And now to continue the idea-spewing I participate in!
Cosmetic + Decorative Station Ideas Pt.2:
Elethio A 'Waste Compacting Station' as a 2x2 room; Doors only connect on one half of the room, and the other half just has a bunch of garbage in it. Requires power and drains slowly over time (You can use a modified Shield Generator that has a range of 1 for this) and while powered will smash down the trash in it as an animation. Has no actual effect, but will stock up to two crew members to 'man it' while active.
Sensor Spike: A 1x2 structure with a pair of antennae poking out of the short side (2 blocks long and has that as an Exclusion Zone) Acts as a small Sensor Booster when powered, and uses two crew to operate it.
Captain's Quarters: An opulent 2x2 single person quarters with lots of nice decorations. 20,000 credits + 1000 for hiring a single crewmember.
Flagship Command Bridge: A massive 3x4 room (3 tall and 4 wide) that has enhanced sensors and a lot of health, features a 'holo map' with little green and red blips moving on it, and stations for six crew plus a captain's chair. Uses a decent amount of power to keep running, and has high health and penetration resistance.
SimGames Room: A room full of holographic games tables, with spots for crew to to be 'staffed'. Requires a battery every now and then to keep running.
Cargo Bay: A 6x8 room with lots of boxes, shelves, crates, etc. Make a few variants of this for different kinds of cargo. Crew can assign to this room, 'taking stock of supplies'.
Science Lab: Acts as a power storage room, and is 2x3. Lots of scientific doodads, countertops, etc. Make a variant with a dead alien from another game or movie dissected in the middle of it, for those delightful science vessels that inevitably get overrun. Up to two crew can get staffed there, looking over the data.
Cryosleep Chamber: A large crew chamber, hiring twelve crew for the Cryo Pods set in groups of 3 in each corner of this 3x3 chamber. This room is self-sustaining, and has a 'mini-reactor' in the middle to power itself in emergency situations, and has very, very high health, armor, and penetration resistance, but is very expensive.
Maintenance Duct: A 1x1 walkway that is darker in color with a grid pattern on the floor, the occasional blinking light, and slows crew using it to half movement, but it cannot catch fire as well as having higher penetration resistance. Useful for emergency corridors, and for blocking stray cannon fire from simply turning your ship into Swiss Cheese.
More ideas to come over time~!