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The Return of the Starship Kitchen


Caelphon

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Posted
11 minutes ago, KingOfThePing said:

Give me your feedback.

  • Pipe leading to the west-most air scrubber takes a weird path under the table. Can just have it end under the status display?
  • North Dinnerware dispenser feels weird. People can access it from the seating area, however the face of it is clearly not in an accessible position. This is also the one that will be used the most due to the proximity to the drinks dispenser.
  • I loaded up the map locally. The fire alarm spawns on the wrong tile for me?
  • Two disposals in the kitchen. I would move one of them to the seating area, maybe.
  • Put a holopad, intercomm and newscaster in the seating area.
  • Put the kitchen requests console somewhere else. The way it is placed now, it looks like it is pointing outside the hull.
Posted

I do overall like the new kitchen design, but, I believe re-isolating the kitchen back behind a wall would make it a worse overall change. As someone who plays chef quite frequently, the kitchen can feel very isolated on the new map, being at the end of a hall in the corner of the ship, it's very easy to feel isolated from the station and just sorta feel out of the loop on what's going on elsewhere, while having the kitchen counter be in the hall rather than behind a door and wall didn't fix this completely, it certainly felt like it helped. 

Posted

I like this new design, but I agree with some of Yonnimers points. Perhaps it would be better for the Kitchen and Library to swap their location so that the Kitchen is more “central” and not necessarily just a add on on the end of a hallway? Otherwise I like the design you’ve recently done (the one you posted 9 hours ago)

Posted

Personally I have nothing against with swapping the library and kitchen (and moving the free-access garden down, too......but I am not quite sure if that's the way to go...need more feedback regarding that.

 

Posted

Could move the library to this spot here:

Spoiler

,image.thumb.png.a74ac36657027791972c7e7cf26d9dcb.png

 

move the kitchen/hydro up more and have the new civilian lift be where the kitchen used to be, it wouldn't isolate hydroponics or the library in exchange for un-isolating the kitchen, not sure if it'd cause any issues moving something else here though

Posted
On 19/04/2022 at 14:39, goolie said:

Honestly wouldn’t mind if some of the space from the kitchen was given to the garden and more hydroponic trays were put down. There’s about thirteen crops that NEED to planted if you want the Cook to do their job and that leaves no room for the Gardener to plant optional crops. There’s a lot of open space in the kitchen that could definitely be squashed down a little without changing the layout. I think the layout right now is totally fine but, the problem actually lies with the garden!

I heavily disagree with this. The cook doesn't need to make everything, and if they want a variety open they can ask the gardener to cycle their crops as needed. You should have plenty of space already to grow what you want while catering to the chef's needs (especially if they're being reasonable and planning ahead to make a specific set of courses).

 

On 23/04/2022 at 16:43, KingOfThePing said:

Give me your feedback.

I like what I saw on the updated version on page 2 a lot! I especially adore how I'd be able to swap the cookware on the stovetops without needing to move due to the closeness of the chef utensil vendor, and being able to read what people say without interruption throughout the whole kitchen space. So long as that locker in the freezer with the gloves has the various chef uniforms, I have zero complaints on how this would function - and only mild aesthetic complaints with the chef's dinnerware vendor looking clumsy at the corner of that counter (though this would require a wall-vendor sprite to resolve... or just access-lock it so it won't need the windows) especially with it being identical in sprite to the plastic dispensing one adjacent to it.

I'll hope one day that we get polarizing windows for those exterior hull windows, so the woes of chefs (and bartenders who like the other side of the bar) about Carp may be lessened - but that's a subject for another thread at this point I would suppose.

Posted
19 minutes ago, Carver said:

So long as that locker in the freezer with the gloves has the various chef uniforms,

That's the one.

19 minutes ago, Carver said:

I'll hope one day that we get polarizing windows for those exterior hull windows, so the woes of chefs (and bartenders who like the other side of the bar) about Carp may be lessened - but that's a subject for another thread at this point I would suppose.

I can add shutters, I guess? If that helps. The windows in the kitchen have been reduced drastically anyway.

 

19 minutes ago, Carver said:

and only mild aesthetic complaints with the chef's dinnerware vendor looking clumsy at the corner of that counter (though this would require a wall-vendor sprite to resolve... or just access-lock it so it won't need the windows)

It looks  a bit weird with them right next to each other....I GUESS I can put the plastic one in one of the walls instead? I think that might be better.

Posted
17 minutes ago, KingOfThePing said:

It looks  a bit weird with them right next to each other....I GUESS I can put the plastic one in one of the walls instead? I think that might be better.

I think it's just a bit of weirdness to be dealt with until a wall sprite comes along. I'd do it myself but I have no experience with the multi-frame animated sprites required by vending machines.

Posted

I have come to the conclusion that the kitchen should not be moved towards the central ring (right now). I dont want to say that this might not happen in the future but it requires a substantially larger re-design and shuffling around on Deck 2, which I dont think is reasonable right now.


Preview of the epic animated kitchen sign:

V2PnW0s.png.faeb65dcc6f4caa0707f4f313e52b908.png

I know that a sun cresting over a planet is not the scientific term of "event horizon" shut up, shut up shut up.
This will work like the bar signs (but better). Every state has a desc and desc_fluff, so these can even have lore, lmao. More can also easily be added, eventually. I have not decided yet where to place it, in the hallway next to the door or inside. To be determined. 

Other than that, I am still open for more feedback/suggestions. 

tl;dr Kitchen stays where it is, should make the maximum of people happy with the new-new design and gets an epic sign. 

Event_Horizon.dmi

Posted (edited)

Here it is:

78997878.thumb.png.34ea90db9fee4fff0ac2fcc28cbf51ef.png

76587986877.png.3ef91a8f7f344f4c86c2267f48916404.png

Full changelog:

  • Re-mapped the kitchen, to incorporate as much community feedback as possible.
  • Chefs can now bolt the door to the kitchen, in case they aren't open yet.
  • Freezer has been moved to the back of the kitchen.
  • Former freezer is now an abandoned freezer area.
  • Added the kitchen sign. It currently only has one option, the Event Horizon.
  • Reworked the kitchen/bar sign framework from to be fundamentally better and more easy to use in every way (with the great help of Vrow and Myazaki)
  • Removed some very shitty old bar signs, fit all remaining ones with descriptions and IC justification on why they exist.

 

Edited by KingOfThePing
Posted

That looks really good. The U or square shape of the counter top was one of the best design elements of the previous kitchen, I always felt it had a round-table effect on conversations and socialization. 

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