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* 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