Участник:MMMiracles: различия между версиями

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(не показано 5 промежуточных версий этого же участника)
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wip page for dwarves shoo SHOO
{{Maps}}


{{JobPageHeader
[[File:Tramfulltop.png|thumb|500px|'''Tramstation on the top floor''' . Click for full resolution.]]
|headerbgcolor = black
[[File:Tramfullbottom.png|thumb|500px|'''Tramstation on the bottom floor'''. Click for full resolution.]]
|headerfontcolor = white
|stafftype = EXTRATERRESTRIAL
|imagebgcolor = #DDAADD
|img_generic =
|img = Lavadwarf.png
|jobtitle = Lava Dwarf
|access = N/A
|additional = N/A
|difficulty = Hard
|superior = God of Blood (not to be confused with that other [[Narsie|Blood God]].)
|duties = Build a fort, drink obscene amounts of alcohol, protect the portal.
|guides = This is the guide
|quote = "comical dwarf-related reference here"
}}


You are a lava dwarf, short humanoids from another world that have come through a strange portal in search of new lands, which happen to be [[Lavaland|a hellish inferno]]. The land is bountiful in resources and loot ripe for the taking, if you can deal with the locals that is.
__TOC__
==About==
'''[[Tramstation]]''' is branching off from the standard station layout, dividing the various departments into 3 separate segments inter-connected by both a central monorail system and lower level maintenance tunnels. Every segment has a central docking platform where a moving tram can be called to and sent from to other segments.  


You are essentially a group of manlets with severe alcoholism, an urge to build forts, and toe the line of how far you can go with a reference. Use your blacksmithing gear to make better tools and build a fort, or die trying. Most likely the latter.


=For the underground=
'''Key points to note are that:'''
Your base of operations is small, starting with basic gear necessary to survive and build. Your livestock is scarce and fragile, so try not to have them end up dead.
* 3 separated segments connected via an actual moving tram system. Getting hit by the tram is ill-advised but not an immediate death sentence.
* Built into a large red asteroid that can spawn small amounts of various simple ore.
* Designed with multi-z in mind from the ground up (2 floors)
* Upper floor is light on maintenance, with the lower section having winding tunnels and half-finished carved out segments that are randomly open/closed.
* To compensate for lighter upper maintenance, some departments have been designed with radiation shelters to weather out radstorms.
* 4 ladder hatches can be located at each tram dock to allow quick access to the lower maintenance tunnel that runs below the tram line.
* Several spots along the station have engineering-secured rooms that route the power and distro between the floors, including ladder access as well.


Migrants come through the portal as you progress, adding onto your population or replacing lost members. Destruction of the portal will cease all future migrants and stagnant your fort's population. Protect the portal at all costs if you wish to see a future for your fortress in these lands.
==Departmental Layouts==
Due to the planned usage of multi-z, some departments have had some unique overhauls to take advantage of the mechanic.


=You Aren't Alone=
====Left Segment====
You are not alone in these lands, both locals and similar foreign groups exist with their own ideas in mind. From the [[Ashwalkers|Scale-Ears]], [[Shaft Miner|Tall-Men]], or the [[Ruins#Free_Golem_Ship|Walking Rocks]], how your fortress proceeds to deal with them is up to you. Starting mutual trade pacts and exchanging goods is probably not a bad idea, but where's the fun in that?
'''Service Wing'''
* Located on the left segment, top section.
* Upper service wing holds the courtroom, hydroponics, and the kitchen.
* Hydroponics has a lower section dedicated to beekeeping with a simple starter kit.
* Kitchen has a glass floor looking down into the new underground bar segment.
* Underground bar accessed via 2 staircases besides the kitchen, leading into the lower tunnel system.


=The Wildlife=
'''Civilian Wing'''
These hellish lands offer a number of horrible creatures that hate you almost as much as you hate elves. Their strengths and weaknesses should be something learned early on before finding out the hard way.
* Located on the left segment, bottom section.
* Upper floor is a large dorm section with a glass overhang looking into the lower lounge area.
* Lower floor is a centralized area with all major civilian rooms, include the Chapel, Library, and the holodeck in the center.
* The dorms fitting room area has been replaced with a Landromat with the same clothing options you'd expect and a lot more washing machines.
* The restrooms are actually rigged up with a fluid pipe system stored in a nearby maintenance shaft under custodial access.


* Legions: An abomination of multiple being unified into one, it sends out its past victims to do its dirty-work. The mini-legions break easily under a good swing with your pick and leaves the shambling beast nearly defenseless. Aggressive tactics are advised when dealing with these creatures and you'll probably see to live another day.
====Central Segment====
'''Command Wing'''
* Located on the central segment, top section.
* Has hatch access inside the bridge that leads to the AI Upload room on the lower floor.


* Watchers: Wispy bastards that shoot ice-cold stares, enough to chill even a seasoned dwarf to their very core. Attack in groups for assured victory.
'''Security Wing'''
* Located on the central segment, top section.
* Nested directly above the bridge and other sensitive areas (EVA, Teleporter, Gateway)
* Circular Armory design
* Vault access is via a ladder in the armory
* Labor dock leads to an elevator that brings you to the lower prison wing
* Centralized prison design nested directly under Security, prison showers are also connected to a custodial access system.


* Goliaths: Lumbering beasts covered in a thick hide, although a quick-footed being could easily kite it. Watch for its tentacle grasp, as it will try to ground victims for an easier beat-down.
'''Medical Wing'''
* Located on the central segment, bottom section.
* Central security outpost overlooks entire departments.


=Blacksmithing=
'''Engineering Wing'''
Blacksmithing is a sacred art to any self-respecting dwarf, accepting only the finest and high-quality craftsmanship when it comes to equipment. Learn the tools and ores that come along with the trade and maybe you'll build a true fortress in these troubled lands.
* Located on the central wing, bottom section on the lower floor.
* Telecomms is integrated to Engineering.
* Tech Storage is located to the left, above Engineering's Foyer.
* Atmospherics has a firefighting foam tank, a direct access line to the turbine, and an experimentation room for a certain engine.
* The CE's office has full view into both Engineering and Atmospherics, able to quickly walk between both.


==Tools of the Trade==
These are your tools, learn them well and keep them safe from prying outsiders. You will need these to build better weapons and armor.
{| border="1" cellspacing="0" cellpadding="2" width="80%" style="background-color:#FFFFDD;" class="wikitable sortable"
! scope="col" style="background-color:orange;" width=200|Item
! scope="col" class="unsortable" style="background-color:orange;" |Description


|-
====Right Segment====
![[File:Anvil.png|32px]]<br>Anvil
'''Cargo Wing'''
|The base needed for hammering filled molds. Try not to hit with the hammer without a mold too many times.
* Located on the right segment, top section.
|-
* Due to map complexity and tram layout, mulebots aren't exactly viable here, so Cargo has been given a recharge bay and a ripley (no pressurized cabin).
![[File:Blacksmithforge.png|32px]]<br>Forge
* Mail room is on the floor directly above disposals for easy trash access.
|Where all raw ores are smelted into their molten variants. Gives 75u of said ore, contents may be hot.
* Mining has a lower section with a mini dorms area and break room that can be accessed via a central staircase in the main cargo area.
|-
![[File:Blacksmithhammer.png|32px]]<br>Hammer
|Used to break open filled molds on an anvil. Makes a decent weapon in a pinch!
|-
![[File:Blacksmithmold.png|32px]]<br>Mold
|A basic mold used for shaping molten ore, crafted out of clay. Several variants of these molds for different weapon/tool designs.
|}


==Ore Stats==
'''Research Wing'''
The quality of your smithed gear will depend on what type of ore you used. Some are better than others at different things, so keep this list handy when looking to craft the best set of gear.
* Located on the right segment, bottom section.
* RD's office is mostly centralized with glass looking out.
* Multi-Z Xenobiology with upper overhangs looking into the lower containment chambers for slimes. Each floor has a kill chamber for easy management.
* Access to the AI core is in the lower-right through the hallway segment.
* RnD, Nanites, Robotics, Server Room, and Genetics are located on the upper floor.
* Experimentor, Toxins, and the break room are located on the lower floor.


It should be noted that a higher value is better in every case but digging speed, where lower is faster.
'''AI Core'''
{| border="1" cellspacing="0" cellpadding="2" width="80%" style="background-color:#FFFFDD;" class="wikitable sortable"
* Located below the right segment, with a pressurized entrance being accessible through the Research wing.
! scope="col" style="background-color:orange;" width=200|Item
* Beefy 2-story fortress equipped with it's own solar array for self-sufficient power.
! scope="col" class="unsortable" style="background-color:orange;" |Description
* Upper floor has an overhang that looks into the lower section that leads into the core itself.
! scope="col" class="unsortable" style="background-color:orange;" |Attack Force
* Lower floor has a large open section that leads to the central maintenance shaft or upper access.
! scope="col" class="unsortable" style="background-color:orange;" |Armor Penetration
* Looks cool.
! scope="col" class="unsortable" style="background-color:orange;" |Sharpness
! scope="col" class="unsortable" style="background-color:orange;" |Blunt
! scope="col" class="unsortable" style="background-color:orange;" |Digging Speed
|-
![[File:Ironore.png|32px]]<br>Iron
|The most basic material, abundant and decent for mass-equipping dwarves with basic swords and armor.
|15
|0
|FALSE
|FALSE
|40
|-
![[File:Plasmaore.png|32px]]<br>Plasma
|Slightly rarer than iron, it makes a decent pickaxe. Hitting people with a tool made of plasma adds additional fire-stacks if they're already on fire. Fun!
|10
|0
|FALSE
|FALSE
|25
|-
![[File:Goldore.png|32px]]<br>Gold
|Shiny and soft, it doesn't hit hard but it works fairly well at bypassing armor.
|10
|35
|FALSE
|FALSE
|30
|-
![[File:Uraniumore.png|32px]]<br>Uranium
|Dense and radioactive, it makes a good beating stick but not much else.
|5
|5
|FALSE
|TRUE
|30
|-
![[File:Silverore.png|32px]]<br>Silver
|Gold's lesser cousin, sharing similar attributes to a lesser extent.
|7
|25
|FALSE
|FALSE
|35
|-
![[File:Diamondore.png|32px]]<br>Diamond
|Sharp and shiny, it makes a good broadsword or pickaxe alike.
|15
|25
|TRUE
|FALSE
|8
|-
![[File:shelmet.png|32px]]<br>Adamantine
|Raw Adamantine! Praise the miners!
|20
|40
|TRUE
|FALSE
|3
|}


==Creative Smithing==
Why stop at the normal ores? With dwarven engineering and a touch of ''-fun-'', any reagent can be used as a base for weapons and armor! When attacking with a smithed item, it calls upon a reagent's TOUCH reaction as well as a normal attack, meaning some reagents can make up for their sub-par damage in other interesting ways! Chlorine Trifluoride broadswords and Plasma armor? Sure, why not! Experiment with different reagents for interesting results!


=Actually Crafting Stuff=
'''Further info''' regarding Tramstation can be found [https://tgstation13.org/phpBB/viewtopic.php?f=11&t=12729 in this thread] on the /tg/ forums, showing the initial progress and updates. Feedback is welcomed.
You got your tools, filled molds, ect? Good. Now we can get to actually crafting the good stuff.


==Tools==
==Issue Tracker==
Standard tools for assorted manual labor.
a lot lol
{| border="1" cellspacing="0" cellpadding="2" width="80%" style="background-color:#FFFFDD;" class="wikitable sortable"
! scope="col" style="background-color:orange;" width=200|Item
! scope="col" class="unsortable" style="background-color:orange;" |Description
! scope="col" class="unsortable" style="background-color:orange;" |Special Attribute
! scope="col" class="unsortable" style="background-color:orange;" |Required Materials
|-
![[File:Ironore.png|32px]]<br>Pickaxe
|A dwarf's trusted tool for chiseling out the foundations for a grand fortress, you should never go anywhere without one!
|Due to its pointed edge for digging out rock, it also gains a 1.25 modifier on armor penetration, based on the material's base penetration.
|[[File:Ironore.png|32px]]<br>1 Pickaxe Head<br>[[File:Towercap.png|32px]]<br>1 Log<br>[[File:Anvil.png|32px]]<br>Anvil
|-
![[File:Plasmaore.png|32px]]<br>Shovel
|Good for digging up the ground faster than a pickaxe, although that's really about it.
|Gains a 1.25 modifier to its base damage if a material marked as BLUNT is used to craft it. Adds a .5 modifier to the base material's dig speed. Gotta dig FAST.
|[[File:Ironore.png|32px]]<br>1 Shovel Head<br>[[File:Towercap.png|32px]]<br>1 Log<br>[[File:Anvil.png|32px]]<br>Anvil
|-
|}


==Weapons==
==Planned Changes==
Your standard weapons of war, great for keeping the pesky locals out of the fort.
''To suggest changes, click [https://tgstation13.org/phpBB/viewtopic.php?f=11&t=12729 here.]''
{| border="1" cellspacing="0" cellpadding="2" width="80%" style="background-color:#FFFFDD;" class="wikitable sortable"
===Simple===
! scope="col" style="background-color:orange;" width=200|Item
! scope="col" class="unsortable" style="background-color:orange;" |Description
! scope="col" class="unsortable" style="background-color:orange;" |Special Attribute
! scope="col" class="unsortable" style="background-color:orange;" |Required Materials
|-
![[File:Ironore.png|32px]]<br>Broadsword
|A standard broadsword, good for stabbing or slicing either way!
|Gains a 2.0 modifier on top of the base material's attack value. Use a material that adds the SHARPNESS value for dismemberment ahoy!
|[[File:Ironore.png|32px]]<br>1 Blade<br>[[File:Leather.png|32px]]<br>1 Leather<br>[[File:Towercap.png|32px]]<br>1 Log<br>[[File:Anvil.png|32px]]<br>Anvil
|-
![[File:Plasmaore.png|32px]]<br>Warhammer
|Good for swinging around and smashing skulls, requires two hands for full effect.
|Gains a 4.0 modifier to its base damage if a material marked as BLUNT is used to craft it and wielded, or 2.0 modifier unwielded. Also applies a 3.0 modifier to a base material's armor penetration all-together, making it extremely useful for bypassing armor almost entirely with ores like gold or silver.
|[[File:Ironore.png|32px]]<br>1 Hammer Head<br>[[File:Towercap.png|32px]]<br>1 Log<br>[[File:Anvil.png|32px]]<br>Anvil
|-
|}


==Armor==
===Significant===
Good for protecting yourself from tantrums or wildlife.
 
{| border="1" cellspacing="0" cellpadding="2" width="80%" style="background-color:#FFFFDD;" class="wikitable sortable"
==Changelogs and Downloads==
! scope="col" style="background-color:orange;" width=200|Item
 
! scope="col" class="unsortable" style="background-color:orange;" |Description
===Recent Changes===
! scope="col" class="unsortable" style="background-color:orange;" |Special Attribute
 
! scope="col" class="unsortable" style="background-color:orange;" |Required Materials
 
|-
[[Category:Maps]]
![[File:Ironore.png|32px]]<br>Chestplate
|Basic chestplate, capable of protecting a dwarf's torso and arms.
|Armor value based on base material's damage.
|[[File:Ironore.png|32px]]<br>1 Armor Plating<br>[[File:Leather.png|32px]]<br>4 Leather<br>[[File:Anvil.png|32px]]<br>Anvil
|-
![[File:Plasmaore.png|32px]]<br>Helmet
|A protective helmet to keep your head covered.
|Armor value based on base material's damage.
|[[File:Ironore.png|32px]]<br>1 Helmet Plating<br>[[File:Leather.png|32px]]<br>2 Leather<br>[[File:Anvil.png|32px]]<br>Anvil
|-
|}

Текущая версия от 02:26, 12 февраля 2021

Карты на MassMeta

Используются MetaStation, DeltaStation, IceBoxStation, PubbyStation, BoxStation
Отсутствующие в ротации Birdshot, Tramstation, The North Star
Устаревшие, удаленные KiloStation, AsteroidStation, BirdboatStation, CereStation, Discstation, DonutStation, Dreamstation, EfficiencyStation, MiniStation, OmegaStation, RuntimeStation


Ошибка создания миниатюры: Файл с размерами больше 12,5 Мпикс
Tramstation on the top floor . Click for full resolution.
Ошибка создания миниатюры: Файл с размерами больше 12,5 Мпикс
Tramstation on the bottom floor. Click for full resolution.

About[править | править код]

Tramstation is branching off from the standard station layout, dividing the various departments into 3 separate segments inter-connected by both a central monorail system and lower level maintenance tunnels. Every segment has a central docking platform where a moving tram can be called to and sent from to other segments.


Key points to note are that:

  • 3 separated segments connected via an actual moving tram system. Getting hit by the tram is ill-advised but not an immediate death sentence.
  • Built into a large red asteroid that can spawn small amounts of various simple ore.
  • Designed with multi-z in mind from the ground up (2 floors)
  • Upper floor is light on maintenance, with the lower section having winding tunnels and half-finished carved out segments that are randomly open/closed.
  • To compensate for lighter upper maintenance, some departments have been designed with radiation shelters to weather out radstorms.
  • 4 ladder hatches can be located at each tram dock to allow quick access to the lower maintenance tunnel that runs below the tram line.
  • Several spots along the station have engineering-secured rooms that route the power and distro between the floors, including ladder access as well.

Departmental Layouts[править | править код]

Due to the planned usage of multi-z, some departments have had some unique overhauls to take advantage of the mechanic.

Left Segment[править | править код]

Service Wing

  • Located on the left segment, top section.
  • Upper service wing holds the courtroom, hydroponics, and the kitchen.
  • Hydroponics has a lower section dedicated to beekeeping with a simple starter kit.
  • Kitchen has a glass floor looking down into the new underground bar segment.
  • Underground bar accessed via 2 staircases besides the kitchen, leading into the lower tunnel system.

Civilian Wing

  • Located on the left segment, bottom section.
  • Upper floor is a large dorm section with a glass overhang looking into the lower lounge area.
  • Lower floor is a centralized area with all major civilian rooms, include the Chapel, Library, and the holodeck in the center.
  • The dorms fitting room area has been replaced with a Landromat with the same clothing options you'd expect and a lot more washing machines.
  • The restrooms are actually rigged up with a fluid pipe system stored in a nearby maintenance shaft under custodial access.

Central Segment[править | править код]

Command Wing

  • Located on the central segment, top section.
  • Has hatch access inside the bridge that leads to the AI Upload room on the lower floor.

Security Wing

  • Located on the central segment, top section.
  • Nested directly above the bridge and other sensitive areas (EVA, Teleporter, Gateway)
  • Circular Armory design
  • Vault access is via a ladder in the armory
  • Labor dock leads to an elevator that brings you to the lower prison wing
  • Centralized prison design nested directly under Security, prison showers are also connected to a custodial access system.

Medical Wing

  • Located on the central segment, bottom section.
  • Central security outpost overlooks entire departments.

Engineering Wing

  • Located on the central wing, bottom section on the lower floor.
  • Telecomms is integrated to Engineering.
  • Tech Storage is located to the left, above Engineering's Foyer.
  • Atmospherics has a firefighting foam tank, a direct access line to the turbine, and an experimentation room for a certain engine.
  • The CE's office has full view into both Engineering and Atmospherics, able to quickly walk between both.


Right Segment[править | править код]

Cargo Wing

  • Located on the right segment, top section.
  • Due to map complexity and tram layout, mulebots aren't exactly viable here, so Cargo has been given a recharge bay and a ripley (no pressurized cabin).
  • Mail room is on the floor directly above disposals for easy trash access.
  • Mining has a lower section with a mini dorms area and break room that can be accessed via a central staircase in the main cargo area.

Research Wing

  • Located on the right segment, bottom section.
  • RD's office is mostly centralized with glass looking out.
  • Multi-Z Xenobiology with upper overhangs looking into the lower containment chambers for slimes. Each floor has a kill chamber for easy management.
  • Access to the AI core is in the lower-right through the hallway segment.
  • RnD, Nanites, Robotics, Server Room, and Genetics are located on the upper floor.
  • Experimentor, Toxins, and the break room are located on the lower floor.

AI Core

  • Located below the right segment, with a pressurized entrance being accessible through the Research wing.
  • Beefy 2-story fortress equipped with it's own solar array for self-sufficient power.
  • Upper floor has an overhang that looks into the lower section that leads into the core itself.
  • Lower floor has a large open section that leads to the central maintenance shaft or upper access.
  • Looks cool.


Further info regarding Tramstation can be found in this thread on the /tg/ forums, showing the initial progress and updates. Feedback is welcomed.

Issue Tracker[править | править код]

a lot lol

Planned Changes[править | править код]

To suggest changes, click here.

Simple[править | править код]

Significant[править | править код]

Changelogs and Downloads[править | править код]

Recent Changes[править | править код]