Central Plumbing
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- Code Maintainer
- Joined: Thu Jun 30, 2016 6:09 pm
- Byond Username: Time-Green
Central Plumbing
I've been building up to this for a while, but I'd like to know if it was even wanted before I die from mapping too much.
Water Plant
A vault-like room that houses an anomaly that produces water and supplies the station with water. I'll probably make it a satellite.
I'm not sure yet who would be responsible for maintaing this.
Here's a list of candidates I'm considering:
- Chemist: They already have all the plumbing gear, but their job has already been spread thin with normal chemistry, factory creation and what would then also be maintaining the plumbing on the station.
- Janitor: Seems like a good candidate, but janitor is basically the perfect job and I don't want to infringe on that.
- Engineering: Their job is maintenance. They already maintain power, structural integrity and atmospherics.
- Plumber: Could be either a civillian or engineering department. Problem I'm seeing right now is that it'll end up like a librarian, where they kinda have a purpose but not really. I could give them a plumbing RCD to make chemical factories, but then I'd be infringing on the Chemists job. Maybe a little wont hurt? Paramedics and Medical Doctors are both variations of basically the same job and they're well received. If I go this way, I'll add like magical water or some other goals they could work to on the long term.
Sinks, showers and toilets
I'd need to lay down ducting on literally every single map. I'll probably add a map define so I can do it peacemeal and let certain stations just use legacy plumbing will they're slowly being converted.
- Fluid anomaly pad and fluescent anomaly: This is the anomaly I spoke off earlier. It'll be drained by the anomaly pad for water. Yes you can find a beer anomaly and have everything be beer.
- Super tank: I'll add a very big tank that the anomaly feeds into. I'll also add a set of super ducts that go above the 10u transfer rate.
- Hypersonic MK.III Plungerer Machine: Has a big cooldown, but can be used to instantly drain everything connected to the net, so you can quickly replace all the chemicals.
- Sinks, toilets and showers: They'll have a small storage tank and drain from the central plumbing tank. Waste reagents flushed down will be instantly transfered to an applicable disposer, like a very big reagent disposer or just something that shoots it into space. We can't store the waste in the object itself, because multiple reagent datums arent supported. I'll make sure you can intercept it somewhere to collect waste if you want
There will be no piss and shit mechanics
Water Plant
A vault-like room that houses an anomaly that produces water and supplies the station with water. I'll probably make it a satellite.
I'm not sure yet who would be responsible for maintaing this.
Here's a list of candidates I'm considering:
- Chemist: They already have all the plumbing gear, but their job has already been spread thin with normal chemistry, factory creation and what would then also be maintaining the plumbing on the station.
- Janitor: Seems like a good candidate, but janitor is basically the perfect job and I don't want to infringe on that.
- Engineering: Their job is maintenance. They already maintain power, structural integrity and atmospherics.
- Plumber: Could be either a civillian or engineering department. Problem I'm seeing right now is that it'll end up like a librarian, where they kinda have a purpose but not really. I could give them a plumbing RCD to make chemical factories, but then I'd be infringing on the Chemists job. Maybe a little wont hurt? Paramedics and Medical Doctors are both variations of basically the same job and they're well received. If I go this way, I'll add like magical water or some other goals they could work to on the long term.
Sinks, showers and toilets
I'd need to lay down ducting on literally every single map. I'll probably add a map define so I can do it peacemeal and let certain stations just use legacy plumbing will they're slowly being converted.
- Fluid anomaly pad and fluescent anomaly: This is the anomaly I spoke off earlier. It'll be drained by the anomaly pad for water. Yes you can find a beer anomaly and have everything be beer.
- Super tank: I'll add a very big tank that the anomaly feeds into. I'll also add a set of super ducts that go above the 10u transfer rate.
- Hypersonic MK.III Plungerer Machine: Has a big cooldown, but can be used to instantly drain everything connected to the net, so you can quickly replace all the chemicals.
- Sinks, toilets and showers: They'll have a small storage tank and drain from the central plumbing tank. Waste reagents flushed down will be instantly transfered to an applicable disposer, like a very big reagent disposer or just something that shoots it into space. We can't store the waste in the object itself, because multiple reagent datums arent supported. I'll make sure you can intercept it somewhere to collect waste if you want
There will be no piss and shit mechanics
- actioninja
- Joined: Mon Jul 30, 2018 6:40 am
- Byond Username: Actioninja
- Location: comatose
Re: Central Plumbing
My initial thought is yet another thing to map and another thing to rebuild when shit goes to fuck.
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- Code Maintainer
- Joined: Thu Jun 30, 2016 6:09 pm
- Byond Username: Time-Green
Re: Central Plumbing
You can flush a toilet with fire. But yes, it'll be a hassle for what would otherwise be a pretty minor thingactioninja wrote:My initial thought is yet another thing to map and another thing to rebuild when shit goes to fuck.
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- Joined: Fri Nov 10, 2017 12:16 am
- Byond Username: Tlaltecuhtli
Re: Central Plumbing
why water tho there isnt much to do with it what about petroil?
- trollbreeder
- Joined: Sat Feb 22, 2020 8:22 am
- Byond Username: Trollbreeder
- Github Username: trollbreeder
Re: Central Plumbing
So basically, goonstation liquids?
I'm a dumb feature coder, also a bad (but not terrible) coderspriter and a semi-good mapper and an enforcer of standards.
you can find me playing when i'm not coding or playing csgo as cleans-the-house on event hall, sybil or manuel
screenshot gallery:
you can find me playing when i'm not coding or playing csgo as cleans-the-house on event hall, sybil or manuel
screenshot gallery:
Spoiler:
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- Forum Soft Banned
- Joined: Sat Jun 02, 2018 10:27 am
- Byond Username: Cacogen
Re: Central Plumbing
you don't have to worry about departments being rebuiltactioninja wrote:My initial thought is yet another thing to map and another thing to rebuild when shit goes to fuck.
technokek wrote:Cannot prove this so just belive me if when say this
NSFW:
- Mickyan
- Github User
- Joined: Tue Oct 14, 2014 11:59 pm
- Byond Username: Mickyan
- Github Username: Mickyan
Re: Central Plumbing
For the extra lazy alternative you could honestly just have all existing sinks showers etc. have their own internal water storage to avoid requiring mappers to bring plumbing anyhwere you just want to put a sink that's rarely going to be used.
Then you either make a subtype that only works with plumbing or allow switching inputs between internal storage and pipes by using a wrench/screwdriver or whatever
This way the plumbing network can be as extensive as the mapper wants it to be
Then you either make a subtype that only works with plumbing or allow switching inputs between internal storage and pipes by using a wrench/screwdriver or whatever
This way the plumbing network can be as extensive as the mapper wants it to be
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- Joined: Tue Nov 07, 2017 12:30 am
- Byond Username: Qustinnus
Re: Central Plumbing
making it an entire sattelite is over-doing it, just add this to the janitor's office and let the janitor handle it please. dont give more things to the 2 jobs with a ton of stuff to do
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