Renames areas for more logical order in alarm consoles and other locations.
Begins dividing the cameras into separate networks instead of being dumped into SS13. Changes c-tags to ensure related cameras are sorted together.
Engineering/Outpost/Solars updated this run.
Also includes:
Fixes#8727.
Renames areas for more logical order in alarm consoles and other locations.
Begins dividing the cameras into separate networks instead of being dumped into SS13. Changes c-tags to ensure related cameras are sorted together.
Civilian West (vacant office, cargo, primary tool storage, etc., main hallways excluded) updated this run.
Also includes:
All staff offices, including QM's, now have a privacy mode and door buttons.
Renames areas for more logical order in alarm consoles and other locations.
Begins dividing the cameras into separate networks instead of being dumped into SS13. Changes c-tags to ensure related cameras are sorted together.
Security updated first.
The AI jump-to-network command now offers a sorted list as well as quick selection (using the chat bar).
Ensures the master area is always used, to avoid issues caused by dynamic lightning which splits areas into sub-areas.
Power alarms now handled centrally.
- Adds pressurised room with teleporter and cycling airlock to construction outpost. It contains some resources and tools useful for construction purposes. Outpost also has two PACMANs and PSU which may be used to power the outpost until you can get normal power generation online. PSU starts discharged and has to be charged with PACMANs before use. APC in the area is turned off and unlocked, to ensure anyone who would accidentally teleport there has ability to turn it on and teleport back to station.
- Also fixes atmosphere related bug on new engineering outpost. Relay room had wrong floor tiles causing temperature and air composition oddities.
- Adds Red and Blue simple pipes for mapping use.
- Adds empty CO2 PH and N2O canisters for mapping use.
- Reworks asteroid outpost areas. Old areas kept in separate file for downstream compatibility
- Modifies engineering shuttle to work with next commit.
- SMESs no longer have to be charged above certain level (~5%?) to actually begin outputting power.
- Fixes SMES related bug caused by previous commit
Removes the mounted laser cannon from the ERT hardsuits and instead
provides a single cannon for the team.
Moves the sidearms out to the other ert stations to make it more clear
that they may be used by other ERT roles.
Fixes rechargers now working in Centcom areas.
- Remaps Medical, Research and Civilian West substations completed. Medical Research substation split into two rooms.
- Minor changes at Security substation (adds 2nd door to avoid wiring under doors)
- TODO: Remap all remaining substations
Re-arranges the dormitory bedrooms again. Slightly fewer beds, slightly more maintenance.
Re-shapes the mercenary shuttle airlock and docking points to restore the cabin compartment shape.
Gives the xeno/viro some raison d'être until a something more can be done about it.
- Nukeops (or newly mercenaries) can now dock with the station. Two locations are available, maintenance between virology and xenobiology and arrivals.
- You always have to hack in or be let in. The door won't open on it's own. This is intentional as the shuttle is considered unrecognised by station's docking system. AI or anyone else can open the doors for you if needed.
- Also fixes bug which broke the shuttle console, since someone who was renaming nukeops to mercenaries forgot to change one line in antagonist.dm
Fixes#6913.
Splits the arrival section up into sub-areas to reduce the need of crew rescue.
Makes catwalks act as plating instead of floor.
Misc. changes.
Now possible to configure 3 different kind of Z-levels.
Station levels: Which Z-levels the station exists on.
Contact levels: Which Z-levels are typically affected by, for example, Code Red which alters the visual state of fire alarms.
Player levels: Which Z-levels a character can typically reach.
A jukebox which alters the ambient sound in the current area and plays it with 100% probability.
Leaving the area stops the ambient sound.
Entering the area resumes playing the ambient sound.
Removes the engineering dormitory.
Replaces it with a washroom and a room with previously lost medical supplies (some gauze rolls and ointment) and some of the wardrobes from the now removes dormitory.
Adds more beds to the public dormitory area.
Re-organizes maintenance areas, adds missing air alarms, lights and cameras to substations.
Re-adds a number of suddenly missing power cables, mainly affecting security.
Replaces a few instances of blood on the station with oil. Having round-start blood in secluded areas would get annoying fast..
The CMO's remote door control should now work again.
The CMO's doors are now powered by the ACP in his office.
The command staff now have offices, don't quarters. Felt a bit generous to call them such.
New mob proc Check_Dense_Object() seperated from Process_Spacemove(), checks for adjacent objects or turfs that can be pushed off, also handles magboots on gravity-less floors.