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This implements a bunch of little QoL improvements and a few substantial expansions in hydroponics intended to deepen the job's interactions with hydroponics mechanics. - Adds k'ois spores to hydroponics! Note these are only available in hydroponics proper, the seed storage machine for the garden has been split into a separate subtype that does not contain k'ois. This is packaged with a small hazardous containment chamber to safely grow dangerous crops, in addition to a decontamination area and a hazmat closet. K'ois is something the kitchen is continually in demand of, and it is the sole foodstuff of an entire species - I don't see why hydroponics wouldn't be able to grow it. - D1 hydroponics now has the same atmos equipment for changing the temperature of trays as xenobotany, allowing you to take air from distro and change its temperature across two separate reservoirs feeding into trays. Different crops grow optimally at different temperatures, this lets hydroponicists engage with this mechanic. - A bunch of misc code QoL changes, including shifting the crates in hydroponics from mapping to code. - Makes empty first-aid kits spawn with a minimum of 16 storage space. Previously, the storage you'd see in empty first aid kits was well, well below how much actual first-aid kits with prefilled contents had. - Expanded hydroponicist maintenance access a little, so they can now access the garden and hangars through adjacent maints. - Seed storage machines have cranberry seeds now. - A few more items are in the biogenerator, in the interest of making the hydroponicist a better generalist. - Shifted around some of the contents of the biogenerator to prioritise more important stuff, including moving flags to the bottom of the list. The only item actually removed is the money bag - I'm not sure what use you'd find for that. - Adds autoinjectors and autoinhalers to the hydroponicist's herbalism crate.  