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Tycoon Medical Dept. Update and Tycoon/Atlas Damage Control Central #2728

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SerynEngi
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@SerynEngi SerynEngi commented Dec 14, 2024

About The Pull Request

This PR updates Tycoon Medical to the current mapping standards, as well as adds Damage Control storerooms for storage of damage control supplies in central locations and Damage Control Central which is a central location for engineers to help monitor damage status. Also deletes virology from Tycoon.

Why It's Good For The Game

Tycoon medical department has been brought up to current standards and organization. Virology is being phased out due to it not suiting NSV gameplay. A PanDEMIC machine and a virus food dispenser may be found in chemistry, and a virus extrapolator may be found in the CMO locker if virology gameplay is required.

Damage Control Central gives engineers a method of helping and interacting with the crew for damage control without them only being maintenance tunnel gremlins. The damage control storerooms, when opened by an engineer, provide the crew with actual spacesuits and the means to fight their local casualties.

As part of the damage control section of this PR, I borrowed the areas.dm and areas.dmi from my Gungnir branch to create the associated area and to reduce future conflicts.

Testing Photographs and Procedure

Screenshots&Videos

TycoonMedicalBeforeAfter

Atlas Changes

Tycoon Changes

Changelog

🆑
add: Added Damage Control Central to Atlas and Tycoon
add: Added Damage Control Lockers (Storerooms) to Atlas and Tycoon
tweak: Redesigned Tycoon medical department
tweak: Updated areas.dm and areas.dmi for new engineering areas
del: Removed virology division and job from Tycoon
/:cl:

Bokkiewokkie and others added 8 commits December 8, 2024 13:51
Medical McUnfuckinstein
Yay for conflict minimization
Damage Control Central- your one stop shop for knowing how soon you are about to die!
We may have accidentally blown it off the side of the ship. Our bad. Anyway.
@DeltaFire15
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Removal of virology (the physical department section) seems very rash. Virology tasks still appear in bounties, and virological threats still occur with variable frequency.
While removal of the job is fairly reasonable (overlaps with other med jobs while itself running out of tasks fast), I do not agree with the removal of the map aspect.

@SerynEngi
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SerynEngi commented Dec 14, 2024

Removal of virology (the physical department section) seems very rash. Virology tasks still appear in bounties, and virological threats still occur with variable frequency. While removal of the job is fairly reasonable (overlaps with other med jobs while itself running out of tasks fast), I do not agree with the removal of the map aspect.

Virology functionality is still possible, The pandemic machine and virus food are presently located within chemistry, and the sole virus extrapolator is has been relocated to the CMO locker. You just can't do the job without the CMO's permission unless you print an extrapolator and you cant screw off to Narnia for a whole round from the start.

Its probably a fair guess that the virologist job is entirely too embedded in the code to fully get rid of without a lot of work, and honestly, thats not the goal. The goal is to remove incentives for people to ignore the ship for the whole round. Atlas suffers not at all from having it gone and I see that as just as likely here.

also added a bit more of what's left of virology to act as even more ablative shielding
@someone543
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A condiments box is missing next to the new coffee machine in medical (thank you for adding that by the way). Please add one.

and a slight tweaking of areas in the medical escape pod
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4 participants