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Leland KembleandGitHub 7558dc8e4b Replaces instances of mapped in normal wooden barricades on top of objects with crude wooden barricades (#94755)
## About The Pull Request

We've all seen that thing that happens where you open a door in
maintenance, and a large barricade of wood materializes where the door
just was. That's not right. The obvious solution would be to make the
barricade appear on top of the door beforehand, and while that works in
terms of behaviour, it looks really weird:
<img width="82" height="82" alt="image"
src="https://github.com/user-attachments/assets/e2c170d8-8a3d-4f09-80a4-976c525bed9f"
/>
and even weirder on objects such as windows & shutters. I suppose that's
why you're not able to build them on top of these things in actual
gameplay.

Instead, this replaces every instance of a mapped-in wooden standard
barricade that appears on top of an object (save for one on top of a
girder in icebox) with a crude barricade, causing it to both appear on
top of the object and look right doing so.

Additionally, comes with a linter for big barricades on top of airlocks
& windows.

## Why It's Good For The Game

It doesn't look weird nor act weird. Even aside from the airlocks, these
things are weird with windows, acting like they're inside the glass.

Additionally, while this does technically reduce their integrity,
increase projectile passing rate & reduce plank drop amount, so I'm
labeling it balance out of good faith, the only actual balance
implication this has is that the barricade being on top of the door
prevents it from being opened via a simple bump, which could and does
effect atmos situations, but I'd sooner call that a bugfix than a
balance change.

## Changelog
🆑

balance: wooden barricades mapped on top of objects are now crude
barricades, preventing them from materializing when you open a door.

/🆑
2026-01-07 17:57:31 -05:00
..