its own way. I'd like to know what people think once they get the opportunity to play it.

I obviously have to thank every mapper we've got, as I think everyone's helped in some form or another with Chilled (after all, it took 3 years from start to finish), as well as special mentions for code assistance to @SpaceSmithers, @LemonInTheDark, and @MrMelbert who all really helped with various code tribbles and troubles. @Maurukas also deserves major kudos for his work on Chilled's various atmos problems.

Full Screenshots (WIP Version):
Ground Level
chilled_upper

B1F
chilled_mid

B2F
chilled_lower

B3F (Caves Layer)
chilled_caves

B4F (Depths Layer)
chilled_depths

Currently known issues:

  • Visual: The arrivals train travels through space to arrive. This will need resolved in code, and is currently beyond the scope of getting the station finished.
  • Gameplay: Maint isn't finished. I'm planning to open this up a bit to collaboration, provided initial testing goes smoothly. Sorry to all the assistant maint-trawling mains- I promise, it'll be in a better state eventually for you.
  • Gameplay: Mining surface ruins don't spawn. This is a consequence of the surface being tied to unique effects which I don't want replicated in the cave layer. The areas can be tweaked, but this is pretty minor, affecting (as I recall) only 6 ruins.

Why It's Good For The Game

As noted above, Icebox has never quite fitted on the icemoon setting. Chilled is built from scratch to serve this purpose, and should be a better showcase of the potential of planetary maps.

Changelog

🆑 EOBGames, Maurukas
add: ChilledStation has arrived! Look for it in your map vote list at mid-to-highpop, and begin your new venture onto the icemoon today.
/:cl:

@tgstation-server tgstation-server added Config Update Time to bother the headadmins for three months to get your config applied Feature Exposes new bugs in interesting ways Map Edit Thank you for your tile-placing service. It's always appreciated. labels Jan 27, 2023
@Time-Green
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ITS HAPPENING ITS HAPPENING I LOVE YOU CHILLED HOLY SHIT HAHAHAHAHHAHAHAHA

@the-orange-cow
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please please please let the power be better than icebox

@unit0016
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I have never been as excited to feel completely lost as I am now.

@tralezab
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Someone call icebox shes crying
AND GOOD ITS GOOD THAT SHE'S CRYING GET HER OUT OF HERE

@theta891
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having multi layer plasteel walls on armory and SM seems excessive

@Jolly-66
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Can you believe it guys
Chilled Station
In just one week
Chilled Station
I'm so happy for this information

@san7890 san7890 added the 📌 Test Merge Candidate This version will not be removed by actions when the PR is updated label Jan 27, 2023
@LemonInTheDark
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Oh lord it's 5z he a chonker
Bully me if this causes clientside lag I have ideas

@JohnFulpWillard JohnFulpWillard marked this pull request as draft January 27, 2023 19:37
@Cheshify
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Incredibly awesome map, I've been following this through development and I couldn't be happier to finally see it.

@tgstation-server tgstation-server added the UI We make the game less playable, but with round edges label Jan 27, 2023
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github-actions bot commented Jan 27, 2023

This pull request was test merged in 51 round(s).

Round list

terry

manuel

@DaydreamIQ
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Despite not really needing them Engineering seems to not spawn with any modsuits in their storage containers, their departmental order console is a medical one and I wasn't personally able to find any insulated gloves anywhere

@EOBGames
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Despite not really needing them Engineering seems to not spawn with any modsuits in their storage containers, their departmental order console is a medical one and I wasn't personally able to find any insulated gloves anywhere

Taking a look over, these are all problems, yeah- I'd used an industrial suit storage forgetting those don't actually have engi suits in them by default, and must have copied the order console from medbay using the room there as a reference. As for insuls, table stuff is sorta all over the place. I'll sort these all out, and cheers for the reports.

@Maurukas
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This is so good. I've gotten lost in it for over an hour now, and I feel like I've seen less than ten percent of it. So rather than lavishing you in further praise, have a bunch of minor issues instead.

Fixable stuff, some of which might be intentional or just not done yet.
  • Access restrictions on AI upload are missing
  • Access on the windoors around the bridge comm console is wrong (currently captain only, should be command unless this is deliberate). Heads will not be able to call the shuttle without breaking in.
  • Command quarters (fantastic addition) are missing shutter controls
  • Tech storage has lots of empty racks, which looks kind of weird because of how dense the spawned circuit boards are on other racks. More clutter/goodies?
  • The SM seems unstable in it's default configuration. I'm not immediately sure why - if it's the multi-z space, but it got unhappy fast and I had to straight pipe everything to stabilize it.
  • The SM needs some better meter placement. Try to make sure there's at least one gas meter in each section of the engine loop that's separated by atmos devices to make sure clogs are visually apparent to players.
  • Hidden pipes in the SM instead of visible:
    image
    image
  • Rear SMES are unreachable over the table:
    image

If you'd prefer it, I can start tackling things and start PRing to your branch, or just continue to list things here.

Comment on lines +35 to +66
{
"Down": -1,
"Up": 1,
"Mining": true,
"Linkage": null,
"Gravity": true,
"Ice Ruins Underground": true,
"Baseturf": "/turf/open/openspace/icemoon/keep_below",
"No Parallax": true
},
{
"Down": -1,
"Up": 1,
"Mining": true,
"Linkage": null,
"Gravity": true,
"Ice Ruins Underground": true,
"Baseturf": "/turf/open/openspace/icemoon/keep_below",
"No Parallax": true
},
{
"Down": -1,
"Mining": true,
"Linkage": null,
"Gravity": true,
"Ice Ruins": true,
"Weather_Snowstorm": true,
"Baseturf": "/turf/open/openspace/icemoon/keep_below",
"No Parallax": true
}
],
"minetype": "none",
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@san7890 san7890 Jan 28, 2023

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Suggested change
{
"Down": -1,
"Up": 1,
"Mining": true,
"Linkage": null,
"Gravity": true,
"Ice Ruins Underground": true,
"Baseturf": "/turf/open/openspace/icemoon/keep_below",
"No Parallax": true
},
{
"Down": -1,
"Up": 1,
"Mining": true,
"Linkage": null,
"Gravity": true,
"Ice Ruins Underground": true,
"Baseturf": "/turf/open/openspace/icemoon/keep_below",
"No Parallax": true
},
{
"Down": -1,
"Mining": true,
"Linkage": null,
"Gravity": true,
"Ice Ruins": true,
"Weather_Snowstorm": true,
"Baseturf": "/turf/open/openspace/icemoon/keep_below",
"No Parallax": true
}
],
"minetype": "none",
{
"Down": -1,
"Up": 1,
"Mining": true,
"Linkage": null,
"Gravity": true,
"Baseturf": "/turf/open/openspace/icemoon/keep_below",
"No Parallax": true
},
{
"Down": -1,
"Up": 1,
"Mining": true,
"Linkage": null,
"Gravity": true,
"Baseturf": "/turf/open/openspace/icemoon/keep_below",
"No Parallax": true
},
{
"Down": -1,
"Mining": true,
"Linkage": null,
"Gravity": true,
"Weather_Snowstorm": true,
"Baseturf": "/turf/open/openspace/icemoon/keep_below",
"No Parallax": true
}
],
"minetype": "none",

image

The ruin loader is wasting time on every initialize because the z-level is flagged to have these ruins (The Ice Ruins and Ice Ruins Underground boolean), but you (deliberately) haven't placed any valid areas for it to place stuff into

@private-tristan
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private-tristan commented Jan 28, 2023

Screenshot_20230127_204311_Firefox
I think(?) There aren't enough manifolds to properly cool down the supermatter, especially if it gets set on fire
Theres no ice atmos under it so its' temperature equalizes slowly because it crosses z levels instead of being replaced by planey atmos like icebox
also no plasma-lake for manifold cooling :(

@Maurukas
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Heading through medbay now:
  • Morgue chute terminates abruptly here:
    image
  • Medbay's crematorium is set to crematorium access, which medical staff do not have. This should probably be morgue access, as this room is entirely internal to medbay.
    image
  • I cannot locate a button for the shutters in pathology on the morgue
  • Shipping supplies for the medbay delivery office
  • Medbay needs a general lightswitch pass
  • Cryo's waste filter is not connected to the atmospheric loop, so cryo is currently nonfunctional. There are also some extra pipes here:
    image
  • This area near the morgue has no lighting (unless this is intentional)
    image
  • Plumbing APC is not wired
    image
  • Chemistry is missing some typical roundstart supplies - beakers, pills and other typical clutter.

@ophaq
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ophaq commented Jan 28, 2023

This is so awesome. Can't wait to play it!

@Inari-Whitebear
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From playing it last night:

  • Some engis said they couldn't find insuls
  • Apparently the engi ordering console was the medical one
  • Yeah the SM manifolds seemed kinda bad at cooling, used the coolers
  • Didn't seem to find an RPD in the SM room or engi areas? Think an atmos tech ended up handing me one, but maybe the CE took the one that was lying around or such

@zxaber
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zxaber commented Jan 28, 2023

Seems pretty cool.

Anyway, this robotics design with the mech bay and fabs in the same room is really neat.

image

Certainly a fresh take on the idea. Though, making the charging area for mechs be the workshop itself makes me wonder if we should have a separate public mech charger, like outside engineering or something.

Also, it's missing borg chargers, and could use a holopad right in the center.

@SomeoneYouProbablyKnow
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SomeoneYouProbablyKnow commented Jan 28, 2023

Finally we can axe icebox and have a map that's actually purpose built for planetside.

Also Holy shit a chemistry lab that actually looks like a real lab. Impossible.

My only concern is the sheer size o this lad. Could be prudent to slap a minimum of like 40 pop on it.

@Mey-Ha-Zah
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All of my yes. Icebox had potential but I always felt the conversion was half hearted, this looks so good and I LOVE the rafter areas.

EOBGames and others added 23 commits April 2, 2023 15:36
Atmos work for:
Engineering corridors
Central Primary corridors
Security + brig cells
Dorms + arrivals shuttle
Minor SM cleanup
Disconnected powergrid in atmos Z:2 + meters
* Turbine work + test

Linked turbine computer to turbine
linked turbine shutters
ordmix airlock controls
replumbed turbine airlock + added devices
additional qol to atmos - lights, meters, spare cans, missing mixer
tweaked turbine plumbingsas

* tcomms glass subtype
* Replace cursed beach turfs

/turf/open/water/beach is an insidious trap because it has no initial gas mix set. It exists to be used as a baseturf and the actual gas mix is set on /turf/open/water/beach/biodome

* 0 ATs

Also fixes runtiming airlock sensor
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image

missing pipes (mining mech bay)

image

doesn't this need an output? (xenobio)

image

missing pipes (research division)

image

missing pipes (atmos office)

image

missing pipes (brig) (both sides)

image

missing pipes (ordenance testing)

image

missing scrubber (upper science division)

image

is this supposed to be connected? (science mainteannce)

image

missing cables (mining comms / labour camp sec)

image

missing wires i think ( mining station)

image

missing cables i think (cargo maintenance)

image

missing cables i think (ai sat antechamber)

image

wire wackery (central maintenance)

missing cables i think ( botanical garden gantries)

image

unconnected disposals ( library private study )

image

unconnected disposals (cargo office)

image

missing disposals pipe (dormitories)

image

disposals wackery (medbay)

image

more disposals wackery ( medbay)

image

missing disposals (robotics / smoothie / genetics) ( and coffee shop )

image

missing disposals pipes (medbay / chapel maintenance) (also a unconnected bin right below)

image

disposals wackery ( psychs / bar / botanical garden / brig control / brig )

image

disposals wackery ( teleporter / eva / gateway / atmos office )

image

missing disposals pipes ( Head of security office )

image

zone error

image

atmos maints jumpscare

mmmh, snow
mhmhmhmhm snow.... amazing work

@tralezab tralezab removed the 📌 Test Merge Candidate This version will not be removed by actions when the PR is updated label Apr 9, 2023
@github-actions github-actions bot added the Merge Conflict Adding upstream files to your repo via drag and drop won't resolve conflicts label Apr 13, 2023
@optimumtact
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open a new pr when this is actually ready?

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Config Update Time to bother the headadmins for three months to get your config applied Feature Exposes new bugs in interesting ways Map Edit Thank you for your tile-placing service. It's always appreciated. Merge Conflict Adding upstream files to your repo via drag and drop won't resolve conflicts RED LABEL This PR will not auto stale, this label should be green at all times. Sprites A bikeshed full of soulless bikes. UI We make the game less playable, but with round edges
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