Haven't worked on the map in a bit.
I've been kinda busy with work lately, and holy fuck has it been hot so I did not have energy to do anything.
Now that it's cooling down, I'll get to making some changes and maybe start to wire everything up.
Scones wrote:Wow, I didn't think I'd see a full map of this any time soon.
Some thoughts:
- The asymmetrical Bridge and alignment with the AI upload is horrifying, I don't know how you can fix it without seriously arranging other things but it looks really terrible.
Yeah, it didn't used to be like that, I had to widen up the bridge to make it fit with the station and I didn't touch upload after that. I'll be sure to fix that cause it tickles my autism too.
- The Turbine being attached to Bridge is very strange, especially considering it's distance from Atmospherics. I'm not sure if you're too familiar with how it works, but for any serious grade of efficiency, it requires piping from the source tanks outside Atmos.
The way things are right now, nearly all modules have a way of providing their own power with the proper setup.
The bridge and bar don't have any access to sunlight so they get a turbine. Though its very rough right now. The bar's turbine will probably be in a state of disrepair and the bridge will have some toxin/oxy tanks to deal with.
Its not nearly as optimized as box's is but its only meant to power the bridge in case of emergency.
- R&D Machines not all being within 1 tile reach in a quartet is extremely inconvenient.
Yeah, I kinda had this idea of having a deconstruction side and a production side, but you often need to print a lot of stuff for research so I guess that's not very practical.
- Xenobio secure containment requires a disposal unit to dump things in there
Was planning on adding one, the only disposals I've places so far are in place where I wanted to make sure I could fit it neatly.
- The Brig is severely lacking in rwalls. I assume this was an oversight.
Yeah, most of that used to connect to space. Also, I might make that engineering area heads only, not sure if that's a good idea yet.
- The Mailroom lacks a path via which Cargo staff may let disposal riders out while not letting them into the Cargo Office.
Is that really that big of a deal? I guess I could move the sec office over a bit.
- EVA's layout just looks strange, but that's probably just me.
It's actually pretty similar to box's EVA, aside from the crazy table spam.
- Is that TEG fully functional?
It's in severe disrepair, the idea is that if atmos techs are bored they can work on fixing it.
There is enough room for them to put down everything they need.
- Singularity containment badly requires a northern wall, sabotage is made indefinitely easier when you can simply waltz in.
Actually, when the field is up its impossible to get in without some explosives/tools. Same as it would be with a closed Rwall.
- Surgery seems to have an odd gap between the tables, console, and the rightmost wall.
Oh yeah, I flipped all of medbay 90 degrees and I must have placed that whole part too far to the left.
Thanks for the feedback, things are looking a lot better now.
Still need to flair up the hallways a bit though, they are still a bit barren.