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Mapping Guidelines
New variations of the rig, sweetwater, and waste zone, are fully supported.
Standard Department Guidelines
Trieste must have: cargo, the bridge, medical, and security, battery bank, diving bell dock.
Any inside rooms require MarkerInside to block rain and lightning
Map a "LightningMarker" in every general area of Trieste and the Waste Zone (the range around them is rather large, around 70 or 80 tiles)
Both Trieste and Sweetwater require a Comms Relay.
Sweetwater must have: science, engineering, expeditionary.
Other departments and jobs can be placed at your discretion. Do note, it may be confusing to some players if they are moved around a lot.
Trieste
Trieste's general design must follow the standard rig design, with departments being connected with catwalks and other passages, and maintenance catwalks acting as maints.
Any non-maintenance section of Trieste must have safety railings.
Trieste must have the ocean background, weather, and the TriesteComponent and BellPlatformComponent (with the correct FTLDestination settings, see the Trieste.yml map), with the map having TriesteAirSpaceComponent.
Sweetwater
For the most part, Sweetwater should have The Artifact as it's power source. Otherwise, pitch your idea in the discord before mapping.
Sweetwater must have multiple airlocks, with scrubbers inside to drain water. One "primary" airlock at least, and several small emergency ones.
The Rotund Stepfather must be mapped in Expeditionary
The basin must have, relatively far away, the Settler Outpost, with a Nuclear Reactor and some uranium.
Waste Zone
The Waste Zone needs to be large (to fit crashed ships). You must map ONE FallingDestination marker in the general area you want players to fall to. It also requires a ladder, as well as another on Trieste.
The area under Trieste should have MarkerInside. It doesn't need to be a perfect 1-1, as that's very hard to do.