Mapping Requirements

mapping standards

Ship Submission Requirements

Your ship must have a clear, defined role and be designed around it's intended purpose.

Ships designed in such a way to promote stuffing every single department, lathe and feature into a single grid will not be accepted.

Ships may only have a single primary and secondary role.

Do not:

  • Put weaponry/custom equipment/powerful items around the ship
  • Put references to yourself, your characters, or your friend group or otherwise upon the ship.
  • Ship Parts should be placed in a way that looks logical and rational, to avoid powergaming builds.
  • Put free materials upon the ship beyond a small amount to get started
  • Every part of the ship should be accessible and not contain ‘hidden rooms’ by default

Reviewing ships takes a lot of time and attention, if you have to be told multiple times to fix issues in your ship, it may be rejected.

Before submitting a ship, please ensure you have testing buying and selling it at a shipyard in the dev environment, that it does not produce linter or build errors upon testing locally, and that you have run "fixrotations" and "fixgridatmos"

Basics and hard requirements.

Your ship MUST meet these requirements at a minimum:

Core:

  • Be airtight
  • A two-stage airlock system for entering and exiting the ship via docking port.
  • Shuttle console, fax machine, holopad (ship)
  • Gyroscope
  • Gravity generator
  • All parts of the ship are powered
  • A minimum of 1 fire extinguisher, defibrillator, toolbox and EVA capable suit locker.
  • LateJoin spawn point and warp point.
  • Vacuum AtmosFixMarker on any tiles that are exposed to space
  • Name Cameras properly for what they are looking at (in the SurveillanceCameraComponent)

Engineering:

  • Generates enough power to run the ship, through portable generators or solar panel arrays
  • Power systems (SMES, Substations, APCs) connected in a way that wires do not go under walls unless absolutely necessary
  • No more than two basic SMES batteries, but these are not requireed.
  • A single spare fuel locker
  • Atmospherics system with connectors for oxygen and nitrogen tanks, gas mixer, air vents, scrubbers and functional waste venting.
  • Atmos piping follows the same rules as wiring
  • Firelocks and Air Alarms set up to prevent catastrophic venting in case of a hull breach

Ship Design

Size and Shape

  1. Ensure your ship is not too large and is capable of docking at various stations

  2. Ensure your ship has a distinctive shape that is easily identifiable, avoid making squares.

  3. Diagonal tiles should be used with consideration for their unique effects on visual elements such as blocking line of sight and interactions. Ensure all walls link up properly.

  4. Your ship should include space for people to live and sleep in, typically called ‘dorms’

Visual Design

  1. We’re aiming for a SolarPunk aesthetic, so feel free to include these in your designs. Plants, flowers, solar arrays, comfort elements and similar.

  2. Use the minimum amount of lights possible, this adds more atmosphere to your ship and allows use of lighting from the characters.

  3. Add external lights to your ship, typically above thrusters.

  4. Feel free to add as many decals and decorations to your ship as you desire, as long as it has a clean aesthetic that you’d imagine a company would sell, we will likely approve it.

  5. Try not to use a single type of tile for the floors, break up rooms with distinct visual designs

  6. Avoid glass floors, they can be added but should be at a minimum

  7. Atmos Piping:

  • Waste pipes are: Red: #990000
  • Distro pipes are: Blue: #0055cc

Nitpicks

  • Drains should be placed under sinks or showers, but keep it to one per room.
  • Do not use directional windows as exterior walls.
  • Your ship's visual design must stay consistent throughout.
  • Avoid using multiple color pallets for Decals if possible.
  • Do not map water tiles onto ships.
  • Ensure you have grilles placed under any exterior windows.

Ship pricing

Ensure your map is in an initialized state (Active simulation, capable of moving physically)

First, get your ships size by using the command “gridtc [gridID]”

Second, get your ships value by using the command “appraisegrid [gridID]”

The tile count of the grid will be multiplied by 50, as every tile has that cost associated with it, after that add the size cost to the grid cost.

The primary role's main department (Science basics such as artifact scanner, terminal and research server) does not count towards ship pricing.

Secondary roles and subdepartments incur a 1.15x multiplier for each, so if you have a Science vessel with a robotics and anomaly subdepartment with a secondary role such as a medical bay, it would multiply your ships final cost by 1.45.

Ensure you are calculating price on a ship that is initialized and functioning in-game.

Example ship with a Science primary role, anomaly and robotics subdepartment, and a Medical secondary:

gridtc (255x50) = 12,750

appraisegrid = 64,000

12,750 + 64,000 = 76,750

76,750 x 1.45 = 111,287.5

Round off to the nearest thousand = 111,000

Department and Role system

Roles

Essential Roles are required before you can apply any of the subroles that are available for that department.

A ship can never have more than two "roles" and more than 4 subdepartments.

Subdepartments

Subdepartments are an extension of the ships primary or secondary role.

You can optionally leave anything out from the lists, but these are a recommended set of equipment for their slots

Uncategorized

This list is for uncategorized lathes, machines and other things that do not fall under a specific department nor count towards a ship's total.

  • Autolathe
  • Material Silo
  • Material Reclaimer
  • Cargo racks
  • Coffee Machine
  • ChemMaster 4000
  • Decorative Furniture
  • Medical Beds
  • Conveyor Systems

Science

  • Research and Development Server + Terminal
  • Artifact Analyzer and Analysis Computer
  • Autolathe
  • Protolathe
  • Circuit Printer

Anomalies Subdepartment:

  • Anomaly Generator
  • APE
  • Anomaly analysis tools
  • Anomaly vessel

Robotics Subdepartment:

  • Exofab
  • Partially or fully built borg/mech

Medical

  • Medical beds
  • Med techfab
  • Stasis bed
  • Nanomed

Chemistry Subdepartment

  • Chemical Dispenser
  • ChemMaster 4000
  • ChemVend
  • Centrifuge
  • Grinder
  • Electrolyser
  • Sink with Drain
  • Hotplate
  • SmartFridge
  • Filled Chemistry locker

Cryogenics Subdepartment

  • Cryopods with functional gas cooling loop, including waste gas management.

Botany Subdepartment

  • Hydroponics trays
  • (1-2) Filled Botany Lockers or Wall Lockers
  • Sink with Drain
  • Seed Extractor
  • Biogenerator

Cloning Subdepartment

  • Cloning Pod
  • Cloning Console Computer
  • Medical Scanner

CGP

  • APUs to support ship power (as few as possible)
  • IFF consoles
  • Long range radars
  • An evidence locker

Brig Subdepartment:

  • Space for 2-3 Prisoners to reside upon the ship
  • Criminal records computer

Ship Weapons Subdepartment:

  • Ship canons / M-EMP

Investigation Subdepartment:

  • Criminal Records Computer
  • Interrogation Space
  • Evidence lockers

CGP Armoury Subdepartment:

  • CGP secured weapon racks
  • CGP secured lockers with Patrol Suits
  • EVA Access

Outlaws

  • Mining / Plastitanium walls
  • Reinforced Plasma / Uranium / Plastitanium Windows
  • Outlaw specific thrusters (thrusterRogue)
  • IFF Console

Ship Weapons Subdepartment:

  • Cannons

Support

  • Large area of space for Cargo
  • Conveyor belts
  • Opening space for building
  • Autolathe

Salvage Subdepartment:

  • Ore Processors
  • Salvage Techfab
  • Scrap Processor
  • Civilian Ore Processor

Mercenary Subdepartment:

  • Mercenary Techfab
  • Gun safes and weapon racks in a secure compartment

Engineering Subdepartment:

  • Circuit Printer
  • Flatpack machine
  • Engineering Techfab

Atmospherics Subdepartment:

  • Gas deposit miners
  • Gaslocks
  • Portable gaslocks
  • Portable APC
  • Heaters, Freezers

Service

  • Service Techfab
  • One free initial Subdepartment (exclude from department cost multiplier)

Kitchen Subdepartment

  • Microwave
  • Oven, Grill
  • Deep Fryer
  • Food-o-mat
  • Filled chef closet
  • ChefVend
  • Plasteel Chef's Dinnerware Vendor
  • Freezer compartment or fridges
  • Condiment Dispenser or Vendor
  • SmartFridge
  • Kitchen Shelves
  • ChemMaster 4000
  • Grinder

Botany Subdepartment

  • Hydroponics trays
  • (1-2) Filled Botany Lockers or Wall Lockers
  • Sink with Drain
  • Seed Extractor
  • Biogenerator

Bar Subdepartment

  • Booze-o-mat
  • Booze Dispenser
  • Soda Dispenser

Last updated 1 week ago