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Sunskipper-class Culinary Vessel - the Boyardee replacement. Also, a lot of tweaks to the booze-o-mat. #2836

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merged 68 commits into from
Jun 12, 2024

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Sadhorizon
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@Sadhorizon Sadhorizon commented Mar 13, 2024

About The Pull Request

TODO

  • tweaks I noted down somewhere else
  • address reviews when they pop up
  • ethics of passengers
  • cash rebalance
  • more sofas rework the main room 💀
  • fate of the botanist
  • add gravgen after that's merged
  • maybe add lathe
  • add missing regeants to the boozeomat

scrnshot1

StrongDMM-2024-05-12 20 45 19

StrongDMM-2024-04-17 16 41 07

Seeds in the locker (if something important is missing here, slap me with a large stick pls):
obraz

Meds in the locker:
obraz

Stuff in the safe:
obraz

New bottles! Absolutely not peak sprite design, but I needed something, alright? Lemon Juice, Triple Sec, Creme de Cacao, Creme de Menthe:
obraz

Also, as the bar doesn't have any dispensers, I have added all of dispenser reagents to the booze-o-mat instead.

Also also, wiki page (WIP): https://shiptest.net/wiki/User:Sadhorizon#Sunskipper-class_Culinary_Vessel

Why It's Good For The

Boyardee is old and really really bad at it's job as a restaurant ship. Sunskipper is meant to replace it.

Indie chefs loose cqc, because it's an ability fit for fending off tiders in a station environment - not on a six player ship.

Booze-o-mat full of drink-making ingredients is a large step to getting rid of bar dispensers completely.

Changelog

🆑
add: Added the Sunskipper-class Culinary Vessel.
add: Every drink and booze dispenser drink is in the booze-o-mat now.
add: Added bottles for triple sec, lemon juice, creme de cacao and creme de menthe.
del: Removed the Boyardee-class Entertainment Vessel.
del: Independent chefs no longer get kitchen cqc.
tweak: The "syndicate waiter's outfit" renamed to just "waiter's outfit".
tweak: Indpenedent bartenders now start with a waistcoat.
tweak: Edited waiter's outfit. Also, the role now gets kitchen access.
tweak: Independent cooks now start with laceup shoes.
/:cl:

@github-actions github-actions bot added Map Change Tile placing is hard. Thank you for your service. Code change Watch something violently break. labels Mar 13, 2024
@Skies-Of-Blue
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We're so fucking back

@Cadunkus
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Very classy and cool.

@Zevotech
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Very nice looking and a definite improvement over the original. Give me an @ when it's undrafted and ready for a review.

@Sadhorizon Sadhorizon marked this pull request as ready for review March 14, 2024 19:11
@Sadhorizon Sadhorizon requested a review from a team as a code owner March 14, 2024 19:11
@Sadhorizon Sadhorizon changed the title Sunskipper-class Culinary Vessel. Boyardee, the sequel. Sunskipper-class Culinary Vessel. The Boyardee replacement. Mar 14, 2024
@Zevotech Zevotech self-assigned this Mar 22, 2024
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Ping me sometime this weekend if I don't review this tonight.

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The base external area makes these tiles fullbright. Use the dark subtype (/area/ship/external/dark).
image

I would add some cleanable decals throughout the ship, some cracked eggs or dust around for some roundstart cleaning.
image

...And that is all of the changes I had to request. Yep. I am stunned at the quality of this ship. The layout is good, the decaling is amazing, they start with just the right amount of stuff, and the access restrictions are well-placed. This is an excellent ship that would make it in even if it wasn't replacing an old one. Great job! Once you fix the external areas this should be ready for TM.

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image
There are a few things I dislike about this room. Your floor pattern is uninterrupted for this whole room, I would hihgly recommend changing up the flooring where there are impassible objects. Do not pixel shift vending machines please. Don't make scrubbers or vents inaccessible, you have a scrubber underneath a vending machine meaning that machine would need to be moved to access it. The lamp on the table is very awkward, obstructing 2 different screens on the walls. That lightswitch is behind a tile visibility muter, deprending on what tile it is actually on, the curtains could potentially hide it, put it on the other side of the door.

Your entire ship has some pretty questionable placements of wall mounts. To be fair, there are not many great examples as to what "good" wall mounts look like. But when placing wall mounts you need to think about more than wall space and room space,, you have to think about their accessibility. And different wall mounts have different accessibility needs.

image
Emergency cabinets such as the fire extinguisher cabinet, need to be accessible on the tile in front of them as if they were a closet (because they are). There are cases to be made for wall closets to let out onto a table.

image
APC's need the tile they're on to be accessible due to spawning a terminal on it. Machines and other structures should be avoided. Tables can sometimes be put in front of them if they aren't like, important tables.

image
image
You have an empty wall here, put the apc on it, put a cryo panel where the lightbulb or poster are, put a light behind one of the cryopods, and put the air alarm on the free wall behind the crate.

image
These bathrooms are very nice, I'm very happy you put a crew and public bathroom. Put a bar of soap in the shower.

image
This is an example of a perfectly acceptable apc location. However this closet being on the same tile as a sink is not. This air alarm is not 100% illegal but I'd definitely prefer it avoided. Here's a suggestion for a layout that could fix this issue.
image
image

image
This does not work, also please lower your buttons to somewhat rest along the floor here?
Overall give your wallmounts a good thorough sanity check.

image
apc's again.

image
I'm not entirely sure how I feel about this second airlock being right here. It feels like a strange choice.

image
Button behind canister, put it on the wall on the other side.

image
You need a stethoscope to get into this.

image
All wall lockers need to be a +/-28.

Overall I think this is a nice ship, needs a good look over its wallmounts, but otherwise you did a really solid job.

@Sadhorizon
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Sadhorizon commented Mar 25, 2024

I'm not entirely sure how I feel about this second airlock being right here. It feels like a strange choice.

Idea is that subshuttles can dock there without obscuring the main entrance. It's pretty much only for those, for whenever they get more used.

You need a stethoscope to get into this

Zevo told me to hide it - look at the plant! I can make it more obvious tho xP

This does not work

Sorry... what doesn't? Don't think I'm getting you.

Will handle rest of reviews later today!

@goober3
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goober3 commented May 12, 2024

you've got wrongly rotated lockers.

Actually, no. Up and down sprites are the wrong way for blue locker doors. obraz

(correct red doors for reference) obraz

sobbign and weepi ng ! @thgvr

@FalloutFalcon FalloutFalcon added the Ship Ship successfully tested. label May 24, 2024
@FalloutFalcon FalloutFalcon added the Test Merged They've done it for free. label May 28, 2024
@github-actions github-actions bot added the Merge Conflict Use Git Hooks, you're welcome. label Jun 2, 2024
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github-actions bot commented Jun 2, 2024

This pull request has conflicts, please resolve those before we can evaluate the pull request.

@github-actions github-actions bot removed the Merge Conflict Use Git Hooks, you're welcome. label Jun 2, 2024
@Sadhorizon
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FUCK, wrong branch

@Zevotech Zevotech dismissed stale reviews from goober3 and Latentish June 12, 2024 05:07

outdated

@Imaginos16 Imaginos16 added this pull request to the merge queue Jun 12, 2024
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Looks ready for merging.

@Sadhorizon
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O-O

Merged via the queue into shiptest-ss13:master with commit 5910eb7 Jun 12, 2024
14 checks passed
MrCat15352 pushed a commit to MrCat15352/MrCat that referenced this pull request Jun 22, 2024
…lot of tweaks to the booze-o-mat. (shiptest-ss13#2836)

<!-- 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. -->

**TODO**
- [x] tweaks I noted down somewhere else
- [x] address reviews when they pop up
- [x] ~~ethics of passengers~~
- [x] cash rebalance
- [x] ~~more sofas~~ rework the main room 💀
- [x] fate of the botanist
- [x] add gravgen after that's merged
- [x] maybe add lathe
- [x] add missing regeants to the boozeomat

![scrnshot1](https://github.com/shiptest-ss13/Shiptest/assets/108196626/dd8aeb08-ce2b-41aa-bc8c-67e53c387272)

![StrongDMM-2024-05-12 20 45
19](https://github.com/shiptest-ss13/Shiptest/assets/108196626/cbb82d0d-bd89-4a4b-bbac-dffccbd7ee02)

![StrongDMM-2024-04-17 16 41
07](https://github.com/shiptest-ss13/Shiptest/assets/108196626/10854a47-c53c-4c79-8376-5af9afae0de2)

Seeds in the locker (if something important is missing here, slap me
with a large stick pls):

![obraz](https://github.com/shiptest-ss13/Shiptest/assets/108196626/34286116-1bec-4bdf-b8bd-5dced6e1e36c)

Meds in the locker:

![obraz](https://github.com/shiptest-ss13/Shiptest/assets/108196626/b4d822d3-2a7e-4e39-9d12-9c5425344e1c)

Stuff in the safe:

![obraz](https://github.com/shiptest-ss13/Shiptest/assets/108196626/42e6aa18-31c8-4b49-8f71-b4a99e33860a)

New bottles! Absolutely not peak sprite design, but I needed
_something_, alright? Lemon Juice, Triple Sec, Creme de Cacao, Creme de
Menthe:

![obraz](https://github.com/shiptest-ss13/Shiptest/assets/108196626/604e8d99-7c25-4389-bd3f-5efd3ce20aa9)

Also, as the bar doesn't have any dispensers, I have added all of
dispenser reagents to the booze-o-mat instead.

Also also, wiki page (WIP):
https://shiptest.net/wiki/User:Sadhorizon#Sunskipper-class_Culinary_Vessel
<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->

Boyardee is old and really really bad at it's job as a restaurant ship.
Sunskipper is meant to replace it.

Indie chefs loose cqc, because it's an ability fit for fending off
tiders in a station environment - not on a six player ship.

Booze-o-mat full of drink-making ingredients is a large step to getting
rid of bar dispensers completely.

<!-- Please add a short description of why you think these changes would
benefit the game. If you can't justify it in words, it might not be
worth adding. -->

:cl:
add: Added the Sunskipper-class Culinary Vessel.
add: Every drink and booze dispenser drink is in the booze-o-mat now.
add: Added bottles for triple sec, lemon juice, creme de cacao and creme
de menthe.
del: Removed the Boyardee-class Entertainment Vessel.
del: Independent chefs no longer get kitchen cqc.
tweak: The "syndicate waiter's outfit" renamed to just "waiter's
outfit".
tweak: Indpenedent bartenders now start with a waistcoat.
tweak: Edited waiter's outfit. Also, the role now gets kitchen access.
tweak: Independent cooks now start with laceup shoes.
/: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. -->
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10 participants