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Space Ruin: Rework Syndie Research Base (#22721)
* Rework Syndie Research Base * Fixing * Fixing.. * work you cu- * SPAACE * Pack of changes: - Removed Toilets and replaced them with "Dressing" room. - Added Genetics, because person on discord wished for it. - Placed Atmos pipes (scrubbers and supply) * Changes: - Added Pathing for ed209 (syndicate) - Removed random_spawners custom spawner made before. - Added "security" room with allow you to control turrets and see all base cameras. * Fixing turret control panel * Fixing turrets.. again * huh? * Changes: - Decreased Beacons amount from 20 to 10 (they give same path, just less stops). - Added special room to "store" ed209 syndicate, if you want to activate it: View Variables -> patrol = 1. - Added light switches everywhere. - Added Air alarms and fire alarms everywhere, and made sure there are fire doors to stop potential fires. - Added 2 more areas, Genetics and "control room". * Placed Power Cables. * Added disposals Lets fuckign Gooooo * Changes: - Made button from drive actually open doors and shoot stuff to toxin range. - Added emergency PACMAN generator, in case someone join late and whole base will be de-powered. - Added CCTV to caves, now you can see intruders. * Added 2 more boxes of plant disc. * Changes: - Added new variant of free drobes, now syndicate can get drip for free. - Added "hidden" safe at vault with contain 10000credits and stethoscope nearby to help, its only for syndicate researcher, if explorer steal it, they should get bounty on them by syndicate. - Added a lot of vendors refilling units, to make sure that you cannot run out by "accident". * Changed Toxin Test arena to indestructable walls. * Bunch of Changes: - Replaced "grenade casings" (with are foam grenades) with new created "Foam Grenades Box" so its more oblivious what it is. - Added paper note near PACMAN Generator with contain basic instruction how to use it. - Added missing fire doors for "drooms". - Added fire extinguishers EVERYWHERE so syndicate OSHA will be happy. - Changed "genetics" room, now instead of supporing 4 people, it support now only 2 in exchange for "faster" DNA researching. - Added "Foam Grenades Box" around base and in storage, so if there any breaches just throw kanu- grenades at them. - Named and connected disposal to "toxin launcher" so now you can disposal your constractions inside. - Added 4 buttons for "Chemical" testing room (with is not for explosives) so now you cannot get trapped inside. - Made special disposal Ride for genetics "monkeys" to turret so they will be killed (its made this way to avoid researchers spacing themselfs allowing them to escape) - Increased Toxin Storage room, by increasing oxygen and plasma tanks amount by tanks 2 each. - Moved AIR container to engine, now they are replaced with "tank container" to storage... custom plasma mixes without destroying main plasma containers. * fixes * Changed Genetics: - Now genetics layout got changed, now instead of supporting 4 genetics people it only support 2 in exchange for more efficency in making DNA syringes. - Now you can dispose bodies for turrets to shoot holes trough... its funny. * Added Mirrors to dressing room- And Fixed hallway curve * Made cryo and sleepers face themselfs * Added RPD for toxin launcher room - now if you run out of valves, you can just "spawn" new ones. * Used merge conflict fixing tool - and for *some* reason it keep showing merge conflict? (whot) * Requested changes: - Replaced NT machine with syndie cigarette machine. - Removed random blueshield note. - replaced syndie donk machines to secured variant. * Changes full build consoles to unbuild. * Fixes: - Fixed storage, somehow one rack with mats got exaporated. - Added tachyon-doppler array for tracking explosion size. - Removed duplicated buttons from toxin mixing room. - Removed console and placed in storage. - Storage now have items with offsets so they are more visible in stack pile. - Removed Air alarm from toxing testing arena, considering it dont have pipes. * Add RPD in toxing mixing * batch of fixes (?) - Changed Art vendor and critter care to free variant. - Fixed spelling on paper to requested one. - Now syndicate researchers spawn with 100 credits in their backpack for claw machine, if you run out, ask your coworkers to borrow more cash on game. * batch of changes: - Did most requested changes by S34N (except defib one) - Added APC to hallway, so now hallway use power too. - Made new subtype of syndicate APC's with offset depending on direction. * fix stripes issue * Removed random stripes and syndie having cash
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@@ -837,3 +837,10 @@
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var/mylevel = rand(7, 9)
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origin_tech = "[mytech]=[mylevel]"
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name = "research notes - [mytech] [mylevel]"
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/obj/item/paper/instruction
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name = "Instruction Notes"
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/obj/item/paper/instruction/pacman_generator
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name = "Instructions for P.A.C.M.A.N. Generator series"
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info = "P.A.C.M.A.N. are commonly used as 'Emergency' power generators, with its upgraded version being capable of utilizing uranium and plasma sheets to function. Simply anchor on the power cable node, insert the plasma sheet, select the level and turn it ON to generate power, just make sure to not overheat it or it will explode."
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@@ -1060,10 +1060,28 @@
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start_charge = 0
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/obj/machinery/power/apc/syndicate //general syndicate access
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name = "Main branch, do not use"
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req_access = list(ACCESS_SYNDICATE)
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report_power_alarm = FALSE
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/obj/machinery/power/apc/syndicate/north
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name = "north bump"
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pixel_y = 24
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/obj/machinery/power/apc/syndicate/south
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name = "south bump"
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pixel_y = -24
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/obj/machinery/power/apc/syndicate/east
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name = "east bump"
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pixel_x = 24
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/obj/machinery/power/apc/syndicate/west
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name = "west bump"
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pixel_x = -24
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/obj/machinery/power/apc/syndicate/off
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name = "APC off"
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environment_channel = 0
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equipment_channel = 0
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lighting_channel = 0
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