Page 3 of 4

Re: MetaStation (v41G 04/09) and Mapping Guide

Posted: Sat Sep 12, 2015 9:47 pm
by Shadowlight213

Bottom post of the previous page:

Metastation is missing the arrival announcment computer

Re: MetaStation (v41G 04/09) and Mapping Guide

Posted: Sun Sep 13, 2015 11:12 am
by Tokiko2
The experimentor room R&D console should probably start out with read/write access to the R&D server.

Re: MetaStation (v41G 04/09) and Mapping Guide

Posted: Fri Oct 02, 2015 9:39 pm
by metacide
Just a quick note to say I've got a fair list of issues to fix, keep meaning to make a small update. Map rotation seems to be working a treat so that's a bit more motivation too. I may have time tomorrow or the day after, so any feedback or issues mentioned before then are much appreciated. Should be able to fix most of the stuff people have mentioned thus far.

Re: MetaStation (v41G 04/09) and Mapping Guide

Posted: Fri Oct 02, 2015 11:21 pm
by Gun Hog
Do not forget to add the Auto Rifles and tactical stuffs to the armory. A lot of people are against it, but it is currently standard Sec equipment, and thus should be included. See Steelpoint for exact specifications.

Some of the airlocks in Science are Medbay striped, as well as some other doors being incorrectly colored.

This is more of a request than a map issue: If the RD hardsuit is to be merged, please consider placing it on the map in the RD's office: https://github.com/tgstation/-tg-station/pull/12098 Since there is a space suit at the bomb range, you might consider removing it in favor of the RD one.

Re: MetaStation (v41G 04/09) and Mapping Guide

Posted: Sat Oct 03, 2015 5:35 am
by tuypo1
yes add the autorifles but please dont put them behind shutters or anything like that treat them the same way as all the other weapons.

Re: MetaStation (v41G 04/09) and Mapping Guide

Posted: Sat Oct 03, 2015 12:14 pm
by Not-Dorsidarf
tuypo1 wrote:yes add the autorifles but please dont put them behind shutters or anything like that treat them the same way as all the other weapons.
That includes there only being 3 of them, not 5

Re: MetaStation (v41G 04/09) and Mapping Guide

Posted: Sat Oct 03, 2015 2:57 pm
by tuypo1
i never considered that yes that to only 3

Re: MetaStation (v41H 04/10/2015) and Mapping Guide

Posted: Sun Oct 04, 2015 1:33 am
by metacide
Most Recent Version: v41H (04/10/2015) (Download Files):

[img]https://dl.dropboxusercontent.com/u/858120/Static/SS13/MetaStation/15-10-04%2001-25%20MSv41H%20Full%20-%20800.png[/img]
(Image of the station, click for full-size)

MetaStation v41H Changelog:
  • Added security auto rifles to the armory without spare magazines
    Added the arrivals auto-announce system to telecomms
    Added Ian's dog bed to the HoP office
    Added greater pixel offset between robotics roundstart glass/metal sheets
    Added bulb lights to each xenobiology slime pen
    Added light-switch to crematorium
    Added missing non-secure sec wardrobe at arrivals checkpoint
    Added the new prototype RD hardsuit, replacing the one at the toxins launch bay
    Added viewing areas to the MiniSat walkways
    Changed SWAT helmets on the NSS Viva / whiteship to NT variants
    Improved the Station-MiniSat access foyer and added command-accessible space airlock
    Fixed missing wire in arrivals maint
    Fixed research access airlocks having medical airlock sprites
    Fixed secure lab maint. airlocks having command airlock sprites
    Fixed old-style 4-pane window in disposals
    Fixed unpowered waste outlet airpump in space by the secure lab
    Fixed Secure Lab xeno pen camera not showing up on the monitor outside
    Moved turbine control computer so it now recognises the turbine properly again
    Moved windows in maint medbay so vent camera can't see in

Re: MetaStation (v41H 04/10/2015) and Mapping Guide

Posted: Sun Oct 04, 2015 1:58 am
by tuypo1
metacide wrote:Added greater pixel offset between robotics roundstart glass/metal sheets
awesome

Re: MetaStation Thread (v41H 04/10/2015)

Posted: Mon Oct 12, 2015 6:07 am
by Shadowlight213
The various randomized posters seem to add their title and description to the base rather than replace it.
That's a poster - Obey- Free Drone.
A large piece of space-resistant printed paper. A poster instructing the viewer to obey authority. This poster commemorates the bravery of the rogue drone banned by CentComm.

Re: MetaStation Thread (v41H 04/10/2015)

Posted: Mon Oct 12, 2015 6:31 am
by Steelpoint
You may want to consider removing the auto rifles from the armoury.

Or keep them, you already did what I wanted to do and keep the rifles but remove the excess magazines. If only that update was on the server more than twenty four hours.

Re: MetaStation Thread (v41H 04/10/2015)

Posted: Mon Oct 12, 2015 10:55 am
by onleavedontatme
Meta didn't have any extra magazines when I played earlier.

Re: MetaStation Thread (v41H 04/10/2015)

Posted: Tue Oct 13, 2015 1:09 pm
by DeutscherMajor
What i have noticed is, theres now an empty maintenence room in south eastern escape that links with the xenobio windows. What is this room for and why is it so weird?

Re: MetaStation Thread (v41H 04/10/2015)

Posted: Sun Oct 18, 2015 2:35 am
by Luke Cox
The RD got his own hardsuit on Box recently. Any chance that it will get added to meta?

Edit: Just realized that it's at the toxins testing launch area. I'd move it to the RD's office, so that it's more in line with the other heads who have hardsuits in their offices.

Re: MetaStation Thread (v41H 04/10/2015)

Posted: Wed Oct 28, 2015 7:58 am
by Takeguru
Gang won by placing the dom on the AI Sat exterior because the place was called "Hallway"

Fix that shit

Re: MetaStation Thread (v41H 04/10/2015)

Posted: Wed Oct 28, 2015 4:46 pm
by metacide
Takeguru wrote:Gang won by placing the dom on the AI Sat exterior because the place was called "Hallway"

Fix that shit
Looks like a code issue, more info here.

Think I'll remove autorifles with the next update though, would welcome any thoughts on that.

Re: MetaStation Thread (v41H 04/10/2015)

Posted: Wed Oct 28, 2015 4:48 pm
by TheNightingale
The autorifles are why the Meta armoury is better than the Box armoury. Maybe remove two and add some buckshot boxes in the ammunition locker?

Re: MetaStation Thread (v41H 04/10/2015)

Posted: Wed Oct 28, 2015 4:49 pm
by CPTANT
I just noticed that the AI foyer turret control console, does in fact not control the turrets in the AI foyer.

Re: MetaStation Thread (v41H 04/10/2015)

Posted: Wed Oct 28, 2015 7:59 pm
by metacide
CPTANT wrote:I just noticed that the AI foyer turret control console, does in fact not control the turrets in the AI foyer.
This had only started recently, not sure why exactly. Will look into it.

Re: MetaStation Thread (v41H 04/10/2015)

Posted: Wed Oct 28, 2015 8:56 pm
by Gun Hog
Keep at least one Steelrifle I guess. Metastation is more generous and luxurious than Box, something that I love about it. It should only mirror Box on things that are expected or required. (Such as the Captain having his laser, the HoP having Ian, or there being a medbay on the station)

Re: MetaStation Thread (v41H 04/10/2015)

Posted: Wed Oct 28, 2015 9:30 pm
by invisty
It's probably just me but I find the visual "clutter" on MetaStation a bit much. The copious amount of hazard markings in every corner of the map and posters on the walls being culprits. There's nothing explicitly bad about it - it just makes the cognitive aspect of the game more taxing.

Re: MetaStation Thread (v41H 04/10/2015)

Posted: Thu Oct 29, 2015 1:30 pm
by metacide
CPTANT wrote:I just noticed that the AI foyer turret control console, does in fact not control the turrets in the AI foyer.
Looks like Jordie worked out what went wrong and has fixed it.

More detail here.
invisty wrote:It's probably just me but I find the visual "clutter" on MetaStation a bit much. The copious amount of hazard markings in every corner of the map and posters on the walls being culprits. There's nothing explicitly bad about it - it just makes the cognitive aspect of the game more taxing.
I guess I'm used to how much I've added compared to box. I feel box is really empty myself, guess it's all relative to your frame of reference. When I see densely packed and busy areas on other codebases I feel much as you describe.

Re: MetaStation Thread (v41H 04/10/2015)

Posted: Thu Oct 29, 2015 3:22 pm
by Super Aggro Crag
i like your map metacide.

Re: MetaStation Thread (v41I 01/11/2015)

Posted: Sun Nov 01, 2015 4:42 pm
by metacide
Thanks, good to hear.

Just submitted a small update:

MetaStation v41I (01/11/2015):

[img]https://dl.dropboxusercontent.com/u/858120/Static/SS13/MetaStation/15-11-01%2016-19%20MSv41I%20Full%20-%20800.png[/img]
(Image of the station, click for full-size)
  • Added lethal shotgun ammo locker and rubber buckshot boxes to the armory
    Added independent area designation to armory (formerly part of brig control)
    Added more flashes to the AI chamber to give AIs more delaying power against borg attacks
    Added camera monitor to AI chamber foyer letting borgs see in to open the blast door
    Added windows to the mailroom conveyor to stop mail falling off it
    Added a few posters to non-command non-security areas of the station
    Added more twists and turns to some of the long, straight paths in maintenance
    Added winter boots to various lockers in the locker room
    Gave roboticists access to the R&D lab
    Moved AI holopads off vents on the MiniSat walkway
    Remove most autorifles - one remains in the warden's locker.
    Removed posters from command/security areas
    Removed random grille spawns blocking areas of maintenance
    Removed duplicate intercom in the teleporter room
    Renamed Secure Lab to Xenobiology again for slime management system
Will also add Kor's slime management console system once this goes through.

Re: MetaStation Thread (v41I 01/11/2015)

Posted: Sun Nov 01, 2015 6:15 pm
by Duncdar
comfydorms when?
No other part of the station has been completely gutted and redesigned as the crew quarter has, and I miss the view of space we had.
Spoiler:
Image

Re: MetaStation Thread (v41I 01/11/2015)

Posted: Sun Dec 13, 2015 10:43 pm
by MMMiracles
There's a set of shutters with the AI-Core door that can be shut from the inside to prevent intruders. I get why this is a thing but all it really does is exist to let the AI essentially bolt+depower the door without the disadvantage of losing environment power. This fucks over syndiborgs really bad, to the point where its considered a bannable offense if AIs do this roundstart.

Its probably a good idea to remove the shutters until shit is sorted out with the syndiborg meta stats or something.

Re: MetaStation Thread (v41I 01/11/2015)

Posted: Sun Dec 13, 2015 11:54 pm
by TheNightingale
Can't they just crowbar it open?

Re: MetaStation Thread (v41I 01/11/2015)

Posted: Sun Dec 13, 2015 11:57 pm
by Zilenan91
Syndi borgs don't have crowbars

Re: MetaStation Thread (v41I 01/11/2015)

Posted: Mon Dec 14, 2015 12:13 am
by MMMiracles
They do, but shutters can only be crowbarred if its depowered, same with blast doors.

So, no, they still can't get in.

Re: MetaStation Thread (v41I 01/11/2015)

Posted: Mon Dec 14, 2015 12:35 am
by ChangelingRain
MMMiracles wrote:They do, but shutters can only be crowbarred if its depowered, same with blast doors.

So, no, they still can't get in.
They actually can, as the shutter isn't on the core APC, it's on the APC in the foyer with turrets.

Re: MetaStation Thread (v41I 01/11/2015)

Posted: Thu Jan 21, 2016 8:43 pm
by lzimann
Toxins/toxin storages has way too many empty canisters, don't really need that much, would be better to add one more o2 canister aswell!

Re: MetaStation Thread (v41I 01/11/2015)

Posted: Sat Jan 23, 2016 3:04 am
by TheWiznard
You should add some of these so called canvas items to art storage or something, they seem really cool from what I can tell and might be a cool little thing you can add since from what I can see is a pretty solid map so far.

Re: MetaStation Thread (v41I 01/11/2015)

Posted: Sat Jan 23, 2016 3:06 am
by Zilenan91
That's a great idea actually. Can you also add an airlock painter in there if you get around to it?


Also there seems to be way too many plasma canisters in toxins storage than there should be. I've been in numerous blob rounds where they got burst open and a ridiculous amount of plasma locked the crew out of fighting the blob for 10+ minutes.

Re: MetaStation Thread (v41I 01/11/2015)

Posted: Sat Jan 23, 2016 10:54 pm
by metacide
I checked box and both stations have 4 toxins canisters, seems normal. But sure, I'll replace one of the empty canisters with an O2 one to match the 4 toxins canisters.

Should be an airlock painter in art storage already, but I'll definitely add some painting/canvas stuff.

Re: MetaStation Thread (v41I 01/11/2015)

Posted: Wed Jan 27, 2016 1:02 pm
by Actionb
There's no spare circuit imprinter board in tech storage.
Easy game for a smart blob.

Re: MetaStation Thread (v41I 01/11/2015)

Posted: Fri Jan 29, 2016 2:53 am
by Zilenan91
The back of the bar is missing a stack of metal and glass to build rage cages with

Re: MetaStation Thread (v41I 01/11/2015)

Posted: Wed Feb 10, 2016 1:53 am
by Zilenan91
bumping this because it'd be really nice to have those materials for rage cages

Re: MetaStation Thread (v41I 01/11/2015)

Posted: Wed Feb 10, 2016 5:34 am
by PKPenguin321
Zilenan91 wrote:bumping this because it'd be really nice to have those materials for rage cages
dont forget the wire for the rare disco bar

Re: MetaStation Thread (v41I 01/11/2015)

Posted: Wed Feb 10, 2016 5:35 am
by Zilenan91
There's already wire in the locker but there's not enough.

Re: MetaStation Thread (v41I 01/11/2015)

Posted: Wed Feb 17, 2016 7:07 pm
by Anonmare
Well the barkeep is literally 15 paces away from art storage with like 8 stacks of wire but alright

Re: MetaStation Thread (v41I 01/11/2015)

Posted: Thu Feb 18, 2016 12:41 pm
by Anonmare
Image

Minor bug with the tesla, the shocks are rebounding into maintenance and breaking those airlocks/shockign anyone in that area. Putting a few grounding rods on the opposite sides of the current two ought to fix it, so it's a simple fix. In theory.

Re: MetaStation Thread (v41I 01/11/2015)

Posted: Sun Feb 21, 2016 2:07 am
by Yakumo_Chen
Exosuit fab board is missing in tech storage.

Re: MetaStation Thread (v41I 01/11/2015)

Posted: Thu Feb 25, 2016 10:48 pm
by Atlanta-Ned
Atmos has a red phone on a desk that can't be reached due to computer consoles reeeeeee
EDIT: Shift the alert consoles one tile west and replace that newly empty space with a table reeeeeeeeee

Re: MetaStation Thread (v41I 01/11/2015)

Posted: Fri Feb 26, 2016 12:38 am
by Zilenan91
The HoP's ID swiper can't be reached from the ground. You have to climb the table.

Re: MetaStation Thread (v41I 01/11/2015)

Posted: Fri Feb 26, 2016 12:45 pm
by Gun Hog
Zilenan91 wrote:The HoP's ID swiper can't be reached from the ground. You have to climb the table.
It must have been designed for Mekhi as HoP! :honk: :honkman:

Re: MetaStation Thread (v41I 01/11/2015)

Posted: Wed Mar 30, 2016 8:31 pm
by Thundercoot
The stacks of glass in Engineering each have only 12 sheets instead of 50.

Re: MetaStation Thread (v41I 01/11/2015)

Posted: Mon Apr 04, 2016 8:43 pm
by Anonmare
I've found deleting the safety signs around the singulo/tesla area fixes it destroying the airlocks and cameras

Re: MetaStation Thread (v41I 01/11/2015)

Posted: Fri May 06, 2016 6:56 am
by DemonFiren
Let's see, now.

Atmospherics aft-starboard section has a single missing glass window, right there in the corner by the table with the paper bin on it.
Also, the mix tank's controls are fucked: gas input/output settings don't always work (make that a never for output, actually.)

Re: MetaStation Thread (v41I 01/11/2015)

Posted: Fri May 06, 2016 9:46 am
by Derpu
DemonFiren wrote: Also, the mix tank's controls are fucked: gas input/output settings don't always work (make that a never for output, actually.)
I've only had that happen once. And it was when you messed with it.

Re: MetaStation Thread (v41I 01/11/2015)

Posted: Fri May 06, 2016 11:00 am
by DemonFiren
Derpu wrote:
DemonFiren wrote: Also, the mix tank's controls are fucked: gas input/output settings don't always work (make that a never for output, actually.)
I've only had that happen once. And it was when you messed with it.
Curiously enough this shit never worked for me.
Evidently the map developer has something against me.
HELP I AM BEING METAGRUDGED

Re: MetaStation Thread (v41J 11/05/2016)

Posted: Thu May 12, 2016 7:19 am
by metacide
Submitted a minor update on GitHub, if it interests anyone

MetaStation v41J (11/05/2016):

[img]https://dl.dropboxusercontent.com/u/858120/Static/SS13/MetaStation/16-05-13%20MSv41J%20Full%20-%20800.png[/img]
(Image of the station, click here for full-size)

MetaStation v41J Changelog:
  • Added extra grounding rods to the engine area to stop the tesla destroying some cameras. The main sign-conduction issue had already been fixed.
    Added missing circuit boards to tech storage to match current box boards - exosuit fabricator, circuit imprinter, teleporter, and AI integrity restorer boards.
    Added some glass, metal, and more wire to the bar backroom closet to allow for easier remodelling.
    Added a selection of blank canvas to art storage and some easels to maint.
    Added cameras to each xenobiology containment pen so the slime computers don't bug out so often.
    Added missing indoor window pane in atmos by one of the computers.
    Added a custom name to the armory securitron, which now also starts active and will by default detain unknowns and those holding guns without clearance.
    Added formal uniform crate to the armory anteroom.
    Adjusted layout of the aft arm of the engine area, making it a separate maint tunnel which is part of the engineering escape pod area.
    Adjusted positions of some machines in the cargo office and QM office so the cargo APC and other items can be accessed properly again.
    Adjusted interrogation access - now anyone with brig access can get in, such as the lawyer.
    Anchored the O2 lockers in the engine room airlocks to stop them being dragged out by spacewind every time the airlocks are used.
    Fixed glass sheet stacks in engineering having 12 sheets not 50.
    Fixed the mutli-belt typo.
    Fixed maint autodrobe incorrectly requiring theatre access.
    Fixed some of the emergency shuttle exit airlocks requiring certain access levels.
    Moved the portable flashes out into the armory anteroom, adding racks to where they were, which hold extra flashes, tear gas grenades, emergency doughnuts, and a rack of barrier grenades.
    Moved HoP keycard authentication device so it can be reached without having to clamber on a table.
    Replaced an empty canister in toxins with a fourth O2 canister.
    Replaced some blood and gibs present on roundstart with their correct 'old' variants.
    The cloning APC now starts unlocked.
    Removed version suffix on filename in keeping with other maps.