As reported here #6909 there were a few Requests Consoles that didn't have correct Department names.
This pull request fixes that, sets proper Department Types for a few Request Consoles and also makes the Requests Consoles' names more consistent in general by adding the 's' to 'Requests' everywhere.
Fixes#6909
Remaps the representative office fully to be more fit for purpose and the kitchen partially as well as some parts of maintenance.
The changes to the kitchen allows two chefs to work more easily together without bumping into eachother, triples their actual seating which their lack of has been a common complaint and brings the cutlery vendor closer to the front to ease the process of actually serving customers.
There are six turrets around the telecommunications area.
2 should be controlled by one controller, the other our by a second one.
There was a problem where neither controller correctly set their 'control_area', resulting in players only being able to turn off the first two turrets, and never the four other lethal ones.
This fix sets the correct 'control_area' for both the controllers, resolving this issue.
All the stuff from #6804 but with a couple extra changes.
Adjusted the pipes and air canisters at blue and yellow dock to be a little more neat and symmetrical.
Made the roof solars just slightly bigger.
The solars SMES units now start with one additional coil each at roundstart, for a slightly higher input and output capacity.
This pr replaces some small derelicts, like the sol frigate, synicatebase and tcfl frigate with a bigger map, the screapheap, that bears all of those maps into a bigger map.
This PR is depending on #4868 for it's ui framework. This PR mostly makes new SSrecords subsystem responsible for storing records. This should replace old datacore.
Make new SSrecords.
Make things use SSrecords and whole code compile
Made VueUi button <vui-button> to push parameters as JSON, preserving client side data stricture.
Add new records console and admin record management.
I am mostly looking for feedback regarding SSrecords and it's data storage mechanism criticism (It's using lists for storage)
Xenomorphs are pretty much badly done and don't really fit at all. This pr fully removes the human type ones, alongside with the infection, eggs and facehuggers.
Remapped the Pool/Fitness Center, the construction level. Shuffled around the surface washroom, adjusted surface cryo.
pool10
Special thanks to Gemspark for the idea of the original layout/further feedback and help.
fitness3
(Staircase goes up to a rooftop running track above the pool.)
con3
Renamed and moved around some areas to fit better.
Added cameras to some areas missing them.
Added an exterior airlock to the fore of engineering and to the telecoms ladder shaft.
Adjusted the merchant shuttle dock slightly.
Added blast doors to purge the atmosphere of individual anomaly isolation cells, added a monitor to look through the cell cameras. Added a proper storage area for potential artifacts/anomalies once they've been researched. Made the anomaly isolation air alarms not report their status to the alarm monitor, not causing annoyance for engineering.
Adjusted the toxins chambers to be a bit less prone to melting.
Added light switches in a number of areas missing them.
Fixed a number of minor bugs around the map, missing shutters, wrongly pixel shifted things, objects with the wrong icon state, etc.
Added a mine cart at cargo interstitial.
Fixed the psychiatry isolation room monitor.
Made the small investigations maintenance area actually count as maintenance.
Added paramedic access to mining.
Changed the disposals lines on the sublevel so that they're linked to the tracks on the main level and empty into the crusher, instead of ejecting into space on a bunch of places around the sublevel. Virology and Xenobiology trash still eject into space, however.
Added toeless workboots to the engineering wardrobes in Engineering, like how the security wardrobe has toeless jackboots. Also added them to the xeno wardrobe on the surface, along with some cloth footwraps too.
Added two extra maglights, crowbars, and radios in the security equipment room so that officers and cadets don't need to fight over them.
Cleared a little area underneath the open space turfs in the "Armoury Access Lift", renamed the airlocks to remove mention of the Armoury Access Lift because no one I asked seems to know why it exists and is called that.
Tweaked the wire layout in the Tesla Engine room so that the APC down there doesn't always end up with a power alarm unless the engine is set up.
Connected the Engineering Maintenance APC to the main grid instead of the Engineering subgrid, like the rest of the departmental maintenance APCs.
Added a cell recharger in mining on the desk so that cells can be charged inside, as requested on the forums.
It's been a little while since I've mapped. I've tested these things and haven't been able to find any issues myself, but if anyone else spots any please say.
-fixes the space hulk ruin having a supermatter
-fixes a broken item type in the nt cloneship
-fixes the sol covertte having a landmark that caused ghosts to be teleported to it when observing, instead of the station
Refactors objects.dmi and items.dmi
Adds some more uses to glass jar - now you can use it as a tip jar AND a reagent container!
you can also see reagents inside like a beaker
also improves sprites for wrapping paper and the pocketwatch
This basically makes it easier for future sprite improvements
This pr aims to implement a bunch of the work done by Amoryblaine (found in this thread https://forums.aurorastation.org/topic/11698-amorys-sprites/)
Adds new sprites for the tactical gear available in cargo.
Adds new, green, sprite for the military belt, the old red one is added as a specific syndicate variant.
Improves the sprite of the ushanka, adds the old one as a variant by request.
Adds rolled down sleeves states for two sol uniforms, adds sol tactical helmet and heavy armor vest.
Adds a TCFL jacket to the loadout.
Changes the flipped sprites of most caps to be leaning rather than straight.
Makes the visors of biosuits transparent.
Recolours the security biosuit from orange to pale blue.
Recolors the hip holster to be black.
Makes the tactical gas masks eyes transparent.
Tweaks the red and blue bandanas to be less bright.
Adds some missing balaclava sprites, Improves the look of rolled up balaclavas.
Makes the security berets more fitting with the standard blue one.
Per #6429, someone mapped in a hazard suit into the pirate ship with a modified (and invalid) newlist access value that ATLAS could not understand.
To fix this, I have created a new pirate-only subtype of the hazard rig that can be accessed with the pirate's syndicate IDs. I also removed its ability to be viewed through station cameras at the same time, as an added bonus.
* Fixes the upgraded mech fabricator not processing the next queue item despite having sufficient materials.
* Fixes the wrong airlocks being used at central.
This PR intends to make Maintenance Drones more practical
Drones can wire the rooftop solars.
Drones can carry atmospheric pipe.
Introduction
So if you've played as a maintenance drone you might have noticed that pulling atmospherics pipes around is a pain, and you can't pull disposal pipe at all (They're size 10!)
MC introduced
I've added the atmospherics pipe to the magnetic gripper list, this will affect other robots with the gripper, but it's mostly a convenience.