Updated MetaStation/z2.dmm
*Altered the AI chamber so it is (hopefully) somewhat more secure
*Added AI liquid dispensers to the AI chamber foyer and two adjacent siderooms
*Added far more varied blob spawn locations
*Added (provisionally) a 2% chance roundstart xeno egg in the secure lab test chamber
*Added photocopier to security office and warden's office
*Added Captain's wallsafe variant to their quarters
*Added shutters to the armory for ease of arming security
*Adjusted club spawner to mostly spawn russian roulette revolvers, somtimes syndicards, rarely ninja stars
*Adjusted MiniSat powergrid - it is now independent of the station, but easy to hook up
*Fixed issue with z2 where part of the syndicate mothership wasn't designated properly causing depowered TC console
*Fixed invisible doors: starboard emergency storage, brig infirmary maint, both fore solar control room doors
*Fixed missing revenant spawners and Marauder entry points
*Fixed a few blob spawn locations being dangerously close to fueltanks
*Fixed duplicate CMO stamp on their desk
*Fixed a few access issues on maint. doors around research
*Fixed heat passing through toxins burn chamber glass doors
*Fixed missing Pugley IV sprite
*Moved north-west nuke op shuttle location further away from the station
*Moved routing manifold segment of disposals which routes to Captain's Office adjacent to the office, under a camera, so it can more easily be checked for tampering
*Replaced the walls connecting MiniSat walkway to the MiniSat proper with girders or lattices for better visibility
*Replaced now-destructible shuttle turf at the bombsite with indestructible centcom-style turf
*Switched general intercom outside AI chamber to the private AI channel
Fixes#11054Fixes#10896Fixes#10049
Changes look of bomb-proof wall on toxins test site to riveted like on centcom.
Cleans up various area boundaries around the station, shouldn't have any effect on gameplay but looks cleaner when mapping.
Added a pair of large air tanks. Use them well. (hint: you can filter them out to oxygen and nitrogen and store separately)
Added an ore satchel and a shovel to the clown shuttle, because noone goes mining with only a pickaxe. That'd be silly.
Added a cultivator, spade, and a nutrimax/seed vendor to the ex-security area, somewhere. Prisoners were supplementing their diet for sure.
Added a beaker of sulfuric acid.. somewhere. I forgot where. It's probably not important.
Changed secondary recipe of Miner's Salve to be a sheet of iron+ a sheet of plasma + a twinkie in a grinder. That seems more "ghetto chemistry"
Added grinder to mining station.
Fixes being able to enter a disposal bin while buckled.
Fixes items bouncing off delivery chute when thrown into it despite entering the chute.
Fixes being able to leave disposal pipes when moving inside pipes on a janicart.
Fixes some potential runtime (null loc) when flushing the disposal units.
Fixes the thrown range when being ejected from a disposal pipe.
Adds the boards for circuit imprinter, protolathe, and rdconsole
Adds and scatters enough stock parts to build those three machines around the derelict.
Updated MetaStation/z2.dmm
Updated MetaStation/z3.dmm
Updated MetaStation/z4.dmm
Updated MetaStation/z5.dmm
*Added one roll of cable coil to the bartenders' backroom closet
*Added shutters to the detective's office, improved various other ones
*Adjusted layout of the MiniSat so that telecomms is easier to access and sabotage
*Adjusted layout of execution chamber
*Fixed missing window on the emergency shuttle
*Fixed ~260 tiles having active atmos interactions on roundstart
*Fixed RD RC and AI integrity restorer being inaccessible
*Fixed broken sprite under spare office door
*Fixed newscaster behind perma basketball hoop
*Fixed AI core cameras incorrectly being on SS13 and MiniSat camera networks
*Fixed output direction of counterfeit exosuit fabricator
*Granted theatre and bartender access to all maint doors on the top-right of the service area
*Moved disposals unit in virology so you can throw bottles into it from the desk