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[MIRROR] [MODULAR] Adds an entirely new map to Nova's roster: Ouroboros! #2882

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merged 2 commits into from
Apr 15, 2024

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Original PR: NovaSector/NovaSector#773

About The Pull Request

RINGWORM OUROBOROS is a map based around the antiquated idea of "asteroid mining" from eons past. While it doesn't quite add new content immediately to the idea of mining space rocks, the station itself is situated inside a belt of asteroids that can very well be exploited early-on for a few materials. The most noticeable quirk is that each department is equally distributed between the two Z levels of the station rather than simply being different slices. It goes up and down!

How This Contributes To The Nova Sector Roleplay Experience

Nova has always wanted to have its own maps to play with rather than depending on TG. This map aims to add new diversity for its (small) size, allowing it to be comfortable for any kinds of gameplay and roleplay. Notably:

  • Much like Blueshift, multiple small areas are dotted around the station in both public and private scenarios in other to create roleplay-inviting spaces. Things such as a little Jim Nortons café, the Medical Recovery Ward or simply the Carp Pro Shop allow players to come up with their own ideas and have a space to enact them in.
  • The station is built on the concept that communal spaces helps build roleplay as it puts players into proximity. It can sometimes be hard to roleplay with others if one simply is never seen - as such, the goal of this map was to make most departments visible to all players rather than "slotted away" to never be seen.
  • The big quirk of this station is the use of multi-z with more depth than most current-roster stations use. All, and I mean All departments are spread between the two layers in a smooth, connected manner. This also includes a few clever tricks that allow certain departments to interact with the crew despite being deep in said department. See: Warden's Panopticon.

Proof of Testing

What about some sneak-peaks of parts of the map ingame, hm? Obviously the entire map isn't fully recorded, figure out ingame~
NOTE: these screenshots are not final, experimentation and (constructive) criticism will likely change the design!

Arrivals!

Screenshot (2452)

Supply!

Screenshot (2450)

The Bridge!

Screenshot (2449)

Science!

Screenshot (2468)

Engineering!

Screenshot (2445)

Security!

Screenshot (2444)

Medical!

Screenshot (2460)

Service!

Screenshot (2458)

And finally, Departures!

Screenshot (2467)

There's much more to be seen, but I only have so little time to take screenshots.

Changelog

🆑 zydras
add: The asteroid belt in close proximity of Lavaland has been recently fully acquired by Nanotrasen, with a brand new station type dubbed 'Ouroboros' inserted into the field!
add: New airless variants of Moon turfs
config: Ouroboros added as a 0-80 connected mid-pop map (similar threshold as VoidRaptor)
/:cl:

* porting over from previous codebase

yabba dabba dooooo

* removes duplicated pipe

* why is that var there

* restyle of department guard rooms

* minor map tweaks + ore vent integration

* Making the linters smile

* fixes runtimes

* minor map changes and fixes

* improves the library

on SylvetteSylph's request

* re: library edits

* Re: re: library edits

* the AI doesn't want you to know this but you're allowed to go to the bathroom without it knowing about that

* cutely covers your station with intercoms

* armory fix

* moved asteroid_moon.dm to module file

* fixes paths

* Changes cameras to cover spots

* expands chemistry

* changes to chemistry and small fixes

* adds a disposals bin

oops

* minor changes to layout

* various misc changes to the overall layout

public mining, some spots

* fixes a few missing areas

* critique changes on medical + touchups

* improves cargo upper deck after comments

* minor layout changes

* atmos whoopsie

* removes public spa & barber's hotspring tiles

Noticed they gave a mood bonus - swapped to regular pool tiles with water

* changes to ordinance

* small changes

* quick little final fixes before playtest

* even more final fixes

* final changes 2

* various live fixes reaction

* paramed staircase fix

* paramedic dispatch apc cable fix

* big variety of fixes and changes

* fixes disposals

* even more fixes oh my jode

* bunch of fixes

* slightly expands robotics

* final commits for the night

it is 12:04am

* i may have lied

not the final

* final final changes 2 final

* truly

* minor robotics change

* the estrogen update

* It's Map Rename Time!

* minor spelling mistake

* unticked tock

* minor changes

* a big bundle of player-reported fixes

<3

* oopsies

* fixes missing pipe

* Modifies some atmos pipes

* changes to spaceloop

* fixes pipes that are too dumb

* the pipes the pipes the pipes the pipes the pipes

* changes bridge layout slightly

* Changes to cargo layout

* various changes and fixes

* makes robotics look less weird + hop office sizeup

* Slight swaps

* fixes piggy bank

* small fixes

* Various fixes

* more fixes!

* minor fixes and changes

* more minor fixes

* Various improvements

* a fair few more changes

* changes to SMES

* adds whiteship dock

* Changes glass tiles to plating in engi

* a LOT of (small) changes

* more changes

* more more changes

* improved connection via wires
@Steals-The-PRs Steals-The-PRs added Configs Mirroring conflict git cherry-pick во что-то уткнулся. Не ставить вручную, только для бота Nova Mirror labels Apr 14, 2024
@Iajret Iajret merged commit f54ab8a into master Apr 15, 2024
24 of 25 checks passed
@Iajret Iajret deleted the upstream-mirror-773 branch April 15, 2024 09:25
AnywayFarus added a commit that referenced this pull request Apr 15, 2024
Iajret pushed a commit that referenced this pull request Jun 7, 2024
…#2882)

* Fix actionspeed modifiers with IDs being broken (#83758)

## About The Pull Request

#78124 added an init arg to these which 99% of actionspeed modifiers
don't pass, so it's passed as null, so it sets id = null, so any preset
ids get nulled out, meaning actionspeed modifiers intended on overriding
each other don't.

## Changelog

:cl: Melbert
fix: Fix some modifiers to do after speed (sanity, midas gun) stacking
when they shouldn't
/:cl:

* Fix actionspeed modifiers with IDs being broken

---------

Co-authored-by: MrMelbert <[email protected]>
Co-authored-by: NovaBot13 <[email protected]>
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3 participants