## About The Pull Request ### Main changes Across all station maps, emergency shuttles, and arrivals shuttles, the Emergency NanoMeds (wall mounted medical supply vendors) have been replcaed with Deforest First Aid Stations. <img width="303" height="410" alt="image" src="https://github.com/user-attachments/assets/efc1133b-09d8-4a35-8690-d8b1ebae7cba" /> Deforest First Aid Station have an internal supply of healing which recharges slowly over time (1/10th of the pool is recharged every 30 seconds). To access this healing, users must insert their arm into the machine with left click. (Or you can mouse drop other people into it.) Once their arm is in place, some of the internal supply will be used up to heal the user. The internal supply can heal brute, burn, tox, and blood loss. This is straight, instant healing - so it doesn't trigger allergies or nothing. However, if you insert a robotic arm, it will refuse to heal you. Users are charged every time healing is dispensed - 2.5 credits per unit of damage healed. Payments go to the medical budget, same as kiosks. You can also right click the machine to dispense gauze for 16 credits. On **red alert** (or for medical staff, or on emergency shuttles), all charges are waived. (It's free) Also you can emag it so it causes damage instead. Funny. ### Other changes: Buffs the contents of emergency nanomeds Reverts bridge advanced medkits to normal medkits ## Why It's Good For The Game Wall vending changes: People want options to heal chip damage beyond visiting the bar but we also don't really want people to load up on boat loads of medical supplies. So here we are: A machine fully capable of healing minor injuries that you can carry along with you. If you're missing like 4-6 brute or toxin damage, you can visit a first aid station and pay 15 credits to top yourself off. This is of course on top of all the other options available to you, such as getting a hearty meal, some variety of drink from the bar, sleeping in dorms, water coolers, etc. The limited pool + cost requirement prevents you from going 0-100, so you still have to go to medbay if you are severely wounded or your ID was stolen. Nanomed changes: Now that they are considerably less common once again, they can have a decent stock. Advanced medkit changes: I don't really see the justification behind handing these out so freely, and given the medical stations will have adequate extra healing for the command staff, they don't need these. ## Changelog 🆑 Melber balance: Advanced first aid kits in the bridge are back to being normal first aid kids balance: Emergency Nanomed vendors have larger stocks and better supplies add: Replaces a majority of Emergency Nanomeds on stations and shuttles with Deforest First Aid Stations. Left clicking these stationary machines will heal minor damage and blood loss over time - at a (small) price. Right clicking them will provide gauze, also for a price. All costs are waived on shuttles, during red alert, or for medical staff. You can also click-drag to have other mobs use the machine. However, robotic limbs need not apply. /🆑
Making new virtual domains
REQUIRED:
- One way that the encrypted cache can spawn. This can be from a mob drop, a landmark (place a few, it'll pick one), or a signal landmark if you have a points system.
- Place a virtual domain baseturf helper in each area.
- If you're using modular safehouses, ensure that the map has ONE tile marked with the safehouse modular map loader (and set the KEY). it will need an open 7x6 area.
- Placing a safehouse area is redundant, but it will ensure there is power in the starting safehouse.
- Create the dm file that defines the map qualities. You can use the existing ones as a template.
- Place a virtual domain baseturf helper in each area.
Converting an existing map
- Create a new map using the existing map's size - give yourself enough room to enclose it with a binary wall. There's no need for any space outside of it, so ensure that it fits and is enclosed, nothing outside of this.
- Copy and paste the existing map into it.
- Find an accessible area for a safehouse, 7x6.
- Place a bottom left safehouse landmark somewhere on the map to load the safehouse.
Notes
You shouldn't need to fully enclose your map in 15 tiles of binary filler. Using one solid wall should do the trick.
For areas, ideally just one on the map and one for the safehouse. Vdoms should never last so long as to need individual area power and atmos unless you're specifically going for a gimmick.
Make it modular: Add modular map and mob segments! It adds variety. Just make sure you've set your map to have "is_modular" afterwards.
Adding some open tile padding around the safehouse is a good touch. About 7 tiles West/East for the visual effect of a larger map.
If you want to add prep gear, you can do so within the safehouse's area as long you don't overlap with goal turfs or exit spawners. The top left corner is a good spot for this, with respect for the walls, therefore [1, 1], [1, 2], [1, 3]
You can also create a specific safehouse if you find yourself needing the same gear over and over again. There is a readme for that as well.
Boss zones should give players pretty ample space, I've been using a 23x23 minimum area.
While it's not a hard set rule, 75x75 is the guideline for max size. The main issue is keeping them in the domain for too long.
You have the option of baking in your own safehouse and ignoring the 7x6 guideline. To do this, you will still need a safehouse landmark and a file to load - even if it's empty. Ensure that you have the necessary landmarks placed that normally go in a safehouse on the map itself.