Prefab rooms via building permits & blueprints

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FantasticFwoosh
Joined: Mon May 04, 2015 11:25 pm
Byond Username: FantasticFwoosh

Prefab rooms via building permits & blueprints

Post by FantasticFwoosh » #301847

Basically though i've been bikeshedding a bit on github, instead of letting engineers make rooms building permits allow engineers to bascially make pop up prefab rooms at a moments notice by dumping materials onto a marker beacon rather than dealing with each mechanical piece all at once. This is a expensive & slow process so it isn't as overpowered as it sounds, and small manual repairs are advised.
Permits & blueprints drop down a marker which tells you how much material is required to rebuild the turfs & some of the machinery present in the room, listing off boards & wires etc as it is needed, then with a engineer standing over the marker (use magboots to stay still) mekhi's repair function for buildmode (look it up) will work in a reverse engineered way to piece together the room, including all the pipes and wiring to a pre-configured standard, the holographic marker dissapears when the job is done or is suspended midway by swiping it with a engineer PDA.
> The blueprint is the Omega prefab builder, and has all the station rooms already loaded into it, meaning that if a room is seriously damaged, the CE can drop down a quickbuild marker after matching & designating it with the blueprint. Therefore it is very valuable for a traitor to steal because it can also save templates to build later, and the syndicate is quite interested in building their own test stations to check for weaknesses (lore if you want it)

So in effect, 1 permit (dispensed from a machine in the CE's office in exchange for space cash) will allow engineers to use a one time permit to either fix a critical room or build a brand new room more easily out of a selected list of pre-organised rooms. You can simply PR new rooms and the permit will tell you (or show you a holographic image) of the room after its been constructed.

- Engineers can only build over rooms that are new and empty, or are marked as vacant offices & construction areas

This is similar to the system being sort of planned for lava dwarves in order to enable more cohesive fortress building, but i think it can convey just as well over to space building, since we need a lot of regular repairs

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