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SCCV Intrepid remap (#20249)
**This is up for review**. The theory behind the redesign can be reviewed in the [feedback thread](https://forums.aurorastation.org/topic/21474-sccv-intrepid-remap-feedback-thread/), but for quicknotes: - Designed to be able to carry more people and more stuff more smoothly. - Maintains access for xenoarchs, should still be very usable for their purposes. - Should avoid chokepoints. - Adjusts scc air tank airlock variant's pressure, airlock shouldn't go dry. - Airlock is 3x3, 9 turfs total. 5/9 regular vent coverage, 3/9 out vent coverage. Cycles out in roughly 12 ticks in my testing, it seems like the size isn't slowing it down much. - Field kitchen crate variant added so you can set up a miniature kitchen inside the cargo bay. Should cover essentially everything you need. - Nixed the RTG parts - I want to keep the storage space as open as possible and I've never seen them used, the Intrepid practically can never run out of power. - For similar storage concerns, three emergency softsuits are now in a wall ecloset, instead of two inside suit storage units. It's a little haggard, but it saves two turfs of storage space. - Atmos is mostly functionally the same as it was. You can no longer feed into fuel or air from outside, but in my experience this functionality of the Intrepid has never seen much use anyway. Only other thing missing is the ability to directly feed air into the main air tank or the main fuel tank off a canister - can be achieved just by swapping a regulator/pump around in both cases. - Medical should be identical. - The three tile wide hallway is meant to avoid congestion, people can go in and out of it into the side seating compartments without being forced into any single tile doorways. - Navigation console was hard to fit in, ideally I think I'd want to make a wall-mounted variation so it can be incorporated more easily. 
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@@ -588,7 +588,25 @@
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// new /obj/item/pestspray(src)
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// new /obj/item/pestspray(src)
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// Spawns with everything you need to make your very own field kitchen! (assuming you have power)
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// Contains enough to create a stove and oven. Using loops for anything above one for readability. Best paired with a freezer with ingredients.
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// Intended to provide enough equipment that more than just chefs can function as field cooks on expeditions.
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/obj/structure/closet/crate/field_kitchen
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/obj/structure/closet/crate/field_kitchen/fill()
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for(var/_ in 1 to 6)
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new /obj/item/stock_parts/capacitor(src)
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for(var/_ in 1 to 4)
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new /obj/item/stock_parts/matter_bin(src)
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for(var/_ in 1 to 2)
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new /obj/item/stock_parts/scanning_module(src)
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new /obj/item/circuitboard/oven(src)
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new /obj/item/circuitboard/stove(src)
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new /obj/item/stack/cable_coil(src)
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new /obj/item/storage/box/kitchen(src)
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new /obj/item/reagent_containers/spray/cleaner(src)
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new /obj/item/storage/box/gloves(src)
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new /obj/item/storage/box/condiment(src)
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//A crate that populates itself with randomly selected loot from randomstock.dm
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//Can be passed in a rarity value, which is used as a multiplier on the rare/uncommon chance
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