- Refactors First aid kits to be mostly autoinjector and pill based. No syringes, just autoinjectors and pills. Health analyzers are also removed.
Regular First Aid Kit: 3x Gauze, 2x Ointment, 1x Paracetamol pill bottle, 1x Inaprovaline pill bottle
Toxin First Aid Kit: 1x Dylovene Pill Bottle, 6x Dylovene Autoinjectors
Burn First Aid Kit: 1x Kelotane pill bottle, 6x Dermaline autoinjectors.
Oxy First Aid Kit: 5x Dexalin Plus autoinjectors, 1x Iron pill bottle, 1x Dexalin Pill Bottle
Adv First Aid Kit: Replaces Autoinjector with Assorted Pill bottle (3 Inaprov, 3 Dylovene, 2 Iron, 2 Tramadol, 3 Hyronalin, 1 Spaceacillin pills)
- Buffs default pill bottle contents. This narrows the effectiveness between autogenerated pills and pill bottles, and those brewed up by players.
- Splits Miner autoinjector into four seperate autoinjectors, one for each damage type. Reduces the price in the mining/exploration vendors.
- Tweaks Pill contents for a bit better consistency. Biggest change is that dexalin pills are 7.5u each.
- Changes Vermicetol chemical color to something more reddish.
- Overhauls Internals closet, removed O2 kits from them, adds more emergency spacesuits.
- Removes Organ Kits, Combat First Aid Kits now have a pill bottle with assorted organ repair pills.
- Surgical kits now have a regular health analyzer, and can hold health analyzers.
- Removes all Science access from explorers
- Removes Gateway access from HoS and RD
- Removes Science comms from explorer headsets
- Adds Command comms to Pathfinder headset
- Refactors edited Southern Cross files into _vr files in the main code.
- Moves Exploration Equipment Vendor to the expedition shuttle.
- Moves the Chemical Analyzer in science to Exploration Prep
- Removes general science access from the Xenobiology office and equipment rooms
- Removes RD access to Explorer comms
- Adds Airlock and EVA access to explorers
- Increases number of pilot slots by 2
SOP notes:
- Pathfinder will be able to fire subordinates.
- Pathfinder will not be a full head.
- Field Medic will remain as a hybrid Medical/Explo role.
- Research Directors will no longer be exempted from the general rule that heads of staff should not attend expeditions.
- Exploration is still strongly encouraged to get volunteers from other departments, including Science.
Costs 150 cargo points, to deliver a largecrate infamous for their ability to make their contents lighter and ship better. When pried open the crate produces either a minimoog or space piano.
Map fixes and changes!
Adds RPD to science,
Removes RPD from locker, leaves one on table in atmosia.
Removes APC for cryogaia compound. should be able to make new buildings/rooms now.
Travis checks for proper closure. While this might not actually fix it, it's expecting to see ) at the end of the line, as I've run into this one before.
Redoing Mapfix Palooza with notable changes being the re-removal of the NSFW gun with comment for YW's removal. Keeping the dorm additions undone pending a followup PR.
Changelog Notes:
- Removes random SMES in maints mapped in for Research.
- Rearranges items in HOS Office and adds gear closet with weapon power cell.
- Add AR-B glasses to CD Office and plain AR glasses to HOP.
- Add missing shortwave radios to the bridge.
- OR rooms rearranged.
- - Anasthetic wall pumps added.
- - Anasthetic wall closets removed.
- - Surgery tools, table, monitor, IV drips moved.
- - Add anesthetic floor-based closets as a reserve.
- - Minor increase in area size.
- Exploration rewards vendor moved to explorer areas on outpost. Deletes the one in Research wall. Also rearranges spawnpoints for explorers on the surface.
- Add medical access to field medic section at Main Outpost FA Station.
- Add Mining redemption vendor. Resolves#28
- Moves lights in several places to not be in the same spot as cameras.
- Fixes APCs at Xenoresearch being turned off as well as access into the sub-department. Also removes exploration vendor.
- Internal second button added in engine room for going in and out of the SMES room.
- Mech Bay shutter name fix. Was labelled Mining Storage.
- Fixes blindspots for cameras.
- Railings for hangar bays for safety reasons.
- Door access fixes.
- - Remove access restrictions on FA Stations.
- - Fix access for Red Armoury preventing HOS entry.
- - Fix access for surface teleporter room preventing RD entry.
Fix access for CE into T-comms. Resolves#24
- - Gives Armoury what it had for Northern Star.
- Dorm tweaks.
- - Locks added to heads' bedrooms on deck 3 as well as visitor rooms on deck 3.
- Increases main power SMES energy amount.
- Remove extra AI Status Display Monitor in QM Office.
- Add a bunch of brollies to hangar bays, explorer lockers, and field medic lockers. Resolves#60
- Add Body Designer to Medbay Lobby. Also adds the box that goes with it. Resolves#23
- Adds Erik's Lungs back. Rejoice, you food pupper! Closes#48
- Adds Timeclocks for switching on/off duty.
- Adds a bino to each exploration locker for FMs and Explorers. Resolves#67
- Gives QM a fax machine and adds 2 more public ones. One at new dorms and the other at the library.
Changelog Notes:
- Removes random SMES in maints mapped in for Research.
- Rearranges items in HOS Office and adds gear closet with weapon power cell. Also re-add NSFW gun that was commented out.
- Add AR-B glasses to CD Office and plain AR glasses to HOP.
- Add missing shortwave radios to the bridge.
- OR rooms rearranged.
- - Anasthetic wall pumps added.
- - Anasthetic wall closets removed.
- - Surgery tools, table, monitor, IV drips moved.
- - Add anesthetic floor-based closets as a reserve.
- - Minor increase in area size.
- Exploration rewards vendor moved to explorer areas on outpost. Deletes the one in Research wall. Also rearranges spawnpoints for explorers on the surface.
- Add medical access to field medic section at Main Outpost FA Station.
- Add Mining redemption vendor. Resolves#28
- Moves lights in several places to not be in the same spot as cameras.
- Fixes APCs at Xenoresearch being turned off as well as access into the sub-department. Also removes exploration vendor.
- Internal second button added in engine room for going in and out of the SMES room.
- Mech Bay shutter name fix. Was labelled Mining Storage.
- Fixes blindspots for cameras.
- Railings for hangar bays for safety reasons.
- Door access fixes.
- - Remove access restrictions on FA Stations.
- - Fix access for Red Armoury preventing HOS entry.
- - Fix access for surface teleporter room preventing RD entry.
- Gives Armoury what it had for Northern Star.
- Dorm additions and tweaks.
- - Space dorms on deck 1 added so everyone doesn't have to go straight to the surface for private fun.
- - Locks added to heads' bedrooms on deck 3.
- - Moves an antag thingy out of the way to the west side of deck 1.
- Increases main power SMES energy amount.
- Remove extra AI Status Display Monitor in QM Office.