Turbolifts, and shuttles. Please behave.
Shuttles throw everything to z1 regardless of actual shuttle destination z-level, which is silly. Secondly they literally throw it using Move which is silly. Thirdly, they do it to every atom/movable, which is unacceptable. Especially since that tries to squash lighting overlays out of the way, making weird lighting problems on shuttles.
Turbolifts qdel any 'simulated' atom/movable when they run into it, which is also stupid. This includes things like the AI Eye, which permanently deletes it. A little unfortunate, if you ask me.
* This device converts CO2 to O2 using power and "algae". The extra carbon is a byproduct in the form of "graphite"
* This is intended for virgo3b, which has no oxygen in its atmosphere but enough CO2 for us to just extract it.
The current code does not account for there ever being more than one holodeck. This alters it so that you can make various subtypes of the holodeck computer for other areas, each with different loadable programs.
Updates the lore in the Codex books to be accurate to our lore, and invented a bunch of extra lore on the spot to make it make sense. Seems fine to meeeeeeee.
This replaces the mystical messages of things like Command Reports, the 'All hands' message when a CD joins, and head announcements with a PA system that behaves more reasonably than pushing all the messages out of the chat box. Nothing about the systems changed, just the way they show up. They still make the sound, too.
If one floor is 'taller' than the others, or otherwise takes longer to traverse, you can set delay_time on the area to have it wait a different time there. Or, wait even less time, though less than 1 second isn't possible since the controller only fires every second.
Drone FBPs now spawn with an EIO issued ID alongside their NT ID card.
Also makes the bartender's permit automatically name itself when created by the job_controller.