clean map dumbass probe
Okay junctions don't work how I thought so here's Take 2
Resolves https://github.com/d3athrow/vgstation13/issues/6542 . Adds a new area "Permanent Confinement" along with a new icon for it rather than just re-using other icons like everything else. Adds a new APC for perma. This will cut down on prison wing always running out of power well before the rest of the station.
Fixes https://github.com/d3athrow/vgstation13/issues/6559 by the power of copy and paste!
Adds a mailman outfit and hat to a personal locker in the locker room based off of feedback from the thread.
Significant alteration to botany back room and the adjacent maint to accomodate it. It was expanded by 1x9 tiles, the grinder was moved into the back room, and a paperbin, pen, folder, chair, and 3 tables were added. This has been requested for 6 months. Someone requested it in the thread and reminded me.
Adds sec_perma area to the exception list for radiation storms. Also secretly moves the mailman suit to a hidden location near cargo, good thing no one reads commits other than coders.
Removes the sink from botany, switches the lysis and bioballistic machines, and modifies the waste line and scrubber to not be so spaghetti.
Adds two magboots to the racks in Research Expedition Prep room, a long requested feature. Tweaks botany back room to have a little more space by the door.
Overhauls xenobotany at the research outpost
Adds new area/research_outpost/xenobot. Few minor tweaks to xenobot.
Final smoothing out of xenobotany at the outpost. Adds a wrench, moves a camera, removes some metal and glass to another location.
Dir 10 was the solution to my ugly tiles.
forgot to map merge
removes exotic seeds based on feedback
changelog and fixing a goof in the example changelog where del was described as adding and add was described as deleting
Fixes an errant research hall area in the research shuttle bay, causing fires to trigger alarm overlays in a safe area. Also removes the weird ass tiles in the bar that merely LOOKED like wooden tiles, but were really metal tiles painted to appear as wood. I don't even know man.
Fixes#6744
- Fixes 2 missing jobs and 2 incorrect jobs from the crew monitoring computer
- Makes the crew monitoring computer use RANK to sort instead of ASSIGNMENT, rank is the true job value and assignment is the value to the alternate job title, we want to use rank so we don't need to write down every alt title
Will likely fix some bugs where powernets seem to drop off for a tick then come back double.
Also modifies power machines back to their original ~2 second workload time. The original change from 2 -> 4 seconds was pretty dumb (and not discussed by anyone) because it made things like supermatter and singulo extremely less lethal. Also power machines barely even use any processing time in the first place so it makes minimal difference lag-wise whether it is 2 or 4 seconds between processes