Closed EdwardNashton closed 3 years ago
A very cool building as usual. I appreciate it. I could forsee this being possibly used if we continue on with the whole 'water system', perhaps restoring water through the region. Don't know quite yet, it's a WYCI. Though there are some glaring issues that need to be addressed before this is merged.
Major
It looks like you tried to substitute the floor for low walls. You don't need to. Low walls overlay on top of a turf, but it's essential that you have at least something under those. Wether it be dirt, underplating from TG, anything. it just can't be like this.
These pipes here in one of these outer buildings produce runtimes because they deal with atmospherics, we have those disabled currently. I don't know exactly how it works, but i'd suspect it's SPECIFICALLY because our systems are turned off for now. They'll need to be removed or substituted for something else though, we can't just have stuff stacking up like this.
While this could be a stand-in, I'd rather it probably not be there. We're potentially going to have chemistry be extremely limited and hard to do, combined with TG's new Chemistry system, we can do this. But we need to avoid putting down Chem dispensers and whatnot. All hail the age of mortar and pestle.
Minor
This fence isn't the side variant. /obj/structure/fence/fencedoorside/ It's right next to it when selected.
Missing a bit of area on these random sewer buildings.
This dead end is extremely out of the way and a bit useless. You might as well have it creep through into that system right above it to get bit of a loop going on in there.
Odds are after this PR i'm going to try to fix up the underside a bit. Give it proper manholes, probably see if I can rig up the sprites and whatnot to work, et cetera. But this cutthrough is weird and would probably be scrapped. Either you can do it, or I probably will.
And the last bit of torture I present you with. I don't mind little nods to other things or easter eggs. Just be sure that it doesn't start rapidly increasing in numbers, and if you're going to make it a reference be careful what you put in it, or where you put it. Little nods and nudges to other games is FINE. But you ought to see if you can incorporate it into the environment, instead of it being a location for a ghost to see.
Annddddd add a few more lights here.
Other than all that needing to be fixed, as I said previously it's a really cool location. The center control in the plant looks pretty kickass IMO. It's to be noted that the catwalks through the sewer don't function as intended, due to the low wall walkways, Similar to the door. If this can't be solved pre-launch, it will probably be scrapped as a concept until it can be done properly.
Previous PR #276 is bundled in with this. Review can be found there for that part specifically.
Everything I request was fixed. Merging this now. Thanks for the work, man. awesome looking as always.
A lot of stuff in a Sewers - Water Treatment Plant, new tunnels, maintenance rooms etc. Also, payphones on the ground level and Administration Center.
WIP - it's not a final sewers update, I just wait for more tools for mapping.