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Adds Bison #245

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MatthewBadger
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@MatthewBadger MatthewBadger commented Aug 21, 2023

About the PR

This PR adds the Bison to the game, which is a large ship-breaking vessel designed to house 4-7 crew members comfortably, or 9-10 if you want to use the cargo bay as a makeshift camp.

Bison bright

Features:

  • It can fully repressurize from 0 atmosphere
  • It spawns with mice and one emotional support animal
  • It has a working shower system
  • There is a minigame where players have to repair a part of the power grid or the ship loses power after half an hour of runtime (it's on the broken flooring inside of the cafeteria).
  • There is a lasers crate.
  • There's a window shutters system.

drawbacks:

  • It costs 160k
  • When kickstarting atmos, if you're not careful you can blast cold air into the ship.
  • You need to use a crowbar to re-enter the ship from the airlock (doesn't apply to docking with other ships)
  • It spawns with many areas of the ship barricaded shut, and with lots of miscellaneous clutter, so you need to clean up the ship when you buy it.
  • You need to set up atmos quickly to prevent food from rotting.
  • If you don't save the support pet, they might suffocate in the box.
  • If you don't have atmos set up, draining the showers of steam will quickly cause suffocation and death.
  • There is no bike horn.

The lore is that this ship was a corporate-owned scrapping vessel, but the crew eventually went crazy and formed gangs that started a turf war. I was thinking that the ship is large enough that people would have families and dependents, and live full lives on the ship with cultures developing in isolation.

Media

  • I have added screenshots/videos to this PR showcasing its changes ingame, or this PR does not require an ingame showcase

Changelog

🆑 MatthewBadger

  • add: Added the Bison shuttle, which is a large, old, durable ship-breaking vessel that was decommissioned and resold on the civilian market after an incident involving its previous crew.

@Cheackraze
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very interesting and unique ship, I'll have to give it a proper review in-game later this week because there's a lot going on but I like the idea

@MatthewBadger
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MatthewBadger commented Aug 22, 2023

very interesting and unique ship, I'll have to give it a proper review in-game later this week because there's a lot going on but I like the idea

Thanks for the feedback.

I need to change some things about this ship in the meantime since they were pointed out to me, for example give it a protolathe/autolathe, add space cleaner for the graffiti, add a blender, and remove some lockers that were mentioned to be currently bugged (the ones in the armory). Also i need to do the change to the ship's description that you mentioned.

I'll add them to the changelogs once I've updated it.

@MatthewBadger
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Ok the bison has now been updated and is ready for testing.

@potato1234x
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potato1234x commented Aug 24, 2023

i dont think you understand how the changelog works it should be "added bison" not the whole history of the bison

@MatthewBadger
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MatthewBadger commented Aug 24, 2023

i dont think you understand how the changelog works it should be "added bison" not the whole history of the bison

Those were the changes i made since the last submission when i updated it, the second "adds bison" is a mistake i made during the update. I should've called it "updated bison" or something. The changelog shows what i updated because they aren't visible in the screenshot.

@DebugOk
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DebugOk commented Aug 24, 2023

i dont think you understand how the changelog works it should be "added bison" not the whole history of the bison

Those were the changes i made since the last submission when i updated it, the second "adds bison" is a mistake i made during the update. I should've called it "updated bison" or something. The changelog shows what i updated because they aren't visible in the screenshot.

Regardless this is generally way too much for a CL for a single map (or ship in this case). It should generally be condensed into one line

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needs to be named just Bison.yml, so just drop the .txt at the end

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needs to be named just Bison.yml, so just drop the .txt at the end

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Seems to be fine on my end

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Also all files should match lower case in name, so bison and not Bison

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Your OS is hiding known file extensions, in your screenshot you can see windows reads it as a .txt file and it needs to be changed to the proper file type

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Your OS is hiding known file extensions, in your screenshot you can see windows reads it as a .txt file and it needs to be changed to the proper file type

ah ty

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Your solution file changes slipped in. Make sure to drop this file from the PR so it isn't changed.

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i'm not sure what this means here, apologies.

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This file should not be in the PR.

@Cheackraze
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use an empty locker and fill it with a custom set of goods for your ship, the pre-sets have too much loot in them

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no apus please on the bigger ships

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uranium gens are too strong, too tough to find fuel for a starting ship. they are mid-late round upgrades. A ship this size should be running an AME if its an expedition ship, or at the very least Solars.

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this room has way too much stuff in it. For one, no ammo vendor. And at most 1 of those weapons, not 2 axes and a breaching hammer, and preferably no engivend either.

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these docks are wholly inaccessible. I suggest switching to regular external arilocks or blast doors if this is supposed to be a salvage door.

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way too bright, you can get the same effect with 1 light

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again, only 1 of these OP weapons on the ship please

@Cheackraze
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Cheackraze commented Sep 2, 2023

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I see the idea behind the power, and I say swap them to 4 plasma gens throughout the ship instead. Also, dear lord in heavens please do not put a fire-axe in a ship, this thing will be purchased for that item at literally any cost

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and this
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this too needs to go sadly

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no random tiny fans please

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This hallway section isn't good. Having a 1 tile door open into 3-way intersection looks and feels and is just kind of cursed. I recommend changing how this hallway area is set up.

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a couple unpowered thrusters

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your docks are facing the wrong direction. The side with the little tiny square in the center should be facing out, like a connecter piece
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alright, overall love the idea and design, and I didn't actually get in-depth to test the sauna system but it seemed clever. Just gotta drop all the extreme gamer loot because people will end up just buying it to steal all the fireaxes/lasers and stuff. having a couple handguns etc. strewn about like that is fine, but try to limit shuttles to 1 piece of fun gamer loot, and definitely not the syndicate version. Ill do another review once changes have been addressed, cant wait to get it in game.

@Cheackraze
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Cheackraze commented Sep 2, 2023

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also lighting. Its a common new mapper trap to over-light their scenes, but our scenes look way better when we have far fewer mapped in lights. Among many other reasons that fewer = better as far as lighting goes. You could probably take out 1/2 the lights on the ship in total and it would look much richer and be much easier on the eyes. If you want a different brightness or look to the light, I suggest instead playing with some of our presets or perhaps playing around with making a new light prototype instead of overloading the number of rendered light sources.

The pictures above are just a few examples, but overall you should be aiming for as few lights as possible for every space

@MatthewBadger
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MatthewBadger commented Sep 2, 2023

@Cheackraze
thanks for the feedback.

Because this ship is designed as a ship-breaker, and would involve at least four players invading a derelict and breaking it apart completely for steel, components, and more (including the floor tiles), what should I replace the fire axes and hammer with so as to allow them to break apart ships?

As for the axes scattered about the ship, those are strategically placed to allow people to escape the firelocks once they close, if they are trapped in those areas of the ship. Would a crowbar be able to achieve the same function of escaping locked sections if they happen to be stood there when they close?

As for the armory, what would you recommend replacing the crates and vendors with to allow both mercenaries and ship breakers to do their jobs effectively?

And finally, what equipment should I put in the captain's locker so that there isn't too much there?

@Cheackraze
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Axes are probably the worst tool to salvage with since it destroys the entity and won't return all the materials. Salvagers already come with all the tools they need to fully scrap a ship, namely, a full toolbelt of tools. So only one (1) fire ax OR breaching hammer allowed. Crowbars are the intended tool for opening unpowered doors.And caps locker needs a few pieces of captain drip like mantle or cape, and tools to do a job on the ship, like maybe Salvage gear for example, just not the default captain locker

changed the generators and added more space cleaner, i forgot what else.
@MatthewBadger
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I jsut discovered that the lates PR has the wrong file in shipyard. i will update them.

@dvir001
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dvir001 commented Sep 17, 2023

The Changelog on the PR still dont add up, they need to just be "Added the ship bison, description"
The files for the ship, and the file for the ship component are the same file, also all file names need to be lowercase.
The .sln need to be removed

MatthewBadger and others added 2 commits September 20, 2023 10:52
changed the file names and swapped around a few minor aspects of the ship
@MatthewBadger
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PR should be ready to test. Hope it works out.

SpaceStation14.sln Outdated Show resolved Hide resolved
removed it. BEGONE!
@MatthewBadger
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should be ready fr this time

@Cheackraze Cheackraze merged commit f37a872 into new-frontiers-14:master Sep 28, 2023
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FrontierATC added a commit that referenced this pull request Sep 28, 2023
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5 participants