Budgetstation

Mapping Ideas and Sprite Galleries

Lavaland

Don't have lavaland, just asteroids with minerals
9
28%
Lavaland but with limited gear
22
69%
Normal mining
1
3%
 
Total votes: 32

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Qbopper
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Re: Budgetstation

Post by Qbopper » #331082

Bottom post of the previous page:

bandit wrote:theater should just be like a chair and a bare bulb
heh, not a terrible idea
Tokiko2 wrote:Have you considered not adding "hallways" at all, but rather just have wide maintenance instead where the hallways would be? You'd have cabling, grilles, low light and trash everywhere instead of clean, empty, tiled hallways.
not really, I think having hallways vs maint is important to how the game plays - dim lighting isn't a bad idea, but I don't think I want to remove the concept of proper maintenance for that alone

also doesn't make sense IC if you ask me
naltronix wrote:heres an idea, make the station rooms smaller and ommit really needed stuff so that people get on with their fucking jobs like building
like:
the HoP office
the captains quarters
RCDs
Spare metal, get mining or cargo to order it
the problem is balancing things between "everything is available for you to do it off the bat (even if you need to assemble it)" and "you have fucking nothing go bother miners and science"

I don't know how omitting the cap's quarters or hop's desk will make people do their jobs

EDIT: forgot to say I'm moving to my dorm on the 2nd so work is still on hold :/
Limey wrote:its too late.
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Qbopper
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Re: Budgetstation

Post by Qbopper » #342323

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this isn't ideal

edit: maybe fixed??

edit 2: okay no it was permafucked so I get to start over
Limey wrote:its too late.
naltronix
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Re: Budgetstation

Post by naltronix » #342347

this is why you have a backup drive mr Qbop.
I play as Asia Maclagan on Bagil, I dont play on Sybil often.

memes lie unseen down in ze spoiler
Spoiler:
god i do love diving into the fourms and finding gems like this
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Qbopper
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Re: Budgetstation

Post by Qbopper » #342349

naltronix wrote:this is why you have a backup drive mr Qbop.
nah it was related to the code being updated

something went horribly wrong when I tried to update the items to the correct paths and it fucked up the map and as far as I can tell it wouldn't be fixed when I restored the backup and tried again
Limey wrote:its too late.
naltronix
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Re: Budgetstation

Post by naltronix » #342350

again, use backups so you can go back on your mistakes
god qbop i thought you knew better than this
I play as Asia Maclagan on Bagil, I dont play on Sybil often.

memes lie unseen down in ze spoiler
Spoiler:
god i do love diving into the fourms and finding gems like this
Image
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Qbopper
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Re: Budgetstation

Post by Qbopper » #342371

naltronix wrote:again, use backups so you can go back on your mistakes
god qbop i thought you knew better than this
no i have a backup but it's useless because the same issue manifests

and this is something that i literally can't solve

i wasn't really feeling the original layout anyways and didn't have a plan but this time i drew up a map
Limey wrote:its too late.
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MMMiracles
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Re: Budgetstation

Post by MMMiracles » #342375

if there's enough missing/incorrect paths on a map, it sometimes outright fails to load and requires you to manually change said paths via notepad/whatever text editing software you have.

i've run into a similar issue before, it's a a bit of a pain but not too terrible if you know what paths need changed.
Spoiler:
Hints:
------
Submitted by: sandstorm

The best way to get a girl/boy friend is to click on them say "hi" then push enter
then say "your cute" then push enter,wait until they say somthing back if they
don't go for another.
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Qbopper
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Re: Budgetstation

Post by Qbopper » #342376

MMMiracles wrote:if there's enough missing/incorrect paths on a map, it sometimes outright fails to load and requires you to manually change said paths via notepad/whatever text editing software you have.

i've run into a similar issue before, it's a a bit of a pain but not too terrible if you know what paths need changed.
nah, this worked, but it was some other issue i don't have a fucking clue about

literally every tile except for space/the hallway floors and walls was nonexistent

like, you know how you get to the edge of the z level and there's nothing, you can't even examine it? like that

I had no idea and like I said the layout was kinda eh so I scrapped it because why bother
Limey wrote:its too late.
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AnonymousNow
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Re: Budgetstation

Post by AnonymousNow » #343972

I still want this. I feel as though it'd be a nice challenge for a crew.

Also, if this comes along, I think we need a more robust map-vote system. People opting in and out of the current map also means the current challenge, so it's something to consider.

I am the lone vote for regular mining, because I feel as though it makes sense for the mining station to be the same type that other stations connect to with Lavaland rather than Nanotrasen shoddily hobbling together a mining hut or something. A good mineral base is needed for the development of the station as intended.
Hornygranny wrote:It's not your codebase. It's our codebase. You can imply soft power as much as you want, but you don't have it. Division between the server and project is absolute. I'm not interested in reading dezzmont platitudes for the billionth time and won't be checking back in this thread.
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~Simplified for the sake of Wyzack's delicate feelings~
Fuck anti-roleplay suggestions and fuck Bay.

Xenomorphs a shit.
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Qbopper
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Re: Budgetstation

Post by Qbopper » #343998

i'll end up keeping lavaland for reasons i don't need to go into

it's a bit of a radical enough station as is without opening up that pile of drama
Limey wrote:its too late.
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Qbopper
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Re: Budgetstation

Post by Qbopper » #379537

i've had trouble finding the time and motivation to do anything other than play tf2 and fortnite like an asshole due to midterms and personal problems but i've been doing some thinking about how to get this done

i'll probably map out individual departments in an interesting way and build the halls around them, as opposed to my usual method of branching out from the halls first - i don't know how other people map, but this should be more interesting for me + make the layout a bit more unique than otherwise

i haven't been keeping up with PRs and such so if you know of any cool budget replacements let me know

i'm also not sure how hard i should double down on the "everything is shit" aspect, because on the one hand making people do things differently is really interesting to me and count potentially cause players to be more creative, but on the other if you go too far then everyone will hate your map and shit on it until it gets removed

there's no real solution to that other than to get off my ass, make a first version, and hopefully get it testmerged for feedback - if that happens i'll likely make a survey for feedback because getting players to use the forums is unbelievably fucking difficult
Limey wrote:its too late.
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Nabski
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Re: Budgetstation

Post by Nabski » #379544

It might be hard to get people to use the forums, but it's still easier than byonds mapping tools.

When I was inspired by you to try my hand at mapping I started with hallways, then general department location, followed by what might make things interesting (the bar was across from security for redvsgrey tides, slimes and botany both were visable from the hallways so everyone could watch what was growing across from each other, perma and the gulag were seperate from the rest of the brig, the holodeck was partly controled from the bridge).

Uh crappy budget things. The departmental lathes. Slime consoles got buffed to not need scanners and can auto imput potions so maybe they don't get a fridge. If you wanted everyone to hate everything you could do the pipes using kevins multilayed piping, so out and in are on the same tiles, but FUCK THAT.
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Qbopper
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Re: Budgetstation

Post by Qbopper » #379578

Nabski wrote:It might be hard to get people to use the forums, but it's still easier than byonds mapping tools.
it's honestly unbelievable but byond has an intuitive mapping system compared to some of the shit i've done before
Nabski wrote:When I was inspired by you to try my hand at mapping I started with hallways, then general department location, followed by what might make things interesting (the bar was across from security for redvsgrey tides, slimes and botany both were visable from the hallways so everyone could watch what was growing across from each other, perma and the gulag were seperate from the rest of the brig, the holodeck was partly controled from the bridge).
this is similar to how I like to map usually so I think putting the departments followed by the hallways might make for something a bit different
Nabski wrote:Uh crappy budget things. The departmental lathes. Slime consoles got buffed to not need scanners and can auto imput potions so maybe they don't get a fridge. If you wanted everyone to hate everything you could do the pipes using kevins multilayed piping, so out and in are on the same tiles, but FUCK THAT.
-what about them?
-i don't know much about science so i;ll have to look into it
-if you mean disposals, there is none, the janitor has to take a garbage bin around and empty trash cans
Limey wrote:its too late.
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Nabski
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Re: Budgetstation

Post by Nabski » #379580

I'm just jaded about the mapping tool because I struggled to get my map to load, then someone changed the AI boards/plants and it started shooting up errors and eventually failed to compile.

I just meant you had started this back when it was sciences omni-lathes existed and wasn't sure if it was updated accordingly.

Have you never played with the multi-level piping? You can fit 3 or 5 atmos pipes going the same direction in a tile now, and I've yet to see anyone really take advantage of it.
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Qbopper
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Re: Budgetstation

Post by Qbopper » #379659

Nabski wrote:I'm just jaded about the mapping tool because I struggled to get my map to load, then someone changed the AI boards/plants and it started shooting up errors and eventually failed to compile.

I just meant you had started this back when it was sciences omni-lathes existed and wasn't sure if it was updated accordingly.

Have you never played with the multi-level piping? You can fit 3 or 5 atmos pipes going the same direction in a tile now, and I've yet to see anyone really take advantage of it.
yeah you have to keep on top of fixing the paths of outdated objects or your map becomes useless fast

oh yeah no i hadn't gotten to science + lost my work anyways

no i haven't played in months
Limey wrote:its too late.
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Farquaar
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Re: Budgetstation

Post by Farquaar » #415945

Suggestions for the kitchen:

- Front room has a microwave, sink and a grinder. A fridge containing some rice and flour, maybe a small quantity of eggs and milk cartons. A snack cart could be handy, but not essential.
- Standard utensils should be present. Unless of course you only want to see donkpockets, appendix burgers and microwaved human steaks on the menu.
- Sugar and flour resupply would have to come from botany. Milk and eggs will have to be replenished from livestock/pets aboard the station.
- Back room should have meathooks and an empty fridge for meat storage. Enough space for eventual gibber construction.
- Maybe a box of donkpockets, but for the love of god, no deep fryer.

The real difficulty for the cook would be separating ingredients without a condimaster. Some plants (like sugarbeet and cocoa, for example), produce desirable compounds alongside nutriment. Thus, to get usable sugar, cocoa or banana juice, botany would either need to remove nutriment production via gene manipulation or the cook would need to have a condimaster.
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Re: Budgetstation

Post by Dr. Chef » #415978

The crew should have ways to upgrade and have the budget-station become a modern station. There should be some asteroids in space with crashed ships where you can scavenge for spare parts like R&D machine boards and other tech so the station can be more modern like the larger stations. This would make space exploration more important. At the start of the round, miners should explore space and get ores from asteroids and scavenge for tech. If they find a mining shuttle board, they'll be able to send a shuttle to lava land. The station was supposed to have one, but nanotrasen didn't have enough money, and they thought the station wasn't important enough. The mining shuttle starts on lavaland, but you'll be able to eventually send it to Budget Station. I like this idea. This would force players to explore space and look for tech and other things to upgrade the station. This should give the station more of an incentive to work together. I could try making my own map with the same concept.

There should even be random station objectives besides having a DNA machine.

Objective ideas: Build a complete department. It would be random each round, so you might have to build a certain department.
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Qbopper
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Re: Budgetstation

Post by Qbopper » #416019

oh christ people posted in the thread AAAA

I haven't even connected to ss13 in like 2 weeks let alone worked on budgetstation

when I get home from work if I remember to check the thread I'll reply to your ideas, appreciate the posts
Limey wrote:its too late.
Dr. Chef
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Re: Budgetstation

Post by Dr. Chef » #416057

Qbopper wrote:oh christ people posted in the thread AAAA

I haven't even connected to ss13 in like 2 weeks let alone worked on budgetstation

when I get home from work if I remember to check the thread I'll reply to your ideas, appreciate the posts
Your idea inspired me to make my own map: Refurbished Station or Refurb Station since the 2nd name sounds better. The concept is very similar, but I'm using my ideas as well.
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