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Re: PubbyStation

Posted: Thu Dec 01, 2016 11:42 am
by firecage

Bottom post of the previous page:

I like this station. One complaint though. The design of Hydroponics makes me cringe.

Re: PubbyStation

Posted: Wed Dec 14, 2016 11:24 pm
by Atlanta-Ned
- Swap the position of the theater and the backstage, so backstage has access to the services backroom/hallway thing.
- Add a public exit button to the cloning anteroom off the hallway
- Reinforce windows leading to medbay storage

Re: PubbyStation

Posted: Thu Jan 05, 2017 9:22 pm
by bandit
Some shit is wrong with the random book in the clown theater. It fails a if(!establish_db_connection()) pass i.e. spawns this:

There once was a book from Nantucket
But the database failed us, so f*$! it.
I tried to be good to you
Now this is an I.O.U
If you're feeling entitled, well, stuff it!

Re: PubbyStation

Posted: Sun May 28, 2017 1:53 am
by SJ212
Wew, bump, but Pubby is still in rotation so ¯\_(ツ)_/¯

So, the APC in engineering is too close to the singulo, and gets constantly EMP'd. Thus necessitating being moved if you wanna use the singulo.

Re: PubbyStation

Posted: Sun Jun 25, 2017 5:04 pm
by InsaneHyena
I intensely fucking hate toxins on this station
>Hurr durr, let's make a gas mixer that doesn't mix gas
Why not use a layout that makes sense?

Re: PubbyStation

Posted: Sat Jul 22, 2017 1:10 am
by pubby
I've been wondering if I should do more work on this. The map has not been too popular, but it appears to get played a couple times per week.

Re: PubbyStation

Posted: Wed Jul 26, 2017 6:13 am
by PanzerIV
It quite a nice map honestly and hell of lot better than bird boat and min station in the way that each department feels a bit cozy and has a bit of life in them. I'm pretty sure there are a few things here and there that need to be addressed but over all its a lovely map.

Re: PubbyStation

Posted: Sat Jul 29, 2017 8:29 pm
by pubby
Thanks Panzer. I appreciate you saying that.

It's been real frustrating for me trying to receive good feedback. People shit on the map all the time but they never explain why. I think a lot of it is just unfamiliarity, but what can I do about that? I can't do anything and I hate it. I wish I would receive better feedback.

Re: PubbyStation

Posted: Sat Jul 29, 2017 8:39 pm
by danno
We are a community full of reactionarytards who will scream "ITS SHIT ITS SHIT" like a tick, but won't explain why because they don't have any understanding of anything

don't worry about them

Re: PubbyStation

Posted: Sat Jul 29, 2017 8:40 pm
by danno
foolproof: If someone says "It's shit" to something but won't explain why, you have the green light to ignore their opinion on it because they just made it clear they don't truly have one

Re: PubbyStation

Posted: Sat Jul 29, 2017 10:40 pm
by Tokiko2
What danno said. There's a good reason why every single mapper who ever had the displeasure of contributing to /tg/ quickly realized their mistake and stopped bothering.

Re: PubbyStation

Posted: Sun Jul 30, 2017 5:30 pm
by Gun Hog
danno wrote:foolproof: If someone says "It's shit" to something but won't explain why, you have the green light to ignore their opinion on it because they just made it clear they don't truly have one
This is not foolproof! If players, through sheer numbers, collectively say this and only this about a map, then their disruptive behavior on a map (Suicide HOPline, ghosting out, refusing to work, attempting to get the shuttle called) means that when the map is played, players that actually DO like the map do not get the chance to enjoy it! Now, when it is a small portion of the crew that does this, then it is simply trash taking itself out. However, sometimes players in a position of power (usually the Captain) will early-call the shuttle. Also, the disruption in the round caused by 30+ people in a 70 pop server refusing to play the map becomes too severe to simply ignore. The map will also become rarely played if few players have it set as a preference.

CereStation is an excellent example of this. I have played two rounds on it with 70+ players on the first round, and at the end of both, we started on Metastation with about 30. I do not believe PubbyStation is so heavily protested as CereStation is, but if it does happen to you, then you will have to pry more concrete criticisms from the players, or the sheer amount of garbage will clog the pipes and shut your map down.

Note: I love and support CereStation, and typing these words brings me sadness. It is painful to admit this, but CereStation is at high risk of removal due to being un-maintained and consistent IC protests by players.

Re: PubbyStation

Posted: Sun Jul 30, 2017 5:53 pm
by Qbopper
I agree and disagree

I have zero fucking patience for anyone who says something sucks without explaining why and will 100% of the time disregard that person

that being said, when you have a lot of people doing that, you have to take notice

i still think everyone who bashes cere without saying anything but "IT SUCKS GIVE ME BOX" is a mongoloid, but the fact is that quite a few people have started to do that

Re: PubbyStation

Posted: Sun Jul 30, 2017 6:10 pm
by Gun Hog
Qbopper wrote:I agree and disagree

I have zero fucking patience for anyone who says something sucks without explaining why and will 100% of the time disregard that person

that being said, when you have a lot of people doing that, you have to take notice

i still think everyone who bashes cere without saying anything but "IT SUCKS GIVE ME BOX" is a mongoloid, but the fact is that quite a few people have started to do that
Therein lies the problem. A pile of garbage can be put in a trash can and ignored. A MOUND of garbage will make the whole house uninhabitable! What is killing CereStation could also kill PubbyStation. They louder they scream, the sooner you will have to answer, else your map will eventually be phased out.

Re: PubbyStation

Posted: Sun Jul 30, 2017 9:08 pm
by PanzerIV
I belive most of "this map sucks" is dying out I mean most of the time when I see people complain is when the pop goes some where around 45-50+ while anything below it seems fine and for Cere its the other way around if its lower than 70 then everyone complains so I belive it might be a bit of a this map is geting too crowed and this map feels too empty. I mean that my take on it from when ever I see players talk about the map in OOC and me just noticing things in game

Re: PubbyStation

Posted: Sat Nov 11, 2017 7:19 pm
by Anonmare
The air injectors are still not defined within powered areas, rendering them non-functional

Re: PubbyStation

Posted: Sat Nov 18, 2017 7:54 pm
by ShizCalev
Anonmare wrote:The air injectors are still not defined within powered areas, rendering them non-functional
Will be fixed.

Re: PubbyStation

Posted: Thu Mar 08, 2018 10:08 pm
by pubby
I'm gonna update this map soon.

If there's stuff you want added/modified/removed, speak now or forever hold your peace.

Re: PubbyStation

Posted: Thu Mar 08, 2018 11:19 pm
by Selea
make signs to evac more obivious

Re: PubbyStation

Posted: Sat Mar 10, 2018 12:26 am
by FrozenGuy5
yeah evac is hard to find for newcomers

Re: PubbyStation

Posted: Sat Mar 10, 2018 2:30 pm
by onleavedontatme
Selea wrote:make signs to evac more obivious

Re: PubbyStation

Posted: Wed Mar 28, 2018 10:43 am
by Selea
Add multitool and screwdriver to cir lab.

Re: PubbyStation

Posted: Wed Mar 28, 2018 10:48 am
by Denton
Kor wrote:
Selea wrote:make signs to evac more obivious
Done
Selea wrote:Add multitool and screwdriver to cir lab.
They're both in the backroom near maint

Re: PubbyStation

Posted: Thu Mar 29, 2018 6:50 pm
by Selea
Still better to add them.They are in place on all maps, except Omega.
Also, I'd like to see more secrets in maint.

Re: PubbyStation

Posted: Fri Mar 30, 2018 7:30 am
by Denton
pubby wrote:I'm gonna update this map soon.

If there's stuff you want added/modified/removed, speak now or forever hold your peace.
What do you have planned so far? My ideas for after the freeze are:
- Running a cable from AIsat to station that can be connected in case AIsat runs out of power
- Segmenting the monastery areas a bit and giving them their own APC each. Right now, they're all powered by the one in the SMES room.
- Adding disposals to the monastery as well, so people can use wrapping paper+destination tagger to mail packages to the library/chap office
- Maybe add some glass airlocks to central hallways so the whole thing doesn't depressurize when there's a hole on the other side of the station

Re: PubbyStation

Posted: Fri Mar 30, 2018 3:43 pm
by pubby
Here's a bunch of tentative changes. Speak up if you lover or hate them. And probably wait until I get these committed before making your own PRs, so that stuff doesn't conflict.

Botany gets a public biogenerator and the DNA thingy moved to where scientists can upgrade it.
Image

Evac redesigned. The aux base is now publicly accessible, and with the change there's enough room to fit a law office.
Image

Engineering gets a little storage room because it was feeling cramped.
Image

Science now contains a single large experiment room that combines a bunch of functionality. It's most useful for toxins, circuits, and xeniobio, but research and robotics can use it too. This replaces the circuit lab.
Image

Xenobio slightly redesigned. This change allows science to get its own maintenance in the south-east corner. Note that some of xenobio's functionality, like the reagent grinder, is now in the large experiment room.
Image

The aft hallway is now maintenance. Old chemistry and R&D were a little to hard to break into and they were also a little too small. This change fixes both, though i must admit, it's pretty bizarre not having that hallway there.
Image

The alternative entrance to medbay is closed off like in the original versions of the map. Medbay is still public access. I redid the sleeper room.
Image

I added some more maint fluff, but I'm not gonna post it.

Re: PubbyStation

Posted: Fri Mar 30, 2018 5:38 pm
by SpaceInaba
I really like that science experimentation room

Re: PubbyStation

Posted: Fri Mar 30, 2018 9:01 pm
by Selea
about circuit section.Better to add some thigs:there should be 2 cells, 1 stack of metal,multitool,screwdriver for one circuit working place.

Re: PubbyStation

Posted: Fri Mar 30, 2018 9:14 pm
by Qbopper
Image

this is a little awkward but i have nothing but the utmost respect for you for avoiding the dreaded 2x2 wall

Re: PubbyStation

Posted: Sat Mar 31, 2018 6:58 am
by Denton
That science experimentation room looks absolutely great! I'm also a fan of giving chem/RnD more maintenance space.
The public biogenerator makes me think that every greyshirt is just gonna run over and mash the monkey cube button, but I suppose we won't know until it's merged.

I'd like it if you could add some tesla coils to engineering secure storage as well; right now it only has two rad collectors.

Re: PubbyStation

Posted: Sat Mar 31, 2018 9:55 am
by DemonFiren
>monkey cube
greyshirts want toolbelts, though

Re: PubbyStation

Posted: Wed Apr 04, 2018 6:08 pm
by Anonmare
Smash that mf monkey button

Re: PubbyStation

Posted: Thu May 17, 2018 9:27 am
by Denton
If you don't think this is the greatest escape shuttle get the hell outta here
https://i.imgur.com/DDOCVkb.png

Re: PubbyStation

Posted: Thu May 17, 2018 9:19 pm
by Mark9013100
why does security get a bdsm dungeon section on the train

Re: PubbyStation

Posted: Thu Jun 21, 2018 12:07 am
by mysteryman sideburns
this is probably the best map in the current rotation

Re: PubbyStation

Posted: Mon Aug 13, 2018 9:10 pm
by Farquaar
The confession booth needs an intercom. I tried to run confessional as a clown priest yesterday and I had to disassemble the window to converse with the fellow on the other side.

Re: PubbyStation

Posted: Wed Aug 22, 2018 5:04 am
by Denton
Farquaar wrote:The confession booth needs an intercom. I tried to run confessional as a clown priest yesterday and I had to disassemble the window to converse with the fellow on the other side.
I have a PR open that adds them to Pubby+Delta now.

Re: PubbyStation

Posted: Fri Aug 24, 2018 12:14 pm
by Farquaar
Denton wrote:
Farquaar wrote:The confession booth needs an intercom. I tried to run confessional as a clown priest yesterday and I had to disassemble the window to converse with the fellow on the other side.
I have a PR open that adds them to Pubby+Delta now.
Honkmother bless you, Denton.

Re: PubbyStation

Posted: Sun Dec 23, 2018 1:30 am
by Farquaar
The chaplain/curator can't open the refrigerator in the monastery kitchen because its locked to non-chefs. Butterflies also keep opening the garden airlocks, letting out the bees.

Re: PubbyStation

Posted: Mon Dec 24, 2018 6:55 pm
by Skillywatt
I think the main reason this map gets so much random and non-specific hate is the engines.

almost every round I've played on it in the last couple days has had a tesloose/singuloose in the first 5-10minutes and part of me believes that it happens with such frequency because .. well...because it's the only station in rotation (I believe?) that this can happen on at round start, so people do it for the novelty.

I know there isn't much to do about this outside of changing how the station is powered (which I wouldn't recommend, I like the variety), but just some insight as to the playerbase's opinion on the map.

the design and layout is pretty cool/unique and I wish the map rotate in more often than it does. It's a nice reprieve from METAMETAMETAMETAMETA

Re: PubbyStation

Posted: Wed Dec 26, 2018 10:09 am
by Denton
Farquaar wrote:The chaplain/curator can't open the refrigerator in the monastery kitchen because its locked to non-chefs. Butterflies also keep opening the garden airlocks, letting out the bees.
My PR that fixes the fridge just got merged.

I'm not sure what to do about the garden, since regular bees also seem to open the airlocks. Either make bees/butterflies unable to open airlocks (probably won't get merged) or restrict the garden to chaplain/curator access, which will keep most players from using it.

Re: PubbyStation

Posted: Wed Dec 26, 2018 8:52 pm
by Farquaar
Denton wrote:
Farquaar wrote:The chaplain/curator can't open the refrigerator in the monastery kitchen because its locked to non-chefs. Butterflies also keep opening the garden airlocks, letting out the bees.
My PR that fixes the fridge just got merged.

I'm not sure what to do about the garden, since regular bees also seem to open the airlocks. Either make bees/butterflies unable to open airlocks (probably won't get merged) or restrict the garden to chaplain/curator access, which will keep most players from using it.
I don't really see why bugs should be able to open airlocks. I can understand animals, but shouldn't closing a door be enough to keep space bees at bay?

Re: PubbyStation

Posted: Sat Jan 18, 2020 7:42 pm
by Googles_Hands
The biohazard locker in the brig equipment room is not of the security variant, it's the same biohazard locker that normal medbay gets.

Re: PubbyStation

Posted: Sat Apr 25, 2020 3:11 pm
by Ivuchnu
I remember three issues with PubbyStation:
  • Medbay entrance disposal bin does not work, trash rips up the floor tile in front of airlock. Seems to lack pipe.
  • Medbay seems to be disconnected from power grid? Not first time I see power set up and APCs not charging until someone fiddles with wires.
  • Monastery shuttle or "pod" seems to park in hyperspace, not counting for escape objective.

Re: PubbyStation

Posted: Wed May 06, 2020 5:27 pm
by Helios
The genetics consoles in Pubby have no chair.
It's not really a gameplay thing, but if IC we're working with a computer all day, I would like my character to have a chair of some kind he is sitting in while working presumably