01-12-2024, 07:44 AM
(This post was last modified: 01-12-2024, 07:56 AM by Lord_earthfire. Edited 13 times in total.)
I overall agree that we should find ways to enable faster gimmicks.
I love building stuff and done many gimmicks involving this. What i found was that very often space on our stations is too small for fast building.
What this means is, if i need to do anything beyond 3 tables and a wall, i need to construct (and pressurize) whole rooms. This means you need to take big measures to not space complete hallways, need air canister/grenades and waste a ton of materials with flooring. Most construction areas on station are completely spaced. And if they aren't, we got shit like donut 2 construction area decals that are just atrocious and need tedious cleaning.
And if some rooms are avaible, they are packed to the brim with items and machinery you need to get rid off. I love redecorating the bar when i roll bartender. The worst part are stuff nobody uses, like zoldorf, dart boards, slot machines and so on you 100% need a decon tool to remove. And worst, the party button that fucks over all lights you replaced with coloured variants you are unable to deconstruct. (Oh and yeah, the unmoveable owls and unremoveable plants in the owlery make that place on many maps unuseable)
And don't get me started on the amount of reinforced walls everywhere.
I think by now this is mostly a map design philosphy issue. Our maps are designed to concentrate the player density and keep walkways low. But this does not leave much empty, useable rooms for gimmicks and stores. the expansion of the public market on cogmap 1 does help, but the spaces for the actual markets are still too small.
This not only accounts for empty rooms. Departments are packed to the brim. I know many botanies that got only a few spaces for actual machinery and e.g. Kondaru botany is so packed you don't have two walkways if you try add any auxiliary machinery to it. Heck, i even run into space issues if i try to make more elaborate feeders on Donut 2.
There are a bit of things that try to make these processes faster, like the ABCU. But it always comes down that if i want to make a medium-sized project, i need to pull up the big guns and build whole rooms in space. Prefabs and the space diner exists at least but they are hardly visited and need aggressive advertising (many more visible stuff helped here, though!).
All in all, i would say we need just bigger stations and less packed departments. I would die for a few pressurized 6x6 empty rooms without much decals/machinery or unremoveable crap sprinkled in it a staffie has access to.
I love building stuff and done many gimmicks involving this. What i found was that very often space on our stations is too small for fast building.
What this means is, if i need to do anything beyond 3 tables and a wall, i need to construct (and pressurize) whole rooms. This means you need to take big measures to not space complete hallways, need air canister/grenades and waste a ton of materials with flooring. Most construction areas on station are completely spaced. And if they aren't, we got shit like donut 2 construction area decals that are just atrocious and need tedious cleaning.
And if some rooms are avaible, they are packed to the brim with items and machinery you need to get rid off. I love redecorating the bar when i roll bartender. The worst part are stuff nobody uses, like zoldorf, dart boards, slot machines and so on you 100% need a decon tool to remove. And worst, the party button that fucks over all lights you replaced with coloured variants you are unable to deconstruct. (Oh and yeah, the unmoveable owls and unremoveable plants in the owlery make that place on many maps unuseable)
And don't get me started on the amount of reinforced walls everywhere.
I think by now this is mostly a map design philosphy issue. Our maps are designed to concentrate the player density and keep walkways low. But this does not leave much empty, useable rooms for gimmicks and stores. the expansion of the public market on cogmap 1 does help, but the spaces for the actual markets are still too small.
This not only accounts for empty rooms. Departments are packed to the brim. I know many botanies that got only a few spaces for actual machinery and e.g. Kondaru botany is so packed you don't have two walkways if you try add any auxiliary machinery to it. Heck, i even run into space issues if i try to make more elaborate feeders on Donut 2.
There are a bit of things that try to make these processes faster, like the ABCU. But it always comes down that if i want to make a medium-sized project, i need to pull up the big guns and build whole rooms in space. Prefabs and the space diner exists at least but they are hardly visited and need aggressive advertising (many more visible stuff helped here, though!).
All in all, i would say we need just bigger stations and less packed departments. I would die for a few pressurized 6x6 empty rooms without much decals/machinery or unremoveable crap sprinkled in it a staffie has access to.