Removes /obj/machinery/turret (by the looks of if they wouldn't fire
anyway)
Removes /obj/machinery/turretcover
Removes /area/turret_protected (new turrets don't use it), its
associated procs, changes areas from /area/turret_protected/x to area/x
- Fixed wrong plating around the research break area.
- Navi beacons added to the central hallway, Beepsky sold separately.
- Newer smaller bar added, second spawn for bartender added. Button to lock the doors to and from the bar added to the security checkpoint.
- Garden Camera added for seeing the center of the park.
- Mule drop off point in medical added.
- Scrubbers and vents added to the CE's Office.
- Disposals on the research outpost linked to the outlet.
- Minor layout change in the warden's office.
- 2x more sunglasses added to maintenance.
- 2x more Welding goggles added to engineering, seriously I'm not adding anymore.
- Added a extra mop and bucket to the janitor's closet.
- Space heaters now available in hard storage for engineering.
- Fixed black tiles on Tcomms.
- All existing deck of cards on the main z-level should properly be a deck of cards and not null.
- Rough fix in place for the holodeck thunder dome.
- Jukebox added to the coffee shop and bar.
- Latex gloves added to Xenoflora.
- Insulated gloves added to Engineering Outpost.
- Connected the main airlocks on the mining and research outposts to the distro.
- Changes 'Vir Regional Spaceport' to ' Vir Interstellar Spaceport'
- Fixed another name issue in reference to crew transfer shuttle.
- Replaced 971 left facing windows with ones without super health.
- Adjusted lights in both the medical and engineering rest rooms.
- Adjusted several intercoms across the station, including the AI core ones.
- Centcomm beach area sounds removed.
- Adjusted maintenance between bridge and kitchen.
- Keycard Identification thing added to HoP office.
- Plastic flaps added to cargo deliveries office.
- Fixed Emitter in Engineering outpost.
- Fixed voided tile on t-comms, fixed the dark tiles.
- Added a mighty fine cowboy hat.
- Disposals conveyor belt should be fixed, intercom adjusted.
- Industrial hardsuit now on top of rack.
- Atmos center post re-centered, intercom adjusted. Light switch and intercom for monitoring room.
- Cig packs added to the detective's office and fire alarm. Adjusted Intercoms
- Captain's office overhauled, adjusted intercoms, moved furniture, added shutters for that alone time with the secretary.
- Kitchen light moved from behind microwave to behind fridge. Intercoms adjusted.
- Displays and intercoms added to the research and mining outposts, guest pass added to research outpost.
- Fixed a hole in the socks with a pixel
- Tape added to art storage, adjusted intercom.
- Intercoms added to janitorial, IAA, and holodeck control.
- Coffee shop doors now have dual kitchen and bar access, front windoor added, adjusted layout, light switch installed.
- Cloner biomass increased to 600, button to open door added. Atmos alarm added.
- Several intercoms throughout medical adjusted and added.
- Security overhaul, several intercoms adjusted and added. Flashbang box added to the firing range. Warden's desk adjusted. Fire alarm added to front of brig. Photocopier added. Security huds added to lockers.
- Moved research disposal point to science break room. Fixed xenobio windoors and adjusted disposal.
- Xenoflora design overhaul.
- Emergency toolboxes added to the dorms.
- Bar drink dispensers moved two tiles up. Floor dance lights should work.
- Wire guards installed for the AI, Atmos alarms as well.
- Holodeck maint. APC and atmos alarm added. Locker with genetics backpack and coat added as well.
- Soap added to research, security, and medical rest rooms.
- Camera added to medical emergency hall.
- CE's Office front windows electrified.
- Disabled dynamic lighting on the engineering elevator.
- Guess pass terminal added to HOP office.
- Captain's beret in captain's locker.
- Fixed all active edges on Polaris-2, turret controls added for main areas.
This means that instead of the base turf being defined by the z-level, it's now defined by area and defaulted by z-level.
Updates all "shuttle" and "solar" areas to have a base_turf of space.
Updates docking arms 1, 2, and 3 on the main asteroid level to have a base_turf of space.
Other z-levels may still need updating.
This change means that all actions which destroy or dismantle a tile - for example bombs, a singularity, a shuttle leaving, or deconstruction - now leave these new areas as space not asteroid. Future mapping efforts may need to take this into account.
It will first check to see if the turf is set, and if not it will still use the z-level default.
This means we can mark areas as having a base of space to override the z-level base of asteroid that we're using.
As a result, we can ensure the bombs, shuttles moving, etc. leave behind an space turf by defining shuttles, solars/"external" areas as using space as a base.
Areas will need to be updated to check with base_turf = /turf/space and references to the old get_base_turf proc updated so all calls (bombs, Nar'Sie, deconstruction, etc.) have the correct effect, but it's tired and I want to commit this now so I'm committed to finishing it tomorrow.
- Super APC installed in Atmos
- Fixed APC, Mining Exterior APC
- Fixed Crematorium button, Installed mass driver button.
- Chapel hallway APC installed
- Gateway plugged in, console installed
- Elevator Console Installed, Bell Hop removed.
- Hazard stripes should be fixed
- Restored missing tiles (Hydro, Cafeteria Neutral, Asteroid exterior) (75% complete)
- Kitchen button restored
- Rec area bathroom lights restored
- Meat is back on the menu, two fridges with meat in the kitchen
- Unneeded wires in engineering maint removed.
- Medical substation wires fixed.
- Locker room maint APC installed
- Chapel maint APC installed
- Installed another light in robotics
- APC central maint installed
- Disposals pipe in engineering workshop fixed.
- Wire in atmos substation fixed.
Blobs now randomly pick a random turf without obstructions in maintenance, instead of from a pre-determined list of locations.
Blobs also now log their spawn location, which admins can use to jump to it.
Space vines and nuclear discs have been updated to use the same mechanics.
The state of maintenance is now randomly generated.
This includes patches of oil, trash, spiderwebs, dirt, and so forth.
Utilizes a system which makes it possible to apply custom turf initializers per area.
- Placed missing metal and glass from R&D back into R&D.
- Fixed a broken scrubber pipe on the research outpost catwalk.
- Mining and Research Outpost power issues should not be as major right off the bat. In theory should at least last half the round? Further testing needed.
- Discovery about research and mining elevators made. Filled in more asteroid turf around both, added lights to both.
- Wrong tile used in port security maintenance fixed.
- Second camera added to the AI core cause Koco is a dum dum.
- New door sprites and new door. Mixture between atmos and engieering doors, dual access. Placed on the monitoring room behind the front desk.
- Fixed Filter to phoron on the mining engineering outpost.
- Mining engineering outpost fully camera'd
- Lattice added to underneath heat exchange pipes and around the engine heat exchange pipes.
- Complete and total overhaul of the mining outpost.
- Re-removed the RCD from the industrial hardsuit.
- Blue flags created.
- One blue flag and one red flag added to the laser tag lockers.
- 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.
- EMP box sprite added and now used for the EMP box.
- Adjusted lights in Janitorial
- 5 Earmuffs added to Engineering. 3 to atmos, 2 in the engine monitoring room.
- Dock Port broken wire fixed and pipes removed.
- Misplaced CMD camera near the park deleted.
- Fixed EVA maint door access.
- Due to popular request, laser tag lockers now have 5 sets of equipment rather than two.
- Fixed some holodeck designs
- Slimes added to xenobio
- Random gas sensors in space near the research outpost fixed.
- CE door access fixed.
- Changed Northern Star issue tag to mint green.
- Mining z-level overhaul, mining engineering outpost given its own area. Standardized wire colors, overhauled engineering outpost on the mining z-level, added substations to each outpost.
- Empty jar added to the RD office
- Beepsky removed until I can figure out how he beeps.
- AI and status displays added to the pool.
- Random shovel now in science/cargo maintenance.
- Fire alarms and other equipment added to the coffee shop.
- Fire alarm, radio, fire extinguisher, light switches, shutters, and a button added to the IA office.
- Furniture changes to the metal chair and comfy chair.
- Messaging Server Room -> Research Server Room - That's the server room near toxins storage/misc. research. It has absolutely nothing to do with messaging, as it houses Research's servers only.
- AI Server Room -> Messaging Server Room - That's the actual server room that houses messaging server in central section of the station.