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Tegu-class Communications Freighter #3016

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@goober3 goober3 commented May 22, 2024

About The Pull Request

This PR adds a brand new ship to Nanotrasen's post-rework roster.

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The Tegu-class is an engineering freighter equipped with a full telecommunications setup and a subshuttle. It is built to not only facilitate communications between Nanotrasen-aligned vessels in the sector, but also foster several smaller networks for other vessels with a small array of relays. The ship also comes equipped with a small cargo department, an engineering department, a small communications room, and a supply office for the QM.

This PR also adds a new design disk for printing telecommunications parts.

To-do:

  • Write a guide for using the comms setup.
  • Common encryption keys?
  • Ship description.
  • In-game testing.

Why It's Good For The Game

more ship

Changelog

🆑goober3, Cloudbreak
add: The Tegu-class Communications Freighter, a Nanotrasen comms ship.
add: A new subshuttle, the Skink-class Cargo Runner.
/🆑

@goober3 goober3 requested a review from a team as a code owner May 22, 2024 18:50
@github-actions github-actions bot added Map Change Tile placing is hard. Thank you for your service. Code change Watch something violently break. labels May 22, 2024
@FalloutFalcon FalloutFalcon added the Ship Ship successfully tested. label May 24, 2024
@EEASAS
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EEASAS commented Jun 1, 2024

okkk.... but isnt there like.... new ship restrictions.... like you cant make new nanotrasen/independent/syndicate/srm/solgov ships......

@meemofcourse
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do they know chat

@goober3
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goober3 commented Jun 1, 2024

okkk.... but isnt there like.... new ship restrictions.... like you cant make new nanotrasen/independent/syndicate/srm/solgov ships......

i'm doing this in defiance of the maptainers because i hate them

@thgvr
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thgvr commented Jun 1, 2024

okkk.... but isnt there like.... new ship restrictions.... like you cant make new nanotrasen/independent/syndicate/srm/solgov ships......

This restriction is for contributors outside of the main team.

@goober3 goober3 marked this pull request as draft July 5, 2024 20:18
@rye-rice
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sowwy, nwo prwogwess iwn mwonths, rweopwen wwen wrorking on iwt agwian

@rye-rice rye-rice closed this Jul 12, 2024
@goober3
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goober3 commented Aug 24, 2024

we're so back

@goober3 goober3 reopened this Aug 24, 2024
@goober3 goober3 marked this pull request as ready for review August 26, 2024 14:19
@thgvr
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thgvr commented Aug 27, 2024

I am begging you to finish this

@goober3
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goober3 commented Aug 27, 2024

I am begging you to finish this

this is technically already finished. it just needs a review and a description.

a telecomms guide too maybe

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imagen
i do not like that the lightswitch in the officer's lounge controls the lights in the officers' quarters. there are also three light switches in the cargo office
imagen
this restroom needs better lighting
imagen
i believe the pda painter is a centcom utility and it lets you have SUNS pdas so it would be best to remove it
imagen
the only set of tools i could find in this ship are hidden below two welding helmets. consider adding toolboxes and toolbelts to the engineer and engi director lockers - they should not start with them
imagen
maybe have an emergency suit here
imagen
while i'm not an engi player i don't think this is right

maybe a ship like this could use a power monitor. i'd ask a maptainer/other person who is more experienced with telecommunications to test things out but cool ship

@goober3
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goober3 commented Sep 3, 2024

i do not like that the lightswitch in the officer's lounge controls the lights in the officers' quarters. there are also three light switches in the cargo office

this was done so i wouldn't have to make more areas and add APCs to the officer's quarters but in hindsight i probably should just do that. also the multiple lightswitches exist for the same reason you'd have two light switches on both ends of a hallway. it's more convenient like that.

i believe the pda painter is a centcom utility and it lets you have SUNS pdas so it would be best to remove it

i might add a generic sanitised version of the PDA painter later in a seperate PR. for now they can live without.

thak yuo

-added ship description thank you apogee
-made officer quarters unique areas
-replaced non-bridge computers with retro computers
-added power monitor
-added emergency suits
-added an extra light to the bathroom
-added toolbelts + boxes to all engineer lockers, except for an extra CE belt because the CE spawns with a set already and i don't want multiple here
-replaced the props on the supply director's desk with a book and pencil because the lamp clipped with the window
-added the electrical closet back because PDA painters allow painting of faction PDAs
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The "/turf/open/floor/plasteel/telecomms_floor" (north floor) starts with the normal, default airmix, 101.3 KPA, etc. The circuit floors (south floor) "turf/open/floor/circuit/telecomms" constantly produce a colder airmix, causing these two adjacent turfs to have atmos differences and process once they spawn in, so I think this might be a small performance concern. It was something I had to deal with on the Ranger too - you probably either want to set the circuit floors to normal circuit floors so there's no atmos differences, or make a new telecomms_floor type that has the same initial airmix.
image

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this ship rocks dude

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@shiptest-ss13/maptainers

@@ -0,0 +1,47 @@
{
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Add "faction": "/datum/faction/nt", somewhere, or it's gonna show as indie on the spawning menu.

@github-actions github-actions bot added the Merge Conflict Use Git Hooks, you're welcome. label Sep 25, 2024
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This pull request has conflicts, please resolve those before we can evaluate the pull request.

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8 participants