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valor map fixes #3440
valor map fixes #3440
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I will have a look into the error in a bit, it didn't runtime locally so i'm Not Too Sure. |
i believe that is a Random Auxmos Fail so it shouldn't be anything on your end |
Yeah, those errors are unrelated to your PR. Ignore it failing, it kinda just does that sometimes. |
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- i disagree with adding firelocks to the cargo bay because 1. its funny to not have them 2. a line of thin firelocks on a cargo bay this large is a bit awful
- there's a problem with areas without apcs where their lighting will simply not turn off because it thinks its always powering lights, and adding apcs to all the new areas you added causes a massive power drain. this is not that big of a deal in the grand scale of things but it is a bit jarring. you don't have to do anything about this
they do turn on and off but they'll never run out of charge |
yes I just realised that I may be stupid. If it becomes a problem i'll probably just add 1 APC for the surgery+corridor+morgue make that one area and remerge the post-op care corpsman prep and medical area. And also remerge all the old areas Going to remerge the toilet, janitor and eva prep and room now however. edit: infact, i'm going to do the full-merge because I don't want to have to deal with any issues in the future |
going to quickly unillegal the apc then it should be done. |
surely this is small enough to merge |
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request So, currently the Valor is awaiting a remap, but this should fix a few problems that it currently has, most notably, the large areas, lack of firelocks and lack of lighting in some rooms. What's changed: - Added firelocks to every door, no more mid-corridor firelocks which don't do much. - Added firelocks across the cargo-bay door. Similar to the Mudskipper. - _I understand this may be a contentious change but i'm happy to remove it if the danger of the holofield falling would still like to be realised_. ![image](https://github.com/user-attachments/assets/48d83b56-7fec-4fb7-9917-337f7f41d78f) - Added lighting to the Corpsman prep room, and the EVA Room as it currently does not spawn with a light at all. (with this, I have also added extra light switches to said rooms). - Seperated the large area at the bottom of the ship. At the moment, the Surgery Room, Morgue Room, Corridor, Corpsman prep, and post-op area all share the same area. I have given each one a seperate area so you can control the lighting in each room. ![image](https://github.com/user-attachments/assets/29ed4c5c-d67a-407a-9ff9-587135f92483) - Similar to the above, I have added seperate areas for the Janitor Closet, EVA prep, Toilet and Laundry Room as well. ![image](https://github.com/user-attachments/assets/ee47bf9b-b07b-4794-911d-e310cc8db933) ## Why It's Good For The Game Being able to turn the lights off in the Morgue seperatly from the entire medbay's is a bit of a no-brainer, and helps enhance the roleplay. It is a little bit immerssion breaking to go to turn off the lights in the patient-care area and suddenly you've plunged the surgery into pitch-darkness. As for the firelocks, having consistent firelocks that are actually present on every door, is also a no brainer; but this change brings the Valor in-line with other IRMG ships in actually having fire-locks on every door. ## Changelog :cl: add: Firelocks to the Valor-Class' Doors add: Lighting to dark areas on the Valor-Class' Doors add: New areas on the Valor-Class to seperate rooms add: Added APC for the Surgical Area /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. -->
About The Pull Request
So, currently the Valor is awaiting a remap, but this should fix a few problems that it currently has, most notably, the large areas, lack of firelocks and lack of lighting in some rooms.
What's changed:
Added firelocks to every door, no more mid-corridor firelocks which don't do much.
Added firelocks across the cargo-bay door. Similar to the Mudskipper. - I understand this may be a contentious change but i'm happy to remove it if the danger of the holofield falling would still like to be realised.
Added lighting to the Corpsman prep room, and the EVA Room as it currently does not spawn with a light at all. (with this, I have also added extra light switches to said rooms).
Seperated the large area at the bottom of the ship. At the moment, the Surgery Room, Morgue Room, Corridor, Corpsman prep, and post-op area all share the same area. I have given each one a seperate area so you can control the lighting in each room.
Similar to the above, I have added seperate areas for the Janitor Closet, EVA prep, Toilet and Laundry Room as well.
Why It's Good For The Game
Being able to turn the lights off in the Morgue seperatly from the entire medbay's is a bit of a no-brainer, and helps enhance the roleplay. It is a little bit immerssion breaking to go to turn off the lights in the patient-care area and suddenly you've plunged the surgery into pitch-darkness.
As for the firelocks, having consistent firelocks that are actually present on every door, is also a no brainer; but this change brings the Valor in-line with other IRMG ships in actually having fire-locks on every door.
Changelog
🆑
add: Firelocks to the Valor-Class' Doors
add: Lighting to dark areas on the Valor-Class' Doors
add: New areas on the Valor-Class to seperate rooms
add: Added APC for the Surgical Area
/:cl: