Boxstation General Feedback

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Re: Boxstation General Feedback

Post by Steelpoint » #18476

Bottom post of the previous page:

I intended to make a map PR a few weeks ago but for some reason my map broke and then the feature freeze popped up, I've re done some work but I'll have to wait for the freeze to thaw. Until then here's a quick list of what I've done.

- Re-Added brig entry and HoP line Wall Mounted Flashers, don't know why the HoP Line flasher was removed since it was heavily requested.
- Electrified Space Exposed Grilles at Security, exception to the windows west of perma.
- Removed hidden Plasma Sheets from Maintenance, replaced with "unique" item. (I swear every round someone breaks into find the sheet)
- Removed hidden Insulated Gloves from Maintenance, replaced with Budget Insulated Gloves.
- Re-Added Securitron #1138 to the Armoury, stealth nerf's ftw.
- Added additional door to Maint Incinerator Room, connects entire hallway instead of awkwardly blocking it off.
- Other quality of life changes and stuff I can't recall right now.

If anyone has any suggestions for changes to Boxstation, please speak up, I've got nothing else to do and plenty of time until the freeze ends, expect more map changes in due course.

*EDIT* I also added a "Condimaster" to Botany at firecage's suggestion, as well as slightly reworking the positioning of the watertanks.
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Re: Boxstation General Feedback

Post by Ikarrus » #18480

Steelpoint wrote: - Re-Added brig entry and HoP line Wall Mounted Flashers, don't know why the HoP Line flasher was removed since it was heavily requested.
It wasn't removed, it was just moved behind the HoP desk. I've noticed it has discouraged people from just stealing it as a free flash.
- Removed hidden Insulated Gloves from Maintenance, replaced with Budget Insulated Gloves.
They're fake. You got fooled!
- Re-Added Securitron #1138 to the Armoury, stealth nerf's ftw.
Strongly opposed to this. I think there are enough securitrons scattered about the station. If security wants more they should need to cooperate with robotics to make more
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Re: Boxstation General Feedback

Post by Steelpoint » #18484

The souther flasher was removed, people were complaining before hand (Someone posted a bug report on it I think on Git) that the flasher did not reach the entire HoP line, I added in a second flasher months ago and its gone now.

On the Securitron issue, people did not complain or resist the addition of a deactivated Securitron unit to the Armoury. Since the unit was remove with no warning or even a notice in any map related PR I intend to correct that wrong, of course I'll keep it removed if enough people are opposed.

*EDIT* Slight rework on maintenance has been done, the North East Maint has been made so you don't have to go around the long way to get from Botany to the Library via maint.
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Re: Boxstation General Feedback

Post by Ikarrus » #18487

The souther flasher was removed, people were complaining before hand (Someone posted a bug report on it I think on Git) that the flasher did not reach the entire HoP line, I added in a second flasher months ago and its gone now.
Don't re-add it as long as removing the flash is as simple as applying a wirecutter. It will be seen more as a free flash (Two if you want to have both) than a tool for the HoP.
Steelpoint wrote:On the Securitron issue, people did not complain or resist the addition of a deactivated Securitron unit to the Armoury. Since the unit was remove with no warning or even a notice in any map related PR I intend to correct that wrong, of course I'll keep it removed if enough people are opposed.
I know it wasn't fair to not mention removing it, but we talked about it in coderbus. Most of them were not aware one was added until they saw it live.

As for maint: I originally intended it to be maze-like and difficult to traverse, with lots of turns and dead-ends. I don't necessarily take issue with streamlining it, but it does go against the original idea.
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Re: Boxstation General Feedback

Post by Steelpoint » #18489

I'll keep the Securitron out then, I might add a helmet/signaler assembly in the corner. I would like to keep the second wall mounted flasher, personally I dislike the whole concept of removing the flash from the wall in the first place but eh.

I also reworked the Detective's Office layout a bit and re-added proper camera networks to the RD Checkpoints Monitor
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Re: Boxstation General Feedback

Post by Steelpoint » #18620

Oh yes, I also looked over the Map Bugs on Git and have moved the lower AI Sat turrets to avoid shooting the AI if someone enters the AI Core.
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Re: Boxstation General Feedback

Post by paprika » #19285

Add a red phone to the HoS' office I want to ring people in the head with it.

Edit:

Holding cell when, nobody uses cell 4 anyway

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Re: Boxstation General Feedback

Post by Ikarrus » #19372

What's so special about it that you couldn't do with a regular cell?
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Re: Boxstation General Feedback

Post by paprika » #19402

You can bucklecuff multiple revs/cults in there when you're waiting on deconversion, it's pretty handy for wardens so we don't have to stick people in interrogation instead. It also looks nicer with the sec desk being swapped to that side.
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Re: Boxstation General Feedback

Post by paprika » #19445

Does box have an ion rifle in the armory yet? Someone should make that a thing.

Also, contraband locker should be a secured locker, and the armory needs a safe to store things in.
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Re: Boxstation General Feedback

Post by Steelpoint » #19477

I put an Ion Rifle in the Brig during my last Brig Overhaul.
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Re: Boxstation General Feedback

Post by leibniz » #19489

paprika wrote:Does box have an ion rifle in the armory yet? Someone should make that a thing.

Also, contraband locker should be a secured locker, and the armory needs a safe to store things in.
I think the HoS office has a safe already.
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Re: Boxstation General Feedback

Post by paprika » #19557

Meh, I need a place to stash emags and syndie documents and shit as warden.
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Re: Boxstation General Feedback

Post by Steelpoint » #19617

No reason not to add a safe to the Armoury, I'll do that once the Feature Freeze is over alongside the other changes I've got.
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Re: Boxstation General Feedback

Post by paprika » #19904

A pair of welding goggles in engineering/atmos would be cool.
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Re: Boxstation General Feedback

Post by Cipher3 » #20323

paprika wrote:A pair of welding goggles in engineering/atmos would be cool.
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Re: Boxstation General Feedback

Post by Steelpoint » #20325

I'll add the wielding goggles to the "list".
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Re: Boxstation General Feedback

Post by Ikarrus » #20530

paprika wrote:Meh, I need a place to stash emags and syndie documents and shit as warden.
The contraband locker used to sit behind a windoor. Since the armory was moved around a lot it lost it somewhere down the line. I'm hesitant to add a safe as they're easily overlooked and wardens might use them to store everything in the armory, guns included.

I'd be okay with a secure locker, though.

https://github.com/tgstation/-tg-station/pull/4206
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Re: Boxstation General Feedback

Post by paprika » #20541

One day sec will get more loyalty implants in the armory and rev will be less shit and not completely fucking rely on taking cargo. One day.

Edit: I just had the best idea. How about pop scaling? More loyalty implant lockboxes depending on the amount of people readied up. Sec can't even begin to hope to take cargo with 50+ revs and nor can they implant enough people to confirm headrevs or anything and usually resort to murderboning or they get rekt/jobbanned.
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Re: Boxstation General Feedback

Post by Steelpoint » #20559

I've never had a problem with killing people in Rev rounds when we ran out of Loyalty Implants. Admittedly we do run out of Implants a lot very fast and Cargo is a hard fought area.

I would personally like to give the Detective a pair of Sechud Glasses, one of the most common questions I'm asked is "Can I have a Sechud?" by the detective.
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Re: Boxstation General Feedback

Post by paprika » #20564

Yeah there is really no reason not to have the detective spawn with sechuds and remove the pair from his office. Or move the sunglasses to his locker and make them sec. He isn't supposed to catch criminals necessarily but it's nice to know if you run across someone that's wanted.
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Re: Boxstation General Feedback

Post by Steelpoint » #20575

It seems almost every map related bug fix I made has or is being fixed in other PR's.

I'm just going to hold off on any further map tweaks until the feature freeze ends so I don't have to continuously update my files.
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Re: Boxstation General Feedback

Post by Gun Hog » #20594

Please given Officer Pingsky a patrol route on the sat. (The cleanbot could follow it too, I guess.) Just a plain circle from the turret protected lobby to the SMES room and back again. As long as the beacons are their own closed loop, they should not be picked up by the on-station bots.
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Re: Boxstation General Feedback

Post by paprika » #20631

Yeah keep fixes separate from features so you can pump them out like ikarrus does. I appreciate you updating on the map too though steelpoint.
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Re: Boxstation General Feedback

Post by Ikarrus » #20636

Anything short of major remaps is okay during the freeze.
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Re: Boxstation General Feedback

Post by paprika » #21587

Box station really really needs a spare securitron in the armory. You and steelpoint can flip a coin to name it, but it definitely needs to be in there so the AI/warden can let it loose on intruders.
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Re: Boxstation General Feedback

Post by Steelpoint » #21610

I did place one in the Armoury months ago as a part of my brig overhaul, however it was removed by Ikkarus because apparently it took coderbus a few months to realise I added one to the armoury despite how I made no secret of it.
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Re: Boxstation General Feedback

Post by paprika » #21614

someone put it back
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Re: Boxstation General Feedback

Post by Ikarrus » #22924

Some people were asking to either give science their tinted windows back, or put shutters under the windows as well, for privacy.
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Re: Boxstation General Feedback

Post by Steelpoint » #22949

Yeah, I noticed in a PR that someone removed the tinted windows for personal preference reason's.

If people want them back then there is no reason to not put them back.

I'll gladly add them back in when the feature freeze ends as apart of my map PR, though feel free to add them in on your own accord.
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Re: Boxstation General Feedback

Post by Jordie0608 » #22957

Discussion in #coderbus lead to consensus that more people found the tinted windows annoying than useful.

Privacy blockers like shutters, as the RD and robotics desks already have, are cool; but the tinted windows themselves are just a pain.
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Re: Boxstation General Feedback

Post by Kelenius » #22974

Tinted windows are buggy, and make it painful to talk to robotist through the window.
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Re: Boxstation General Feedback

Post by Munchlax » #23404

tinted windows suck.
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Re: Boxstation General Feedback

Post by Steelpoint » #24409

I like tinted windows.

Anyway, I'm moving forward slowly to getting a Map PR on the bar changes + everything else up.
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Re: Boxstation General Feedback

Post by Scott » #24427

Me too, they give privacy. It's not a big deal, but I dislike them being removed.
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Re: Boxstation General Feedback

Post by Scott » #24649

Double post for attention: The AI satellite needs an O2 emergency locker or two.
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Re: Boxstation General Feedback

Post by Scott » #25215

The Singulo engine reinforcement, jesus christ why please remove that sealing rwall, 2robust4me

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Re: Boxstation General Feedback

Post by Steelpoint » #25217

I think Ikarrus was responsible for that.
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Re: Boxstation General Feedback

Post by Scott » #25843

Brig needs more extinguishers.
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Re: Boxstation General Feedback

Post by Steelpoint » #28162

Okay, planned changes for my imminent map PR. This is really going to happen this time. Several of my changes were made by other mappers however.
  • Rework of the Bar, new gambling room and officers lounge
  • Slightly streamlined maintenance, door here and passageway here.
  • Kitchen cooler room slighter less roomy
  • Slight rearrangement of Botany, move water tanks East and condimaster out front.
  • Readded wall mounted flashers to the Sec front room
  • Rearranged the HoS Office's layout, again.
  • Readded the additional HoP line wall mounted flasher, someone removed it and as a result the flasher does not reach the whole line
  • Added shutters to the Sci Research Room to replace tinted windows.
  • Misc stuff
In addition, while I won't readd the Securitron to the armoury, sadly, I will however add a securitron assembly to the armoury. Meaning the Warden will need to take some effort.

EDIT: That means to get the actual securitron, the Warden/HoS will have to go to robotics to get the necessary parts. All this means is that the first two steps are skipped.

That's that.
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Re: Boxstation General Feedback

Post by Gun Hog » #28165

Steelpoint wrote:Okay, planned changes for my imminent map PR. This is really going to happen this time. Several of my changes were made by other mappers however.
  • Rework of the Bar, new gambling room and officers lounge
  • Slightly streamlined maintenance, door here and passageway here.
  • Kitchen cooler room slighter less roomy
  • Slight rearrangement of Botany, move water tanks East and condimaster out front.
  • Readded wall mounted flashers to the Sec front room
  • Rearranged the HoS Office's layout, again.
  • Readded the additional HoP line wall mounted flasher, someone removed it and as a result the flasher does not reach the whole line
  • Added shutters to the Sci Research Room to replace tinted windows.
  • Misc stuff
In addition, while I won't readd the Securitron to the armoury, sadly, I will however add a securitron assembly to the armoury. Meaning the Warden will need to take some effort.

EDIT: That means to get the actual securitron, the Warden/HoS will have to go to robotics to get the necessary parts. All this means is that the first two steps are skipped.

That's that.
What was wrong with the armory having a securitron?
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Re: Boxstation General Feedback

Post by Steelpoint » #28166

From what I can tell some people in coderbus did not like the armoury holding a Securitron. As I said earlier it did take them several months to notice the addition but whatever.

I can try adding it back in, and make double sure to highlight it. I would need more user support for that though.

Either way, I do prefer to get at least the assembly in at minimum.

EDIT: In addition, I am tempted to add the minimum amount of needed materials to Tech Storage to rebuild the core components of telecoms.
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Re: Boxstation General Feedback

Post by Steelpoint » #28713

Ok, final list of everything that is being updated/changed on the map side of things in my PR.
  • New Assistant Spawns: Assistant spawns are spread out all over the station, and will no longer all spawn inside Tool Storage.
  • Full rework of the Bar: Combines the fitness room and the Bar into one, adds a new gambling room, and a 'Officers Lounge' for heads of staff.
  • Incidently, the Holodeck now faces West to East, instead of North to South.
  • Streamlined maintenance slightly: The highlight being a door to the south of the incinerator room, and a direct passage way above Botany.
  • Re arranged Botany, and made Kitchen Back Room smaller.
  • The return of Securitron #1138: I don't have high hopes of this being allowed, but I will take a swing.
  • Re addition of Wall Mounted Flashers at the Security brig Entrance, and lower HoP line.
  • Addition of Shutters in the Research Lab by the entrance, allowing total privacy!
  • Rearranged the HoS office.
  • Gave the Detective a pair of HUDsunglasses in his office.
I've made sure to ensure that Pipes/Wires/etc do not run under walls, everything still works, etc, etc.

If anyone has any additional suggestions, please speak up.
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Re: Boxstation General Feedback

Post by Scott » #28726

Add more extinguishers to the brig.
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Re: Boxstation General Feedback

Post by Steelpoint » #28727

I did that already, forgot to mention that actually.

There's one in the perma hallway and one in the back room.
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Re: Boxstation General Feedback

Post by Scott » #28773

Add one or two to the main/cells hallway.
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Re: Boxstation General Feedback

Post by Steelpoint » #28775

Scott wrote:Add one or two to the main/cells hallway.
Sure

The map PR has been made, you can find it here: https://github.com/tgstation/-tg-station/pull/4822
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Re: Boxstation General Feedback

Post by miggles » #28814

give the detective a secbelt
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Re: Boxstation General Feedback

Post by Steelpoint » #28893

miggles wrote:give the detective a secbelt
I'll plop one in his locker then.
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Re: Boxstation General Feedback

Post by Steelpoint » #29056

Minor Merging Conflicts with my PR. Another map related PR (Changed a few map turrets) was merged. Since nothing ever works for me when a merge conflict occurs, I'm closing and redoing the PR.

I did add a SecBelt to the detectives office as well as a SecHUD.
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Re: Boxstation General Feedback

Post by allura » #30244

sechud should not be given to the detective. his job isn't to arrest people, so he doesn't need a device to help him with it. if he wants to fucking "help security" or something then he can actually do his job and sleuth, not just roflmao i no ur kriminel
the detective isn't supposed to be a security officer with different clothes.
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