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ASmallCuteCat

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About ASmallCuteCat

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  • Interests
    RP. Video gaming. Knitting/crochet. Drawing badly.
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    EST (UTC -5)

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  1. I'm now playing with a second layout of Service remap that doesn't take a great big bite out of Science. The Machinist workshop change remains, moving it to where the Chapel used to be. The Chapel gets moved up to deck 3 opposite Medical, replacing the Crew Lounge rooms. The Public Garden and the Library are now in the central ring. Service has been changed from a hallway to more of an open floor plan. It now has three private dining rooms of varying sizes (Passengers spawn here now) and an open sitting area with vending machines. The awkward stairwell from the bridge is now more of a side passage for evacuation, it heads into Maintenance tunnels between Security and Service. Deck 2 washroom is once again expanded with a shower and washing machine, and has been moved adjacent to the Commissary. Hydroponics now has an atmos setup that looks like it was designed by four angry chipmunks after a night out clubbing. Still fully functional (I hope) Deck 1 Hydroponics remains mostly untouched except for moving a few things around to allow for a different staircase setup. I've copied Hazelmouse's design to make the bar and kitchen more unified.
  2. Yes. Xenobio, Xenobot, and Xenoarch remain unchanged. I thought I moved everything over, guess I must've missed a few things >.<
  3. I like that idea! It might be tough to pull off but I'll play around with it. I now have a mental image of the Horizon using cremated crew member urns as ammo in ship-to-ship combat
  4. It worked out better than I thought it would. Hydroponics and the kitchen are attached once more. Science is now narrower but I tried to use up a lot of the empty space (example - the viewing area that's just a whole load of open turf) and pack everything in a little more tightly.
  5. Quick mockup of better bar-kitchen-hydro adjacency. I nudged Science over a little bit
  6. I added the confessional because there was so much space to fill up - the snoot of the ship is very oddly shaped which makes it hard to turn into a useable room. Too many tight corners that you can't exactly furnish because then it's too easy to get stuck. I'll fiddle with decor. Would the confessional booth be better off in the main chapel? I could easily nudge some things around.
  7. I'm not sure how to spruce up the areas to the current style, hence my request for help I'll be honest, I wasn't sure what to do with Hydroponics either - however, there's a little niche just outside of Science that I could try. I'd nudge Telescience into that "Empty Space" area and work from there. My big hangup with moving Hydroponics is that all of the atmos stuff was overwhelming and confusing, but now that I've gotten everything else moved I can try to nudge Hydroponics over. A quick jog across the hallway isn't nearly as bad as having to trek across the ship. I'll back up my working file and play around with things, though I'll need to figure out what will fill the empty space in Hydroponics if I manage to move it. I've updated the confessional, I was going off what I found on google images so it wound up looking REALLY weird lmao
  8. forgot to add the images LMAO WHOOPSIE
  9. I've been poking at doing a service remap to alleviate some issues that have been brought up with the current layout: 1. Service is at a dead-end hallway, nobody will ever walk past Service unless they intend to go to Service. 2. The bartenders and chefs are in direct competition for interaction, since the bar and kitchen are on opposite sides of service with the mess hall in the way. So, a quick run-down of what I'm trying to PR: Moves Machinist workshop from prime real estate in Central Ring over to where the Chapel currently is. This puts it next to the rest of Operations, and also right across from Medical. Easier for the machinist to come over to help with prosthetic installations, less travel time for robotic limbs and such. Convenient. Adds a diner (kitchen with 2 chef stations, a freezer, and a small bar with appropriate access) to the Central Ring, replacing the Machinist workshop. Moves the deck 2 washrooms across the hallway where the library used to be, gave it a shower stall and a washing machine. Moves Chapel and Chaplain's Office where the old bar used to be. Moves Library to where the kitchen used to be. Adds a lounge with bar in place of the mess hall. This is for bartenders (and patrons) who want a quieter, cozier lounge vibe rather than the bustling diner vibe. (yes, I know that hydroponics and the kitchen are no longer conveniently nestled together, but hydroponics is a whole beast to move since it has in-depth atmos and spans two levels - something's got to give and sadly in this case it's hydroponics) The areas as of right now feel pretty empty and I know for a fact that I've forgotten to add most of the materials, resources, and other QOL bits that exist in the current map. So, please leave feedback, suggestions, "hey you missed this" comments here!
  10. This might be more of a thing for IPC lore, but could we get a guide or something for "education background" that's a little more IPC specific? Since I can't see an IPC being given a GED/diploma, and owned IPCs probably have pre-set datapacks for whatever they're meant to do. (maybe this is me making a mountain out of a molehill but my brain imploded while I was trying to figure out an education background for my IPC)
  11. horizon's new captain (Credit to skane on discord for taking the pic)
  12. That makes sense. I'm having trouble envisioning what it'll look like mechanically, but I imagine I'll need to actually see what it looks like before I can get a better idea. Thanks for clarifying.
  13. A shower thought turned into a question: Will the skill system be able to account for character skill growth over a long period of roleplay? For example, if over the course of a year or two, an established engineer character befriends a gaggle of miners, and decides to get a piloting license of their own - so they study, they have the mining buddies show them the ropes, they finally take some time off from the Horizon to take a proper class and get their license. Would that be possible to reflect with the skills system, without their having to lose other skills and "forget" things that they already knew prior to getting their license?
  14. Right off the top of my head - I feel like cutting people out of hardsuits shouldn't require Robotics, otherwise that means anyone in Medical will need to take Robotics just in case someone gets trapped in a hardsuit. Are we supposed to get 8 Everyday skills, 8 Occupational skills, and 4 Combat skills? I was struggling to find skills to put those points into that made sense for my surgeon, and now he's somehow wound up with an exosuit license xD
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