Author Topic: [FACILITY] Improved Living Quarters + Large Stores (updated 2.0)  (Read 44968 times)

Offline The Reaver of Darkness

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Re: [FACILITY] Improved Living Quarters + Large Stores (updated 2.0)
« Reply #45 on: June 23, 2017, 08:32:46 am »
May I use these in my megamod?


I also want to suggest you change the mod to have the living quarters provide space for 250 personnel (5x) rather than only 225 (4.5x). You might be surprised just how much the larger size improves the space efficiency, but I counted some items between your small and large living quarters:
Right off the bat, the large has 42 bunks compared to the small's 8 bunks. That's 5.25x as many bunks. There are 15 storage lockers compared to the small's 3, that's 5x as many lockers. There are 8 cabinets downstairs, compared to only 1 cabinet in the small. If I am counting the computers correctly, there are 14 in the large but only 4 in the small. The small has 3 showers and 2 toilets, while the large has 10 showers, 4 toilets, and a bath. These computer and bath numbers are reasonable for the difference in personnel numbers, considering these items are community-used and will spend a lot of time not being used--so the small one is actually being wasteful with them due to its size.

Even the ground space alone is increased, not counting improvements in how efficiently it is used. The 1x1 facility has effectively 9x9 tiles, 81 per level. The 2x2 facility has 19x19, or 361. That's 4.46x as many tiles.

All of these numbers suggest not only could you house 5x as many people in 4x the space, but you can do it in considerably improved comfort. Rather than pack the people in like sardines, the large facility has a rec room, spacious walkways both upstairs and downstairs, officer's quarters, and it even has downstairs showers which can be used while a large number of personnel are sleeping.


I made an alternate large general stores.
« Last Edit: June 23, 2017, 12:28:55 pm by The Reaver of Darkness »

Offline Dioxine

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Re: [FACILITY] Improved Living Quarters + Large Stores (updated 2.0)
« Reply #46 on: June 23, 2017, 10:32:50 pm »
Yeah you can use whatever you want, that is what modding is about.
As for the numbers, I don't really care, this mod has been discontinued a long time ago. Changing numbers is very easy anyway.

Offline Hobbes

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Re: [FACILITY] Improved Living Quarters + Large Stores (updated 2.0)
« Reply #47 on: June 23, 2017, 11:35:09 pm »
All of these numbers

are clearly important to you, so you can always change the maps according to them? :)

Offline The Reaver of Darkness

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Re: [FACILITY] Improved Living Quarters + Large Stores (updated 2.0)
« Reply #48 on: June 24, 2017, 02:00:43 am »
are clearly important to you, so you can always change the maps according to them? :)
Sure, I've got my own numbers I'm using in my mod, I'm just trying to spread a little wisdom is all. Maybe if someone picks up the mod, they will read what I said and update their own copy accordingly.

Offline Biggieboy

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Re: [FACILITY] Improved Living Quarters + Large Stores (updated 2.0)
« Reply #49 on: April 17, 2018, 09:54:54 am »
Hi!

Can i use your mode? I have upgraded facilities mod (example you can upgrade the living querters 50 to 75), so i wanna to use as 2nd step, 4x1 living querters ugrade to 2x2 big and higher capacity.

And another question:

Can you create 2x4 Hangar with 3 craft capacity? (for upgrade too)

Thank you!

Offline KingMob4313

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Re: [FACILITY] Improved Living Quarters + Large Stores (updated 2.0)
« Reply #50 on: January 17, 2020, 08:22:18 pm »
Dioxine, can I post this on the mod.io site?  Will be fully credited to you.

Offline Dioxine

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Re: [FACILITY] Improved Living Quarters + Large Stores (updated 2.0)
« Reply #51 on: January 17, 2020, 08:56:42 pm »
Dioxine, can I post this on the mod.io site?  Will be fully credited to you.

Of course, I'd be honored. I already stated so earlier: "you can use whatever you want, that is what modding is about.". We cannot succumb to the atmosphere of distrust created by a certain oxc modder.

Offline KingMob4313

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Re: [FACILITY] Improved Living Quarters + Large Stores (updated 2.0)
« Reply #52 on: January 18, 2020, 10:31:19 pm »
Dioxine,

Your mod is posted up at Mod.io now by itself.

https://openxcom.mod.io/improved-living-quarters-large-stores

All I added was the metadata.yml

Offline Fizztron

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Re: [FACILITY] Improved Living Quarters + Large Stores (updated 2.0)
« Reply #53 on: March 03, 2023, 07:57:39 am »
Sure, I've got my own numbers I'm using in my mod, I'm just trying to spread a little wisdom is all. Maybe if someone picks up the mod, they will read what I said and update their own copy accordingly.
Is there a way to mod this out of the Final Mod Pack?

I feel like it changes the design too fundamentally.

Offline zee_ra

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Re: [FACILITY] Improved Living Quarters - Now With Pictures
« Reply #54 on: May 30, 2023, 12:23:22 am »
I agree with the Mars Attack craft... should contain creature comforts, bridge et al, but be not very good to use on Earth.

Meanwhile, I've made sort of template for drawing new 2x2 facilities, with spaces for all 8 potential doors left. Little gray pixels mark cutoff points.

If the craft in question is a military attack craft (which Avenger really is), then it needs not large accommodations.  In terms of lore, it might as well have very comfortable grav-seats if the flight takes more than a day (which it does not necessarily need to, given its use of alien propulsion tech).  In general, the military attack crafts are well packed.  A modern military transport airplane or with paratroopers or a helicopter with a squad of troops is an example.

Offline zee_ra

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Re: [FACILITY] Improved Living Quarters - Now With Pictures
« Reply #55 on: May 30, 2023, 12:31:22 am »
yes please big stores and posablt 2x1 labs and workshops ?

Lab complex could be 2x2.  The caveat is that the labs are usually built incrementally.
The complex could even be 3x3, and accommodate 200 scientists.  Along with adequate defense and containment facilities, the base would 3 extra cells.

Should HQ be a part of the 3x3 lab complex?  Advanced Intelligence Lab?


Offline zee_ra

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Re: [FACILITY] Improved Living Quarters + Large Stores (updated 2.0)
« Reply #56 on: May 30, 2023, 12:34:58 am »
Is there a way to mod this out of the Final Mod Pack?

I feel like it changes the design too fundamentally.

What is affected in your case?  Could we discuss some specific scenarios?

It should be possible to override the numbers for the 2x2 facility in a small addon mod of your own, if it's the numbers that affect the design balance primarily for you.


Offline Fizztron

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Re: [FACILITY] Improved Living Quarters + Large Stores (updated 2.0)
« Reply #57 on: November 11, 2023, 10:46:17 pm »
What is affected in your case?  Could we discuss some specific scenarios?

It should be possible to override the numbers for the 2x2 facility in a small addon mod of your own, if it's the numbers that affect the design balance primarily for you.
It's just the 2x2 big rooms.

I'm only interested in the alternate tilesets for the 1x1 rooms.

Offline edwarddecker

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Re: [FACILITY] Improved Living Quarters + Large Stores (updated 2.0)
« Reply #58 on: December 18, 2023, 07:23:47 pm »
Excellent job Dioxine. I was impressed very.