* Map Load Things
* Renormalize
* Hotfix For Chess Pieces
Chess Pieces Should Now Pass Through eachother and players
* Fuck it we are removing Density for Cutouts
how dense can a wooden standee be anyway?
* Screw it I am doing it properly
Why did I make them structures to begin with?
* fixes
* Chess Pieces Structure>Item
* Removing Chess Structures
Shouldn't have done it in the first place
* Renormalizing Map Changes
* redoing this
* Cheesboard Done Right
I apparently inverted the chessboard (Give me a break its been like 6 years since I have played chess).
* Renormalizing
* Update triumph_defines.dm
* In Theory this should load things
* Now it will work
* Dynamic Lighting Update
Planets now also use their dynamic lighting since they have functioning Day/Night Cycles Now
* Actual Dynamic Lighting
* Hoping and Praying This Actually Fixes Things
* Hopefully this will function
* Update vorestation.dme
* A Shot in the Dark that could work?
* Last Chance
If this does not cause Dynamic Lighting to happen I am offically out of ideas
* missed one
* Map Load Things
* Renormalize
* Hotfix For Chess Pieces
Chess Pieces Should Now Pass Through eachother and players
* Fuck it we are removing Density for Cutouts
how dense can a wooden standee be anyway?
* Screw it I am doing it properly
Why did I make them structures to begin with?
* fixes
* Chess Pieces Structure>Item
* Removing Chess Structures
Shouldn't have done it in the first place
* Renormalizing Map Changes
* redoing this
* Cheesboard Done Right
I apparently inverted the chessboard (Give me a break its been like 6 years since I have played chess).
* Renormalizing
* Update triumph_defines.dm
* In Theory this should load things
* Now it will work
* Dynamic Lighting Update
Planets now also use their dynamic lighting since they have functioning Day/Night Cycles Now
* Please dont break please
* How did I forget this
* Fixed hole in janitor's room, added corpo crates to warehouse
* Added Cryopod computers
* A few small touches here and there
* rage and regrets
* rage and regrets
* oh
* uhh
* thank you so much ktoma36!
* and that
* sigh
* fix
* man
* that
* should probably do that too
* that too!
* stairs
* fine
* Touched up on almost all the external airlocks
Mining and security ones not touched with this one
* Found a few I missed
* Touching up maints, fixed couches in bar
* Touched up on maint, added construction solars, fixed engine SMES
* Brain is dumb and tired, fixed a few things I messed up
* Gave airlock buttons commands, synced frequencies, and fixed the sofas
* Standardizing a few object paths tether_things.dm was hogging
* Stupid holodeck controller is causing conflicts and its not even functional
* Am dumb, removing some map assets I left lying around
* God why
Touching Talon stuff and trying to get docking controllers to stop throwing runtimes
* Talon is now functional, fun
* Lets see if this fixes the dam map compile issue
* Fix for docking ports (Hopefully)
* Hotfix for testmerge, supply shuttle runtime fix
* Fixes lateload issues and some slight map edits
* Many fixes and some new things added
* Woops, this is for later
* Have to get rid of the shuttle_definition on a landmark here for now
* A little more bad variable removal (god multidockers are wacked)
* Some decal touchups for triumph, generalizing tether's turf generation, generalizing a few network defines,
* Forgot to tick a file. Also found a function to hopefully make these shuttles work properly
* Consolidates Red Alert Airlock, misc holodecks, and more camera networks
* Consolidated most everything in tether_things.dm and triumph_things.dm ,
* Forgot tick another file, add placeholders for station telecoms that arent loaded in
* Removes hooligan spawns from maint, fixes wires, nerfs station maint drones
* Fixes thrusters, xenobotany doors, and toxins mixing lab
Co-authored-by: silicons <2003111+silicons@users.noreply.github.com>
* sorry keek had a few other tweaks to make
* area fixes, external button fixes
* fixes and tweaks to dock store
* removes lazy edit, decals
* this one too
* bugs of varying APC variety
* quotation marks more like AAAAAA
* fixes cargo office power alarm
* woops the APC
* minor tweaks, a lot of fixes and a cable / pipe pass
* Moves docking arm to D2 below cargo, installs customs office and Visitor rooms there
A large shop area, the docking arm, a vistor room. Most importantly, all somewhat secure. It's now possible for security to watch a single chokepoint that people coming to the docking arm can access without hacking. There's still a side-door to encourage sneaking gameplay if traders wish to break in without taking out a wall, but overall, more secure. At the very least, customs is now more between the docking arm and the rest of the station, instead of on the far side of the docking arm. Note: old customs is still in place, as it has a shuttle attached I don't feel like needs to be moved. Old laundry is gone, but haven't decided what to do with old visit office.
DNM
Currently non-functional for reasons I don't understand. The station's shuttles won't take the new docking arm's docks as valid landing points, and I don't understand why. Mostly making this for map merge conflict resolution.
* Fixes: Docking arm waypoints not working, strange hole to space, some pipes.
* Removes explo's staircase, refubishes visitor room, moves cargo substation, adds last two visitor dorms, de-walmarts the clothes vendors
* Fixes _the hole_ Can't resolve light issue, or airlock cycling
* replaces misplaced spacing with proper spacing
* Fixes (hopefully) integration errors, as well as non-functional airlock, by cannibalizing and sacrificing two others.
* Fixes a broken pipe that I removed to make it not run under a wall, and never re-connected
* Map Load Things
* Hopefully Fixes Sunlight in the Desert.
Funny Story when this was TMed I only was checking on it at night. This should hopefully make sure Day in V-4 Desert is actually Day.
* Fixes Roach Infesation
* Underscore
* Updated Tether Surface Map
Consolidation Edits Included
* New Areas and V-3b Turfs
* One more thing for Mime
A Bottle of Nothing
* Adds Maurice
* missed bar backroom
* Last Minute Sauna Area Edit
* Oops Forgot this area was added
* Oops changed some areas back to pre-consolidation
* Icon State Oops
* Gift Vendor on Deck 2
As requested by Captain
* Former Chapel Area Now "Maint"
We should not have 2 separate areas known as "Chapel".
Trash and junk also added
* Disables the Looking Glass, Fixes Sauna Rain
water/indoor apparently is an outdoor turf
* misc fixes for deck 1
* Grammar Fix
No bad spacing in Maurice's Description
* Access Fixes
Xenobotanists can now open lockers in Xenobotany, Tram Holding Cell is now secure.
* Theoretical Fix to Shields Generating on Paths...
Doesn't Break Code as far as I know... Was checked with VSC and Dreammaker
* Fixes Former Looking Glass Runtime
Turfs Cry out for their landmark: Noisily.
* Modifies Tram Safety Glass
Now Uses Windoor/Glass Combo that is not deleted upon tram arrival.
* I hope this fixes my version of surface 1
* Fish Pond Fix Part 1
Water/indoors is now actually an indoor turf
* Fish Pond Fix Part 2
Creates a "Not Outdoors Variant of Sand"
* Fish Pond Fix Part 3
Fish Pond is no longer "Outdoors" and will not be effected by outdoor weather
* fixes the Tram Station Windoors
Misaligned by 1 tile
* Perhaps actually fixes Looking Glass Runtime
* Reverts Sauna Changes
Happy?
* Map consolidation phase one.
* I don't know why, but VSC is forcing me to commit these files, and will not acknowledge that I've not changed them.
* It's doing it again?
* Quick lighting and cosmetic fixes.
* Missed a pair of parens.
* Fixes multiple bugs, and renames Tether Lift areas.
* Adjusts wiring layout oversights.
* Removes spawn points ahead of full wipe.
* Pipe adjustment
* Delete tether_underdark.dmm
* Delete tether_misc.dmm
* Delete tether-09-solars.dmm
* Delete tether-08-mining.dmm
* Fixes Space Turf bug, adjusts wiring and pipes.
* Piping adjustments. Incomplete.
* Disposals and Mail pipenet repairs. Complete.
* Bartender Equip and Grav Gen Door Alignment
* Adds cameras to some new areas.
* Disables Z7 and Fixes Pipe Network
* Deletes Z7 and Partially Updates NanoUI Maps
* Updates relevant .dms to remove references to Station 3.
* Level 2 Area Corrections.
* Elevator fix, active turf fix.
* JASON!
* Corrects Area bug affecting Linter.
* Mech Air Ports. Last tweak.
* Tweak to Mining to test.
* Repairs strange offset bug, hopefully.
* Attaches a power cable.
* Fixes PF Area issue.
* The for real final update. Almost forgot this.
* Tetherport
* sigh
* more fixes
* shields
* more
* woo
* compile
* e
* a
* Tether, compilable and running
not playable tho
* Tether, compilable and running
not playable tho
* Automatic changelog generation for PR #3200 [ci skip]
* why
* EOL
* nukes edited areas. if you had something important in here, you didn't deserve to.
* another folder down
* one more folder
* the refacotring continues
* change those
* okay
* dynamic zlevels
* move stufF
* reorganize that too
* get rid of unneded archives
* move talon too and rename that
* meh
* woop
* fixes
* move those
* fixes
* fix
* Submap Repathing/Reconciliation
* Attempts to fix Gecko invalid variable bug.
* Alright. Let's actually fix every bugged instance.
* Another round of updates. That same turf issue exists.
* Should fix the last of those weird varedits.
* One snuck by?
* Another round of fixes.
* I want to know who put all these var edits in.
* Another batch down.
* Yet another batch.
* A map at a time, at this rate.
* I hope these are the last four, but probably not.
* Hopefully the last, but probably not.
* ANOTHER stealth var_edit that snuck through.
* Manually checked the rest of the map files I found. These were updated.
* Did the same for bad var_edits. Caught these.
* Updates the 140x140.
* Sorts Talon and partially adds Point Defense. Too complex for me.
* tether_turfs
* I think this is it. The last variable bug.
* Telenetwork Delenda Est
* linterS
* fix
* extraneous files
* woo
* mmm
* add that in until reagents hardsync
* woo
* sync
* updates
* t
* weather
* i want to rewrite telecomms
* test
* shift those
* woo
* move that
* FUCK
* Fix
* fix
* or null
* shuffle
* Fixes
* Fixes
* Fix
* fixes
* woo
* that
* facility safety
* that too
* move that out
* fixes
* woops /
* rename those
* those
* woo
* test
* fixes
* woo
* exploration map edits
changes oxygen tanks to o2 jetpacks, co2 jetpack to an o2, adds pathfinder voidsuit, suit cycler for medical, and fixes access restrictions on the PF's office and locker
* mh
* Update fueldepot.dmm
* woo
* woo
* woo
* fix
* utterly fuck you
* Automatic changelog generation for PR #3225 [ci skip]
* test code
* w
* that
* fieldgens
* better
* singulo
* fixes
* fix
* fix
* adds mirrortools, removes backup implants
* why
* Prevents falling through catwalks and lattice,
stolen from Silicons
* Lots of stuff!
* Update talon2.dmm
* Automatic changelog generation for PR #3226 [ci skip]
* Removes Mining Stacker
* Slight remap changes to Deck 3, pending more.
* Automatic changelog generation for PR #3228 [ci skip]
* fix that
* that
* R&D remap.
* Lighting fix and correcting a talon vault issue?
* Conflict clean-up.
* Multi-floor modifications. Chem change. R&D revert. Etc.
* Adds a few extra timeclocks.
* Missed the bioregens. Hooray.
* Re re readjusts R&D to a lobby design. Adds Space Spice. Maybe fixes Captain spawner.
* woo
* fix
* not that
* Xenobotany and Trash Pit adjustments.
* proper
* De-militarizes Talon. Will Trader-ify them when I wake up.
* fix
* fix
* ashet pls
* ashet pls v2
* cleaner
* cleaner
Co-authored-by: nevimer <77420409+nevimer@users.noreply.github.com>
Co-authored-by: CitadelStationBot <citadelstationcommunity@gmail.com>
Co-authored-by: Captain277 <agentraven16@gmail.com>
Co-authored-by: Mag <86886852+MonaraMir@users.noreply.github.com>
Co-authored-by: nik707 <38332985+nik707@users.noreply.github.com>
Co-authored-by: TheLordME <58342752+TheLordME@users.noreply.github.com>
* tragic
* sync
* woo
* find replace
* more
* poggy
* woo
* sigh
* new
* ok
* woo
* comms fix, crew manifest disabled for now
* sigh
* fine i won't go past 120