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## 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. /🆑