SolitaireStation: New Map Feedback thread

firesuits and masks but no firefighting helmets or oxygen tanks

would be nice to have pipes with different colors so they don’t combine as easily

maintenance almost completely lacks any emergency fire or oxygen lockers, and welding tanks

1 Like

So two rounds in a row with solitaire I had to deal with peoples appearing in locked place or place they couldn’t exit.

Hope this help fix the issue (this one was a janitor that appeared in the locked engi secure storage)

in the runtime it seems like the arrival shuttle just disapear

Thanks, I think this was caused by the arrival shuttle breaking. It’s working now, so this shouldn’t recur, but do let me know if anything similar occurs going forward

I’ve noticed that the perma area has a restaurant portal like selene and helio, but no prisoner chef ID to activate it and no restaurant seating designator, making it unusable.

Added both. They will be in on the next update, thanks for the feedback!



Nobody tell vela

Nobody tell vela

what
what

what

what

what

what

I mean, it was a wizard staff, then a ninja sword, but that was “too much” and “powergaminng”
 so i changed it. How is that pulse rifle not okay? Deathsquad use it and sec can make them its not that bad


I think its still not ok solely because of how easy it is to get, anyone with a welder and a wrench could easily just take it if they know where it is

As much as i’d like to keep the joke going
 it’s a fake artefact. It’s literally called “expensive forgery” in the map editor/code.
It’s not a real version, it’s also a randomised item; so sometimes it will be a wiz staff, or a ninja sword etc, sometimes like this one it’s a gun, but it’s not a proper working version, it just looks to be real on examination.
If it somehow DOES work properly too, then please raise it with me as thats a bug/issue with the object itself (I didn’t make it).

:slightly_smiling_face:

Well then i dont see any problem whatsoever. Have a nice day now

solitaire map bugginess or whatever

These are possibly fixed/changed by now as I wrote them down a handful of days ago and forgot to post them.

Tcomms control room APC hasn’t been wired to the rest. It’s missing just one tile of wiring in front of the APC to reach the grid to charge. It dies eventually unless manually connected.

Sec/Command Evac’s 2 external airlocks allows two-way access to at least station engineer level access (unsure about other access levels). Not sure if intentional but probably not.

There is no APC/Air Alarm in the SM room housing the smes/monitor consoles. Not a big deal but threw me off recently. Also makes me cry when I want to get into secure storage early in the shift. (I think it’s on CE’s apc, understable)

Perma’s solars are pre-wired and ready to set besides one piece of cable to connect tracker/SMES to grid. Totally not an issue and is much faster for me to deal with AND I PREFER IT but is inconsistent with the rest of the solar arrays and most stations. I only bring it up because I’ve seen numerous engis complain about them being broken without just using their dome for two seconds to figure it out.

As an add on to that solar array, through the perma solar tracker/smes access airlocks, station engis (at least) have access to the back side of brig and front side of perma, sec pods and sec lavaland shutle. Obviously it isn’t a huge deal cuz we can just hack the door for free and I sincerely don’t mind saving the few seconds of hacking a door. I only bring it up for consistency/that one time some new engi wanders in exploring, gets stunned 13 times and then brigged while an explanation of “I literally have access here” is ignored before they’re perma’d. (semi joke but not really, you know you’ve seen it happen)

Side Note: thanks for working on the map, I like it and think it’s a nice addition to the roster. There have obviously been complaints as it’s still being fleshed out. Just take them in stride because half of it is “whaa it too big me can’t find X place cuz me golfish brain can’t read sign” when they’d be just as lost on kilo/tram/pubby. The other half is “whaa it map in progress and im mad i was inconvenienced but didn’t fucking tell anyone or post it despite being asked repeatedly pre/post round for feedback during the initial integration AND NOW MY ENTIRE EXPERIENCE IS RUINED FOREVER” The map is totally servicable and awesome for high pop. I feel it’ll end up being a nice alternative to helio during peak hours once everything is ironed out and people are used to it being in rotation.

There are a bunch of random plumbing pipes in medbay that don’t lead anywhere or connect anything.

this camera in chapel


Captain’s bathroom turret control? (It’s an AI upload turret control)

what are RD’s plants doing all the way out here?

image
10 cult metal in maints

two beer nukes


these legion skull fires don’t fit with the station’s aesthetic at all
image
It seems like every second maint room there’s one with a corpse in it. You should cut down on the amount of bodies in maints or remove them all.
image
A bunch of bananium tiles in maints

why does medical have a giant board room?

And, as a general criticism the station is way too big. For example this pointless room is so huge, it has four cameras in it.

Thanks for the feedback, I have:

  • cut down on the number of corpses in maints
  • fixed the broken direction chapel cam i’d missed
  • removed accidentally placed ai upload turret control in caps bathroom
  • used the other varedit of the RD plants
  • removed one beer nuke

The bananium and cult metal are from random maints loot spawners. (decorative materials).
The station being too large is what it is at this point, and it’s meant for high pop anyway. I know you hate the station, but you won’t suddenly like it if its smaller either.
The aesthetics especially, but also the jungle room, and boardroom are subjective opinions, and I like them, so for now will be leaving them in.

Thanks again for the feedback, let me know if you have any more!