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Build-A-Base Workshop 13 - Printable Version

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Re: Build-A-Base Workshop 13 - Cogwerks - 10-16-2014

Marquesas Wrote:You are seriously overestimating the things we CAN do here.

qp evergrande.txt <3


Re: Build-A-Base Workshop 13 - Sam Guivene - 10-16-2014

I've waited for this all my life, you guys have no idea how I've had to go out of my way onto paradise and /VG/Station just so I could spend some peaceful time building and not destroying, living an uninterrupted life of improvement and building. With this, I can enter a state of zen peace in the form of construction.


Also, in regards to several comments, this is more akin to freebuild mode than to Sandbox mode, as by default, SS13 is a sandbox game, just because you have the ability and option to kick down someones sandcastle, shit in it, and shove another persons face into that sand, doesn't make it any less of a sandbox, in fact, thats the whole basis of EVE online. But now, we can have a true minecraftian style freebuild, where all will be at peace. Also maybe those lazy coders will finally make construction of things more viable and get out of the prebuilt dark ages...


Re: Build-A-Base Workshop 13 - Cogwerks - 10-16-2014

A lot of work is going on with materials stuff and crafting right now. Good times.


Re: Build-A-Base Workshop 13 - Ali0en - 10-16-2014

"Hey we built all the stuff! What now?"

"Nothing."

There needs to be something aside from building. Telesci, random events. Also telesci up for 20 hours would totally end in the good solarium ending.

Do it cogs.


Re: Build-A-Base Workshop 13 - robbie - 10-16-2014

Ali0en Wrote:The test round was awful. 50+ people spawned in a shuttle in empty space with no gear and beat the shit out of eachother until an admin spawned gear for like 5 people.

But the map works.
Working as intended.


Re: Build-A-Base Workshop 13 - UmmonTL - 10-17-2014

Just witnessed the end of another construction round that had a runtime of 170minutes, the only job was construction worker who spawns with engineering suit, jetpack, tools and an RCD. It was a glorious mess, no idea how the people got stuff like a cloner or the arcsmelter but I'm guessing an admin helped a bit? Anyways it reinforced my opinion that some kind of planning tool or something would serioulsy help, the station was mostly made of featureless square rooms with no windows and nothing in them. The only exception was a bunch of rooms right next to each other that basically had every working piece of equipment stuffed in them.


Re: Build-A-Base Workshop 13 - Marquesas - 10-17-2014

UmmonTL Wrote:Just witnessed the end of another construction round that had a runtime of 170minutes, the only job was construction worker who spawns with engineering suit, jetpack, tools and an RCD. It was a glorious mess, no idea how the people got stuff like a cloner or the arcsmelter but I'm guessing an admin helped a bit? Anyways it reinforced my opinion that some kind of planning tool or something would serioulsy help, the station was mostly made of featureless square rooms with no windows and nothing in them. The only exception was a bunch of rooms right next to each other that basically had every working piece of equipment stuffed in them.

A planning tool sounds rather rad. It'd also be a great way to place alternative turf icon_states. I'll make this go somewhere. Sometime.


Re: Build-A-Base Workshop 13 - DyssalC - 10-17-2014

Is there like a scheduled time for these things so I can avoid missing them?


Re: Build-A-Base Workshop 13 - Lantern - 10-17-2014

Not sure how posible this is, but maybe have like, four ABC Us on the spawning shuttle that are preloaded with blue prints for the most basic of rooms. Example: A medical room with a surgical table and a medical vending machine, or and engineering room that has a few furnaces. Just very basic and essintial rooms that can jump start the construction for the rest of the station.


Re: Build-A-Base Workshop 13 - Ali0en - 10-17-2014

That construction round was great, super fun. Arkire came in a bit after it started and started spawning stuff for us. We (I) built a bar first and he gave us booze and goodies. Then came the kitchen, botany, medbay, genetics, and VR. Now for some stuff of note.

Genetic cloner wouldn't work. Maybe because it was lined horizontally, but that should be noted. If you turned on the reclaimer, the server would freeze for 10-15 seconds. The genetic modifiers worked fine and we did a bunch of research.

Normal VR didn't work, while the detectives VR did.

About an hour in a radstorm happened and caused some health problems. Dramatic music was played. Thankfully we had a medbay so those affected got treated. This was really intense and I loved it, so an event every hour for the crew to prepare for would be fun. Music in that time frame would be cool too.

Here's the first picture of our station. Images are links because they're huge

http://i.imgur.com/ankevmY.jpg

And the next when Arkire left. We got the station FAR BIGGER after this, but this isn't a bad pic.

http://i.imgur.com/ZljV24T.jpg


Re: Build-A-Base Workshop 13 - Erev - 10-17-2014

Construction sounds like it'll be a lot of fun. I am curious a bit about progression though - will we be able to order pathology equipment off the bat, or will we need medbay and/or genetics equipment beforehand? Would we need an AI before ordering defense turrets? Would some things not arrive as schematics but only as deployable pieces (say upgraded defense turrets?)

Also, would these 'improvement' schematics for the Wireless Ruckingeur Kit be bought with traditional money? Or some sort of loyalty point system for surviving events and completing goals? Would completing certain goals open up additional schematics/items to order from NT?

Just some thoughts!


Re: Build-A-Base Workshop 13 - atomic1fire - 10-17-2014

Cogwerks Wrote:It'd be easier to develop if some of the more complex things were already setup, especially QM's ordering launchers. There's a ton of potential for this idea though. I could see it working pretty well with something like the old mining station, just have a small arrivals shuttle docked at a little outpost with some critical infrastructure already set up, a manufacturing room and a bunch of airlocks leading out to good construction areas. Maybe a mining magnet too to help keep resources readily available.

I could knock out a prototype outpost and put it on the mining level maybe, let people experiment with that while features get worked on? It'd be easy to redo the mining derelict right away and start repurposing it.

Engineer-in-a-Box could use some reworking too, that thing could be pretty useful for this.

Memory leaks might be a problem with super long rounds, but hell, that'd be a good way to identify and fix some of those fuckers anyways.

Phasers aren't really related to this, but just as an aside- I'm gonna try to work on redoing phasers soon. They're deprecated as hell but I think it'd be rad to have them function as a new basic modular energy weapon. Tasers and lasers could both be based on a common modifiable framework. All the energy weapons already have internal power cells that exist as their own items, but iirc none of them can be popped out yet - that'd be a pretty easy project, I'm sure. I'll try to prioritize that as one of my next projects when I've got some time and energy for it. Phaser customization is really neat and I'd love to make all the energy weapons work off of that sort of framework. It could hopefully give security and away-teams more reasons to interact with mechanics, miners and QMs to get upgraded gear.

Another vaguely related WiP thing: I'm gonna try to implement non-station job slots sometime as an optional player toggle. I wanna have some weird starting kits and spawn positions out in the derelict/construction areas, more flavor jobs geared towards optional roleplaying and quiet projects. Cosmonauts, traders, drug dealers, crash survivors, construction crews, idk.

Sundance Wrote:...
Maybe after a set time, say 2-3 hours i dunno, people can do a hierarchy vote? So if successful it assigns random jobs to people (or maybe higher up jobs for people who have been here the longest?) and re-enables new joiners to select a job. I dunno, I think it would be very interesting if once err'body has built the station, to have a little structure and to see if your design is efficient (or hilariously hazardous) and for what job. It won't stop people from continuing building, the tools will still be there.

I also wanna give the Head of Personnel a way to adjust latejoin job limits. Station's going to shit? Adjust the latejoin limits for guards. Need more medics? Maybe it could cost a bit from the personnel budget to open up some more job slots. Wouldn't be hard to implement, job slots can already be messed with by admins during a round.

Hell, it could be possible to make HoP-customizable jobs too for latejoiners/respawns - high rank admins can create new job datums on the fly, the interface would just need to be made a bit friendlier and safer for players to use.

The construction stuff sounds like it's going on pretty well, but the idea of nonstation jobs sounds awesome.

Being able to spawn on some random derelict/zlevel and take the opportunity to crack safes all round would be fun.


Re: Build-A-Base Workshop 13 - QP Evergrande - 10-17-2014

If sets of blueprints for ruckinguer kits are made to be buyable, they should be buyable in all game modes. But a single order should contain all the blueprints for, as an example, the medbay, but at significant cost. Like, 25,000 at least. And you can't buy single blueprints because NanoTransen. That way, in this mode buying them is an accomplishment, while in regular modes buying them is a major drain, so you wouldn't do it unless you're absolutely rolling in cash, so the mechanics still need to go out and actually scan stuff most of the time.


Re: Build-A-Base Workshop 13 - Marquesas - 10-17-2014

Marquesas Wrote:
UmmonTL Wrote:Just witnessed the end of another construction round that had a runtime of 170minutes, the only job was construction worker who spawns with engineering suit, jetpack, tools and an RCD. It was a glorious mess, no idea how the people got stuff like a cloner or the arcsmelter but I'm guessing an admin helped a bit? Anyways it reinforced my opinion that some kind of planning tool or something would serioulsy help, the station was mostly made of featureless square rooms with no windows and nothing in them. The only exception was a bunch of rooms right next to each other that basically had every working piece of equipment stuffed in them.

A planning tool sounds rather rad. It'd also be a great way to place alternative turf icon_states. I'll make this go somewhere. Sometime.

Okay, construction got two new toys, then.

One of them will let you lay plans out. You can pre-select the icon the turfs will use and when the appropriate type of turf is built on the same tile as a plan (simulated wall / simulated floor), it will assume that icon. Only people with the 3D blueprint viewing glasses can see the plans.

The other toy ties directly into progress or milestones or whatever. You can select the room you would like to designate (like Chemistry), it will tell you the criteria for a chemistry lab. Then, using it on a tile in a room will check if that room matches all criteria and assign the appropriate area as well. This is useful because we can keep track of what the station has and unlock goodies and bad events related to that room.


Re: Build-A-Base Workshop 13 - thehman03 - 10-18-2014

This idea is going swimmingly and i'm very happy about that.