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KFU Bies - #578

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SnekiChaos wants to merge 17 commits into
Triad-Sector:mainfrom
SnekiChaos:KFU-BIES
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SnekiChaos wants to merge 17 commits into
Triad-Sector:mainfrom
SnekiChaos:KFU-BIES

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@SnekiChaos

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About the PR

First line of ships from Kleka Freelance Union released to public sector for general testing and feedback purposes, designed and built with Melis own hands. Bulky Salvage ship with enough space for small crew area to relax in, some spare cargo space for crates or additional machinery. Medbay and small chemistry lab for medicine production.

Why / Balance

Wanted to provide something new to available salvage ship variants.

Media

image

Requirements

  • I have read the guidelines and documentation relevant to this PR.
  • I have added media to this PR or it does not require an ingame showcase.
  • I can confirm this PR contains either no AI-generated content, or AI-generated content that meets our guidelines.

How to test

Load Bies.yml from Shuttles\Civ and load in the grid.

Breaking changes

N/A?
Changelog

🆑

  • add: New Medium Salvage Ship, Bies.

@github-actions github-actions Bot added S: Untriaged YML size/XL No C# Doesn't contain any C# code Shipyard Additions or changes to ships Mapping and removed S: Untriaged labels Aug 30, 2026

@TheRealMasterChief117 TheRealMasterChief117 left a comment

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Make sure you make filenames lowercase

@SnekiChaos

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Done, hopefully its fine.

@gaywolfgirl6

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We love to see the things a little Resomi makes! x3 <3

The Z Pinch you chose is not the Ship version, so it doesn't run on ship load, meaning you have to manually start it.
The "Ship" versions of generators does this automatically!

image

Your chemistry bay could do with an Electrolysis Unit and a Tabletop Centrifuge, along with having an additional Chemistry Locker so that users of the bay may have access to Plasma and basic Chemistry gear like Beakers.

You've got some loose LV wiring that is not attached to an APC causing the cargo bay to be unpowered.

image

Your ship does things like its grid was saved after the map was initiated, like your linked buttons in your cargo bay not opening the blast doors, the conveyer belt not working when the lever is pulled, and the blast doors not wanting to open, the ship not able to be sold after purhcase.

In your conveyer belt dock, the cargo door south of the belt does not have a tile under it.

The choice in solid walls around your Z-Pinch makes you able to be radiated by it in the apposing hallway.

image

Your bathroom, engine room, and atmos room appear to not have lights, while your Atmos room seems to have an empty light socket.

You'll want to have vacuum atmos markers all long every external tile of the ship, like this:

image

Using more than one tile type per room is a good way to break up the visuals of it!

There doesn't appear to be any sinks aboard your vessel.

As it seems to be a saved version of it that was initiated, you might have to rebuild it from scratch. Saved initiated grids have a tendency to break in many ways, and it's difficult to fix a .yml file back to how it should be after doing so.

@SnekiChaos

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I am so glad I saved WIP version of the ship as separate file. Thank you for the tips and pointers. I will sit on them fix my ship.

Deleting old bies due to it being bugged to reupload fixed version
@github-actions github-actions Bot added size/S and removed size/XL labels Aug 31, 2026
@github-actions github-actions Bot added size/XL and removed size/S labels Aug 31, 2026
Just renamed to bies
Comment thread Resources/Prototypes/_Triad/Shipyard/CIV/bies.yml Outdated
SnekiChaos and others added 2 commits September 1, 2026 20:18
Co-authored-by: TheRealMasterChief117 <officialtrollfacexxx@gmail.com>

@TheRealMasterChief117 TheRealMasterChief117 left a comment

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Once Mauve approves we'll be good to go

@gaywolfgirl6

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You're making good progress on this! <3 I like the useage of plasma windows around the Pinch.

Just some little, additional things:

You could give your Salvage bay a Silo, as it's a Salvage Ship,

The captains locker isn't able to be opened by the owner of the ship without proper access.

The atmospherics room is a little sparse. For additional clutter or decorations, you could put a Rack in it, give it an Air Grenade or two, maybe a filled mechanical toolbox, or sticking a FTL drive in the corner.

You have a few wires that are double stacked on single tiles, like near the bathroom in the kitchen, and the APC in the salvage bay. You can use the command "nodevis" to help you spot these.

Your gas mixer starts off when the ship is purchsed. This can be changed in Variables, Server Components, C.Se.GasMixerComponent and ticking the box that says "start on mapinit"

For general decorations, you could add posters, plates and silverware to the kitchen, benches and handrails for the Salvagers to lean/sit on, Semiotics are a fun wall hanging we have on this server to help notate warnings and other small fun bits of a ship, a dresser near the beds in your dorm, a box of donk pockets near the microwave, a coffee machine, etc. None of the listed is a full requirement, but these things help fill empty space on walls and floors while giving the ship more personality.

Could use a few chargers for batters, especially in the salvage bay.

You should give it a reclaimer, and rehook your disposal chuting to it, to both help with recycling and cut down on clutter that just floats in space to minorly assist in not generating server lag.

It appears one of the thrusters on the east side loads in turned off.

@SnekiChaos

SnekiChaos commented Sep 4, 2026

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image Zrzut ekranu 2026-09-04 124233

Bies v5 with suggested changes and fixes.

@gaywolfgirl6

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Looks great dear <3 Just a couple more things!

The captains locker is unopenable to civilian jobs, like Merc and Pilot and such. If you wish, you could take a Armory Closet, and paint it like a Captains Locker so that the individual purchasing the ship can open and use it.

We are (soon) implementing a change to Thrusters that makes them burn entities that are within 5 tiles range of the exhaust port of a Thruster. These two on the front of your ship will incinerate everything withing 5 tiles range (excluding grilles):

image

every time you save a ship, it generates a Invalid. You can delete it by finding "invalid" in your .yml file for your ship:

image

And deleting it to look like this:

image

@SnekiChaos

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Should be fine.
Removed the lines as suggested.
Moved the Mining blast doors and catwalk to front so the thrusters don't melt anything.

@gaywolfgirl6

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Looks good hun! Thank you for taking the time to make these fixes.

Just gotta ask, to run "fixrotations" on it, delete the invalide it generates when you save it, and change your breaking changes changelog from this:

add: New Medium Salvage Ship, Bies.

To this:

add: Added New Medium Salvage Ship, Bies.

The "add:" bit is not included in the changelog, so when uploaded, it just displays the text after "add:"

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Mapping No C# Doesn't contain any C# code S: Needs Review Shipyard Additions or changes to ships size/XL YML

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3 participants