This commit will add a slightly modified version of Pubbystation's
Monastery to the list of available emergency shuttles, becoming the
most expensive shuttle to buy at 250 times the crate price (Defaults
around 50,000cr)
This shuttle will cause significant damage and fully showcase the
absurdity of the Monastery's size by providing an up close and
personal, interactive comparison. PubbyStation's monastery will be
forever preserved.
* Switches out the Xenobiology Satellite for a brand new Model
* Adds a Newscaster, Holopad, Request Console, and Properly wire Disposals
* Fixes Disposals Again
* Scaffolds and Names
Gives Nanner's that goopy name back.
Adds scaffolding to the Xenosat in order to make Space Traversal more approachable.
* Adds a Pump to Carbon Tank
* Fixes Conflicts / Redefines Scaffolding
Solves conflict caused by #56275
Adjusts scaffolding to be more in line with the new surrounding areas
* Xenomaint Edit
Adds a cute cobweb to the Maint APC room on xenomaint
* Removes duplicate lattice
Refactors the holodeck to use map templates instead of copy_contents_to, which every maintainer seems to have complaints about.
Fixes#41485 because the matches become part of the spawned list created by ssatoms
Fixes#54789 because the holodeck area no longer has the NO_TELEPORT flag
Fixes#55676 because the map templates cant be changed midround unlike the program copies in the centcom z level
Fixes#49318 because the holodeck no longer creates new areas like the original did
This pr also changes initTemplateBounds to be a /datum/map_template proc instead of a parsed_map proc. This was mainly so I wouldn't have to duplicate vars between map_template and parsed_map. It's also nice because there's no longer a parsed_map proc inside the map_template file, especially when it didn't need to be a parsed_map proc.
The holodeck sims wont take up space in the centcom z level any more (which allows for more possible programs in the future), and map templates are more heavily tested. This is also a chance to future proof the holodeck against bugs. Holodeck also seems more responsive. This should allow for a second custom holodeck in some future ruin as well, although that of course will not be in play for the near future because of the offstation content ban. Also I documented the fuck out of the holodeck
* Restores Maintenance Botany on Meta
* Readded a pipe and fixes an old bad pipe.
* Removes resupply canister and embershroom seeds
* Removes extra vent, readds supply canister
* Added a few gross decal spawners.
* Removed someone's bad window job (Windows are fixed in solars maint)
* Icebox rewiring + AT fixes
replace all apcs with auto-name apc
kill all remaining maint APCs that power other areas
remove dup apcs
significant rewiring of Icebox
fixes roundstart ATs - genturf failure related to incorrect area -
fixes roundstart ATs - updates areas so genturf no longer breaches mining base
* Replaces some high cap APCs that were missed.
Co-authored-by: Carty <capttlasky@gmail.com>
* Update MetaStation.dmm
ok so, shutters to toxins storage
spare mechbay button deleted
added a pump to the cytology gas chamber pipe ✔️
added a sci hall side desk for robotics
replaced a wall next to rnd door in sci hall side with a window
fixed dir for the mechfab
mutadone bottle in genetics
deleted a random spare wire in xenobio maint
* removed genetics space cleaner
start of precedent, the only places that need space cleaner is surgery rooms and medical to stay clean for operations, nowhere else should have space cleaner as they should be calling the janitor instead
* Update MetaStation.dmm
rearranged robotics a bit, added a few missing items
* Update MetaStation.dmm
removed siding, it was too much
* addes random anomly cores to toxins
## About The Pull Request
Currently, there are 2 "Moonlight Greatsword" variants placed on a station maps - Delta and Kilo. Delta has varedited nullrod variant, and Kilo has varedited baseball bat variant. Neither of these are ideal - Delta variant is getting rushed every other round for it's antimagic properties, and Kilo variant is quite odd choice for a sharp greatsword. Additionally, them being directly varedited in the map does not help their case either.
Thats why I have replaced both with a new item to solve all these issues - a new sharp weapon with no antimagic and stats of a slightly stronger knife.
## Why It's Good For The Game
Less direct map varedits and no more cheap antimagic.
I originally added maintenance pills, and while already perfect, I felt like polishing them a bit. I didn't do much, just:
- Maintenance pills now track a players score. Gotta eat em all to get that leaderboard highscore!
- More names and decriptions for maintenance pills, most of them suggestions from the old PR
- Renamed floorpill to pill/maintenance in code because that's what they are, no idea why I didn't originally do it
I've also polished the sprite a little bit, because it always looked a bit _too_ shady

(Below is old sprite, above is new sprite)
* fixed conflicts
updated the branch and pasted in all the changes again, conflicts and all roundstart turf diffs should be gone now
* Update MetaStation.dmm
Opened up the cytology lab directly to xenobio, its all one room, with shutters to lockdown cytology in case of an emergency - Nari
* Update MetaStation.dmm
softened some internal walls on xenobio sat, they dont need to be reinforced, added a small weakpoint to xenobio sat, its not a secure area and doesnt need to be a roundstart gigafort, removed the windows the buttons were on for the slime pens, buttons directly on windows looks bad, replaced with a table - Nari
* Remove minor tweak
remove the biobag and labcoat tweak from this branch
* Update MetaStation.dmm
tile under a door had a random disposals pipe, but missing a wire. fixed - Nari
* Update MetaStation.dmm
fixed merge conflict
* Update MetaStation.dmm
why???
* Update MetaStation.dmm
fix?
* Update MetaStation.dmm
cant fix sorry
* Update MetaStation.dmm
trying a fix
* fixed conflicts?
i think this fixes it?? - Nari
* Update MetaStation.dmm
Added experimentor - Nari
re-tiled sec post -Nari
rearranged mech bay so it actually works - Nari
re-did the connection between xenobio and the cytology area - Nari
added a few requests consoles - Nari
added a sci drobe - Nari
removed one of the extra deliveries areas - Nari
* Update MetaStation.dmm
fixed the department request consoles departmentType and name - Nari
* Update MetaStation.dmm
fleshed out the support line for the bomb site - Nari
* Update MetaStation.dmm
removed lattices under catwalks, hopefully this fixes
* Update MetaStation.dmm
fix
* Try 2
* Missed the edits by Upload
* Someone threw the sec couch out the airlock.
* Added a few officer spawns
* Junk commit for mergability testing
* Yet another junk commit
* lathe moved.
* That gosh darn sec lathe has been moved with prejudice. Tricksy lathe.
Basically distro in the incerinator room was disconnected from rest of the station, because of that you couldn't cycle the airlocks there properly, also replaces vacuum floors on request of LemonInTheDark (maintainer).
Distro is now fixed on delta so people won't be stuck in the turbine there again, also you can use if for flooding again. I also replaced vacuum floors in atmos room for walls.
Speeds up gas movement significantly
Documents the intent and finer details of the atmos system (Thanks dunc)
Fixes excited groups constantly rebuilding, this broke 4 years ago
Fixes superconductors just straight up not working
Allows turfs to sleep while inside an excited group
Adds a new subprocess to SSAir to support rebuilding in this state
Most heat based behavior no longer relies on being inside a fire
Adds a new element to support doing this cleanly
Adds a new subprocess to SSAir to support doing this while a turf is asleep
Refactors air_update_turf to allow for finer control
Makes apcs take damage in heat to prevent infinite plasma fire diffs
Cleans up immutable gas mixtures to make them work properly when the mix has gas in it
Planetary turfs no longer create a new copy of themselves each time they process. We instead use a global
immutable mix
Cleans up a typed for loop in reactions
Canisters will take damage from outside heat now
Speeds up excited group dismantle
Increases the superconductor threshold by 200k
Cleans up some roundstart ATs on some ruins
Uses /turf/open/var/excited to track if a turf is actively processing, preventing a |=
Prevents openspace from trying to melt
Tweaks a canister examine line
Makes planetary turfs reset to base when broken down as part of an excited group
Makes it impossible for planetary turfs to rebuild, just like space tiles
Fixes closed turfs not activating their replacement when destroyed by moving closed -> open turf activation to
the adjacent air subsystem. They were activating and then going back to sleep before adjacent air got a chance
to tick.
Fire alarms will trigger when the area gets too cold for humans
It turns out that checking if a traitor is in custody for their objectives checks if they're on a red plasteel or plastitanium floortile. This is pretty unintuitive, and one of our newer shuttles (the nature emergency shuttle) didn't have these floortiles in their brig. This changes the checking of a traitor's turf to their area.
I've also gone through all of our existing shuttles that have clear brigs (didn't touch things like the hyperfractal and disco inferno) and changed their areas to this new one.
* small fixes to each station
* kilo arcades
* fixes goonplaque
* bellissimo
* gulag coats
* merge conflicts
Co-authored-by: Erin <edesaulniers96@live.ca>
* HARK! THERE ARE SOME MAIDENS THAT NEED SAVING!
* claymores, chairs
* mapmerge, price increase, no losing the flag, no teleporting in, other small stuff
* oldworld language, medieval mutation, reviews
* see desc for full changelog
huge improvements to how medieval speech feels, CTF now fully lit, json beautified, bugs squashed and more NOTELEPORT exploits also quashed. (I NEED TO UNDO THIS FOR ATOMIZATION)
* removes my fixes? also bugfixes and CTF separation
* dumb json mistake, starting work on reality simulators
* BOWS ARE BROOOOOOOOOOOOOOOOOKEN
* br
* getting closer to working
* well, mostly everything now.
* finally ready
* removes languages stuff as it is buggy and does not work, fixes more bugs, fixes more bugs, fixes more bugs
* conflict fix
* linting
* more lint
* bow buff, speech fix, TON of ctf fixes
* oh fuck year
* NO MORE INSTA DELETING CREW
* whoops
* review handled
* pooosh
* conflict fix
Each map has a space hut, it's a nice little room only accessible from an airlock + catwalks.
Each one has a different theme per map:
Metastation: Moved the nice romantic maint-dinner onto the hut, with a mass driver for dumping your bodies.
Deltastation: A space observatory that will get completely obliterated by even the lightest of meteor storms. (+Space Lizard Plush!)
Icebox: A quaint little broken down cabin. You'll have to break through barricades to get in, but the fireplace will make it quite cozy.
Kilo: A very, VERY hidden little plasma-friendly environment to hang out in without your suits on. No oxygen, so no worries about starting a fire! (+Plasmamen Plushies!)
This removes any meat products from the prison kitchens on all stations.
This change was proposed by @EOBGames on Discord after #55689 got closed.
vegeterian_propaganda_1
vegeterian_propaganda_2
Changelog
🆑 Dex
del: Removed meat from prison kitchens. All prisoners are now on a strict vegetarian diet as part of their punishment.
/🆑
- A new map only subtype of burgundy marker beacons has been added.
- This new subtype is used for the marker beacons on IceBox, which were
intended to be red, but were actually picking random colours.
- Landing markers on Kilostation are now burgundy marker beacons with
different names, rather than anchored marker beacon stacks.