## About The Pull Request
Updates Biodome to be gooder.
## Why It's Good For The Game
Biodome is one of the more interesting maps thanks to the titular
gimmick, but for one reason or another the playerbase loathes it. I'll
be making changes to Biodome that I think will improve it, as well as
changes to
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
<img width="1861" height="1187" alt="17684994760802257449426043441716"
src="https://github.com/user-attachments/assets/0617a32e-bee7-4cbf-a5d9-e9234046bde3"
/>
<img width="1952" height="1483" alt="17684995784481011964462438821388"
src="https://github.com/user-attachments/assets/bf8ee6df-f3a6-4692-bff2-729be806b2b6"
/>
<img width="1610" height="1279" alt="17684995044717250940024567843557"
src="https://github.com/user-attachments/assets/c33d9ba5-f20c-42a4-a985-b0dae3b47e66"
/>
</details>
## Changelog
🆑
map: various changes to Biodome
/🆑
## To-do
- [x] Rework to science
- [x] Divide upper biodome with firelocks so that vacuum cannot spread
- [x] Plasmaglass to turbine
- [x] Compress solars and make them stylistically identical: follow
Boxstation example
- [x] Expand bitrunning; chute to send crates straight to ore storage?
Space heater. Make it look pretty and Gamer in there.
- [x] Remove bitrunning window. (Gamers hate sunlight, and also
voidwalker abductions)
- [x] Make unique cryopods room
- [x] Expand crystallizer room (
https://discord.com/channels/1059199070016655462/1460406585401544867/1461868917285982269
)
- [x] Reorganize service biodome departments: move janitorial to be
built into the wall. Remove bathroom and rad shelter and build them into
a building. Make more space so that the biodome can be more bio.
- [x] Reorganize the bridge: move more stuff to lower floor (meeting
room, HOP office). Make the blueshield office less of a shrek shack.
- [x] Make the cargo waiting area bigger and friendlier to passerby.
- [x] Expand blacksmith's workshop. Right now it's more like maints...
- [x] Transport tube rebuild; make them less winding and more practical
to get to square hallways around station
- [x] Add more space windows for void walkers
- [x] Wire APC research lab into the grid
- [x] Warden's office windoors
- [x] Wires/atmospipes south of sec to connect in
- [x] Sec firing range and maints door near it need access change proper
- [x] Look at courtrooms access
- [x] Remove metal foam floors from maints above engi
- [x] APC in R&D front office wire to grid
- [x] APC in sec C-hallway wire to grid
- [x] Correct airlocks direction near vacant office
- [x] Vacant office mislabelled maints door
- [x] SM cooling loop unconnected in plasma windows
- [x] Fix dispopipes and atmospipes in wrestling arena
- [x] Biodome lake tiles need planet atmos removed
- [x] Doors in science need acess tweaks
- [x] L-shaped genpop area
- [x] Fix elevator engineering side to be OSHA compliant
- [ ] Beer tap fix
- [x] Sec locker room needs lights
- [x] Wall-mounted extinguisher is on the table near arrivals secpoint
- [ ] Check maints for holes
- [x] Remove duplicated button in sec mechbay
- [x] Fix access to the law office backdoor
- [x] Change the west minibridge
- [x] Check on the courthouse backroom access
- [x] Replace the metal foam over the engineering areas
- [x] The new sauna in the unisex restrooms has no APC and therefore has
infinite power.
- [x] The old dorm in maints (with neon carpet) has an non-functional
bolting button. (Possibly intentional.)
- [x] Robotics mechbay shutters have no access, for the inside buttons;
hallway button does. (Possibly intentional.)
- [x] Captains Quarters area extenders outside of the area. (Image
attached below.)
- [x] Science external solars are disconnected from maintenance and the
walls do not attach properly (Image attached below.)
- [ ] Gather more criticism of Biodome flaws
- [ ] Testing
## About The Pull Request
Makes Moon Station Botany Better™️
## Why It's Good For The Game
People said botany was bad so I fixed it.
## Proof Of Testing
If it passes tests, it werks.
## Changelog
🆑 BurgerBB
map: Makes Moon Station Botany better.
/🆑
---------
Co-authored-by: gavla <96078776+shayoki@users.noreply.github.com>
## About The Pull Request
This should fix new PRs that are failing unit tests due to irrelevant
mapping issues from a space ruin and weirdly placed firelock.
## About The Pull Request
After the removal of bluesec
(https://github.com/Bubberstation/Bubberstation/pull/5159) , some
dark-blue decals outside of the brig were turned red on accident. This
fixes that and removes more blue type decals in the brig into red or
appropriate ones. The changelog below explains this better.
The fixed stations are: BoxStation, Blueshift, Ouroboros, and
VoidRaptor.
Other unnoteworthy changes is Moonstation's medical storage now having a
paramedic locker and jaws of recovery cabinet.
## Why It's Good For The Game
Redsec should continue being red with no traces of blue at the brig.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
[insert before and after screenshots]
</details>
## Changelog
🆑
map: Some stations are no longer confused whether or not they are still
bluesec or redsec.
map: Reverts some dark-blue decals outside of the bridge that turned red
as a result.
/🆑
## About The Pull Request
Does as the title suggests, removes the mapped in DNA manipulators on
Box Station and Moon Station.
## Why It's Good For The Game
No other maps have them, this also makes the research web for it useless
on these maps (unless they get destroyed) as botanists have an arguable
upgrade from cross-pollination just given to them roundstart.
## Proof Of Testing
It was a simple map edit, it SHOULD work.
## Changelog
🆑
map: Removed the roundstart Plant DNA Manipulators on Box Station and
Moon Station.
/🆑
## About The Pull Request
Fixes improperly typed telecomms SMES mapped in these three. They were
starting empty, thus dying instantly.
## Why It's Good For The Game
Telecomms doesn't die as soon as the round starts
## Changelog
🆑 LT3
fix: Telecomms on Void Raptor, Blueshift, and Kilo will no longer run
out of power immediately after round start
/🆑
Bottom Text
## About The Pull Request
Makes a couple changes to the Interlink:
- Departures pod docking area is redecorated to resemble an airplane
takeoff strip. The waiting area likewise resembles an airport waiting
area.
- All latejoin spawns have been moved to the departures lounge.
- Accesses to the Interlink bar and kitchen are no longer bartender/chef
specific.
- The northeast fake shuttle and security checkpoint are completely
removed.
- The dormitories have been completely revamped. There are now four
medium-size dorms close to the shuttle and three large
Nebulastation-inspired dorms further from it.
- The SAD in the locker room west of the departures waiting area has
been moved so that it's more visible.
- The art lounge immediately south of the departures pod has been
remodelled to look like a fancy, high-class lounge. Also, more lighting
has been added so that you can actually see the large paintings placed
up, and a Lustwish vendor is added here.
- All vending machines are edited to have `shut_up = true` to prevent
them from spamming voice lines as you ERP. Also, the art lounge vending
machine area is slightly expanded to have the meal vendors as well.
- The dirt path area west of the coffee lounge has been altered -- it is
now a patio. This area also has a slightly better picnic spread (it has
pillows) as well as an unlit campfire and a statue.
- Lights have been added to dark areas in various places.
- The admin office in the southeast has been moved down to make space
for a new map feature: a copy of the ghost cafe shuttle. (Functionality
to teleport players to the ghost cafe TBD later)
## Why It's Good For The Game
The Interlink is one of the more dated-looking parts of the game
currently, between low-detail mapping in some places, obvious
copypasting of rooms, and being confusing to navigate for new players --
all issues intensified by the fact that it's almost guarenteed to be the
first thing new players see upon joining our server for the first time
so it's not a good first-impression of our server.
I would like for more to be done in the future, but presently, what's
here is good.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
<img width="1218" height="992" alt="image"
src="https://github.com/user-attachments/assets/f0bcd276-1140-4263-bfb2-2e6c14b864df"
/>
<img width="1234" height="933" alt="image"
src="https://github.com/user-attachments/assets/3160f7c6-5d31-4564-b59f-149cbae3cce1"
/>
<img width="1183" height="861" alt="image"
src="https://github.com/user-attachments/assets/0abaa390-6701-4f14-b6f9-7df996d0c575"
/>
<img width="1191" height="705" alt="image"
src="https://github.com/user-attachments/assets/c3ebcc25-7995-473f-a2bf-2e6452d58e9d"
/>
</details>
## Changelog
🆑
map: The interlink has been given a significant update in multiple
spots.
/🆑
## About The Pull Request
More Boxstation upkeep. This has various fixes that improve gameplay
visually and mechanically.
There was an intercom that used the wrong directional between the
fitness room and service hall.
There was a wall in science maints that broke continuous wall rules.
Many airlocks in maints with the unrestricted airlock marker were given
the new, default delayed variant from /tg/
Replaces some four glass-paned tiles with full tile glass windows to be
consistent with other areas of the station.
Expands number of stowaway spawn locations.
## Why It's Good For The Game
Functional and visually appealing stations on our server are good 👍
## Proof Of Testing
📦
## Changelog
🆑
map: Some Box Station fixes: An intercom in the fitness room now faces
right way. Made some glass and grass windows consistent with others.
Some maintenance unrestricted access airlocks make sense now.
map: A few more spawn locations for stowaways were added on Box Station.
/🆑
<img width="1357" height="868" alt="image"
src="https://github.com/user-attachments/assets/983760be-324a-407e-b48a-44fa985490d6"
/>
## About The Pull Request
- Adds a Labor Camp to Moon Station. It is located on the second layer
(sand cave level) and is surrounded by water infested with carp with
fricken laser rifles attached to its head that will kill you if you
enter the water. The water is deep water, so you can't move quickly
through it. The carp in question are immortal and will try to kill you
if you touch their waters by shooting laser projectiles at you. They
will stop firing at you after a while if you're not in the water after
about 5 seconds, or if you're dead. It is kind of easy to escape the
camp if you know what you're doing and know where you're going, but
extremely hard otherwise.
- Remaps dorms a little bit.
- Misc bug fixes.
## Why It's Good For The Game
Labor Camp good.
## Proof Of Testing
Draft because it's almost done.
## Changelog
🆑 BurgerBB
add: Adds a Labor Camp to Moon Station. It is located on the second
layer (sand cave level) and is surrounded by water infested with carp
with fricken laser rifles attached to its head that will kill you if you
enter the water. The water is deep water, so you can't move quickly
through it.
/🆑
## About The Pull Request
Title. Porting https://github.com/NovaSector/NovaSector/pull/5020 by
[unit0016](https://github.com/unit0016), an OG. I love them which is why
I shamelessly stole and ported this.
## Why It's Good For The Game
Less piggybacking is good, it also does some... Good...Code... Stuff???
I dunno
## Proof Of Testing
TBD
## Changelog
🆑 LT3, unit0016, OrbisAnima, vinylspiders, Hydrosatan, theSelfish
add: The infinidorms have been rewritten and rethemed significantly,
coming with a handful of new rooms in the process.
fix: Ghost Cafe fishing doesn't affect station lootpools.
fix: Cafe Visitors, like plasmamen and vox get cannisters.
fix: Even if the Ghost Cafe somehow get radios, they won't transmit
anymore. This includes Borgs.
fix: Somehow, multitools returned to Ghost Cafe belts.
del: The not working Vox Box is gone from the Cafe.
code: Instead of being automapped, the Interlink CC office has been
merged into the map.
/🆑
---------
Co-authored-by: Artur Lang <24881678+Arturlang@users.noreply.github.com>
Co-authored-by: Roxy <75404941+TealSeer@users.noreply.github.com>
Co-authored-by: LT3 <83487515+lessthnthree@users.noreply.github.com>
## About The Pull Request
I was initially going to put my wall and tile changes into one big pr,
but I've decided to chop them in half here for the sake of getting
things out there. This pr primarily aims at reworking Skyrat's tile
replacements to fit more in line with TG's spriting style.
Update: I've taken the liberty of modifying box a bit since I had to go
in and change some assets that were directly pointing to the old Skyrat
floors dmi. The intention of the additional changes is to simplify some
elements, unify the theming and increase visual clarity.
## Why It's Good For The Game
Skyrat tiles have this style to them, a very specific style that goes
against modern TG spriting sensibilities. The choice to use textured
floors in place of smooth ones has always bothered me. They are visually
noisy and I believe it is a reason why maps like nebula often feel
overwhelming to look at. I aimed to make something in-between, at least
palette wise. The basic floor tiles are ever so slightly softer in color
than tg's, so as to not make them overbearing to look at.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
<img width="861" height="451" alt="dreamseeker_Q8H2khkTGH"
src="https://github.com/user-attachments/assets/5989e4c3-5b05-4950-b7a1-ff79334c763e"
/>
<img width="750" height="830" alt="dreamseeker_fuQVxuJfhv"
src="https://github.com/user-attachments/assets/d695f785-58c2-41c5-afb7-66a7560f6b6e"
/>
<img width="649" height="514" alt="dreamseeker_dEkpDV5etW"
src="https://github.com/user-attachments/assets/35daf939-c9c1-472a-92b7-1c3cacaa6e04"
/>
</details>
## Changelog
🆑
image: updated/reworked many Skyrat and TG floor icons
image: various shuttle tiles now have associated stack objects
map: updated box station visuals
map: updated icebox persistence roof visuals
/🆑
---------
Co-authored-by: LT3 <83487515+lessthnthree@users.noreply.github.com>
Co-authored-by: shayoki <96078776+shayoki@users.noreply.github.com>
## About The Pull Request
Readds Tomas the space cat to Catwalk, who was recently lost in a dorms
remapping. He now lives on the walkway above the holodeck.
## Why It's Good For The Game
I love my accidentally removed stray cat from outer space.
## Changelog
🆑
map: Tomas once more haunts the dormitories of Catwalk Station
/🆑
## About The Pull Request
Depends on #94064 for the unit test but offers a better method for
finding an atom to mount on
- Finding a mount now takes into consideration the objects pixel x & y
offsets meaning diagonal mounting is now supported. Gives great
flexibility for mappers
- If you don't want to use pixel offsets but default back to using the
objects direction that behaviour is still preserved. Useful if your
object uses directional icon states(lights & cameras for now) AND don't
use offsets
- If no direction could be specified then as the last resort it defaults
back to the objects local turf for mounting
## Changelog
🆑
fix: all mounted objects on tables, fences, windows & walls should fall
of correctly when the atom it is placed on is destroyed
fix: security telescreen now falls off when their mounted wall is
destroyed
fix: defib wall mount falls off when their mounted wall is destroyed
fix: floor lights are mounted to the ground/catwalk/tram floor they are
sitting on meaning destroying it will destroy the light
fix: wall mounted plaques now fall off when their mounted wall is
destroyed
/🆑
## About The Pull Request
Adds a power cable coming out of the top of chemistry(factory, to be
clear) that goes to the cable/pipe line to the left of morgue.
## Why It's Good For The Game
Currently, morgue is powered by an extremely long single cable that goes
almost the whole way around chemlab, which means it is constantly
depowered by single mouse bites, due to lacking any redundancy over such
a long distance. No other place is depowered by bites as constantly as
morgue is, and losing power because of random bites half of icebox
rounds isn't very interesting.
## Changelog
🆑
map: Icebox morgue has been given an additional redundant power line
/🆑
## About The Pull Request
Solves these four problems on Catwalk:
Prisoner Education Chamber APC unpowered
Engineering Security Checkpoint unpowered
Starboard Bow Solar Maintenance unpowered
Mishmash of accesses on Engineering Project room(General engi,
construction, and atmos all for different doors to the same room) - made
into only construction access except for door into engineering
## Why It's Good For The Game
I hear we don't like problems 'round these parts
## Changelog
🆑
map: Catwalk engi secpoint, prisoner education chamber, & starboard bow
solar maintenance repowered
map: Catwalk Engineering Project Room accesses have been made consistent
/🆑
## About The Pull Request
This is many minor changes to piping on primarily left-side catwalk
medical but also every other location on the map cause i cant help
myself, mostly removal of worthless disposals, pipes, and cables, and
updates to disposals that didn't connect properly.
No vents or scrubbers were moved from this, with the exception of one in
virology, because its location caused an incredibly long diversion to be
made. Also one in engineering was rotated.
The only major change within is that Virology is no longer connected to
the main station waste/distro network, which means that the main
station's waste line will no longer be **constantly vented into space**.
Everything else is just removing/optimizing clutter, or moving things
inconsistent with standard design.
## Why It's Good For The Game
Nanotrasen's gonna have our asses for all these useless pipes they're
paying for. They say they're gonna consider pay cuts.
The waste line being constantly emptied into space is probably not good.
We use that sometimes.
## Changelog
🆑
map: Many of Catwalk's useless pipes have been cut out
map: Catwalk's waste line will no longer constantly vent into space
/🆑
## About The Pull Request
Continuation of #94059. Replaces the following signs with their
directional helpers
- `/obj/structure/sign/departments/cargo :
/obj/structure/sign/departments/cargo/directional`
- `/obj/structure/sign/warning/vacuum/external :
/obj/structure/sign/warning/vacuum/external/directional`
## Changelog
🆑
qol: added mapping directional helper for cargo & vacuum signs allowing
them to interact with fire/acid on their mounted turf
/🆑
## About The Pull Request
Adds a new trimline warning stripe for punch. Fruit punch should be
taken seriously.
## Why It's Good For The Game
Space OSHA approved to reduce fruit punch injuries.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
<img width="406" height="259" alt="image"
src="https://github.com/user-attachments/assets/533d5b35-57d0-47d5-89c8-b1740b762b30"
/>
</details>
## Changelog
🆑 LT3
map: Medbay lobby now clearly indicates the FREEDOM OF PUNCH ZONE
/🆑
## About The Pull Request
Extends power cables to power catwalk library office, and moves the
pipes to be less inefficient.
## Why It's Good For The Game
Electricity is usually helpful for reading if there's no windows
## Changelog
🆑
map: Powered catwalk library office
/🆑
## About The Pull Request
- Fixes missing maintenance markings in some areas.
- Fixes misplaced disposals pipe in telecomms.
- Fixes misplaced disposals pipe leading to the QM's office.
- Fixes LABELED mail not properly being delivered to the right
departments and instead being sent to disposals.
- Increases the amount of SMES units in engineering that power the
station from 3 to 4.
- Removes hidden pulse rifle that spawns when you say "submissive and
preggable" on loudmode common while standing on one of the disco lights
in the bar tile.
- Adds an additional powerline connected to the left side of the
station, making the station not blackout due to one missing wire in east
maint.
- Repaths some disposal pipes for the sake of having less corners.
## Why It's Good For The Game
Fixes good.
## Proof Of Testing
Tested it. Ran mapping verbs to check for APCS, Intercomms, Cameras, Air
Alarms. Tested disposals loop.
## Changelog
🆑 BurgerBB
map: Fixes various Moonstation issues with power and disposals.
/🆑
## About The Pull Request
This PR adds a change to a pretty prevalent feature that's been around
since #66588 (April 28th, 2022). Although it has been controversial to
some extent, I believe that it was a good change in principle for
reasons I will later get into. For now, this is what the PR does:
* All _station_ unrestricted door helpers (e.g. those in maintenance)
have been replaced with a subtype that adds a random 2-3 second delay to
opening the door, using a new "unrestricted latch" feature. **This does
not occur if the user has regular access to that door.**
* The unrestricted side will initiate a do_after and plays a distinct
small hissing sound (because I presume you're disengaging some hydraulic
lever on that side), after which the door will open as players have come
to expect.
* While you're engaging the lever, you will be resistant to pressure
movements as you are presumably holding onto the lever or something. All
other movements (e.g. voluntary, being shoved, etc.) will continue to
function as expected.
* We will statistically tabulate each time someone attempts to use the
unrestricted "lever", and every time one successfully occurs. This is
just for analysis to see player trends as we have lacked this over the
last 3.5 years.
Here's a link to the sound I added:
https://freesound.org/people/Usernameis1337/sounds/632755, the version
in this PR was converted using OGG Vorbis.
https://github.com/user-attachments/assets/4167bda4-63b5-4dc0-a7b2-694a9e3d3201
## Why It's Good For The Game
Back in 2022, I was one of the major proponents for adding such a change
to the game. This is for a few reasons:
* It doesn't really make human sense for a station to have
hallways/spaces that you can enter and then just get completely trapped
in. The station is a deathtrap because of _who_ is on it, not because it
_is_ a death trap. I have always maintained that we should assume that
the station is competently made to give the hijinx a much more jarring
background. To me, maintenance isn't old sections of a station (although
it can have those elements), but vital side pathways in the event of
emergencies, like having extra fire stairs in a building. The doors to
those fire stairs are always unlocked because they need to ensure that
people are able to efflux to save themselves from danger rather than
die.
* It was easily subvertable anyways. You can easily ask the HoP for
maintenance access or AI to let you out of maintenance (although the
latter was a bit harder to articulate). I don't find myself agreeing
with this as much nowadays but I remember the frustration I felt waiting
for minutes for someone to open the door had something occurred for me
to have found myself in maintenance. It's simply not fun and doesn't
make sense for a station to have this.
* I thought that it added a unique element to antagonism. You can't drag
someone in maintenance and then have the whole entire subsection of the
station be your den. It's important for you to secure your base should
you be dragging people in there instead of just always being able to win
via dragging.
* People tend to forget this point, but it actually did cause a lot
_more_ deaths in situations where threats originate outside the
station/in maintenance. It was much easier for the killy-stabby mass
murderers to ingress into main hallways and get to killing faster. This
is why the change felt "equal" in a way.
### Why not remove it outright?
I believe that a lot of balance changes over the last 3.5 years (30000
issues ago!) have been weighting for these interactions, and I think
removing it all cold-turkey like will cause a huge upturn in deadliness
and just not be what players are looking for in the new game loop. To
me, this was a vital step in getting more towards 90-minute rounds, and
I think we would see a drop in that. I also have those above three
reasons that I am still a firm believer in, but I am still interested in
seeing what a different system might entail and how that could play out.
I added stat gathering so after we get 4-6 weeks of data, we can
determine to keep or shelve this feature. I will probably always be on
the "blocking" side of removing it outright unless there's some severe
data that can convince me (which will probably need it's own test-merged
PR, while this is meant to be added into the game right now).
### Why are we changing it?
I think not enough people are dying. I played a few rounds yesterday and
while a decent chunk of people were dying, I saw a few follies in my
original line of thought. Maintenance should be a bit creepier and not
auxiliary hallways (in normal circumstances), I already thought we did a
really good job of that but I noticed that it wasn't as good as memory
served me. I think maintenance should have a little bit more difficulty
to navigate (i.e. if you're being chased down by someone and it's taking
2.5 seconds to open, that would be an excellent heart-pounding tension
moment) and would overall be more interesting than the status quo. It is
a bit sillier to me but some IRL buildings do have to have you hold down
the push bar for a few seconds until it disengages, so this is
agreeable.
I also don't think the unidirectional exit design flow standards are
where they were due to drift in application, so this is also a better
way to uniformly apply it.
## Changelog
🆑
balance: After noticing it was too easy for animals to crawl through
maintenance by abusing the Easy-Exit sensors, Nanotrasen has replaced
all unrestricted door sensors (like in maintenance) with a pull-down
lever that should take around 2-3 seconds to engage. It has been
designed to allow the employee to actuate it despite any pressure
differentials within an area.
balance: The above change does not apply to select doors in the medical
section of the station, which will continue to use the "older"
Ready-Exit system.
sound: In order to ensure that staff in high-traffic areas don't go
bonkers due to this new change, sound dampeners have been installed to
prevent the hydraulics from being heard for super long distances.
However, they skimped out on the quality for the ones in maintenance...
/🆑
FYI Mappers/Tweakers: This PR replaces all station map unres mapping
helpers with the new subtype. You are welcome to replace certain doors
with the old helper (the base type) to get the old behavior as you see
fit, just explain why that behavior is desired in that location.
Otherwise, it would be appreciated if we have this new behavior >95% of
the time.
## About The Pull Request
This PR makes all R&D console boards that are either printed or sourced
from tech storage start out locked. They can be unlocked by swiping them
with an ID that has research access.
R&D consoles can also be unlocked with an emag, but doing so will break
their comms circuit as well, making all researched nodes broadcast over
public comms. You can still emag the console itself after it's been
constructed without breaking it in any way, while also silencing
announcements instead. (that's definitely a noob trap, but it's out of
scope for this PR)
The reason why the tech storage board is locked as well is because the
goal of this PR is to stop engineers from making R&D consoles, and
engineers have access to tech storage. Leaving the board unlocked and
moving it to secure tech storage would make engineers break in there
every shift.
The changelog basically has a FAQ for "Okay, so what do I do instead?",
because I know people will be confused about what route they're intended
to take when science closes their desk shutters for the umpteenth time
this week.
## Why It's Good For The Game
Engineering has a habit of making an R&D console every round to bypass
having to ask science or a head of staff to research things. Locking the
consoles at least makes engineers consider asking science to do
science's job.
Note that this doesn't solve the issue entirely, it just removes the
easiest and most convenient way of bypassing science. Engineers can
still break into R&D extremely easily using their wire knowledge, and do
so regularly.
More importantly though, this might shine some light on the fact that
heads of department like the CE have remote access to the research
network via their PDAs. This means engineers can ask the CE to research
things for them.
Asking people with access to the research network to research things is
a lot better for roleplay and immersion than having engineering
construct R&D consoles every shift.
## Changelog
🆑
balance: R&D console boards sourced from printing or tech storage are
now locked by default. It's recommended to ask your respective head of
department or the science department to complete research for you. Heads
of department can remotely access the research network using their PDAs.
/🆑
## About The Pull Request
### Main changes
<Details>
<Summary> Lower Dorms </Summary>
<img width="964" height="989" alt="image"
src="https://github.com/user-attachments/assets/014fdc29-59ac-4dbc-b373-da735a284a7f"
/>
</Details>
<Details>
<Summary> Upper Dorms </Summary>
<img width="871" height="968" alt="image"
src="https://github.com/user-attachments/assets/9c35994a-fc28-40f5-bc26-849d3d0ce705"
/>
</Details>
<Details>
<Summary> Lower Tool Storage </Summary>
<img width="500" height="637" alt="image"
src="https://github.com/user-attachments/assets/373b6c78-cba5-4d23-afb8-fd4f24412ab2"
/>
</Details>
<Details>
<Summary> Upper Tool Storage </Summary>
<img width="526" height="647" alt="image"
src="https://github.com/user-attachments/assets/a52a4c88-51ae-4d10-b6d0-f0dc2de0e1ac"
/>
</Details>
<Details>
<Summary> Lower Atmos </Summary>
<img width="1126" height="728" alt="image"
src="https://github.com/user-attachments/assets/8c5e50fd-611a-4d0c-a0ff-d0b0427fdb9b"
/>
</Details>
<Details>
<Summary> Upper Atmos </Summary>
<img width="1149" height="727" alt="image"
src="https://github.com/user-attachments/assets/a702d5d0-a682-46f5-82d4-200fe69c3bf4"
/>
</Details>
### Misc changes
- The CE's office was pushed out a bit to use dir-windows less.
- AI sat entrance as pushed out a bit to give it some room to breathe.
- Cargo-Engi upper maint saw some minor tweaks to accommodate.
- Use of First Aid stations was audited, removing extras in some
locations.
- Generic Event landmarks were audited, removing all of them from maint
and adding several around the station.
- Xenobio's kill room uses a passive vent as it should.
- Fixed some stray space (rather than openspace) on the upper Z.
## Why It's Good For The Game
### Dorms changes
Catwalk's dorms being right aligned resulted in a bit of a roundabout
path to get to the holodeck, which in turn meant it was scarcely
accessed. I addressed this by left aligning it instead, allowing a
straight shot from the main hallway to the holodeck.
Additionally, while I really liked the luxury dorms rooms, it felt like
people quickly ran out of places to log out in, given there was only 5
functional rooms. So I added a few extra rooms upstairs embedded in the
opposite wall.
Losing the small garden is a bit sad I cannot lie but given the room was
pretty inaccessible to the crew anyways I figured repurposing it would
be the way forward. Maybe it'll return as a park though, somewhere.
### Tech storage changes
To fit the new dorms rooms, I had to move tech storage. I found it kind
of awkward that it was just situated in a box accessible by a ladder, so
I gave it a proper staircase and re-arranged the rest of the room with
the new space unlocked.
This does make secure tech storage a fair bit more vulnerable, so that
might need to be addressed.
### Atmos changes
In left-aligning the rooms I had to eat into maint, which cut up the
maint access in the area. I didn't really like that so I had to do some
work in engineering.
Initially I wanted to get rid of the Long Hallway of Doom, but as I
picked at it (and also needed a new place for the Gravity Generator) I
ended up giving Atmos a full touch-up. It now feels a bit more like a
proper atmos, with plenty of piping running around.
I know Atmos players will certainly gripe about losing the free space
but there is still plenty to go around, especially with the oft-unused
engi project room.
Grav Gen now sits at the end of the much-shorter upper hallway, making
it easier to find.
The Incinerator room is also integrated into Atmos, making it stick out
a little less.
Lastly, the SM saw some minor piping and wire changes to hopefully make
it a bit easier to work with, but nothing major.
## Changelog
🆑 Melbert
add: [Catwalk] Entirely new Dorms & Holodeck
add: [Catwalk] Modified Atmos, Gravity Generator, Engineering and Tech
Storage a fair bit
add: [Catwalk] Event locations were updated, meaning several random
events now trigger in more appropriate places
del: [Catwalk] Removed duplicate First Aid stations in a few places
qol: [Catwalk] Changed around maint areas (not the actual layouts but
the area designations) to be a bit less monolithic
fix: [Catwalk] Xenobio kill room uses a passive vent
fix: [Catwalk] Fixes a few erroneous space tiles around sec
/🆑
## About The Pull Request
pr #93662 used wrong prefabs and replaced ALL west fire alarms. also the
same pr messed brig cycling room a bit, so my pr fixes all that.
ALSO also!! also i added missing firelock in warden's desk
## Why It's Good For The Game
offset looked ugly!! and feels like wasnt intentional
## Changelog
🆑
fix: Fixes for MetaStation fire alarms.
map: Removed one pair of firelocks in Brig cycling room - now it has
fire sanity marker instead. That should prevent trapping anyone without
crowbar inside.
/🆑
## About The Pull Request
Adds shutters and consistent naming to medical security posts on Bubber
maps.
Adds a pair of missing lights on Blueshift
Adds a missing button on Void Raptor
Gives medical lobbies a water cooler
## Changelog
🆑 LT3
map: Fixed missing lights in Blueshift medical lobby
map: Fixed missing door button in Void Raptor medical
map: Added some water coolers to medical lobbies
/🆑
## About The Pull Request
There is technically an `/obj/item/stamp/granted` in that one traitor
objective refers to it and tries to override a proc on it thus making it
a valid type, but not really. This changes the base `/obj/item/stamp`
from being the granted stamp to being an abstract type, and creates a
proper subtype for the granted stamp.
## Why It's Good For The Game
Base types being concrete outside of scenarios where its intuitive are
very annoying
## Changelog
🆑
code: makes /obj/item/stamp abstract, creates /obj/item/stamp/granted
/🆑
## About The Pull Request
Continuation of #94059. Replaces the following signs with their
directional helpers
- `/obj/structure/sign/warning ->
/obj/structure/sign/warning/directional`
- `/obj/structure/sign/warning/radiation ->
/obj/structure/sign/warning/radiation/directional`
- `/obj/structure/sign/warning/secure_area ->
/obj/structure/sign/warning/secure_area/directional`
Depends on #94076 for diagonal wall mounts
## Changelog
🆑
qol: added mapping directional helper for warning, radiation & secure
area sign allowing them to interact with fire/acid on their mounted turf
qol: adds mapping helper to create diagonally shifted objects
/🆑
## About The Pull Request
Improving upon #93662 where i noticed a lot of objects don't have
directional helpers
Replaces the following mapped in objects with their directional
counterpart
- `/obj/structure/sign/nanotrasen ->
/obj/structure/sign/nanotrasen/directional`
less var edits & also more realistic interaction with fire/acid etc if
the turf on which they are placed on is attacked which isn't the case if
they are directly mounted on walls
## Changelog
🆑
qol: adds mapping directional helper for nanotrasen sign & replaces all
var edited instances
/🆑
## About The Pull Request
adds shutters in bar, hydroponics and a missing button for kitchen
shutters.
## Why It's Good For The Game
i feel like service jobs should be able to isolate their workplace from
this cruel world..
## Changelog
🆑
map: Added shutters in some of service areas on WawaStation.
/🆑
## About The Pull Request
Does a pass on Bubber's maps, making consistent medbay door open
buttons, and adds missing Deforest wall units in the lobby where
missing. Also RETA request consoles in the medical main corridor.
## Why It's Good For The Game
Convenience, consistency
## Changelog
🆑 LT3
map: Consistency pass on Bubber medbay lobbies for wall healers, door
buttons, and RETA request consoles
/🆑
## About The Pull Request
This PR removes Defibrillators from being printable in the techlathe.
Which means the Compact belt becomes CMO exclusive item.
And adds a objective for spies to steal compact belt because it feeds it
into the black market, which other antags can maybe buy and emagg it to
turn it into a reasonable weapon
This pr also makes it so the baseline of roundstarting defibs is 4
## Why It's Good For The Game
Years ago we made defibrillators never printable, and there was no way
to get them unless it was trough cargo, and later we added it to the
techlathe which immediatly voided the cargo crate.
Medical starts with 4 defibrillators medbay usually uses 2, and then the
other 2 go to medical borgs (and theres not really ever a real reason to
print out another since you got plenty).
We also have spefific upgrade modules for medical cyborgs which is
voided by just printing a defib and inserting it into the medical borgs.
TL;DR order it from cargo either 1 using your departmental budget, 2
using your free ordering console, or 3 just from cargo
## Changelog
🆑 ezel
add: Compact Defibrillator is now a Spy objective
balance: Compact Defib is CMO exclusive again
balance: you can no longer print Defibrillators in techlathe (purchase
them via cargo if needed)
sprite: CMO compact defib now looks unique from other ones
map: catwalk defibs trimmed to 4 instead of 6
map: metastation defib added from 3 to 4
map: wawastation defib added from 3 to 4
map: tramstation defib added from 3 to 4
map: nebulastation defibs trimmed from 6 to 4
/🆑
## About The Pull Request
Removes decals from inside a wall
## Why It's Good For The Game
We can't admire things covered by walls
## Changelog
🆑 Ezel
fix: Removes rogue decal from catwalk station
/🆑
## About The Pull Request
Depends on #94064 for the unit test but offers a better method for
finding an atom to mount on
- Finding a mount now takes into consideration the objects pixel x & y
offsets meaning diagonal mounting is now supported. Gives great
flexibility for mappers
- If you don't want to use pixel offsets but default back to using the
objects direction that behaviour is still preserved. Useful if your
object uses directional icon states(lights & cameras for now) AND don't
use offsets
- If no direction could be specified then as the last resort it defaults
back to the objects local turf for mounting
## Changelog
🆑
fix: all mounted objects on tables, fences, windows & walls should fall
of correctly when the atom it is placed on is destroyed
fix: security telescreen now falls off when their mounted wall is
destroyed
fix: defib wall mount falls off when their mounted wall is destroyed
fix: floor lights are mounted to the ground/catwalk/tram floor they are
sitting on meaning destroying it will destroy the light
fix: wall mounted plaques now fall off when their mounted wall is
destroyed
/🆑
## About The Pull Request
removes silly placed bush that blocked access to cargo warehouse button
## Why It's Good For The Game
i'd like my shutters opened