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Europa requested fixes #1379
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Just tried to log my character off and couldn't find cryo-room... Is there... None?! |
Did you try setting the spawn settings to “cryopods” and see? |
There is no cryo and I'll be removing Europa from rotation until this is solved, if TCJ agrees. |
Europa has the potential, but it has a lot of kinks atm. |
Let me do a quick check |
Atmos techs are also missing the piping network computer which is on Goobstation and similar, would really help this tbh. |
fun both air/waste distro are connected together. |
The map is full of errors and issues, this is largely due to it being a very old map, which had several errors that were not corrected when I ported it, the rework I did was more to be temporary until I create a better layout in SM, there were some things missing but I can fix it very quickly, but not now because I'm focusing on another map currently unrelated to EE. |
Description
So... Europa is out and it's pretty neat, but as engineer it's a nightmare.
Gonna list 'em out and it's gonna be a long one.
So beginning with the whole issue that the passive cooling is useless is one thing as the planet has roughly 80-90°C and that won't work for the passive cooling AT ALL. I can manually fix it by closing it off with a buncha heaters, but normal people won't even notice it.
On top of that, all engineering equipment is hidden in the SM room which is a bloody nightmare. You gotta pass by and lose your birthrights to even get your hardsuit.
Not to mention the nonsensical lockup of random equipment that doesn't even matter and a few tesla coils.
Oh boy the atmos, first of all it comes prepared already in it's tight packaged corner while at the same time missing all the features a regular atmos would need for this size of map. It even comes pre-made in a mega simple way, which means 90% of Atmos techs will just run some air and fuck off.
Next up the miner for Plasma and N2O is outright missing! Meaning you can't make tritium for engine, build TEG or make any normal SM mix.
The little place for dedicated SM use is cute however.
Oh and roundstart the mixer chamber is missing Blast Doors to outside to vent your used mixes, while also missing the button for the already existing Blastdoor which however features a gracious tinyfan below it.
Additionally the map is also missing atmos techs hardsuits, meaning they can't fight fire even if they wanted with the non-pressure resistant fire suits they got.
Tcomms?
Another issue I can see brewing is that all of engineering has full access to the TCOMMs which is bound to make no issues at all when a single antag in the department happens.
Impossible backup power
So it seems you chose material generators as a backup for the station, which makes it near impossible to run if a first time engineer tries booting up SM or forgoes it entirely as they don't understand what they're doing. At least the mats are generous?
You could alternativelly expand on atmosia and give them a TEG.
Additonal notes:
There is definitely more issues than I just listed, but this is top of my head all that I could find in the span of this one round I went and tested things.
Off-note, what's happening with the whole permabrig being hidden behind sec right next to clown's room? The heck?
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