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New Ruin: Tesla Lab #3787
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Erikafox
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New Ruin: Tesla Lab #3787
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github-actions
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added
Map Change
Tile placing is hard. Thank you for your service.
DME Edit
Ship
Ship successfully tested.
Code change
Watch something violently break.
Ruin
Ruin successfully tested.
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Nov 16, 2024
Gristlebee
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Nov 16, 2024
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- since these are secure containment areas, I think it'd make sense if they had blastdoors for the windows. The tesla observation room also has no lighting.
- these are all active turfs. Use planetary atmos subtypes please. The room also has no lighting.
- no lighting in the jani closet or toilet.
- there's no lighting in this washroom as well.
- the holofields in the subshuttle are not anchored. Use the roundstart subtype.
- Exterior windows should have shutters I feel.
- same issue with the compound entrance holofields.
- the railing overlays on top of the medkits in the subshuttle medbay
- missing a wire here between subshuttle holofields and the SMES
- the compound holofields aren't properly wired either.
- The compound entrance holofields and subshuttle portside holofields share the same IDs.
- the office has no buttons for the door and windows shutters.
- the turrets on the subshuttle shoot the frontiersmen simplemobs as they dont have the frontiersmen faction set.
- the turrets wont target heads of staff.
- the tapes in here don't play back properly. They start, but never begin playing back the recording.
- this should be a proper cycle airlock if you're planning on making the tesla room airless.
- the tesla anomaly engine is cool, but doesn't actually generate much in the way of power, and with such a large ruin it tends to burn through all it's stored power fast which is a concern. Maybe put some more SMESes with extra charge, though if you have another solution in mind you want to go with that's fine.
- the blood freezer is empty. I notice you set the populate to false, so maybe toss around some empty blood bags to imply they used up the blood so there's a bit more substance too it.
- Another empty crate here in the cargo bay. Put something in, or have it start open to imply it's been looted like the other crates.
- the desynchronizers are fun and it's nice to see them actually used. I'd say cut down the amount mapped to one or two though.
Gristlebee
requested changes
Nov 16, 2024
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- You added shutters to the tesla room like I asked in the previous review, but not the static anomaly room. Is that intentional?
- You sealed off the room, which does solve the issue of active turfs, but does limit the amount of the ways you can enter the ruin and makes it a lot more linear. I do think it would be more interesting if you had it be open like before but with planetary turfs. There's also still no lights from what I can see.
- Shutters and buttons in the office also have the wrong ID.
- Stray light in the SMES room
Cycle airlock here as I asked for in the previous review unless you have a reason as for otherwise.I'm blind, there is one.
- You don't seem to have changed the faction on the turrets on the subshuttle from what I can tell so they're still gonna target the frontiersmen simple mobs around.
- Doing a check on the loot, the amount of frontiersmen that will drop their guns is concerning. I'd say set 4 of the shotgunners, 3 of the mosins, 1 of the SKM guys to neuter so they dont drop guns and the rest can drop their guns. I do get you want it to be a ruin with good loot for the challenge, but this is a lot of guns as is right now.
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Labels
Code change
Watch something violently break.
DME Edit
Map Change
Tile placing is hard. Thank you for your service.
Ruin
Ruin successfully tested.
Ship
Ship successfully tested.
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About The Pull Request
Adds a new ruin to the iceplanet ruin pool - Tesla Lab
Screencaps
Why It's Good For The Game
This is an very hard ruin filled with nefarious tricks and a decent bit of loot. I want it to challenge people.
Changelog
🆑
add: CLIP has lost contact with a facility in the system. Go find it. Go see what happened. I dare you.
/:cl: