-Arrival airlocks have no controller/default bolts
-Backup atmospherics on the space station has no filter discharge if you arent venting to space - it filters O2 and N2, and no outlet for anything else
-Medical maintenance APC is unpowered, next to Chemistry and Psychiatry
-Resleeving lab window tint doesnt work
-The stairs just outside the warden's office, on the lower level, have no guard rail/window
* Its much easier to test out and decide what explosion scalar is nice if you can configure it.
* As an added bonus, by setting it to zero this lets you disable multi-z explosions altogether without turning off all of multi-z.
A simple optimization to can_safely_remove_from_zone() both with and without multi-zas.
Instead of allocating a new list every time we call get_zone_neighbours() (which gets called several times in a loop) we have a pre-built list we don't need to Copy().
Same story for the list to iterate over in can_safely_remove_from_zone()
There should be no semantic change whatsoever from this; it is purely a performance optimization.
* 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.