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.
- More Cameras added to Civilian Areas
- Cargo foyer area added.
- Cafeteria Floors Properly Painted
- Improper access restrictions removed from security checkpoint and medical door bolt locks
- Guide signs posted all around the central ring
- Engineering dome oupost DLC added for $19.99
- - (Minor bug with docking will fix later)
- Recreation area vented to space fixed, (holes under doors, removed extra wires and pipes)
- Captain's Bathroom now with 100% more lighting
- Extra pipes in Atmos removed, one tweak left to be done.
- Windows in the AI core fixed, Door button added, Power wire fixed. Hatch access fixed.
- Visitor beds upgraded.
- Captain's bed now improved for ERP
- ERT Chem dispenser fixed.
- Engineering soda dispenser fixed.
- Mixed air outlet valve fixed??
- Missing area tile for small admin shuttle fixed.
- Dorms now has R-walls
- Gateway Cryo added.
- Teleporter reworked and now operational and fixed.
Changes -
- Research
- Work finalized on Research, all extra items such as newscasters, alarms, fire extinguishers added. Cargo drop of point added Door access completed, landmarks and spawn points added, floor painted. No further major changes to be made to research.
- Cargo
- Work finalized, One new area added (second one to be added at a later date but causes no issues at this point). No major changes to be done to cargo at this time.
- Security
- Work finalized, brig cells work properly, cargo drop off point made, cameras added, blastdoors working properly, no major changes to be made.
- Medical
- Work finalized, hallways painted, shutters working properly, cameras added, virolocks functional. Cargo drop off point to still be added. No major changes to be done.
- Command
- Work in Progress, door access done including AI and AI upload, landmarks added, few light changes such as additional lights to the bridge. No major changes to be done
- Engineering
- Work in Progress, door access done, cargo drop off point added. Materials supplied, engineering 'elevator' functional. Blast doors need to be added. Detail work needs to be added. No major changes to be done.
- Civilian
- Work in Progress, door access should be finalized for areas such as the bar, kitchen, hydroponics coffee shop. Chapel driver now operational. Several areas with cameras, several areas still lacking cameras. Detail work missing such as newscasters and fire alarms. No major changes to be done.
- Misc
- Work in Progress,
- Tech storage access completed. Security checkpoint door control and access done.
- Airlock next to the research fixed. Waste disposals tweaked and fixed.
- Work completed on EVA, finalized. No further changes.
- IAA access and landmarks completed.
- Holopads added to areas previously without such as in front of escape pods.
- Other Tweaks
- Light ranges increased for both small and large lights.
- Small lights have had their color changed to a much fainter tint
- Comfy Chair tweak pending.