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.
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.
This Pr tweaks previous update
Grounding rods now are vital for how many miniballs of Tesla can be contained without it going nuts and melt stuff. 1 rod = 4 miniballs. So with standard setup 4 rods = 16 miniballs max and that is around 4 million W energy.
Each time Tesla melts coil/rod/emitter it will loose a single miniball and drop in energy.
Tesla miniballs no longer shoot beams, instead they shoot main ball which shoot coils, accounting for energy produced by all miniballs.
Tesla miniballs no longer zap. Instead they shoot main Tesla ball which shoots one single beamn, which accounts how much power each miniball produces.
Tesla now looses more and faster energy with number of miniballs it has. Energy loss changes after 12 balls and after 16 miniballs.
Each miniball produces 156250W
Tesla Engine room is reduced in size, field is now 5x5.
Tesla now moves smoothly tile-by-tile. No more jumps
- Made some small tweaks in xenobotany. Put more plant trays in the lab, because there weren't enough with the latest change. Also added an emergency lockdown for the lab. (https://i.imgur.com/VpAO9J8.png)
- Put a crematorium in xenobiology, so monkey and slime corpses don't build up over the shift. Also added an emergency lockdown for the lab. (https://i.imgur.com/h5PacQk.png)
- Tweaked the EMT Bay again after a couple complaints. (https://i.imgur.com/aaZ6nUK.png)
- Fixed#5575
- Fixed#5622 (https://i.imgur.com/i9IzlCN.png)
- Put two extra hoes, three buckets, three hatchets, and a grinder in the surface garden. Also added additional soil plots. (https://i.imgur.com/HqErc8G.png)
- Added a small maintenance area and substation to the Construction Level. (https://i.imgur.com/gCdFGpE.png)
- Renamed the "IT Department" to "Construction Site", gave it an area so that building air alarms should (hopefully) work properly, added some in-progress stuff to show the general bounds of the area. (https://i.imgur.com/77Fyx2D.png)
- Gave Miners access to the Surface Cargo airlock.
- Put a run-down room in maintenance by engineering this time. (https://i.imgur.com/qHHmsan.png)
Made some mapping changes to the construction level, namely for power and atmospherics, and gave it a unique area instead of having it connected to surface maintenance.
Feedback thread and screenshots: https://forums.aurorastation.org/viewtopic.php?f=18&t=12083
Overview
Adds Battle Monster cards. Battle Monsters is a collectable card game clone like Yugioh or magic the gathering. Players can purchase card packs and use them in games with actual rules to them.
Checklist
Card Generation Framework: 100%
Sprites: 80%
Game Rules: 90%
Deck Framework: 5%
Monster Cards: 20%
Spell/Trap Cards: 5%
Obtainable Status: 0%
Creates a new public conference room on the public surface level, featuring a public-access door with a bridge-access button for bolting the room down from the inside only, allowing heads of staff and CCIA to conduct private meetings while not allowing crew or antagonists that have not gotten to the point of gaining command access from abusing the area as an unintended holdout.
In order to place the conference room without encroaching on the merchant shuttle, the surface level atmospherics equipment was slightly shrunk and moved into the surface engineering storage room, which was rearranged to accommodate this.
The surface command "Head of Staff Preparation" room was renamed, rearranged, recolored, and slightly shrunk to be "Command Dock Monitoring".
Minor change made to the roof of the station to accommodate new conference room.
Adds Asteroid Dungeons framework to the game. Mappers can make their own asteroid dungeons to the game. Currently there are no asteroid dungeons that can be loaded.
Anyone can make a dungeon like anyone could make a change to a map. A readme file is included inside the maps directory for information regarding how to add your own dungeon to the map.
There's an added config function in the example config that determines whether or not asteroid dungeons spawn. I also included 2 bat files in mapmerge and mapmerge2 that backup the asteroid dungeons spawns so that they can be used in mapmerge.
Newscaster stories can now be multiple lines long and contain pencode formatting.
You can now post and view comments on individual newscaster stories.
Newscaster stories have slightly neater styling.
You can now like and dislike newscaster stories, and these are tracked per-story.
Journalists are now their own role, with a Security Correspondent alt-title.
The merchandise store (when has it ever been used?) has been replaced with a journalist's office.
The journalist has a pet spiderling in a jar, named Peter. He's harmless. Probably.
Added a new area for security office
Fixed the forgotten area designation (showers and equipment room are now equipment room area and office has its own area as should be)
Fixed the disposal pipes in the investigation foyer, fixes#4724
Added a lightswitch to security office
Added an APC to security equipment room
Complete remap of the Medical main level. Expect bugs and missing
equipment.
Added a new isolation wing to Medical.
Changed the nuke's position, to a much safer, new location.
Added an alternative exit to the Bunker.
Added a new store that only the HoP can grant access into.
-Detective and CSI's offices have been moved to a level above Security.
New Security training area, for cadets and other uses you may find to
it.
New transfer/escape shuttle. Not the final version, probably. Test of
acceptance from the community in progress. Not entirely convince by the
design.
New Research-coloured folders (Sprite recolouring by Fire and Glory).
Slightly remapped Kitchen. Tighter on space, big on table surface
area.
New Research Office by Xenobiology, after a lot of requests.
Vault entrance has been redesigned to fit a bit more with its purpose.
A lot of bugfixes, missing stuff, and minor suggestions.
Fixes#4311.
Fixes#4225.
changes:
Replaced some bad references to the old asteroid turf type.
Fixed an issue where asteroid walls being mined down would always spawn the ash variant instead of rocky where appropriate.
Changed the abstract asteroid turf type to have a unique debug texture & description to make it more identifiable.
Debug tex (from TG):
2018-02-10_17-52-39
Fixes#4275.
I'm going full steam ahead with this.
Adds firing pins/ Authentication mechanisms. these are needed to fire any specific weapon.
Weapons generally spawn with firing pins in them. or at least should. The exception to this is anything made in R&D - which needs to secure a firing pin from somewhere.
There's currently the following firing pins:
One that checks for a specific implant, EG a loyalty implant one.
One that always fails, and can replace other pins. (this one would likely be admin only. it's clown themed)
The Laser tag code got refactored to the pins. so each gun has a different pin. if you somehow got this pin, you could make it so you could only shoot a gun while wearing a laser tag vest, for example.
A Testing range pin, which only allows firing in specific areas - of which are mapped in currently.
A DNA locked one. and a subtype which will explode if someone else tries to use it.
the system's designed to be easy enough to add on to.
Feedback fourm is here:
changes:
Fixed an issue where the incorrect title screen would be loaded.
Renamed the titlescreen states for organization's sake.
Split up Space Station 13 areas.dm into multiple categorized files in maps/_common/areas.
Deleted a few unused areas.