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Plasma Station #33991

Merged
merged 29 commits into from
Jan 16, 2025
Merged

Plasma Station #33991

merged 29 commits into from
Jan 16, 2025

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Compilatron144
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@Compilatron144 Compilatron144 commented Dec 21, 2024

About the PR

Plasma Station is my pet project that was inspired by a discussion on discord - revolving around the idea of a run down plasma mining station that had been only recently converted into a Nanotrasen research outpost. The main gimmick is the station's industrial, unpaved design, with much of it's structure being exposed rock and dirt.

Why / Balance

Plasma Station was designed first of all with the concept of a plasma mining station. As part of this, two gas miner rigs were originally planned to be included - although Emisse has stated that there's no way that such a feature will make it past the admins. As such, they have both been disabled and turned into display pieces. Downstream servers or admins can enable them at their own discretion.

Screenshot 2025-01-03 105134

The main gimmick of plasma is it's appearance as a mined out outpost - featuring dug out tunnels instead of hallways. These are intended to provide an industrial appearance. Power and air are instead routed through 2 wide maintenance tunnels.

Screenshot 2025-01-03 105318

Since the main gimmick of Plasma is the plasma - the station does not feature a singularity pit, but does have a TEG, with instructions in the form of a pamphlet on the TEG and control panel. These are intended to provide inexperienced players a chance to learn a basic TEG setup - but also remains functional enough for more advanced TEG designs.

Screenshot 2025-01-03 105531

As part of Plasma's lore, the science section is the most recent addition to the station. As such it takes the form of a much cleaner, separate module which sticks out from the station. It does however contain it's own maintenance run and is reasonably well connected to the rest of the station.

science

Technical details

Media

Most recent map render

Plasma-0

Requirements

Breaking changes

Changelog
🆑

  • add: Added Plasma Station

@ss14-map-server
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This PR contains new or changed maps:

  • plasma.yml

Maps are being rendered. This comment will be updated if rendering them is done.
12/21/24 22:32

@github-actions github-actions bot added S: Untriaged Status: Indicates an item has not been triaged and doesn't have appropriate labels. size/XL Denotes a PR that changes 5000+ lines. Changes: No C# Changes: Requires no C# knowledge to review or fix this item. Changes: Map Changes: Might require knowledge of mapping. and removed size/XL Denotes a PR that changes 5000+ lines. labels Dec 21, 2024
@ArtisticRoomba
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I'll checkout the map in a moment, and I'll tell ya what I think. Overall from the image, I really like how the idea turned out, it looks like a great map with a good theme, much like Xeno station.

@Stewie523
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I hate that TEG is the main power in here. TEG isnt fun because it allows atmos techs to be elitist. Engineering needs singulo/tesla imo

@Djungelskog2
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I hate that TEG is the main power in here. TEG isnt fun because it allows atmos techs to be elitist. Engineering needs singulo/tesla imo

amber does the same thing

im more concerned with science beign disconnected (probably shouldnt be i dont think)

@ArtisticRoomba
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Some notes I had from a brief review:

  • Halls are mostly empty/bland. It could benefit to put some posters or maps.
  • Plasma gas miners are unlit. They should also get airlocked atmos doors to prevent leakage (plasma is expensive!)
  • Hallways need more directional signage, just to remind players that they're on the right track. The corners of the station are a good example.
  • Complete lack of atmos to refill the hallways, not even monitoring.
  • To have more of a mining, atmospheric feel, it would be good to design the airlocks between departments to be a cycling airlock. Would lead to interesting interaction.
  • Science power going out in 3 minutes is... eh? Cool I guess, but this just leads to people rushing roundstart to place the cable or promotes self-antag bait by stealing the cable (when antags aren't even assigned yet). You have plenty of room to expand the SMES array to power science.
  • I like the startup TEG! I think this is good for a learning experience.
  • I recommend changing all stamped papers to a "CentComm Engineering" green stamp like on Core.
  • Bridge central entrance blast door is nonfunctional when the door is closed, probably a layering issue from the order in which you placed the devices.
  • A pipenet monitoring console would be really nice in the bridge. Captain wants to monitor that sweet plasma flow, ya know?
  • Maints should get dim lights near doors, otherwise it can remain completely pitch black, I like it.
  • There's literally just an unwarranted maintenance door to space.
  • Duplicate AI Core beacon. Solars with no beacon.
  • I don't see a reason for the passive gates for the science distro and waste pipenets. This will make cleaning up a distro sabotage unnecessarily hard.
  • I will say that after my testing, this map's power (without science included...) matches the desired power roundflow. It's a very forgiving map when it comes to power.
  • Mapped engineering protolathe needs to be removed.
  • The pipe going to the plasma storage chamber from the filter in atmos recycling does not need to go under a reinforced wall, it should be routed underneath the plasma window after taking its bend somewhere visible.
  • Mapped primary atmos burn chamber has no way to waste gas to space. Atmos will have to manage all waste gasses coming from the burn chamber in a very specific way (something that usually ends horribly).
  • Lack of gas storage rooms for other waste gasses besides mined gasses.
  • Gas miners can easily overpressure atmospherics/the station if breached, as they're not buffered by space. This goes the same for the atmos main burn chamber.
  • Tested power both with and without science draw. WIthout science draw, it passes checks, however with science it doesn't. As previously stated, science will connect their department roundstart anyways, so I think it's best to balance power around that fact. I recommend using the new Advanced SMESes which hold double, and adding one more advanced SMES. This would mean you would have to map 6 Advanced SMESes, same as any medium to large size station.
  • Oh, and CE needs their acoustic guitar mapped. Highly important.

@Compilatron144
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Compilatron144 commented Dec 22, 2024

@ArtisticRoomba

  • Halls are mostly empty/bland. It could benefit to put some posters or maps.

I might add some safety posters and such around the place - but it's intentionally supposed to be bare rock in most places. As for maps - should I make one of those physical maps that other stations have?

  • Plasma gas miners are unlit. They should also get airlocked atmos doors to prevent leakage (plasma is expensive!)

Fair enough. I'll reconfigure them a bit and expand them to include the airlock.

  • Hallways need more directional signage, just to remind players that they're on the right track. The corners of the station are a good example.

I did add some in key places - but if you think I need more, where could I add them?

  • Complete lack of atmos to refill the hallways, not even monitoring.

I'll add some outcrops along the hallways with vents/scrubbers to keep them off the main path.

  • To have more of a mining, atmospheric feel, it would be good to design the airlocks between departments to be a cycling airlock. Would lead to interesting interaction.

I could do that but I think most would just immediately grab a network config and remove that.

  • Science power going out in 3 minutes is... eh? Cool I guess, but this just leads to people rushing roundstart to place the cable or promotes self-antag bait by stealing the cable (when antags aren't even assigned yet). You have plenty of room to expand the SMES array to power science.

I'll expand the SMES array.

  • I like the startup TEG! I think this is good for a learning experience.

Woo!

  • I recommend changing all stamped papers to a "CentComm Engineering" green stamp like on Core.

Just need to figure out how.

  • Bridge central entrance blast door is nonfunctional when the door is closed, probably a layering issue from the order in which you placed the devices.

Ah - that's what's wrong.

  • A pipenet monitoring console would be really nice in the bridge. Captain wants to monitor that sweet plasma flow, ya know?

I'll try and fit it in.

  • Maints should get dim lights near doors, otherwise it can remain completely pitch black, I like it.

Thought I did that.

  • There's literally just an unwarranted maintenance door to space.

It's a troll door.

  • Duplicate AI Core beacon. Solars with no beacon.

Easy fix

  • I don't see a reason for the passive gates for the science distro and waste pipenets. This will make cleaning up a distro sabotage unnecessarily hard.

I'll replace them with open valves? The idea is to give the impression it's a new addition - science as being it's own module.

  • I will say that after my testing, this map's power (without science included...) matches the desired power roundflow. It's a very forgiving map when it comes to power.

👍

  • Mapped engineering protolathe needs to be removed.

:disintegrate:

  • The pipe going to the plasma storage chamber from the filter in atmos recycling does not need to go under a reinforced wall, it should be routed underneath the plasma window after taking its bend somewhere visible.

👍

  • Mapped primary atmos burn chamber has no way to waste gas to space. Atmos will have to manage all waste gasses coming from the burn chamber in a very specific way (something that usually ends horribly).

I didn't want to - but I might just add some scaffolding tiles in the burn chamber room, so it'll be possible to directly vent to space.

  • Lack of gas storage rooms for other waste gasses besides mined gasses.

I can rework atmos to fit in more gas tanks. I'll just expand the existing tank stack northwards.

  • Gas miners can easily overpressure atmospherics/the station if breached, as they're not buffered by space. This goes the same for the atmos main burn chamber.

Same thing as I said for the burn chamber. I didn't want to - but I can add some scaffolding tiles to prevent this.

  • Tested power both with and without science draw. WIthout science draw, it passes checks, however with science it doesn't. As previously stated, science will connect their department roundstart anyways, so I think it's best to balance power around that fact. I recommend using the new Advanced SMESes which hold double, and adding one more advanced SMES. This would mean you would have to map 6 Advanced SMESes, same as any medium to large size station.

👍

  • Oh, and CE needs their acoustic guitar mapped. Highly important.

I forgot this. I am a fake CE main 💀

@Stewie523
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amber does the same thing

I dont like it either but Amber is a small-mid pop map which makes it a little bit okay. This looks high pop and it really is just TEG elitism which shouldnt be in the game at all. I've had atmosians straight up force engis to not do anything round start and this is basically enforcing that. It's boring a horrible way to play.

@ArtisticRoomba
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amber does the same thing

I dont like it either but Amber is a small-mid pop map which makes it a little bit okay. This looks high pop and it really is just TEG elitism which shouldnt be in the game at all. I've had atmosians straight up force engis to not do anything round start and this is basically enforcing that. It's boring a horrible way to play.

"TEG Elitism" is an interesting statement, and I can see it happening.

I agree that atmosians can get a bit egotistical and force their designs, leaving new players no room to experiment or try around. This was largely due to the fact that engineering used to be a huge rush to get power up, and it's much faster to just do their setup than to gamble on a new player making something that might not work. With power being balanced on most stations, I don't see this being a huge concern anymore.

It's mostly an IC issue, and I think in these situations you could use your words. Simple things like "Hey, could I try setting up the TEG this shift?" and maybe as an atmosian with a bit more hours under their belt, you could offer to teach, or let them explore their design and point them in the right direction to something that works. This is something I always do when I have a lot of time on my hands, and it helps introduce players to the atmos space of engineering and promotes tinkering with designs, something that atmos is all about.

@Stewie523
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amber does the same thing

I dont like it either but Amber is a small-mid pop map which makes it a little bit okay. This looks high pop and it really is just TEG elitism which shouldnt be in the game at all. I've had atmosians straight up force engis to not do anything round start and this is basically enforcing that. It's boring a horrible way to play.

"TEG Elitism" is an interesting statement, and I can see it happening.

I agree that atmosians can get a bit egotistical and force their designs, leaving new players no room to experiment or try around. This was largely due to the fact that engineering used to be a huge rush to get power up, and it's much faster to just do their setup than to gamble on a new player making something that might not work. With power being balanced on most stations, I don't see this being a huge concern anymore.

It's mostly an IC issue, and I think in these situations you could use your words. Simple things like "Hey, could I try setting up the TEG this shift?" and maybe as an atmosian with a bit more hours under their belt, you could offer to teach, or let them explore their design and point them in the right direction to something that works. This is something I always do when I have a lot of time on my hands, and it helps introduce players to the atmos space of engineering and promotes tinkering with designs, something that atmos is all about.

I've had shifts as an Engineer and Captain where Atmos Techs sue'd me for setting up Singulo/Tesla because they are "inferior" power sources compared to TEG. I really just don't like how much people rely on the TEG compared to some more fun power options that engineering has.

@ArtisticRoomba
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I've had shifts as an Engineer and Captain where Atmos Techs sue'd me for setting up Singulo/Tesla because they are "inferior" power sources compared to TEG. I really just don't like how much people rely on the TEG compared to some more fun power options that engineering has.

I agree that the TEG is the current meta power source, mostly due to the recent """enlightenment""" behind it. The example you mentioned is partly an IC issue, but I agree that the current state of power generation trends too heavily towards the TEG. I could write an essay on why the TEG is incredibly good, but this is not the PR for it.

I can tell you right now that tuning the TEG's efficiency is not the simple solution to the problem and it will make the last bit of atmospherics gameplay there is unfun. Making the TEG balanced involves:

  • Making pipes have pressure and temperature limits.
  • Making windows have delta-Pressure limits, and temperature limits.

Both of which require a lot of work to atmos.

@Stewie523
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I can tell you right now that tuning the TEG's efficiency is not the simple solution to the problem

I don't want to clog this PR with unrelated messages but I'll finish off saying this - TEG needs a negative drawback for it to be solvable in my opinion. It should never be better than Tesla/Singulo which have massive drawbacks.

This is a good map but I really do hope a singulo/tesla arena gets made for it later.

@beck-thompson beck-thompson added P3: Standard Priority: Default priority for repository items. T: New Feature Type: New feature or content, or extending existing content D3: Low Difficulty: Some codebase knowledge required. S: Needs Review Status: Requires additional reviews before being fully accepted A: Mapping Area: Maps, or tools used for mapping P2: Raised Priority: Item has a raised priority, indicating it might get increased maintainer attention. and removed S: Untriaged Status: Indicates an item has not been triaged and doesn't have appropriate labels. P3: Standard Priority: Default priority for repository items. labels Dec 22, 2024
@CookieMasterT
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Alright after a brief look I want to say:

  1. Salvage magnet faces the wrong way (towards the station)
  2. Atmos chamber's blast doors dont have space access (but I think you can just RCD it)
  3. 7 plasma stacks round start!!
  4. 4 salvagers round start is a nice touch for a mining station.
  5. And I really like how CMO has their room with a stasis bed to revive important people. Or how hop has a pet carrier for Ian.
  6. And... Is that a throngler in the wall?

@Compilatron144
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Compilatron144 commented Dec 22, 2024

@CookieMasterT

Alright after a brief look I want to say:

  1. Salvage magnet faces the wrong way (towards the station)

Easy fix 👍

  1. Atmos chamber's blast doors dont have space access (but I think you can just RCD it)

Roomba mentioned - I might just put a lattice tile outside the blast doors and call it that.

  1. 7 plasma stacks round start!!

Yes

  1. 4 salvagers round start is a nice touch for a mining station.

Yes

  1. And I really like how CMO has their room with a stasis bed to revive important people. Or how hop has a pet carrier for Ian.

It was a last minute change but I had the sudden realisation of just how much of a pain in the ass it is when you drag the captain into medbay only for them to be stripped of all their items while being revived. It's a simple change but definitely a good one.

  1. And... Is that a throngler in the wall?

Plushie

@southbridge-fur
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Salvage magnet always renders the wrong direction in the map renderer.

Expanded science's SMES array
Added advanced SMES
Redone stamped documents with custom stamps
Expanded atmospherics with more storage tanks
Added status displays
Add missing beacons to solars
Replaced the passive gates in science with valves
Removed protolathe in engineering
Added guitar to CE office
Replaced throngler plushie with weh cloak
Add a lattice tile outside the atmos burn chamber and storange tanks
Added atmos network monitor in bridge
@ilovehans10
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What's the gas setup near cargo? I assume it's freezon related, but either way I've never seen anything like it near cargo.

I'm loving the way this map looks, and I can't wait to play it as soon as it's ready. I absolutely love how sec is both super secure with the double reinforced wall, but if you get between you can bomb into the armory. I also love how even if you can pull that off you still have to deal with the hallway being a choke point for raiding the vault. I can't wait to see nukie rounds on this station.

Also the weh room is top notch and I would like to request the bar gets a TV so I can tune in to the weh channel. Speaking of the bar having an indoor/outdoor is inspired and I can't wait to tend here!

@Compilatron144
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Also the weh room is top notch and I would like to request the bar gets a TV so I can tune in to the weh channel. Speaking of the bar having an indoor/outdoor is inspired and I can't wait to tend here!

It actually did have one - the bar went through a redesign, but I forgot to put a new TV down 😅

@Compilatron144
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Ok - I think I've finally cleared out all the issues I am aware of. I'll wait for the tests to finish.

@github-actions github-actions bot added the S: Merge Conflict Status: Needs to resolve merge conflicts before it can be accepted label Jan 3, 2025
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github-actions bot commented Jan 3, 2025

This pull request has conflicts, please resolve those before we can evaluate the pull request.

@github-actions github-actions bot removed the S: Merge Conflict Status: Needs to resolve merge conflicts before it can be accepted label Jan 7, 2025
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github-actions bot commented Jan 7, 2025

This pull request has conflicts, please resolve those before we can evaluate the pull request.

@github-actions github-actions bot added the S: Merge Conflict Status: Needs to resolve merge conflicts before it can be accepted label Jan 7, 2025
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This map's power is balanced, and passes the roundflow test with flying colors.

I had some misc comments here and there during my time looking at your map, I'll share them in the review thread.

@Emisse Emisse merged commit d0b2e46 into space-wizards:master Jan 16, 2025
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@southbridge-fur southbridge-fur mentioned this pull request Jan 16, 2025
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A: Mapping Area: Maps, or tools used for mapping Changes: Map Changes: Might require knowledge of mapping. Changes: No C# Changes: Requires no C# knowledge to review or fix this item. D3: Low Difficulty: Some codebase knowledge required. P2: Raised Priority: Item has a raised priority, indicating it might get increased maintainer attention. S: Merge Conflict Status: Needs to resolve merge conflicts before it can be accepted S: Needs Review Status: Requires additional reviews before being fully accepted size/XL Denotes a PR that changes 5000+ lines. T: New Feature Type: New feature or content, or extending existing content
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