Equipment now first checks if an id card may be removed, rather than always forcefully doing so.
Station synthetics now have a custom id, rather than re-using the captain's spare, as utilizing robotic storage would otherwise make their id cards available for public use.
- Air Alarm added to tool storage and security port maintenance
- Fire Alarm and General Radio added to port emergency shuttle hallway.
- Fire alarm, radios, fire extinguishers, and glasslocks added to the central ring.
- Art Storage now has a light switch
- Blocking walls added to unused airlocks at central. Turret control and more turrets added on central.
- Glasslocks added all the way down the cargo hallway and in cargo. Fire alarms added as well.
- Fore Escape Pod hallway glasslocked and camera'd
- Phoron sheets for engineering generator readded to the crate in hard storage.
- Solar array on the engineering outpost now has a area, more outside lights.
- Cameras installed around the entire central ring.
- Civilian sector and library fully glasslocked.
- Handlabeler and newscaster added to visitor's lobby.
- Downgraded the amount of water used by fire extinguishers from eight to two.
- Changes made to make fire extinguishers useless against slimes half fixed.
- Added fuzzy cuffs
- Rigsuit knives now a option.
- Cameras added all the way through the civilian area hallways.
- AI pet called Steve.
- Better implementation of #10714
- This fix corrects the issue by merging pipenet process to machinery process to ensure order of execution doesn't change randomly. This shouldn't have any performance effect as pipenet process doesn't have much work anyway (not to be confused with air process that runs ZAS, this one only called process() on each pipenet). Screenshot of profiler (pipenet process highlighted, idle server with one player, engine set up) http://i.imgur.com/ecCg6rS.png
- Unlike previous fix, this does not come with various game-affecting side effects, players shouldn't see a change (except for the fact that odd fluctuations introduced by devmerge disappear). Previous fix buffed engine output as side effect, and caused one TEG to generate considerably more than second TEG, which caused TEGs to begin sparking despite overall output being below 1MW.