What is a good plumbing room size?
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What is a good plumbing room size?
A PR I'm working on results in me needing to move the plumbing room on Box down, making it longer as more space was created. Judging by the two maps it's present on and the PR open adding it to DonutStation we haven't figured out an optimal size yet. I'm making this thread to ask experienced plumbers (asscrack) what they think a good size is. Is Meta's too small? Is Box's too big? Is one already a good size? Thanks.
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Re: What is a good plumbing room size?
as big as possible
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Re: What is a good plumbing room size?
I've seen people make fully automated meth factories in the confines of cargos warehouse so that's probably a good minimum size.
Finding space for a giant square/rectangle is pretty hard right now though in most cases.
Finding space for a giant square/rectangle is pretty hard right now though in most cases.
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Re: What is a good plumbing room size?
It doesn't necessarily have to be a giant square or rectangle, from my experience in newchem. It does need to be fairly open though. I feel like a combined area of 60+ is "good enough" for plumbing to work well.
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Re: What is a good plumbing room size?
don't we have multiple levels now
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Re: What is a good plumbing room size?
I've been fucking with plumbing a lot lately. In my experience an optimized drug factory spitting out a single med tier chem takes up about 1/3 of the factory space on meta. A true autist could probably make it smaller. I'd say you could probably shrink the meta factory to about 80% and it would still be comfortable for two chemists.
Personally I'd like to see the maintenance factories removed and additional space added to the chem lab (or apothecary or pharmacy or whatever). Although that seems unlikely at this point.
It was fun to be able to sit in the lab and take orders from people. Now I have to decide between plumbing fuckery and getting to interact with the crew. Also, even though the mappers did a good job the whole thing still feels shoehorned in back there. Because it is shoehorned in back there. It's weird to have to crawl over chairs in the operating room and go through maintenance just to do my job. The current arrangement works, but it stifles crew interactivity.
Personally I'd like to see the maintenance factories removed and additional space added to the chem lab (or apothecary or pharmacy or whatever). Although that seems unlikely at this point.
It was fun to be able to sit in the lab and take orders from people. Now I have to decide between plumbing fuckery and getting to interact with the crew. Also, even though the mappers did a good job the whole thing still feels shoehorned in back there. Because it is shoehorned in back there. It's weird to have to crawl over chairs in the operating room and go through maintenance just to do my job. The current arrangement works, but it stifles crew interactivity.
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Re: What is a good plumbing room size?
I don't think the mappers did a good job. They are shoehorned in. But they require so much empty space it's hard to make that look elegant.
The other problem is obviously how hard it is to integrate them into existing station layouts given how much they displace. I made a pull making changes to BoxStation's xenobiology that made it one row longer and I had to shift a bunch of shit adjacent down (including plumbing beneath it), meaning I needed to redo segments of pipes and wires to reattach them and figure out how to fill the extra space created. It resulted in more run-on work than expected for such a small change. I can't imagine the work involved in placing one of those huge rooms centrally on a well-established station. Not only would you have to redo piping and wiring and camera and lighting coverage, you'd have a ton of extra space to fill.
But I understand multi-z stations are functional now. I saw a PR making multi-z changes to Donut. So I guess just chuck plumbing upstairs or downstairs from the chem lab. It's sort of a cop-out because I'm not sure how much interaction exists between z-levels at the moment but it's an easier solution than described above. Saying this though, a more experienced mapper might swoop in and spend the time to better integrate the plumbing rooms into the main maps like it's nothing.
The other problem is obviously how hard it is to integrate them into existing station layouts given how much they displace. I made a pull making changes to BoxStation's xenobiology that made it one row longer and I had to shift a bunch of shit adjacent down (including plumbing beneath it), meaning I needed to redo segments of pipes and wires to reattach them and figure out how to fill the extra space created. It resulted in more run-on work than expected for such a small change. I can't imagine the work involved in placing one of those huge rooms centrally on a well-established station. Not only would you have to redo piping and wiring and camera and lighting coverage, you'd have a ton of extra space to fill.
But I understand multi-z stations are functional now. I saw a PR making multi-z changes to Donut. So I guess just chuck plumbing upstairs or downstairs from the chem lab. It's sort of a cop-out because I'm not sure how much interaction exists between z-levels at the moment but it's an easier solution than described above. Saying this though, a more experienced mapper might swoop in and spend the time to better integrate the plumbing rooms into the main maps like it's nothing.
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Re: What is a good plumbing room size?
looking forward to your bitch ass making a better attempt then cacogen you shittalking peckerwood
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Re: What is a good plumbing room size?
huh
technokek wrote:Cannot prove this so just belive me if when say this
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Re: What is a good plumbing room size?
Don't mind Oranges, he's mad that effort has to be done to make the new chemistry changes work on the maps we have.
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Re: What is a good plumbing room size?
Metas morgue is huge now. Big enough for plumbing?
Mind you this might interfere with the psychologist thing.
Mind you this might interfere with the psychologist thing.
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