- Fix missing scrubber in engineering.
- Shutter added to Kitchen door.
- Pressure Regulators at atmospheric cutoffs start unregulated at roundstart.
- Set Modular Computers layer to 2.9 to bring them inline with regular computer layering.
- Pump to distro set to 301 kpa to help offset issues with cutoff valves.
- One phase pistol to each explorer locker.
- One holster to each explorer locker.
- Minor movement of the mining vendor.
- Adjustment of the kitchen and bar.
- Area in the coffee shop fixed.
- Missing Ducky in the codelab fixed.
- Stationside Crew Monitoring Consoles can see planetside Zs
- Adds Mining and Explorer vendors to the map (Cargo foyer and Research foyer)
- Adds a handful more pipe clamps to engineering (atmos monitoring and EVA storage)
- Adjusts Chapel Mass Driver
To help break up the uniform.dmi into smaller chunks so we can add more stuff.
- Made the solgov uniforms use the accessories system for denoting department instead of having several different sprites in the uniform dmi folder. (Stuff was already ported from Bay just not linked together.)
- Removed redundant solgov uniforms from uniform.dmi and moved the sprites for the solgov uniforms to their own dmi.
- Fixed storage vests and drop pouches disappearing when one rolls down a uniform.
- Toxins lights swapped out with spotlights
- Added a clotting kit to the Raider Shuttle
- swapped out the ai turrets for industrial turrets in the teleporter rooms
- Adjusted access to the turret controls to heads of staff access, moved them outside of the rooms
- Adjusted layout of second deck teleporter room
- Brightness Range on lights increased from 6 to 7 to stop certain quirks with the darkness
- Fix bugs on main outpost map
- Fix Mercenary ship turrets
- Fix Chapel Mass Driver
* An assortment of Lighting Stuff
- Makes Lighting less uniform (Bay PR #19808)
- Has lights fetch lighting data from bulbs (Baystation PR #13614)
Ported from Baystation code.
There is currently an issue where there are unnatural dark spots. Simply removing and re-inserting the nearest lightbulb seems to remove these dark spots, which suggests it is an initialization issue.
* Ports the rest of 13614
* Changeling and Travis
* Feedback Fixes
- Turrets and respective controls added to each teleporter room
- Air tank on shuttles switched out with an air canister
- Fix for Dock 2 Transfer Shuttle airlock buttons not working
- Intercoms added to arrivals shuttle
- Fix Bridge Secretary Quarters tint
- Roundstart Tcomms SMES starts fully charged.
- Landmarks for Bluespacerift added
- Large Air tanks on station have the same amount in them as air canisters
- Expanded atmospheric tanks to be 2 by 3 instead of 2 by 2
- Wilderness Shelter Area added
- Wilderness Shuttle landing point shelter updated
- Wilderness Shuttle landing sides should no longer shiskabob shuttles
-Teleporter room hand tele can now spawn in one of 4 places
- Halved the warm up time when the autopilot on the shuttles start at round start from ten minutes to five and nine respectively. Should mean the first shuttle will be taking from the outpost when the second shuttle leaves the station
- Amount of phoron in the outposts reduced
- Current transit time 75 seconds with pilot, 150 seconds without. Reduced to 60 and 120 respectively.
- Reduction of the amount of steel and glass in engineering by half
- Reduction of the amount of steel and glass in EVA by half
- Ground Xenobio and Xenoflora torn down partially
- Elevator can be accessed at centcomm
* Fixes autostart solars, adds new config-controlled solars.
* Tweaks map to use config-controlled solar panels, and makes it work.
* If true, Neerti finishes comment.
- Arrivals shuttle should be able to dock at arrivals now even without power
- Added crowbars to dock 2
- Xenobiology access restored to two windoors lacking