The lifeless live again. Or in this case, what never actually lived here.
Ports Baystation12/Baystation12#17460 probably for real this time. What this allows us to do is create shuttles on runtime and make shuttles easier by just making landmarks and a shuttle instead of areas and shuttles. Also allows runtime landmark creation via flares or whatever AND allows shuttles to use different landmarks at will.
I removed most of the overmap stuff, I think. It shouldn't be hard to slam it in whenever we need to.
Changes:
"Shuttle code has been completely reworked."
"Shuttles can now be modified to have more than one destination."
"Shuttles now have a takeoff sound."
"You can now throw mobs against walls to damage them. A lot."
"You now need a neckgrab to throw mobs."
"BEING UNBUCKLED DURING SHUTTLE LAUNCH IS DANGEROUS! Don't do it."
"Adminghosts can now interact with all shuttles."
Adds some new turf sprites to replace ones in common use across the station, ports the reinforced floor from bay.
Adds new vent, scrubber, sprites for many wall-mounted objects and holopad sprites that fit in better with the changed floors.
Remaps a ton of areas visually to make better use of these changed sprites.
This pr adds a new cool space ruin made by kyres, replacing the listening outpost and the sol corvette, that were lame. This space ruin has two ghost roles.
This pr also makes so that space ruin sites only open if the research shuttle is launched to an away site, they will be closed otherwise. The research shuttle also has a transit time and area now.
Me and Geeves have been working on this for a couple of days now. It's a Kataphract Chapter vessel that can spawn as an away site, with spawners for 2 Kataphract Hopefuls, a Kataphract QM, and a Kataphract Trader. These roles do not require a whitelist, much like the Kosmostrelki. There is also two slots for Kataphract Knights, these require a Unathi whitelist, and a slot for a K'lax Kataphract Hopeful, this requires a Vaurca whitelist.
It has a whole bunch of stuff on it, such as a bridge, sparring/recreation area, QM desk & armoury, vault, knight's office, cafeteria, dorms, toilets, engineering, solars, hangar, and a trading area to trade with the crew and a merchant console, as well as a warehouse to store goods.
This is part 3 of the work of the big shuttle update started by Poze (#5771, description not up to date.) with more to come as that pr is split up into more manageable chunks. (Previous part: #7457)
Replaced all the snowflakey shuttle turfs with either /turf/simulated/wall/shuttle or /turf/simulated/floor/shuttle where I could, meaning shuttles are no longer indestructible but they can still take a lot of punishment.
Added a few unsimulated turf variants to use on the cc z-level rather than having to use their simulated counterparts.
Added smooth dark shuttle wall icons and a few more shuttle floor variants by AmoryBlaine.
Fixed the dark shuttle corner blocks from looking weird after transit.
A side effect of removing these shuttle turf types, conjure spells will now work inside of shuttles that used these removed turfs. Could perhaps be readded using areas if needed.
This is part 1 of the stuff from #5771 which will be split up and added in smaller batches beginning with adding the turf types with this pr.
Separates the substations for Supply and Service + Civilian. The substation behind the warehouse now only supplies Cargo and Mining, while a new one was added behind the bar for Service and public hallways. Now you can turn the power way up for mining without potentially electrocuting everyone else.
Here's where it can be found:
https://i.imgur.com/VEGFnRR.png
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.