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Re: Boxstation General Feedback
Posted: Mon Sep 22, 2014 9:44 pm
by allura
Bottom post of the previous page:
sechud should not be given to the detective. his job isn't to arrest people, so he doesn't need a device to help him with it. if he wants to fucking "help security" or something then he can actually do his job and sleuth, not just roflmao i no ur kriminel
the detective isn't supposed to be a security officer with different clothes.
Re: Boxstation General Feedback
Posted: Fri Sep 26, 2014 8:12 pm
by Reimoo
How would a secHUD help the detective arrest people? It's a device used for easy identification.
Re: Boxstation General Feedback
Posted: Fri Sep 26, 2014 9:37 pm
by Raven776
Behind the forensic scanner, it is the most informative device on the station.
Honestly, a detective should get a sechud, forensic scanner, medical scanner, and an analyzer in his starting kit. The analyzer might seem unimportant, but it's pretty useful actually.
Re: Boxstation General Feedback
Posted: Sun Sep 28, 2014 5:41 pm
by Scott
Fix this dark spot.
Re: Boxstation General Feedback
Posted: Sun Sep 28, 2014 5:58 pm
by leibniz
Scott wrote:Fix this dark spot.
Take off your sunglasses, chief.
Re: Boxstation General Feedback
Posted: Sun Sep 28, 2014 7:24 pm
by Cipher3
It's still pretty dark.
Re: Boxstation General Feedback
Posted: Tue Oct 07, 2014 12:06 pm
by Steelpoint
A bunch of map related PRs have gone in recently, some mine some others.
Some of the more notable changes include the addition of a electric chair to Security, a wall mounted flasher at the brig entrance, slightly more streamlined Maintenance, a new layout for the Syndicate Nuke Ops homebase and other minor changes.
Busy time for mapping changes.
Re: Boxstation General Feedback
Posted: Tue Oct 07, 2014 4:39 pm
by Gun Hog
One thing I request to see added to the map are more status screens for the MiniSat. The MiniSat's entry room (where the tube and teleporter are) could use an AI screen on 153, 50 (opposite side to the lobby turret control) and the back SMES room - 152, 34 (above the APC). Perhaps a holopad on 155,32 (below the SMES unit).
At least one visible screen (both types) around the station areas either where individual players spend a lot of time or high-traffic zones that are missing them.
Replacing the station alert console at 155, 30 with a turret would be amazing, as this weak point is too strongly favored at the moment.
Re: Boxstation General Feedback
Posted: Wed Oct 08, 2014 4:43 am
by Steelpoint
After a few conversations, I'm going to be attempting to completely rework Boxstation's atmo piping to be more maintenance based rather than be spread out all over the station in a jumbled mess. I'll also take a gander at Gun Hog's suggestion.
There's no guarantee I'll finish the piping, and I have to wait for everyone else's map PR's to go through.
Re: Boxstation General Feedback
Posted: Wed Oct 08, 2014 5:31 am
by paprika
Oh great yeah I got a ton right now but I'll try to get them merged and stop messing with the map
Re: Boxstation General Feedback
Posted: Thu Oct 09, 2014 8:06 am
by Steelpoint
So my design plan for the pipping is as follows. Most of the pipes will run through maintenance where possible, only leaving maint to cross to another maintenance section.
Each department will have only one area a pipe will enter from maint where possible. This does mean a single explosion can knock out a entire departments air supply, but in turn it makes it easier to track down where a broken pipe is.
For example, if only Chemistry's air supply is not working, but the rest of medical's is working, then you only have to look at a small section of pipes.
OR
I can follow a different system where the piping is kept in maint and instead of having a central pipe in every department, it directly connects each individual room to the maint pipeline. This means less pipping inside each department.
I'll see which one works better.
Re: Boxstation General Feedback
Posted: Thu Oct 09, 2014 4:36 pm
by paprika
Wow I just made a post and the board ate it apparently.
All my PRs that involved map changes have gone through. Most of the changes I want for the map are minor things you can implement while updating the piping anyway, though I suggest you keep the PR for map changes exclusively to the piping and update the little things later.
One suggestion I have is either change the sec checkpoint to be like the HoP's office with a single windoor instead of two or remove the wardrobe locker. I have no problem with the sec checkpoint as it stands -- traitors using the recharger or people grabbing the flash is fine, but the wardrobe locker is the real problem here. Shitlords walking around in security clothing every round isn't a fun gameplay dynamic because they have to go through zero effort to get it. Maybe it to the sec office, as in outside of the equipment room, so traitos who want to disguise only have to get through one airlock if they want a security disguise. This is much better than just table climbing to get to the locker.
Also, some people like jackboots so you should put some in maint but I'm biased about muh fashion.
Re: Boxstation General Feedback
Posted: Thu Oct 09, 2014 4:40 pm
by Steelpoint
paprika wrote:Wow I just made a post and the board ate it apparently.
All my PRs that involved map changes have gone through. Most of the changes I want for the map are minor things you can implement while updating the piping anyway, though I suggest you keep the PR for map changes exclusively to the piping and update the little things later.
One suggestion I have is either change the sec checkpoint to be like the HoP's office with a single windoor instead of two or remove the wardrobe locker. I have no problem with the sec checkpoint as it stands -- traitors using the recharger or people grabbing the flash is fine, but the wardrobe locker is the real problem here. Shitlords walking around in security clothing every round isn't a fun gameplay dynamic because they have to go through zero effort to get it. Maybe it to the sec office, as in outside of the equipment room, so traitos who want to disguise only have to get through one airlock if they want a security disguise. This is much better than just table climbing to get to the locker.
Also, some people like jackboots so you should put some in maint but I'm biased about muh fashion.
I'll do both, there is little reason for the wardrobe to be in there and traitors wanting to recharge their weapons/steal a flash should put in a modicum of effort.
I might be tempted to toss a pair of boots around in maint somewhere, or just tell them to ask the Clown/Sec to give them a pair.
Re: Boxstation General Feedback
Posted: Thu Oct 09, 2014 5:22 pm
by Steelpoint
Oh, and my map pipe PR is up, its still a work in progress, hence the do not merge tag.
https://github.com/tgstation/-tg-station/pull/5146
I wonder if there's a way to hide everything on the map barring pipes. Would make it easier to show what I'm doing.
Re: Boxstation General Feedback
Posted: Fri Oct 10, 2014 4:39 am
by Saegrimr
Why is this default now?

Re: Boxstation General Feedback
Posted: Fri Oct 10, 2014 5:38 am
by paprika
wot da zog
Re: Boxstation General Feedback
Posted: Fri Oct 10, 2014 6:35 am
by Steelpoint
That's hilarious. I'll fix those in my piping PR.
Re: Boxstation General Feedback
Posted: Sun Oct 12, 2014 6:19 pm
by Killerz104
The library still totally needs more windows.

Re: Boxstation General Feedback
Posted: Wed Oct 15, 2014 5:59 am
by Hibbles
One major request is pls don't streamline and whittle the map all the way back down to how it was a bit ago, particularly with maint, where it was squeeeezed down way too badly. I really liked the new additions to maint and hope most of it will be staying. IMO, if Box is going to remain the TG map, it should accommodate more pop, not be whittled down until it accommodates less yadda yadda.
Re: Boxstation General Feedback
Posted: Wed Oct 15, 2014 2:28 pm
by QuartzCrystal
Hibbles wrote:One major request is pls don't streamline and whittle the map all the way back down to how it was a bit ago, particularly with maint, where it was squeeeezed down way too badly. I really liked the new additions to maint and hope most of it will be staying. IMO, if Box is going to remain the TG map, it should accommodate more pop, not be whittled down until it accommodates less yadda yadda.
This.
Also please don't "streamline" maint. It's not supposed to be streamlined. If someone wants to get to somewhere quickly, take the hallway.
Re: Boxstation General Feedback
Posted: Wed Oct 15, 2014 2:46 pm
by Steelpoint
Despite my sentiment I'm not planning personally on streamlining maintenance. I just had a pet peeve with the incinerator room. I could just use a grille instead of a door.
Re: Boxstation General Feedback
Posted: Wed Oct 15, 2014 2:49 pm
by QuartzCrystal
Steelpoint wrote:Despite my sentiment I'm not planning personally on streamlining maintenance. I just had a pet peeve with the incinerator room. I could just use a grille instead of a door.
True.
Re: Boxstation General Feedback
Posted: Wed Oct 15, 2014 9:44 pm
by Cipher3
Add random glass/metal stacks in maint, or just more of those somewhere.
Re: Boxstation General Feedback
Posted: Thu Oct 16, 2014 2:35 pm
by Saegrimr
Whoever put Virology into the station's scrubber system forgot to remove some extra bits.
Re: Boxstation General Feedback
Posted: Thu Oct 16, 2014 2:39 pm
by Steelpoint
Good point, I'll fix that once someone else's Atmo PR is merged.
Re: Boxstation General Feedback
Posted: Sat Oct 18, 2014 5:57 pm
by Saegrimr
The three tiles I circled are (icon_regular_floor = "warnplate") when they should be "warning"
I changed the middle one to "warning" manually to demonstrate how it should look when floor plates are put down.
Theres also more leftover atmos piping here, although now all the air tanks are invisible so that a probably different non map-related bug.
However I dont understand the reason for removing the extra air tank piping going into distro in this particular area but keeping it everywhere else on the map.

Re: Boxstation General Feedback
Posted: Sat Oct 18, 2014 6:52 pm
by Saegrimr
Also this disposal chute just kinda.. stops?

Re: Boxstation General Feedback
Posted: Sat Oct 18, 2014 7:19 pm
by Ikarrus
Just dumping everything into maint does sound more convenient.
Re: Boxstation General Feedback
Posted: Sat Oct 18, 2014 7:38 pm
by Saegrimr
Central Primary Hallway vent pump #3 also defaults to 140 pressure with no external or internal checks which has been causing some confusion the last few days.
Re: Boxstation General Feedback
Posted: Sat Oct 18, 2014 8:28 pm
by paprika
I almost feel like the half-finished state of atmospherics has lead to me being able to do my job more effectively as an atmos tech and feel more appreciated when people start complaining about the pressure of the air in the hallways and stuff.
Re: Boxstation General Feedback
Posted: Sat Oct 18, 2014 10:26 pm
by Saegrimr
Problem is it leads to a manhunt because someone always thinks the atmos is trying to kill everybody because a !WARNING PRESSURE! icon pops up.
I made an admin announcement a round or two ago about it so hopefully people will spread that knowledge around.
Re: Boxstation General Feedback
Posted: Sun Oct 19, 2014 3:58 am
by Steelpoint
Before anyone asks, no it is not my fault, I doe checked the piping in my PR. These effects are a result of another persons piping changes in progress.
Re: Boxstation General Feedback
Posted: Sun Oct 19, 2014 4:00 am
by Saegrimr
I just figured the box station thread would be a good place to let someone know about it.
Re: Boxstation General Feedback
Posted: Tue Oct 21, 2014 5:50 am
by Mindustry
Miners can get stuck here, only way out is through the window.
I suggest moving the mech recharger outside the door, and placing a second one outside the Xeno-side exit. Like how it is on every other outpost. The mechs don't need the atmosphere anyways.

Re: Boxstation General Feedback
Posted: Tue Oct 21, 2014 10:02 am
by TheWiznard
fire door seems to be above the shutter on the gateway

Re: Boxstation General Feedback
Posted: Thu Oct 23, 2014 11:56 am
by Gun Hog
I suggest giving all Head of Staff offices an identification console. It is possible for heads other than the HoP to alter a person's access within their department. To support this addition, also give each office a table + reinforced windoor. This would be useful even without the ID console. The heads can also use the tables for swapping items and stamping papers. Also, since most officers have privacy doors, each head will now have the fun chance to crush irate assistants that try to break in via the table!
I did not even know that heads other than the Captain and HoP could modify access until I was informed in game by a librarian! This may also provide antagonists more opportunities to steal access (perhaps by killing the department's head and using his ID).
Re: Boxstation General Feedback
Posted: Fri Oct 24, 2014 5:13 am
by Saegrimr
This vent isn't connected to anything.
Seriously who touched all the pipes last?

Re: Boxstation General Feedback
Posted: Fri Oct 24, 2014 5:54 am
by Steelpoint
Saegrimr wrote:This vent isn't connected to anything.
Seriously who touched all the pipes last?
-imagesnip-
I touched the pipes last, at least the layout.
I took a gander in the map viewer and this is what I saw.
.
I simply missed it. I'll fix it later on.
Re: Boxstation General Feedback
Posted: Fri Oct 24, 2014 6:00 am
by Saegrimr
Oh wow, yeah i'd miss that one too. Good job map viewer.
Re: Boxstation General Feedback
Posted: Fri Oct 24, 2014 6:11 am
by paprika
steelpoint stop putting pipes through walls dammit, make 2-wide maint or go home
Re: Boxstation General Feedback
Posted: Fri Oct 24, 2014 10:03 am
by Saegrimr
I keep saying to port over /vg/'s handheld Rapid Pipe Dispenser. You can just plant pipes straight on top of walls with it.
Re: Boxstation General Feedback
Posted: Fri Oct 24, 2014 10:24 am
by Steelpoint
I would love a special pipe that has both Air and Scrubber pipes on the same tile. It would make things much easier.
Re: Boxstation General Feedback
Posted: Sun Oct 26, 2014 12:19 pm
by Perakp
Re: Boxstation General Feedback
Posted: Sun Oct 26, 2014 4:12 pm
by Phalanx300
Why was Prison Transfer Centre changed? It used to look really good.
Re: Boxstation General Feedback
Posted: Tue Nov 04, 2014 12:15 pm
by Random Players
Would it be possible to switch out all the red cables for another color, such as the yellow of metastation and just use red for 'internal' power networks, like Gravity, AI, Singularity to Smes and Solars to Smes?
If it's just a time consuming task due to no 'replace this with this' function (Couldn't find one in dream maker at least) I would be willing to do it if I can be sure the map will be updated with it. And presumably, someone helps me make sure I don't mess up the github update (Might be simplest to just hand off to someone more experienced)
The reason is simple: Red Cables blend in too well on the scrubber pipes.
Re: Boxstation General Feedback
Posted: Thu Nov 20, 2014 4:16 pm
by allura
attention: boxstation's windows are probably all being turned into full tile ones. prepare to hate everything
Re: Boxstation General Feedback
Posted: Thu Nov 20, 2014 8:58 pm
by whodaloo
allura wrote:attention: boxstation's windows are probably all being turned into full tile ones. prepare to hate everything
shiiiiiiiiiiiiiiiiiiiiiiit
Re: Boxstation General Feedback
Posted: Thu Nov 20, 2014 9:15 pm
by Intigracy
.
Re: Boxstation General Feedback
Posted: Fri Nov 21, 2014 7:29 am
by Jordie0608
Intigracy wrote:Random Players wrote:-snip-
You'd have to manually replace all the wires by hand since every direction is still the same path.
There is a replace function, done by selection the whole map and then right click > find/replace in selection, but it doesn't work for wires because of the path issue, it makes them all half wires.
I'll see what I can do when there's not a map edit up that edits a majority of the map (paprika's side tiles becoming full tiles PR would conflict if I did it right now).
It'd be very easy to do with notepad++'s replace function, just change the path names.
Re: Boxstation General Feedback
Posted: Tue Nov 25, 2014 6:23 pm
by Intigracy
.
Re: Boxstation General Feedback
Posted: Wed Nov 26, 2014 4:40 am
by Spacezenegger
Could we make it so the fire alarm lights(?) don't appear on the exterior of whatever department/area they're covering. That way you wouldn't automatically know you have to avoid a certain area unless someone on the station told you to. For example, the outside of Science where the main hallway is. You wouldn't be able to know if that area is dangerous or not until you check yourself, you wouldn't see big flashing red lights until you entered the area.