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Shuttle (New) DBI Rampart#4286

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Bartholemew-Dingleberry wants to merge 6 commits intonew-frontiers-14:masterfrom
Bartholemew-Dingleberry:engi-science-ship
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Shuttle (New) DBI Rampart#4286
Bartholemew-Dingleberry wants to merge 6 commits intonew-frontiers-14:masterfrom
Bartholemew-Dingleberry:engi-science-ship

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@Bartholemew-Dingleberry
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@Bartholemew-Dingleberry Bartholemew-Dingleberry commented Feb 1, 2026

About the PR

adds a science/cargo shuttle focused on researching artifacts and anomolies safely! with minimal repair times

Why / Balance

i've spaced every science ship researching artifacts, and i want a more resiliant research chamber to play around with, a far larger one that can handle lots of pipe modifications that won't blow up alongside the artifacts

Technical details

all the nessecary files to add a ship with a guidebook entry and a illustration within

How to test

1 spawn in fo
2 go to shipyard console
3 see DBI Rampart and see it's guidebook page
4 buy the shuttle, fly it a little
5 research an artifact to completion and see the research chamber handle the explosion safely!
6 if no explosion happens, spawn 100 artifcats and watch the chamber handle the brutal beating

Media

image image image image rampart

Requirements

Breaking changes

Changelog

🆑 Bartholemew Dingleberry

  • add: Added a new resiliant science shuttle, the DBI Rampart!

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github-actions bot commented Feb 1, 2026

RSI Diff Bot; head commit 22f9426 merging into 7b36077
This PR makes changes to 1 or more RSIs. Here is a summary of all changes:

Resources/Textures/_NF/Guidebook/shuttle_maps/128x96.rsi

State Old New Status
rampart Added

Resources/Textures/_NF/Structures/Wallmounts/posters.rsi

State Old New Status
nf_poster31_contraband Added

Edit: diff updated after 22f9426

@dustylens dustylens added the Focus: Mapping The majority of the focus of this PR is on creating new maps or improving existing ones. label Feb 3, 2026
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Hello! Green smoothie in hand I’m going to take a look at the Rampart.

I have a few thoughts on the Rampart. I think that it’s going to receive a few changes so I’m not going to focus too hard on some of the technical specifics like door placements or tile choice patterns.

Instead I’d like to examine how the spaces are allocated and how you move between them.

Engi ship designs are challenging to make work well. You give up a lot for that donut.

When looking at this shuttle there were two really big pieces that jumped out at me.

  1. If people come aboard your shuttle, which they are going to do, in order to procure their usual assortment of advanced parts and so on, you are going to have a very challenging time interacting with them. Either through the holopad, the fax machine or even knowing that they are docked to your ship.

Right now the path between where you are and where you want to be either requires you to move through an artifact chamber or in a very odd jaunt around the periphery of the shuttle.

Frankly it would be faster for people to dock with your shuttle, walk into the cockpit, print themselves some blueprints and then leave than it would be to hope to find and interact with you. They could probably do so before you even knew they were there. I feel like this is a problem as science shuttles are fairly interactive heavy.

  1. The spaces in this shuttle are very tight, for its size. The cargo bay is going to feel like it’s filled up rather as soon as you actually begin to put anything into it. The shuttle rarely has place for standing lockers and uses wall lockers, often behind other things such as crates. The APC in the cargo bay is going to be a nightmare to reach if you have a handful of actual artifacts on the shuttle. I suspect that this will be viewed as a real problem in practical use.

I don’t hate the robust artifact chamber. It’s different! I feel that you could arguably double down and build the entire shuttle as donut around the artifact chamber if you were feeling very bold. Which would of course be especially awful if it exploded.

My sense is that this shuttle is sacrificing way too much to follow an Engi design pattern and robust central chamber. The spaces that crew will be using, interaction spots, cargo and equipment storage and the R&D room could all be made much more robust to really serve the people who use this ship well.

@Bartholemew-Dingleberry
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Hello! Green smoothie in hand I’m going to take a look at the Rampart.

I have a few thoughts on the Rampart. I think that it’s going to receive a few changes so I’m not going to focus too hard on some of the technical specifics like door placements or tile choice patterns.

Instead I’d like to examine how the spaces are allocated and how you move between them.

Engi ship designs are challenging to make work well. You give up a lot for that donut.

When looking at this shuttle there were two really big pieces that jumped out at me.

  1. If people come aboard your shuttle, which they are going to do, in order to procure their usual assortment of advanced parts and so on, you are going to have a very challenging time interacting with them. Either through the holopad, the fax machine or even knowing that they are docked to your ship.

Right now the path between where you are and where you want to be either requires you to move through an artifact chamber or in a very odd jaunt around the periphery of the shuttle.

Frankly it would be faster for people to dock with your shuttle, walk into the cockpit, print themselves some blueprints and then leave than it would be to hope to find and interact with you. They could probably do so before you even knew they were there. I feel like this is a problem as science shuttles are fairly interactive heavy.

  1. The spaces in this shuttle are very tight, for its size. The cargo bay is going to feel like it’s filled up rather as soon as you actually begin to put anything into it. The shuttle rarely has place for standing lockers and uses wall lockers, often behind other things such as crates. The APC in the cargo bay is going to be a nightmare to reach if you have a handful of actual artifacts on the shuttle. I suspect that this will be viewed as a real problem in practical use.

I don’t hate the robust artifact chamber. It’s different! I feel that you could arguably double down and build the entire shuttle as donut around the artifact chamber if you were feeling very bold. Which would of course be especially awful if it exploded.

My sense is that this shuttle is sacrificing way too much to follow an Engi design pattern and robust central chamber. The spaces that crew will be using, interaction spots, cargo and equipment storage and the R&D room could all be made much more robust to really serve the people who use this ship well.

the first idea to try and reorder the ship, is to have 2 circular chambers, one of which is the research chamber, the other a cargo storage area, but the resulting space is far too small, and i tried adding some lattice and grilles surround the ship but i couldn't get it to look good no matter what i did.

the reason why i had the bridge next to the engi/salvae area was because i wanted the salvage and bridge be really close as most of the time the salvager and the driver are the same person, but the dock being that close to the bridge and the lithographe does make that an issue i hadn't considered.

and i was kinda immagining it as a donut as i couldn't immagine the ship working with another shape, i thought of the awkward path through the bridge and engineering to be nessecary, as having the large research chamber anywhere other than the center of the ship results in it being far too big, maybe i could try a more unsymetrical design with a larger emphasis on engineering space and try to incorporate some eternal lattice, but i'll have to try that out more until i can get it looking good/ feeling good to use

a part of me feels that if i just make the ship bigger i might be able to get something nice

@Bartholemew-Dingleberry
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did a redesign so major it warrents a different PR

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Docs Improvements or additions to documentation Focus: Mapping The majority of the focus of this PR is on creating new maps or improving existing ones. FTL Map-Shuttle Map - Shuttle No C# S: Needs Review This PR is awaiting reviews size/L Sprites YML

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