Mapping Requirements
Roles System
Each Role and Sub Role will increase a ships cost by 15%
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 three ‘roles’ that it can fill, and it’s expected that people purchasing a ship will be purchasing it to fill those three roles.
Sub Roles
Once you have a Role, you can take as many of the sub roles related to that role as you want. The more of them taken will increase the cost of the ship.
Ship Pricing
- First get your ships size by using the command “gridtc [gridID]”
- Second get your ships value by using the command “appraisegrid [gridID]” (Ensure you run this command on an Initialized version of the grid, this will spawn in all the contents inside lockers and so forth)
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.
This will give you a number that you apply the Role and Subrole increased costs to, round this number down to the nearest multiple of 10.
Kite as an example:
482 tiles (482x50= 24100), with an appraisal value of 45,285. (Together this is 69,385)
- The Kite has the Security and Medical Roles
- The Kite has the Brig, Armoury, Ship Weapons and Chemistry subroles.
This is a total of 6 roles, which results in a 80% increase in cost 124,890
Ship Roles
You can optionally leave anything out from the lists, but these are a recommended set of equipment for their slots
Science
- RD Server/Computer
- Artifact Analyser/Computer
- Protolathe/Autolathe
- Circuit Printer
Anomalies Subdepartment:
- Anomaly Generator
- APE
- Anomaly analysis gear
- Anomaly analyser machine thing
Robotics Subdepartment:
- Robotics / Mechfab
- Partially or fully built borg/mech
Medical
- Medical beds
- Med techfab
- Stasis bed
- Nanomed
Chemistry Subdepartment
- Chem dispenser / chemmaster
- Centrifuge
- Grinder
- Electrolyser
- Sink
- Drain
- Hotplate
Cryogenics Subdepartment
- Cryopod
- Linked up to the ship atmos or it’s own gas canister
- Freezer
- Waste filters for cryo
Botany Subdepartment
- Hydroponics trays (1-2)
- Botany equipment
- Sink
CGP
- APUs to support ship power (as few as possible)
- IFF consoles
- Long range radars
- One small cell
- 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:
- An armoury with space for 3-4 officers
- Some lockers with lowest grade hardsuits
- Space access
Outlaws
Waiting for Antag GO-RP
Support
- Large area of space for Cargo
- Conveyor belts
- Opening space for building
Engineering Subdepartment:
- Circuit Printer
- Flatpack machine
- Engineering Techfab
Atmospherics Subdepartment:
- Gas deposit miners
- Gaslocks
- Portable gaslocks
- Portable APC
Expeditions Subdepartment:
- Salvage Expedition Console
- Communications Server
Service
- Service Techfab
- One free initial Subdepartment
Kitchen Subdepartment
- Microwave, Deep Fryer, Grille
- Hydroponics Trays (1-2)
- Seed extractors
- Hydroponics equipment
- Sink
Service Bar Subdepartment
- Booze/Soda dispensers
- Hydroponics Trays (1-2)
- Hydroponics equipment
- Sink
Service Hydroponics Subdepartment
- Hydroponics Trays (As many as you want)
- Seed extractors
- Hydroponics equipment
- Sink
Service Roleplay Subdepartment.
Anything that doesn’t fall into any other category and is a space specifically designed purely for only roleplay.
Mapping Rules
Core Ship Requirements
- Airtight
- Thrusters (minimum of one in each direction)
- Shuttle Console (Maximum 1)
- Gyroscope
- Gravity Generator (Maximum 1)
- Airlock system for entering/exiting the ship
- A Fax Machine (Ship)
- A Holopad (Ship)
- Airlocks onto the ship, which are the ‘farthest out’ part of the ship for easier docking
Engineering Requirements
- Generators that generate enough power for the ship. Solars are permitted if done in an array. SMES (no more than 2), Substations and APCs wired in such a way that you avoid wires going under walls except where required. MV cables going into an APC have an LV wire coming out the same direction.
- Atmospherics set up to provide air to the ship, waste set up either for recycling or dumping into space.
- Connectors to Atmospherics for attaching Oxygen and Nitrogen canisters
- A single locker with spare fuel for your ships generator
- Do not map APUs unless your Ship Role allows it
- Firelocks and Air Alarms linked up to all atmospherics to properly prevent airloss
- Atmospherics piping must go under doorways and not under walls except where completely necessary
- All parts of the ship, including thrusters, must be powered
Life Saving Equipment
These are not completely required, but heavily recommended. A space capable suit somewhere on the ship A fire extinguisher for every 4 rooms on the ship A defibrillator can be included A single air grenade can be mapped
Meta Essentials
Vacuum AtmosFixMarker on any tiles that are exposed to space
- Late Join Spawn Point for your ship
- Guidebook Entry
- Warp Point to the ship
- FixGridAtmos on your ship to add starting atmosphere to it
- Name Cameras properly for what they are looking at (in the
SurveillanceCameraComponent)
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.
- Written Paperwork should be put into your Guidebook Entry and not 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
Ship Design
Size and Shape
- Ensure your ship is not too large and is capable of docking at various stations
- Ensure your ship has a distinctive shape that is easily identifiable, avoid making squares. (Exceptions for this are Outlaw ships which -should- try to mask as other ship types)
- 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.
- Your ship should include space for people to live and sleep in, typically called ‘dorms’
Visual Design
- We’re aiming for a SolarPunk aesthetic, so feel free to include these in your designs. Plants, flowers, solar arrays, comfort elements and similar.
- Use the minimum amount of lights possible, this adds more atmosphere to your ship and allows use of lighting from the characters.
- Add external lights to your ship, typically above thrusters.
- 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.
- Try not to use a single type of tile for the floors, break up rooms with distinct visual designs
- Avoid glass floors, they can be added but should be at a minimum
- Atmos Piping:
- Waste pipes are: Red: #990000
- Distro pipes are: Blue: #0055cc
Last updated 2 days ago