Flandstation feedback thread - Now in V1.8

Miners are unable to leave cargo

There needs to be motion sensor cameras outside of the Ai satellite. That is rather important, otherwise anyone can just sneak near it and break in without the Ai knowing about it.
Not sure if you’ve already changed it but i can’t find said cameras on the picture. (Granted it is rather blurry for me when i zoom in)

I hate it, although I did say this about corgstation too, few rounds ago some scientist ran up to atmos broke in complaining about sci toxins being semi useful

No gimmick spawns?
20202020

Chapel and library being a the edge of the map makes people never go there.
Detached perma makes prisoners commit suicide faster.
AI sat with only one entrance…
Tool storage near command and not engineering.
Cargo is way too small.
Grav gen is in a weird nonsensical place
Yeah, nah

Oh and one way railings by the windows of “indoor” perma need to go.

Too big imo. Feels like I’m spending forever walking places. Feels more like a town than a space station.
Please fix the explorer spawns and radio channel.

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Very cool map, really huge and what I’d call a real space station map, although i would like more pointers to departments, you can get lost quick here or just not find an area you are looking for.

Medbay is huge while not having anything additional in it so it feels empty, Nuke Core will be one of the hardest objectives for non-AI subverting antags to do since its so isolated.

AI core itself should be far away from station to give antags chance to steal it without getting swarmed by security and borgs moment AI hears deconstruction noises.

Thank you all for playtesting my map today, I’ll be working on the many many uncovered bugs and oddities as soon as possible, thankfully this is why Testmerges exists.

EDIT:

This is the first changelog after the first testmerge, which had some bugs but they where easily addressable.
Anyway here’s the changelog:
-Added extra benos spawn (aside the vents to do their xeno things).
-Added some loose copper around in the maints.
-Reduced the overabbundance of plasma sheets in the Apothecary.
-The box ring no longer doubles up as a tanning saloon.
-Due to Nanotransen’s concerns, the Firelocks in the maintenance have been removed.
-Removed many glass windows surrounding computers.
-Reshuffled some maint lights around.
-Moved one of the evaquation pods to the library.
-Reshaped T-comms to make room for the Exploration comms system.
-Granted access to the Brig physician to his workplace.
-Miners should be able to leave cargo not only from the maint access.
-Reshaped a bit of chemestry and morgue to make more room out of them.
-Tweaked the many many lights all around to be more uniform and standardized.
-The evac shuttle no longer collide with the guide gliders and also, now properly docks with the station.
-Added some extra Medbay singage, but I’m not sure if it’s going to be enough.
-Other miscelaneous changes that I forgot to be honest.

Also from the previous version (which i didn’t made the changelog for it):
-The quickiest mining shuttle fix in the west.
-That was it really.

6 Likes

Its noy louiestation, therefore cant say its any good, soryy

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Lookin like a corg 2.0

Atmos technicians don’t have access to external airlocks, which might not be a bug but it’s annoying to have to go through the incinerator to get outside and set up the incinerator.

Another thing is that the incinerator SMES doesn’t seem to get power from the gas turbine generator.

yet another thing is that the APC zone for the incinerator doesn’t include the waste outlet injector.

other than that this map is really nice, I really like how clean atmos looks.

It looks better than corg if you ask me, way more spacious and unique looking

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I mean it does look unique and interesting and I GUESS I can’t wait to play it, but… if it’s new then me no like.

i liked it. its a new spin and much better than corg.

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IIRC atmos don’t get external airlocks at all, but they should have access to airlocks in their department.

People hated Corg for being unique and big, wonder how is this map gonna end.

A little more from me:

  • Idk if access to the freezer room in SM was fixed, so engies can access it now (not mentioned in the changelog)
    -Needs like 2/3 more RPDs in the SM room
    -I don’t think big plasma tank in SM room is a good idea?

What I did not mention is what I like about the map:
It’s unique, but not ‘too much’ unique. It’s big so it could house a proper 70 pop station (not mediocre 50 we’re stuck with). Departments are accessible from each other, none is really favoured over another (apart from sec for known reasons) and I love the ‘meteor’ vibe, finally something (apart from semi-forgotten Kilo) that isn’t just space.

I would say Perma having windows straight into the hallways is uhhhhhhh i don’t like it, i did however saw that there’s buttons to lockdowk prison, however that also block the entrance into that area while i understand the idea i’d rather have a separate button to lockdown the windows into the hallway

The DRAGNET section in armory is missing the deactivated beacon

Not sure if it was because i arrived slightly-late but, lots of breaching shell boxes but zero lethal rounds on the shotgun locker.

Some of the officers were surprised that Armory was… in front of Warden office instead of the back

I did notice a lack of bots patrolling the station(maybe because they’re bugged/stuck as they pointed out)

I agree that there are areas too far to the sides that no one will never visit

Maybe need more signs to pinpoint where’s the departments and escape.

There’s a DRAGNET beacon in the amory, right above the grenade launcher.
Also i might know why there wasn’t so many lethal buckshot ammos, as i stuffed all the shootie ammos in the locker, now only breaching shells are there.
Patrol is something I’m working on, in solo however it works fine, but i might do further testing.
Also far areas is something i am working on, even if it’s something i’m a bit against due to the nature of the station; one such idea regarding that is to force a passage way trough the garden.at the cost of navigability or move the Evac shuttle between the former Syndicate listening post (aka the chapel-library asteroid) and station proper, but i’m still looking into it.

  • As far as I can see there’s no air supply to waste option. If there’s plasma in distro you have to make your own to empty it.

  • Also air supply splits between distro and air mix chamber, where it then collects and stays. There should be a turned off pump leading to the chamber to prevent the air supply from entering it.

  • The kitchen backroom air alarm marks 20c as a red warning. I assume the setting is set to be much colder. Should be changed.

  • The AI satellite, in my opinion, seems to be the least defended of all stations. If someone drills from the eastern side where the PSU is they can still enter one step in without being shot by turrets, and they have a perfect view of the APC on top of the PSU’s destruction. Perhaps move the APC sideways (south or north) rather than facing eastward, or replace its positions with the two intercoms adjacent to the AI core so it’s inside the small room.

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Less decals please. Time dilation hits hard about 20 mins into the round.

IIRC bots get stuck in dorms, in the area with wooden floor with next step being dormitory fitness room (which apparently does not exist).