Re-arranges the dormitory bedrooms again. Slightly fewer beds, slightly more maintenance.
Re-shapes the mercenary shuttle airlock and docking points to restore the cabin compartment shape.
Gives the xeno/viro some raison d'être until a something more can be done about it.
- Nukeops (or newly mercenaries) can now dock with the station. Two locations are available, maintenance between virology and xenobiology and arrivals.
- You always have to hack in or be let in. The door won't open on it's own. This is intentional as the shuttle is considered unrecognised by station's docking system. AI or anyone else can open the doors for you if needed.
- Also fixes bug which broke the shuttle console, since someone who was renaming nukeops to mercenaries forgot to change one line in antagonist.dm
Fixes#6913.
Splits the arrival section up into sub-areas to reduce the need of crew rescue.
Makes catwalks act as plating instead of floor.
Misc. changes.
Now possible to configure 3 different kind of Z-levels.
Station levels: Which Z-levels the station exists on.
Contact levels: Which Z-levels are typically affected by, for example, Code Red which alters the visual state of fire alarms.
Player levels: Which Z-levels a character can typically reach.
A jukebox which alters the ambient sound in the current area and plays it with 100% probability.
Leaving the area stops the ambient sound.
Entering the area resumes playing the ambient sound.
Removes the engineering dormitory.
Replaces it with a washroom and a room with previously lost medical supplies (some gauze rolls and ointment) and some of the wardrobes from the now removes dormitory.
Adds more beds to the public dormitory area.
Re-organizes maintenance areas, adds missing air alarms, lights and cameras to substations.
Re-adds a number of suddenly missing power cables, mainly affecting security.
Replaces a few instances of blood on the station with oil. Having round-start blood in secluded areas would get annoying fast..
The CMO's remote door control should now work again.
The CMO's doors are now powered by the ACP in his office.
The command staff now have offices, don't quarters. Felt a bit generous to call them such.
New mob proc Check_Dense_Object() seperated from Process_Spacemove(), checks for adjacent objects or turfs that can be pushed off, also handles magboots on gravity-less floors.
Distinct actions that indefinitely change a mob's pixel_y or pixel_x, like strapping someone to a roller bed, should also alter new variables old_y or old_x accordingly. This means that floating and jittering animations no longer interfere, as the animations use old_x/old_y as the "base" position.
Entering areas with gravity from areas without grabity now removes floating effect.
Restores maintenance areas to the new variants.
The HoP's office is no longer a crew sleeping quarter.
Fixes disconnected power cables all over the place.
Connects the engineering power monitor to the main/red power grid.
Emergency shutters.
New icon for the research dock.
Replaces missing station escape pod area, removes random security office
area in maintenance and replaces it with maintenance area, and splits
research dock off onto it's own area.
Less emergency shutters dropping due to alarms in adjacent but connected rooms. Primarily affects security.
Main hallways are now less jagged, making fire alarm/emergency shuttle flashing look better.
Replaces the chief engineer/head of security areas with the existing crew_quarter variants as these are rad-storm protected (and are likely to contain SSD crew).
The construction outpost now has an air supply and rudimentary distribution system.
Glass and wood stacks are filled to their max stack sizes, 50 and 32 sheets respectively.
Ghosts can now teleport to Z-level 4.
There are now special air alarms which do not broadcast their alarms. These are used in the mass driver areas to let crew know when it's safe to use them again.
These air alarms have also been installed in the Research isolation cells to finally allow scientists to check what's up, at least as long as they are in there or have AI assistance.
The supply pipe in Atmospherics no longer cross the middle of the room, after having seen many a complaint about this. Now passes through the aft windows instead.
Atmosphere technicians can now assist in handling the engine waste without entering the engine room itself.
Engine waste canisters are now pre-labeled according to future contents. Can be re-labeled should someone desire to try the oxygen setup instead.
The engine core now uses a similar setup as the atmospheric tanks, allowing control of the injection/extraction of gases from the monitor room.
Pipes in the engine room overlapp less, making them easier to follow.
There is now a basic meteor protection layer around the engine room like solar panels have. Should stop a lone meteor or two, for anything more Renwick shields will still be desirable.
There is also a fairly wide gap by the ejection port, to ensure the supermatter doesn't snag into it, where meteor can sneak through.
With this it's now possible to create a grep, or similar check, for Travis to ensure /area{name = *} never happens again as this can cause issues with APCs.
Adds a number of missing supply pipes around the station.
Adds cameras to the new Hydrophonics/Garden and Xenoflora areas.
Adds an air alarm to one of the Hydrophonics areas, just fore of the new Garden.
Adds emergency shutters to the exterior windows of the Xenoflora lab.
The maintenance section port of the engine recycled another maintenance area, causing APC 'duplication'. Created new area instance.