Page 1 of 2

Lavaland Compound Sprites (now with map!)

Posted: Wed Nov 02, 2016 9:28 am
by Dagdammit
The Lavaland Compound is a pretty ambitious proposal I'm putting together, in hopes of suckering some gullible coders & mappers into lending a hand. Not ready to show that yet, but I'm putting together some sprites as part of the effort and have some details to figure out. Main one relates to the Storm Shawl.
Spoiler:
Image
Image
Image
Part of the proposal involves publically accessible Lavaland shuttles, so I wanted to make sure Shaft Miners were still the cool kids who get the cool explorer suits. Storm Shawls are supposed to be the less cool thing everyone ELSE at the Lavaland Compound gets to wear, protecting you from ash storms about as well as a winter jacket protects you from space. I aimed for a dorky poncho look and am pretty happy with what I got, but have also figured out a complication that I think means this sprite needs revising.

Basically: From what I've gathered, clothing sprites are all single-layer and the visual layer they get is determined by item slot? And the "suit" slot will go under the belt but over the arm & hand sprites. This means that in the current version of the Storm Shawl sprite, a character who lost their right arm would have a right arm-shaped hole in the shawl sprite. Basically, any suit item sprite can't have any regions that would be visible only when the character was armless; there needs to be nothing "behind" the hand/arm unless the sprite has something "in front of" the hand/arm on that same pixel.

TL;DR look like I gotta change it to cover the character's hands. Do I have all that right? Are there sprite compliance guidelines anywhere that cover stuff like this?

Re: [WIP] Lavaland Compound Sprites (halp plz I have questio

Posted: Wed Nov 02, 2016 2:26 pm
by Armhulen
so wait, why don't we have hooded capes again and why aren't they craftable with a bed sheet and cable restraints? :pen: :|


that's a bit off topic anyways, nice work so far friendo

Re: [WIP] Lavaland Compound Sprites (halp plz I have questio

Posted: Wed Nov 02, 2016 8:06 pm
by WJohnston
We literally have hooded capes that all heads of staff currently have in their lockers.

Re: [WIP] Lavaland Compound Sprites (halp plz I have questio

Posted: Wed Nov 02, 2016 8:07 pm
by Armhulen
WJohnston wrote:We literally have hooded capes that all heads of staff currently have in their lockers.
oh fuck

Re: [WIP] Lavaland Compound Sprites (halp plz I have questio

Posted: Thu Nov 03, 2016 2:05 am
by Dagdammit
Made good progress today, the mockup tile map is actually drawn but I want to add a ton of text notes covering the gist of everything. Also did a storm shawl version covering the hands, but I don't think I like it. Gonna try a poncho version that's more like chaplain robes.

Have a couple minor sprites:
ImageImage

Re: [WIP] Lavaland Compound Sprites (halp plz I have questio

Posted: Thu Nov 03, 2016 9:01 am
by DemonFiren
>minor
Wow. Didn't expect you to pick that one.

Re: [WIP] Lavaland Compound Sprites (halp plz I have questio

Posted: Thu Nov 03, 2016 11:14 pm
by Dagdammit
DemonFiren wrote:>minor
Wow. Didn't expect you to pick that one.
I don't follow what you mean.

Outfit for a new Mining Overseer role, pseduo-head on par with QM:
https://i.gyazo.com/9bb77949f89a0138dc0 ... 93735f.png
https://i.gyazo.com/a4e7b393bd0e5428a78 ... 46e6c2.png
https://i.gyazo.com/2b7c0209099e3ec4173 ... f09275.png
https://i.gyazo.com/e776d954b07d071121c ... 362b96.png

Re: [WIP] Lavaland Compound Sprites (halp plz I have questio

Posted: Thu Nov 03, 2016 11:31 pm
by Armhulen
looks very syndicate, may want to tone down the armored red look




also putting this here the cloaks that heads get don't have hoods, i've been had

Re: [WIP] Lavaland Compound Sprites (halp plz I have questio

Posted: Fri Nov 04, 2016 12:55 am
by Dagdammit
Armhulen wrote:looks very syndicate, may want to tone down the armored red look
The exact shades of color definitely aren't final. I do like him being orange, though. May help that it's a jumpsuit rather than a hardsuit.

Re: [WIP] Lavaland Compound Sprites (halp plz I have questio

Posted: Fri Nov 04, 2016 1:43 am
by Armhulen
Dagdammit wrote:
Armhulen wrote:looks very syndicate, may want to tone down the armored red look
The exact shades of color definitely aren't final. I do like him being orange, though. May help that it's a jumpsuit rather than a hardsuit.
it would be interesting if the mining officer had the miner's jumpsuit but more red, and it (hopefully) wouldn't look syndicate

Re: [WIP] Lavaland Compound Sprites (halp plz I have questio

Posted: Fri Nov 04, 2016 9:11 am
by DemonFiren
Dagdammit wrote:
DemonFiren wrote:>minor
Wow. Didn't expect you to pick that one.
I don't follow what you mean.
It looked like a pun to me.
You know, minor/miner?

Re: [WIP] Lavaland Compound Sprites (halp plz I have questio

Posted: Tue Nov 08, 2016 2:52 am
by Dagdammit
Couldn't get a satisfactory version of storm shawl going that has visible hands, so I've thrown in towel and gone with big cloak-style version. It's supposed to look appreciably less badass than the explorer's suit, think it succeeds.
Spoiler:
Image
Gowst from the yogstation devs unexpectedly expressed interest in doing the mapping for the compound, so doing custom wall sprites (adapting & fleshing out AusOp's kickass Bluespace Shelter stuff) was the next step. I'm pretty happy with the results:
Image

Re: [WIP] Lavaland Compound Sprites (halp plz I have questio

Posted: Tue Nov 08, 2016 2:58 am
by Nienhaus
I like the orange a lot.

Re: [WIP] Lavaland Compound Sprites (halp plz I have questio

Posted: Tue Nov 08, 2016 5:06 am
by Dagdammit
Nienhaus wrote:I like the orange a lot.
It's one of six, actually. Colors probably aren't final, but:

Image

Re: [WIP] Lavaland Compound Sprites (halp plz I have questio

Posted: Tue Nov 08, 2016 7:45 am
by DemonFiren
>living
Suggest calling it quarters. Habitation. Something that sounds more formal.

Re: [WIP] Lavaland Compound Sprites (halp plz I have questio

Posted: Tue Nov 08, 2016 8:49 am
by Dagdammit
DemonFiren wrote:>living
Suggest calling it quarters. Habitation. Something that sounds more formal.
It's based on the Halley VI research station:
Spoiler:
Image
So it's the "Living Module", dunno if that makes it any better. Has dorms, tiny medbay, shower, toilet and a dining+meeting area.

Re: [WIP] Lavaland Compound Sprites (halp plz I have questio

Posted: Tue Nov 08, 2016 8:13 pm
by Dagdammit
Altered the colors for several modules. Is it clear which structure an engineer should go to, and which one a cargo tech should go to?
Image

Re: [WIP] Lavaland Compound Sprites (halp plz I have questio

Posted: Tue Nov 08, 2016 8:57 pm
by letshavecake
Dagdammit wrote:Altered the colors for several modules. Is it clear which structure an engineer should go to, and which one a cargo tech should go to?
If you want a cargo tech to go somewhere, the stripe should be bright red, and read "secure guns & shorts storage"

Re: [WIP] Lavaland Compound Sprites (halp plz I have questio

Posted: Tue Nov 08, 2016 9:13 pm
by Dagdammit
letshavecake wrote:
Dagdammit wrote:Altered the colors for several modules. Is it clear which structure an engineer should go to, and which one a cargo tech should go to?
If you want a cargo tech to go somewhere, the stripe should be bright red, and read "secure guns & shorts storage"
I said "should", not "would". >_>

Re: [WIP] Lavaland Compound Sprites (halp plz I have questio

Posted: Tue Nov 08, 2016 10:24 pm
by letshavecake
Dagdammit wrote: I said "should", not "would". >_>
Hey, providing Legally Acquired self defense devices for modest prices is something any good cargo department should do

And yes, the colors are easily distinguishable, the only way you could make them easier for any idiot to understand is to add secondary color stripes, which would probably be overkill

Re: Lavaland Compound Sprites

Posted: Wed Nov 09, 2016 5:32 am
by Dagdammit
shaaaaaaaawls
Spoiler:
Image
main event coming up

Re: Lavaland Compound Sprites

Posted: Wed Nov 09, 2016 5:47 am
by letshavecake
Those are pretty damn snappy for some cheap raincoats

Re: Lavaland Compound Sprites

Posted: Wed Nov 09, 2016 7:51 am
by DemonFiren
That orange is triggering me.

Re: Lavaland Compound Sprites

Posted: Wed Nov 09, 2016 6:20 pm
by Dagdammit
DemonFiren wrote:That orange is triggering me.
You'll have to shit on people with PTSD in a more specific fashion- which use of orange?

Re: Lavaland Compound Sprites

Posted: Wed Nov 09, 2016 6:58 pm
by DemonFiren
The survey orange.
The colour is way too DUDE THERE'S FIRE YO.

Re: Lavaland Compound Sprites

Posted: Wed Nov 09, 2016 10:49 pm
by Dagdammit
Image

howzis

Re: Lavaland Compound Sprites

Posted: Thu Nov 10, 2016 3:54 am
by imblyings
shawls look great

the color bands on the walls could have a weathered look like the pods but it's a minor thing and up to you

Re: Lavaland Compound Sprites

Posted: Thu Nov 10, 2016 5:48 am
by onleavedontatme
Could you please post the dmis for the cloaks? Going to try adding them/letting them toggle the hood while still a neck slot item, so you can wear them over armour.

Re: Lavaland Compound Sprites

Posted: Thu Nov 10, 2016 11:27 am
by Dagdammit
Kor wrote:Could you please post the dmis for the cloaks? Going to try adding them/letting them toggle the hood while still a neck slot item, so you can wear them over armour.
I'm still not clear on how to go about that? Properly sized .png is at http://i.imgur.com/4kE6BvB.png if that helps.

Suppose it's about time I showed my hand, huh. The Lavaland Compound is meant to replace the existing mining station and mining shuttle. Here's the first draft of map:
Spoiler:
Image

Re: Lavaland Compound Sprites

Posted: Thu Nov 10, 2016 2:57 pm
by letshavecake
That looks suspiciously castle-like
Don't tell me you're trying to sneak in fantasy station 13
Spoiler:
Do it quick, before the no fun allowed people get here

Re: Lavaland Compound Sprites

Posted: Thu Nov 10, 2016 3:06 pm
by DemonFiren
I'm already here.
DISGUSTING

Re: Lavaland Compound Sprites

Posted: Thu Nov 10, 2016 3:07 pm
by Wyzack
I think this looks cool as shit. Also +1 to Ausops' suggestion that the colored strips should have a more weathered look to them

Re: Lavaland Compound Sprites

Posted: Thu Nov 10, 2016 5:48 pm
by Dagdammit
But that's work though. =(

(I'll likely get around to it)

Re: Lavaland Compound Sprites

Posted: Thu Nov 10, 2016 7:56 pm
by Armhulen
Dagdammit wrote:But that's work though. =(

(I'll likely get around to it)
Please import the hooded capes to heads, please. They look really good!

Re: Lavaland Compound Sprites

Posted: Thu Nov 10, 2016 8:31 pm
by Dagdammit
Armhulen wrote:
Dagdammit wrote:But that's work though. =(

(I'll likely get around to it)
Please import the hooded capes to heads, please. They look really good!
DAMN IT THEY WERE SUPPOSED TO BE LAME. Except the ones for command (which you'd only see when cap or HoP visited lavaland) and sec.

Re: [WIP] Lavaland Compound Sprites (halp plz I have questio

Posted: Thu Nov 10, 2016 8:53 pm
by Dagdammit
Okay guys help I'm kinda stumped.
Dagdammit wrote:Image
See the two floor tiles to the left of the entrance? Those are special generator mounts, it's a core part of the compound's mechanics. Full mechanics if you want context:
Spoiler:
The modules at the lavaland compound don't have SMES and APCs, they use a hybrid of bluespace shelter handwavium (which I was thinking could be geothermal power) and mineral-guzzling generators. From the wip design outline:

LAVALAND POWER
-Stuff like life support, doors & emergency lighting is always on.
-Each module has two generator mounts. Generators installed to these mounts automatically consume minerals based on demand.
-Full lighting and most machines/consoles requires one running generator.
-Every module has at least 1 power-intensive function that requires Aux Power, i.e. consumes minerals directly from the backup generator with every use.
--COMMAND: Shielded Telechamber
--CONSTRUCTION: Hardsuit Fabricator
--SCIENCE: Xeno Injector Fabricator
--PROCESSING: Recall Telepad
--LIVING: Cloning Pod & Scanner
--SURVEY: Launch Telepad
-Each module starts the round with 1 mounted PACMAN generator (runs on plasma)
-Construction module storage inventory:
--1 PACMAN, 1 SUPERPAC (uranium) and 1 MRSPAC (diamond) generator.
--Circuit boards to make 2 more of each generator type.
--Stack of 10 plasma sheets, to give the compound a little starting power.
-Mining Overseer has 2 uranium sheets and 2 diamonds in his office's secure locker.
The trouble is that I don't know... well #1, whether it's even feasible to implement the way I imagined, as a passable floor tile where you can just click on the mount when a generator is on the tile (or click the generator itself?) and toggle it on so the mount sprite engages and overlaps the generator... Oh. maybe I'm answering my question as I type it. The visual of the external mount somehow clamping down on part of the generator can just be an alt state of the generator sprite.

So that just leaves question #2, what the heck the generator mount should LOOK like- both when empty and when a generator is engaged. I want it to read as being a built-in part part of the module, but it also has to fit the perspective on the generator sprite? (And that means the floor portion of the generator mount sprite can't visually connect to the module wall above it, because in 4/6 cases that wall is west or south of the tile instead.)

I'd also like it to include an 11x3 LED status display somewhere, so it can show "ON" or "AUX" like in this pic: https://i.gyazo.com/afd1db320ff69e6e876 ... ee48dc.jpg

Starting to worry that this is gonna require a new generator sprite. >_>

Re: Lavaland Compound Sprites (now with map!)

Posted: Thu Nov 10, 2016 9:14 pm
by onleavedontatme
dmis are the byond files that hold icons. If you could upload a zip of all the directions as individual icons as well that'd be appreciated to, I'd rather not have to cut them up myself.

Re: Lavaland Compound Sprites (now with map!)

Posted: Fri Nov 11, 2016 1:12 am
by ChangelingRain
There are survival pod-style windows, fyi.

Re: Lavaland Compound Sprites (now with map!)

Posted: Fri Nov 11, 2016 3:42 am
by Dagdammit
ChangelingRain wrote:There are survival pod-style windows, fyi.
Oh neat, can you point me to them?

Edit: Found them, very cool.

Re: Lavaland Compound Sprites (now with map!)

Posted: Fri Nov 11, 2016 5:59 am
by imblyings
pacmans need a wire knot underneath, emitters require a powered wire knot underneath to work

It shouldn't be too hard to have a density 0 machine object on that tile that exists to change sprites when the wire knot underneath is powered, when it is powered the mount flips on. It's plenty feasible you just need to bribe a coder or code it yourself. Dirs for the mount shouldn't be too hard, pacman sprites would have to be redone.

Re: Lavaland Compound Sprites (now with map!)

Posted: Sun Nov 13, 2016 1:34 am
by Alipheese
After reading the thread im still confused if this is a new map or a new mining outpost.

Re: Lavaland Compound Sprites (now with map!)

Posted: Sun Nov 13, 2016 9:43 pm
by factoryman942
>hardsuit fabricator in engi place

what next, guncrafting? :honk:

Re: Lavaland Compound Sprites (now with map!)

Posted: Mon Nov 14, 2016 12:51 am
by Dagdammit
Alipheese wrote:After reading the thread im still confused if this is a new map or a new mining outpost.
It's gonna be a new Mining Outpost, and there'll be a big thread officially laying out the proposal in Ideas sometime soon. Want to have the design doc reasonably finished first.

Re: Lavaland Compound Sprites (now with map!)

Posted: Wed Nov 16, 2016 1:07 pm
by FantasticFwoosh
Hey, what would you feel about re-locating the experimentor onto the now much larger 'compound'? Given that it already has a set of RNG based effects it would be significantly more dangerous for triggering lavaland localised world events (a pop-up storm etc) and malfunctions. And yet it'd still fit into your format of people traveling between both the sites (or give reason to phase out the pretty illogical random effects of small station artifacts to something more sensible).
Spoiler:
MrEousTranger wrote:Xeno-Archaeologist Job

Does the job miners should do, but never do which is gather those fukken artifacts for R&D.
Its exactly what we need, the perfect way to solve useless miners and science not collaborating.
Miners can still help and still need to bring in ores so it doesn't remove their purpose, and they will be important to
protect the Archaeologist from danger. And the miners get to stay on their autism planet without being forced to search structures they would
TOTALLY (sarcsasm) never go into.
And my own thread sort of going on about new localised artifact types encased in dirt, which i got laughed at over IRC for being functionless because it'd be another thing like gibtonite for dead monster hunter miners to never haul back for any constructive purpose.

Xenoarcheology = Soft port (Fossils!)
On top of that if you need any particular machinery sprites, just give me a shout and i'll try my dab hand for you. Here's something from my portfolio.
Spoiler:
Image
Otherwise really good work so far man, its shaping up really nicely, do you have any area floor plans ready yet? Oh and by the way, using heat exchange pipes over lava and a closed circuit room full of freon/radiated to be cool room you can make a mini-station thermal engine very compactly which of course will be right in the line of sight for science to upgrade with a BRPD (because literally when does any scientist need to upgrade a actual machine engine in play huh?)

Re: Lavaland Compound Sprites (now with map!)

Posted: Sat Nov 19, 2016 7:39 am
by Dagdammit
Big official thread is now up.
FantasticFwoosh wrote:Hey, what would you feel about re-locating the experimentor onto the now much larger 'compound'? Given that it already has a set of RNG based effects it would be significantly more dangerous for triggering lavaland localised world events (a pop-up storm etc) and malfunctions. And yet it'd still fit into your format of people traveling between both the sites (or give reason to phase out the pretty illogical random effects of small station artifacts to something more sensible).
Spoiler:
MrEousTranger wrote:Xeno-Archaeologist Job

Does the job miners should do, but never do which is gather those fukken artifacts for R&D.
Its exactly what we need, the perfect way to solve useless miners and science not collaborating.
Miners can still help and still need to bring in ores so it doesn't remove their purpose, and they will be important to
protect the Archaeologist from danger. And the miners get to stay on their autism planet without being forced to search structures they would
TOTALLY (sarcsasm) never go into.
And my own thread sort of going on about new localised artifact types encased in dirt, which i got laughed at over IRC for being functionless because it'd be another thing like gibtonite for dead monster hunter miners to never haul back for any constructive purpose.

Xenoarcheology = Soft port (Fossils!)
It's an option, certainly! It's not something I've gone into yet, but 1/3rd of the science module is basically being reserved for an undecided function. I have two ideas so far, and this could be a third.
FantasticFwoosh wrote:On top of that if you need any particular machinery sprites, just give me a shout and i'll try my dab hand for you. Here's something from my portfolio.
Spoiler:
Image
Awesome, machinery is actually one notable area where there's still spriting work to be done. Two big items:
-Sprites for a Signal Relay, a multi-tile machine kinda like the Particle Accelerator. It would probably be 5 tiles arranged in the shape of a plus sign; the center tile (the most complex to build) would likely have the antenna/dish, and one of the 4 outer tiles would be the relay console.
-Sprite for a Geothermal Power Converter, a 1-tile machine you have to build adjacent to lava.
FantasticFwoosh wrote:Otherwise really good work so far man, its shaping up really nicely, do you have any area floor plans ready yet?
I've actually put a really crude .dmm together with the basic layout, you can see it here. Looks better in the map editor.
FantasticFwoosh wrote:Oh and by the way, using heat exchange pipes over lava and a closed circuit room full of freon/radiated to be cool room you can make a mini-station thermal engine very compactly which of course will be right in the line of sight for science to upgrade with a BRPD (because literally when does any scientist need to upgrade a actual machine engine in play huh?)
Hmm. I could stick the requisite boards and parts in a crate in the Construction module. If nothing else, a better power supply could let you overclock the compound's KA turrets.

Re: Lavaland Compound Sprites (now with map!)

Posted: Sat Nov 19, 2016 1:42 pm
by John_Oxford
How would you feel about giving cargo a machine to produce some miner-specific weaponry, instead of ordering it? (gunsmithing yes) (or already existing weaponry like stock ka's or crushers)

That, or give them like i tiny little 3x3 box that has grates infront of it, then put a machine that syncs with RnD levels and produces KA mod's for a reduce mineral cost if its used.

You could also give them the ability to produce synthetic armor for explorer suits, just have it made out of plastanium or some shit.

(i'll give you some special snowflake -no pressure- -tactical- rifle and handgun sprites if you want to add this)

Re: Lavaland Compound Sprites (now with map!)

Posted: Sat Nov 19, 2016 2:25 pm
by FantasticFwoosh
John_Oxford wrote:How would you feel about giving cargo a machine to produce some miner-specific weaponry, instead of ordering it? (gunsmithing yes) (or already existing weaponry like stock ka's or crushers)

That, or give them like i tiny little 3x3 box that has grates infront of it, then put a machine that syncs with RnD levels and produces KA mod's for a reduce mineral cost if its used.
I counter argue that because the vendors magically procure objects for points, this would be relatively redundant for what R&D could do with the materials. Nice try at shilling.

The KA upgrade box though i like, as long as it remains relevant to the current state of KA's as upgradable, 'little' convenience machines like this i like but i don't think a huge manufactory being R&D 2.0 would be constructive

Engineer suits have welderprotect & headlamps too, its too OP when you can order space worthy suits from cargo and mine points for regular mining suits

Re: Lavaland Compound Sprites (now with map!)

Posted: Sat Nov 19, 2016 3:53 pm
by John_Oxford
Derail discussing Mining Weapons. Don't do this again John or it'll be wiped instead of spoilered.
Spoiler:
(to bad im shilling anyways)
Give miners and more or less the on site security a customizable personal defense weapon (which is very modular, of course)

Miners now start with defense implants, which allow you to use the weapons. Two cases of these spawn in the armory section of the security section of the base. Mining Overseer or whatever starts with one to (along with the hos) Its firing pin dependent
Oxford Arms CR-30AU (compact rifle - thirty rounds - airless universal)
Image

Completely customizable, on base security receive one to fend off rogue personnel who could get a hold of mining equipment to fuck them over in a low pressure enviorment. The head site miner or some shit recieves one to (the mini-head)

Image

Maybe give the security office window to the east shutters, replace it with a table, and make it into a mod shop, then put some machines in there that produce weapon mods from minerals.

Or switch the locations of xenoarch with the TBD location, and make the south area a dual purpose mining upgrade/rnd/weapon upgrade/creation booth/shop.

Image
(from left to right)
CR-30AU, fires 10mm in bursts of two. Is not select fire, Holds 30 rounds. Fits in your backpack.
CR-30AU, with a sling, allows it to be worn on your belt slot, armor slot, as armor (has a 1% chance to destroy the gun but stop the projectile if you are hit by a bullet in the chest) and back slot.
CR-30AU II with a sling and iron sights, has all the attributes of the sling version but is in semi automatic, still isnt select fire.
CR-30AU III with a sling and holographic sight, increases the odds of hitting the targeted body part (for simple mobs it just does 5% more damage)
Image
CR-30AU III with armor piercing rounds, does 10 more damage to megafauna, goliaths, and watchers (and also ignores 60% of a humans armor value)
CR-30AU III with condensed explosive rounds, does no more direct damage to humans than normal rounds, but explodes. Can be used to mine rock. Chance to blow human limbs off, does 15 more damage to mining mobs and knocks them back a tile (which if theres a wall behind them, it causes a additional five damage, totaling to twenty) mega fauna are unaffected by it.
CR-30AU IV with a longer barrel and oil soaked rag wrap and a 6x nanographic scope. Same function as a syndicate sniper rifle, allows you to zoom. Same damage as a stock CR. Two round burst on target.
(next ones the same thing for some reason)
Image
(same thing as the CR-30AU IV)
CR-30AU V Caliber upgraded to 7.62, semi automatic, with a scope.
(next two are the same thing, they both have a bipod which increases accuracy when standing still, they both have armor piercing and explosive rounds)
Image
CR-30AU VI. Wrapped in oil soaked rags, fires two shot bursts. (+Bipod +LScope +Sling)

The next ones are all CR-30AU IX's they are select fire from semi automatic, two round burst, three round burst, and fully automatic. They fire 7.62.

Keep in mind, most of the high level mods require autistic amounts of minerals and or research levels. Some of the later tiers probally should only be rare mining drops or admin spawns.

ps: i can probally cut these up into seperate rifles and pdw's, and build up a entire armory around them.

pss: the description will tell what about what the rifle is doing.

ex:

This is a CR-30AU V.
The Oxford Arms Personal Defense Weapon, this one chambers 7.62, is only semi automatic, and has a Pathfinder Scope attached to it.

Re: Lavaland Compound Sprites (now with map!)

Posted: Sat Nov 19, 2016 10:24 pm
by Dagdammit
Hmmm.

I mean, giving miners combination mining tools+weapons that are significantly more effective in low-pressure environments (plus boot knives) just seems like an all-around cooler design choice than giving them assault rifles.

That said, putting a few customized assault rifles in the armory, two of the third CR-30AU III spec for megafauna incursions and two of the second CR-30AU spec for ash walkers & prison riots... I dunno. You've got me thinking about it, at least. Maybe if the armory entrance requires breaking into the overseer's office first.... like, make it sec access but it's shuttered by a restricted-access switch in the Head Overseer's office.

Edit:
John_Oxford wrote:That, or give them like i tiny little 3x3 box that has grates infront of it, then put a machine that syncs with RnD levels and produces KA mod's for a reduce mineral cost if its used.
There's a reason the Ghetto R&D section of Science Module is directly down the hall from Processing Module, which is cargo & the place miners go to offload minerals.

Re: Lavaland Compound Sprites (now with map!)

Posted: Sun Nov 20, 2016 12:08 am
by John_Oxford
John_Oxford wrote:Derail discussing Mining Weapons. Don't do this again John or it'll be wiped instead of spoilered.
Spoiler:
(to bad im shilling anyways)
Give miners and more or less the on site security a customizable personal defense weapon (which is very modular, of course)

Miners now start with defense implants, which allow you to use the weapons. Two cases of these spawn in the armory section of the security section of the base. Mining Overseer or whatever starts with one to (along with the hos) Its firing pin dependent
Oxford Arms CR-30AU (compact rifle - thirty rounds - airless universal)
Image

Completely customizable, on base security receive one to fend off rogue personnel who could get a hold of mining equipment to fuck them over in a low pressure enviorment. The head site miner or some shit recieves one to (the mini-head)

Image

Maybe give the security office window to the east shutters, replace it with a table, and make it into a mod shop, then put some machines in there that produce weapon mods from minerals.

Or switch the locations of xenoarch with the TBD location, and make the south area a dual purpose mining upgrade/rnd/weapon upgrade/creation booth/shop.

Image
(from left to right)
CR-30AU, fires 10mm in bursts of two. Is not select fire, Holds 30 rounds. Fits in your backpack.
CR-30AU, with a sling, allows it to be worn on your belt slot, armor slot, as armor (has a 1% chance to destroy the gun but stop the projectile if you are hit by a bullet in the chest) and back slot.
CR-30AU II with a sling and iron sights, has all the attributes of the sling version but is in semi automatic, still isnt select fire.
CR-30AU III with a sling and holographic sight, increases the odds of hitting the targeted body part (for simple mobs it just does 5% more damage)
Image
CR-30AU III with armor piercing rounds, does 10 more damage to megafauna, goliaths, and watchers (and also ignores 60% of a humans armor value)
CR-30AU III with condensed explosive rounds, does no more direct damage to humans than normal rounds, but explodes. Can be used to mine rock. Chance to blow human limbs off, does 15 more damage to mining mobs and knocks them back a tile (which if theres a wall behind them, it causes a additional five damage, totaling to twenty) mega fauna are unaffected by it.
CR-30AU IV with a longer barrel and oil soaked rag wrap and a 6x nanographic scope. Same function as a syndicate sniper rifle, allows you to zoom. Same damage as a stock CR. Two round burst on target.
(next ones the same thing for some reason)
Image
(same thing as the CR-30AU IV)
CR-30AU V Caliber upgraded to 7.62, semi automatic, with a scope.
(next two are the same thing, they both have a bipod which increases accuracy when standing still, they both have armor piercing and explosive rounds)
Image
CR-30AU VI. Wrapped in oil soaked rags, fires two shot bursts. (+Bipod +LScope +Sling)

The next ones are all CR-30AU IX's they are select fire from semi automatic, two round burst, three round burst, and fully automatic. They fire 7.62.

Keep in mind, most of the high level mods require autistic amounts of minerals and or research levels. Some of the later tiers probally should only be rare mining drops or admin spawns.

ps: i can probally cut these up into seperate rifles and pdw's, and build up a entire armory around them.

pss: the description will tell what about what the rifle is doing.

ex:

This is a CR-30AU V.
The Oxford Arms Personal Defense Weapon, this one chambers 7.62, is only semi automatic, and has a Pathfinder Scope attached to it.
>thread on revamping mining
>implements a compound with walls that have turrets, and places a security presence in the area with more new, more severe threats against them and the people there
>post a way to help them defend against that

"wew lads you doin a shill im gon spolier ur post cuz to much spam reee you better not do it again"

>doesnt take responsibility for it
>spoilers it just because "wew lads your shilling your opinions not valid"

kindly fuck a stick if you cant see past oxfords memes to where im being serious. the post was on topic. (op responded to it in a serious way you cuck)

///

on topic edit though, i just realized i completely forgot to mention

the guns have operating parts and bolts that are calibrated to work in low to no pressure enviorments, firing them in a pressurized enviorment will destroy the gun (and possibly you in the process)