{%hackmd @ZeWaka/dark-theme %} # Monkestation Monkey Dome Map custom map for monkestation. ook ook, monke [PR Link Click Here](https://github.com/Monkestation/MonkeStation/pull/682) # **Key features/ideas** * Large (40-60+) size map * Botany is just "outside". go touch grass, it's outside * Each department in their own hub * Big central civ hub for gathering * ~~big abandoned maintenance warren somewhere outside main map area~~ scrapped idea * outside is mostly CO2, with decent levels of O2. can't actually breathe it, but could filter the oxygen out in a pinch. think: pandora from blue people movie * angery monsters outside. dont get eaten, botany nerds. probably random spawn * maybe free plants outside? idk could be randomly generated. occasionally you go outside and find some cool plant, sometimes you find NOTHING * maybe procgen the entire outside terrain? outside other than station/maint warren changes every round. sometimes you need miners to clear out JUNKE sometimes you have clear paths * outside non-botany plants? trees, dense shrubs you need botany tools to hack through * botany is almost a mix of mining and exploration, but on station zlevel. certain random plant generation may close paths that require botany tools to clear out * genetics doesn't spawn with monkeys. go outside and hunt some scifi monkeys or something * Two "outside" areas. First one is inside the fence around the station, should have minimal fauna threats. Second is outside the fence where you will find some more nastie beasties. # Hubs Each hub will have some standard features, a little maint to explore, construction space for gimmicks, bathrooms/showers. ~~Maybe mini janitorial closets.~~ Stuff like that. this is also where I track individual stuffs ## R&D - [x] Basic Objects - [x] Atmos Connections - [x] Power Grid - [x] Cameras - [x] Lights - [ ] Disposals - [x] Access spawners - [ ] MULE dropoff points ## Medical - [x] Basic Objects - [x] Atmos Connections - [x] Power Grid - [x] Cameras - [x] Lights - [ ] Disposals - [x] Access spawners - [ ] MULE dropoff points ## Eng - [x] Basic Objects - [x] Atmos Connections - [x] Power Grid - [x] Cameras - [x] Lights - [ ] Disposals - [x] Access spawners - [ ] MULE dropoff points ## Sec/Command **Security area** - [x] Basic Objects - [x] Atmos Connections - [x] Power Grid - [x] Cameras - [x] Lights - [ ] Disposals - [x] Access spawners - [ ] MULE dropoff points **Command** - [x] Basic Objects - [x] Atmos Connections - [x] Power Grid - [x] Cameras - [x] Lights - [ ] Disposals - [x] Access spawners - [ ] MULE dropoff points ## Central Civilian - [x] Basic Objects - [x] Atmos Connections - [x] Power Grid - [x] Cameras - [x] Lights - [ ] Disposals - [x] Access spawners - [ ] MULE dropoff points ## AI/Comms - [x] Basic Objects - [x] Atmos Connections - [x] Power Grid - [x] Cameras - [x] Lights - [x] Access spawners # **Overall checklist of things actually done** this is not the order things will be done - [x] sanity destroyed? - [x] Basic floor plan - [x] areas - [x] basic objects - [ ] atmos connections - [x] power grid - [ ] disposal loop (aaaaaaaaaaaaaaaaaaaaaaaaa) - [x] lighting pass - [ ] camera pass - [x] everything they need to do they job - [ ] small detail stuff, vending machines, general map flair - [ ] funny details around map - [ ] outside stuff - [ ] get code for new things, atmospherics outside, etc - [x] bug coders for a lot of dumb requests from me or ook - [x] basic map config - [ ] actual working map config - [ ] map done? - [ ] check literally everything again - [ ] map done rough time spent: ~80h