I Am Once More Attempting to Add a Medium Missile Fighter (Sharkminnow)#200
I Am Once More Attempting to Add a Medium Missile Fighter (Sharkminnow)#200Aleiress14 wants to merge 4 commits into
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mnva0
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Thank you! Glad to see more ships being submitted!
I'll be referencing this for specifics
https://monolith-station.github.io/mono-docs/en/monolith/shipyard/ship_guidelines.html
- The APC next to the shield generator is rotated to face inside of a wall. Additionally, it's not easy to access which might be a bit of a headache
- The generator doesn't start on like other ships
- There's no gravity generator
- The Z-pinch isn't fully shielded (radiation does leak out a few tiles) but whatever. Not a major issue
- The soda dispenser doesn't start filled, if that was your intent
A Chefvend on a non-service shuttle seems... a bit much? I'll bring it up with the other maintainersChefvends should be restricted to Service shuttles. A microwave is the most we'd allow. If the Chefvend is being removed, you should also probably remove the slaughtering spot. The sink is also kind of questionable- Cabling shouldn't be ran under walls except when necessary. The MV cabling runs over walls plenty. I'll allow using APCs to bridge the LV across walls
- Similarly, piping shouldn't be ran under walls except when necessary. Remember you have pipe layers available!
- The regular grey plating under the southern airlock looks kind of funky?
- Having grilles on top of thrusters is kind of funky
- The distro mixers being in the bedroom is kind of odd?
- I believe a high-power gunnery server is too much for a ship of this size? Or so the Monolith mapping conventions say. It'd have to be Large for a high-power and this looks more like a Medium from a glance
- This shuttle needs a filled fire extinguisher cabinet I believe
- There's no waste vent at all. Waste gases are run into a wall and nothing is done with them
- The piping overall just needs cleaned up I think?
- The center door has no firelock but this is more of a nitpick
- The (necessary) wiring leading to the thrusters has apparently-unnecessary loops in it which looks a bit strange. Extra cables
- The bridge window button seems to be unlinked from the windows... or otherwise nonfunctional? I linked them (even to a new basic signal button) and it seems to just Not Work
- The guidelines say
Combat ships should also have some kind of “economy” purpose for downtimesuch ascargo bays, small R&D, chemistry, anything so long as it does not outvalue a vessel dedicated to such economy.. Service is... probably a kind of iffy one to potentially choose here. I believe this requirement for a side-activity is optional and I personally wouldn't hold you to this. My recommendation is basic medical response as a side-job? It already seems half-equipped for it - The medical area looks... kind of odd. It's the room-connected boarding-arm style lack-of-an-airlock I think? It's a weird extension of the room. Making the longer bit a "separate" room might help make it look less strange?
- In the shipyard, the shuttle engine is classified as Uranium when it uses plasma
- The defibrillator cabinet isn't the filled variation
- The shuttle may be overlit? Multiple rooms have multiple lights when you could probably get away with less. The bridge is a good example of this
- The bedroom does not have an air vent. This is an area where people would go AFK on purpose, so this is not good
- The microwave is kind of strange to have on the southern wall because it might kind of clip into things visually?
- The southern APCs have connected LV nets, which is very much messing up power readouts
- The shuttle isn't that visually interesting from the inside? The flooring is largely plain and the main rooms floors seem a bit bright (regular grey tiles)? The latter is just my opinion. The tiling is kind of homogenous and decalless
- The decal right in front of the southern airlock is kind of hard to see on white tiling under dirt. Not enough contrast for it I believe
I'm very confused by a lot of your first points, because I had tested this ship on an initialize map pretty heavily, and didn't have any issues with the generator not starting, or things not being filled. There is a mini grav gen in the engineering room. That APC was definitely an oversight from several revisions ago lol. The railing was never considered to be a slaughtering spot, it was just a railing to keep pets. I can rework the wiring a bit. Pipe components always SRD into configuration 1, so I tend to avoid it in any way possible until that bug is fixed, I can still use configurations to clean it up if it is preferred though. I can remove the grilles on the thrusters but I was told last time the thrusters of a MIL ship needed to be appropriately protected. Yeah, realistically maxing the atmos in a bedroom was trying to do too much with a small space lol. The waste pipe should lead to a passive vent under the thruster south of the zpinch. That firelock will be investigated. The bridge buttons were linked when I had loaded on devenv aswell, I'm not really sure what's going on with that. The downtime activity was intended to be service (specifically food) as there are very infrequently chefs active on the server advertising services, but I can add a small chemlab instead. It is overlit, that was an intentional design choice, as was the hard to make out decals warning of radiation. The rad suit locker serves much better as an indicator, and the uranium shielding. The bedroom will be removed and it will be left as an atmo closet. I feel the inside of the shuttle, while not particularly interesting, is at least very visually distinct from other shuttles currently purchasable on the shipyard. I feel too many of them all have the same theming and I wanted to introduce variety while still maintaining the dull themes. |
… avoid traveling under walls. Placed more decals. Replaced the bedroom with a more typical atmo setup. Replaced the gunnery server from high to medium, and reduced weaponry accordingly. Added a missing firelock. Cleaned up wiring to have less meaningless loops. Seperated the 'tail' of the ship into a medbay and airlock. Updated shipyard description and tags to reflect it's new role and fuel type.
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I have updated this PR with the following changes. @mnva0 Replaced the kitchen with chemistry, rerouted many wires and pipes to avoid traveling under walls. Placed more decals. Replaced the bedroom with a more typical atmo setup. Replaced the gunnery server from high to medium, and reduced weaponry accordingly. Added a missing firelock. Cleaned up wiring to have less meaningless loops. Seperated the 'tail' of the ship into a medbay and airlock. Updated shipyard description and tags to reflect it's new role and fuel type. |
Changes made. I don't have the time for another review yet
| description: A medium sized missile frigate with a chemistry setup inspired by the ferocious Sharkminnow. Carp not included. | ||
| price: 125000 | ||
| category: Medium | ||
| group: Shipyard |
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| group: Shipyard | |
| group: Shipyard | |
| access: Mercenary |
This is a military vessel, so it should require mercenary access
| id: sharkminnow | ||
| parent: BaseVessel | ||
| name: BIT Sharkminnow | ||
| description: A medium sized missile frigate with a chemistry setup inspired by the ferocious Sharkminnow. Carp not included. | ||
| price: 125000 | ||
| category: Medium | ||
| group: Shipyard | ||
| shuttlePath: /Maps/_Triad/Shuttles/sharkminnow.yml | ||
| #guidebookPage: null | ||
| class: | ||
| - Pursuit | ||
| - Medical | ||
| engine: | ||
| - Plasma | ||
|
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| - type: gameMap | ||
| id: sharkminnow | ||
| mapName: 'sharkminnow' | ||
| mapPath: /Maps/_Triad/Shuttles/sharkminnow.yml |
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| id: sharkminnow | |
| parent: BaseVessel | |
| name: BIT Sharkminnow | |
| description: A medium sized missile frigate with a chemistry setup inspired by the ferocious Sharkminnow. Carp not included. | |
| price: 125000 | |
| category: Medium | |
| group: Shipyard | |
| shuttlePath: /Maps/_Triad/Shuttles/sharkminnow.yml | |
| #guidebookPage: null | |
| class: | |
| - Pursuit | |
| - Medical | |
| engine: | |
| - Plasma | |
| - type: gameMap | |
| id: sharkminnow | |
| mapName: 'sharkminnow' | |
| mapPath: /Maps/_Triad/Shuttles/sharkminnow.yml | |
| id: Sharkminnow | |
| parent: BaseVessel | |
| name: BIT Sharkminnow | |
| description: A medium sized missile frigate with a chemistry setup inspired by the ferocious Sharkminnow. Carp not included. | |
| price: 125000 | |
| category: Medium | |
| group: Shipyard | |
| shuttlePath: /Maps/_Triad/Shuttles/sharkminnow.yml | |
| #guidebookPage: null | |
| class: | |
| - Pursuit | |
| - Medical | |
| engine: | |
| - Plasma | |
| - type: gameMap | |
| id: Sharkminnow | |
| mapName: 'Sharkminnow' | |
| mapPath: /Maps/_Triad/Shuttles/sharkminnow.yml |
The IDs and names should be capitalized

About the PR
I have navigated the dangerous maze that is github with only significant pain to present a delightful sharkminnow themed missile fighter for your appreciation.
Why / Balance
Missiles are cool, sharkminnows are cool. I like variation in ship design beyond what we already have.
Media
Requirements
How to test
Go to a normal shipyard, attempt to buy a Sharkminnow, forget to pet the dehydrated carp and suffer it's wrath. (Dehydrated carp was removed for this PR)
Breaking changes
Changelog
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