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Miningbase Rework #11425
Miningbase Rework #11425
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Here is the core of the pr. New miningbase layout New mining shuttle layout New areas and reworked area names New area sprites
Adds a few firealarms and fire extinguishers i missed. Adds four windows, one in the processing roome, one in the bar, two in the vacant room. Other machinery have been moved accordingly. The bookcase not working, replaced with a pajama wardrobe with plushies! Opacifies the recovery room door for privacy.
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The current one is better. The more recreational rooms are on the back and a bit seperated because they can be used to exile people to (like heads of staff during revs) |
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It’s very compact compared to the old one, I have to agree with tipy on this. |
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I like the idea, it does seem very dense though. and it has a boring shape, old mining base reminded me of a building they would just constantly and haphazardly expand like it’s this clunky shitty outpost on a deadly planet (which is actually what happened) Maybe you can start with the old mining base and expand it/add on? A revamped mining base could have the shuttle protected in more of a U shape so a certain bubblegum has a harder time coming up to the station. I like it either way, would at least like to see a testmerge so miners could see how they like it |
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THIS is peak template right here thank you for making wiki life easier |
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Ummmm... what is going on with the top right room? Is it for engs to play round and build stuff? |
I assume this is a spare room for further expansion |
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THINGS I LOVE: The circular design! Mining felt, previously, like two entirely seperate halves connected by a shitty tube that broke half the time. This feels more unified Two exits. More options for directions miners can go and come in from. verigud I like the empty rooms, potential for engineers to expand and make additional useful things is always quite nice, Shuttle in the center, so it doesnt get immediately smacked by whatever gets brought to the base THINGS I DON'T: Center docking area needs some clutter, it looks weird. You really should test what happens if you undock the mining shuttle from the base, having it land on plating might be asking for trouble Bring the tables back to the shuttle! Please give the north entrance of the base some stuff, it looks terribly empty Switch the bathroom rooms around! Toilets first, then another door to get to a shower. It makes more sense that way. |
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Could do for some posters inside the base, and maybe even inside the mining ship. Miner job is stressful, so they would fit nicely. |
I understand the old design with two areas separated by a bridge has its merits, but in my own experience i find it pretty annoying.
The design philosophy was to make a compact base with optimized space, so i guess it is normal you feel that way.
Thats a way to put it, i must admit it didn't went that way when i redesigned it.
I can't tell if this is sincere or sarcastic, either way i made this map again and again so many times i can tell every new features by looking at the picture.
Yes, exactly, the room is literally named "Vacant Room" and is here to be used in all kinds of silly projects.
Well, here we see that they are two views on the "two halves" design of the old base, again, we will see what players like most. Center docking was designed to be a walking area, not one people are supposed to stay for long, but i see what you mean.
Great idea, i completely forgot this kind of decoration, will think about it once i have more input. To note we could also go the midway and make the miningbase random between the old design and the new, but i'm unsure as it might really disorient players. |
miners hate inconsistency, personally i would love a system where mining base layouts are based on map (so delta, eclipse can have larger mining bases fit for many many miners) but thats something for another time |
You could also add some dirty tiles, piece of ore, piper tray, random tools and potted plants round the place. Maybe even a wreck/half made Ripley, but that could be a bit too much. I think it will give it a more lived in feel. |
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Is this tested for lighting/airlock cycling length/atmos sufficiency? We could testmerge it for some time to see what people think about it or just implement this as a template somehow. Also it would probably be good to get some more miner opinions on this. |
Yes, it is playtested and working perfectly. |
Adds one vent and one scrubber. Adds posters and a few new newcasters to the base and the shuttle. Makes the tcomms walls reinforced like the old base.
Adds a portable scrubber to the atmos room!
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Shaft Miner here, 56.2 hours. |
the checkpoint does not have a locker
that was genuine - you have no idea how many people just delete the template and dont document their PRs at all |
I figured i'd place some cryopods since there was some room and you never know if a miner has to go and decides to let another player take control. The only "mining" gear i've added is a fourth suit storage unit for the sake of symetry. I guess the mining medics will probably take it instead of its intended purpose of being here for the optional extra mining volunteer. The docking site is affected by ash storms but not the rest of the areas, my idea was of a shutter system to let the shuttle in and out, but i guess its kinda weird how it is working right now. Sadly, this issue is inherent with the advanced airlock controllers themselves, and your only option is waiting and skipping pressurization. Once the walls are fixed it will work again unless something went wrong in the atmos area. I've added a sec checkpoint for the cargo guard, giving them a room for themselves, i myself occasionaly go down on mining to check on the miner and talk with them about the dangers of bringing dangerous stuff on station. As for the locker, i anticipated this problem and did not place any, as the cargo guard already has a locker on station. I guess the secdrobe wasn't really necessary however, and i'll probably remove it as there is already one on station too. |
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Actually, the issue I was referring to, is that sometimes the old lavaland base airlock STILL won't repressurize even AFTER the windows are replaced and the walls are fixed - no clue why, and I am wondering if a similar issue will exist with this. |
Ya that is a atmo thing and can happen on the station to. You just see it more on lavaland because you use the airlocks alot more. |
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Poll puts the new layout above the old one, @wejengin2 not sure what you want to do with this. |
The poll has spoken, I'll review this once more with lovebird soon and then fullmerge. |
Adds an emergency medical crate to the infirmary. Containing a first aid kit, a toxin kit and an oxyloss kit. Also swaps an ore box for symetry.
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I can't get the coinpress to work at all, though that may just be an issue with the press itself. |
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very happy with this layout personally after playing with it for so long, only problem is that nigh every single locker and crate is bolted to the floor roundstart, this makes it quite frustrating when a wrench is not readily on person and you want to transport some things |
Maybe indeed, i made sure to get the vars like in the original, i think the press code might need some attention.
Repeating what i said on discord, it is intended, albeit it is a personal preference. Given that the base tends to get breached, i made sure the equipment is secured, its also the reason why there are so few items just lying around. |
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Its better if its secured given the locker positioning, if you really want to move it use the wrench |
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FOr the record there's a wrench in the base, in a toolbox in the TComms room |
patpol4
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After months of testmerge i believe this is good to go, will merge later today.
If you have any last comments, now's the time.
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Let's go then |

General Documentation
Intent of your Pull Request
Remakes the entire mining base in order to bring a better playing experience to mining, with (vacant) room(s) for improvement, adapting to further content.
Overall its been pretty fun to work on this project (this is the sixth time i do it all over again), and i’ll understand if people prefer to stick to the old one.
Why is this change good for the game?
The changes are made to address two issues:
-The mining base being an experimental facility on a deadly planet, it needed to be tweaked a bit more and security amped up, that is where the reworked atmos, closer medical facility, blast doors and secondary exits come in, the base being often dented, it needs to be built to last, the current mining base does not have that much resilience.
-The mining base is the place some players will spend most of their shift, and as we’re shifting into a more rp server, i felt it was necessary to make it a better place to live in order to facilitate interactions between players, that's where the vacant room, closer break room, and reworked layout come in. You no longer have to go to the other end of the base to see if other miners are chilling.
Wiki Documentation
Briefly describe your PR and the impacts of it, in layman's terms.
Miningbase has been revamped, layout completely redone and new areas added.
Now the areas are:
Two EVAS
Living area with internal shuttle dock
Engineering (Tcomms, atmos and power)
Vacant Room
Vacant Maintenance
Break Room
Infirmary
Processing (in case the orm blew up, a relic of times of yore that will probably be removed soon and then the room will be repurposed)
New mining base picture:

With areas:

New features:
Internal shuttle dock, pretty and safe, with railings to prevent accidental gibbing.
Infirmary directly linked to EVA.
A secondary EVA and an emergency exit.
Personal miner equipment lockers with gps.
Anchored lockers so stuff doesn’t fly out during breaches, making the place nicer to look overall.
Mining lock down system with blast doors
Bunk dormitories (overall the only downgrade of the pr, the dorms are not private anymore, but i feel it is fitting rp-wise as life ain’t cheap and this is a base of operation, not a luxury hotel)
Curtained windows to prevent local fauna from being agitated too much.
Reworked gas mining, fully functional and allowing mining to be self sufficient atmos-wise.
Security post.
Disposals leading to lava for trash disposing.
Cryopods.
Mining medic locker now has binoculars (in order to stay away from megafauna), and earmuffs (for gibtonite ear damage healing), probably should add this to the base locker content but might need some input.
Bigger external access for less clogging.
Mining shuttle has been remade in order to adapt to the new layout, all the while being compatible with other stations.
New mining shuttle picture:

New area have been added, old areas renamed and new area sprites done for easier future mapping.
What should players be aware of when it comes to the changes your PR is implementing?
They now have a locker where they can find their gps and stash their loot.
A portable air pump can be used to overcharge their oxygen tanks.
New vacant room for them to use their imagination.
Auxiliary EVA to facilitate work.
What general grouping does this PR fall under?
Mining Mapping.
Are there any aspects of the PR that you would like us not to mention on the Wiki?
No.
If there are any numerical values involved in your PR that will be relevant to a player, please note them here.
No.
Changelog
🆑 Lovebird
rscadd: Shiny new miningbase
rscdel: Removed the old miningbase
imageadd: Added a few area icons for mapping
/:cl: