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Shuttle (New) NT Backpacker#4334

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highkickz wants to merge 8 commits intonew-frontiers-14:masterfrom
highkickz:feat/backpacker_shutter
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Shuttle (New) NT Backpacker#4334
highkickz wants to merge 8 commits intonew-frontiers-14:masterfrom
highkickz:feat/backpacker_shutter

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@highkickz
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@highkickz highkickz commented Feb 20, 2026

About the PR

This PR introduces the NT Backpacker. An additional Civilian-type shuttle, which included a customizable living space area and hangar for longer shift duration gameplay.

Why / Balance

I love the Nook and the Camper civilian style and feeling, but the two ships seem a little too small, so I am making this ship in hope of giving the players spaces to move around, interact and customize the ship to their own personality as the round goes on. Adding extra variety in Civilian type shuttles.

Technical details

Added 2 file in:
Resources/Maps/_NF/Shuttles/SHIPNAME.yml
Resources/Prototypes/_NF/Shipyard/SHIPNAME.yml

How to test

Purchase the shuttle;
Work the shift with it;
Visit POIs and live in the shuttle.

Media

Requirements

Breaking changes

Changelog

add: NT Backpacker, a new small Civilian Shuttle.

@highkickz
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backpacker1 backpacker3 backpacker2 bigRV4

mapPath: /Maps/_NF/Shuttles/backpacker.yml
minPlayers: 0
stations:
Adder:
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@Bartholemew-Dingleberry Bartholemew-Dingleberry Feb 20, 2026

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this line's a sleepy killer, for this reason i recomend using the ctrl+f keybind to find all the mentions of the old ship you want to replace.

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i mean line 32

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image notice how i have the "Match Case" option enabled? you can do 2 passes using it

once with the old shuttle's name in lowercaps and replacing it with your shuttle's name lowercaps,

and again with old shuttle's name with a capitalised begining letter replacing it with your shuttle's name with a capitalised begining letter

this makes sure you don't miss anything!

- uid: 1
components:
- type: MetaData
name: grid
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if you change this to the shuttle's name then when you use the savegrid command and start adding it's Id, it'll show the ships name rather than "grid"! it's a nice QOL, don't need to change it if you don't want to

@Bartholemew-Dingleberry
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Hello! i tried testing the shuttle to try and help you, this is just my personal oppinion as someone that isn't a maptainer:

the engineering scrubber's unanchored

firelocks used are the none glass ones, most ships have the glass ones.

no need for air sensors when you have a vent/scrubber, those both give the same info alongside their main functions

salvage shutters start off open, most ships have them closed by default

generator fuel locker is the one meant for double generators, it starts with 2 cans, not one

gyroscope's a little too powerfull, can replace with small one

most ships have some warning lines below the airlocks, usually the white ones for internal ones, and for ones leading outside some yellow hazard warning lines, can spawn a ship and delete the airlocks to see what i mean

you have the HV power lines linked wrong, the HV line leading to the substation should come from the HV cable bellow the SMES, not from power generator HV cable

i've seen shutters tied to the grey frame usually, in fact there are way too many buttons, having one to bolt the bridge door, turn off the lights, turn off the generator, and close the shutters is really overwhelming, will need an explanation in the guidebook i think

the engine light should probably be on when the engines are off right? it feels weird having them on when the engines are on too, since i immagine it as a "engines are off" indicator

we don't manually add trash in with spawners, the Variantize (grid) command does that automatically upon purchase

the utility belt i see mapped is the engineering one, the filled one has a network configurator, which is just a worse multitool

i like the idea of a light switch in each room! weird how i've not thought of such a thing before!

the button's were placed manually from what i can see in the Transform component, it's a little noticable as they're not perfectly aligned, so maybe it'd be worth going with the TransformComponent method of moving them?

the cobweb feels a bit weird for such a nice/modern/maintained shuttle, if it's modern enough for light switches it's probably modern enough to not have spiders in the walls

i personally imagine the window shutters comming from the top of the window down, as such i try to have the grey top part be on the outer edge, this is just my personal prefference though

there are versions of the curtain that come pre oppened, i think it'd look better using that for the bathroom's doorway

the external airlock betwen the dock and main room could be the glass version, not sure if it'd look good though, up to you

this is a really nice shuttle i like it! i hope i helped you with this test run

@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 20, 2026
@highkickz
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Yes! Thank you! Your review helps a lots and thank you for testing loading it up and testing with it. I'm going to get these fixes and update the file <3

ment; Raise price to 24k; added guide for the shipyard console; added a ship guidemap
@github-actions github-actions bot added size/L S: Merge Conflict This PR has conflicts that prevent merging Docs Improvements or additions to documentation Sprites FTL and removed S: Merge Conflict This PR has conflicts that prevent merging size/L labels Feb 21, 2026
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This pull request has conflicts, please resolve those before we can evaluate the pull request.

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github-actions bot commented Feb 21, 2026

RSI Diff Bot; head commit cb66bb4 merging into acc57f1
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
backpacker Added

Edit: diff updated after cb66bb4

"izakaya by AmbitiousFailure (discord/github)",
"nook by Chervjakys (discord/github)",
"anchor, crossroads, mccargo by bartholomew_dingleberry/Bartholemew-Dingleberry (discord/github)"
"anchor, crossroads by bartholomew_dingleberry/Bartholemew-Dingleberry (discord/github)"
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need to add a comma (,) at the end

@github-actions github-actions bot added the S: Merge Conflict This PR has conflicts that prevent merging label Feb 21, 2026
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This pull request has conflicts, please resolve those before we can evaluate the pull request.

@github-actions github-actions bot removed the S: Merge Conflict This PR has conflicts that prevent merging label Feb 21, 2026
@Bartholemew-Dingleberry
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i think the issue is the fact that your master branch is a little out of date; i've added a McCargo illustration which is missing, so probably just updating it would solve the issue

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dustylens commented Feb 21, 2026

Lunchtime coffee burbling away it’s time to take a look a the Backpacker!

A charming name. It does a nice job of communicating what you’re getting into. So far so good. Looks the part even.

So let’s walk up and jump on in!

My first thought is that the mono tile airlock is very tight for a shuttle of this size. The camper slips by with a nod and a wink but for my money I think that we can negotiate one that’s 2x tiles wide.

Furthermore in the current configuration walking up to the shuttle offers a stunning view into the lavatory. Which is certainly a way to introduce yourself.

ss+(2026-02-21+at+12 54 18)

But let’s cut to the chase. Dang this is a -cute- ship. Like for real it’s very nice. I’m smiling as I look around and I’d be lying if I said it wasn’t scratching those memories of camper living in a very nice way. I think that the concept here is strong but there’s some technical details that I’d like to lean into first.

  • Movement and space allocation.

Anyone who’s looked at or been subjected to one of my shuttle reviews knows that I always look at how you move through shuttles. It’s been my own greatest struggle and it’s the thing I always focus on the most in reviews as I believe that it helps skyline where a shuttle has been built by a ghost and where it has been explored and used by a player.

We build our ships as ghosts. They make perfect sense to us. Then we give them to players and they bumble around. The absolute buffoons.

On the Backpacker I see a few things that I think may be worth examining.

When I first walked into the shuttle an initial thought was that the entrance felt very tight and that the common room, despite being generous, felt like it had a lot of space that I couldn’t really enjoy because I was moving through so much of it. It’s super charming but it felt like I couldn’t really stretch out and things were limited to the far third of the room!

When I went into the bridge I had a similar feeling. Something was up!

In the bridge I found these dead tiles. We can probably use these! On a shuttle this small we can’t just be giving tiles away! We can reclaim these easily and get a little more wiggle room! Furthermore the real estate here was being shared with the gravity generator and a material silo, which struck me as very odd. The gravity general in particular is high on my list of machines that can be tucked away, with the material silo being very far from any place where one might reasonably be stuffing materials into it.

ss+(2026-02-21+at+01 06 35)

When I break the shuttle down in terms of pathing and idling spaces I get a heatmap that looks a little something like this:

ss+(2026-02-21+at+02 18 03)

I think that we can make a few changes. Allow me to put some things together and see how it feels.

  • Compress the bathroom to provide room for a 2x wide airlock.
  • Remove the dead tiles in the bridge and move the wall 1 tile up. This closes up the bridge a smidge but only at the cost of a few tiles.
  • Swap the location of the engineering and “salvage” bays. (we’ll call it a work garage to be charitable).

With these three changes I get this:

ss+(2026-02-21+at+01 32 26)

Which has a heatmap for movement and idling that looks something like this:

ss+(2026-02-21+at+02 19 01)

It's everything that you've built! But it's sliiiightly swapped about to make a difference in how it's used.

The “recreation” room is much more defined and provides a lot more freedom for items and decoration. It’s more people orientated! The bathroom persists in a slightly more limited fashion.

The docking airlock no longer touches any doors on the diagonal.

I can now walk a straight line between all of my work spaces and any deviation puts me into a social space. Allowing you to move around these areas and then actually be in them without feeling like it’s an obstruction of movement.

  • Nuts and bolts.

Air mixers shouldn’t be under catwalks. It’s frustrating to interact with them in this fashion.
Wall tiles that touch space on a diagonal should still be reinforced. Only if no sides touch space should they be an interior wall.

  • You can peak under walls by moving away from your shuttle a smidge as a ghost. Make sure that you have plating under all of your walls and not other tile types! Especially lattice!
ss+(2026-02-21+at+02 02 26)

ss+(2026-02-21+at+02 02 33)

  • No spacepresso. How could you do this.

  • Oven: Sure why not.

  • Buttons:

Good moon.

Ok the brake lever by the pilot’s seat sent me. It’s so good that I refuse to be critical of it, even if it is a nightmare. I’m going to simply ask that you consider adding windows in the cockpit that allow you to see the thrusters so you know what pulling that lever did.

On which note the buttons as presented are kind of a nightmare. There are so many and, while I was able to divine their purpose, it’s going into the range of what I might consider to be a “lot” for a shuttle of this size and complexity.

  • EVA suits

Far Star suits are reserved for Far Star vessels. Ditto most other branded things, such as the LVHI eva suit. Those were made by the author for their specific shuttles. For your purposes I think that a good one would be the LockerWallEVAColorPilotFilled or LockerWallEVAColorContractorFilled

  • Air sensors

Using the air sensors to slam the shutter closed in the event of losing gas is generally good and wise. I don’t think you need them in all spaces, but on the whole I’m not as fussed about their use as some.

  • Wrap up.

I think this is a strong shuttle concept and one that I’m enthusiastic about. I sincerely believe that the changes I’ve suggested will result in a shuttle that feels good to use and is essentially the same craft that you built, but with a little switcheroo to streamline some ideas. Let me know if those seem reasonable and we can continue forward from there. I’m not going to muss about with pipes and wires as I imagine there’ll be some substantial changes between now and then, so we can take another look at those in a day or two when you feel like you’re ready for another pass.

Thank you for your hard work and sharing this shuttle with us! I'm excited to see where it goes next!

@highkickz
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Thank you so much for your input on the ship Dusty, I'll keep working on it to make the ship even better and add in some explanations on my ship design choices 😅. But thank you really for taking the time to review the Backpacker, I'm glad you like the vibe of the ship. ❤️

@dustylens
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Thank you so much for your input on the ship Dusty, I'll keep working on it to make the ship even better and add in some explanations on my ship design choices 😅. But thank you really for taking the time to review the Backpacker, I'm glad you like the vibe of the ship. ❤️

For sure. You can also shout at me on discord if you would like to go in depth on any pieces.

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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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