* Update micro.yml
Added southeast solar array, making it easier to obtain power, it's even got another hardsuit!
* Update micro.yml
added empty light outside the new solars, also gave engie front desk some spare light tubes
* Update micro.yml
made evac default, as it fits the station better and is more likely to dock at the alternate evac location
* Update micro.yml
new arrivals (not arrivals)
* Update micro.yml
added hydro public table
* Update micro.yml
more hydro changes
* Add chef, other map updates
adds one chef role just because
double-checked firelocks in medbay
added little table in maints by epi
Security, medical, head of personnel, logistics, epistemics and engineer's head department has been provided with a medal they can bestow upon their crew for doin.... well, I guess better than others, whether or not its literly just doing their job in the first place.
Robotics has been provided with some changes, removed protolathe and the resources that were next to it but given bit better to look in the surgery room of it. (For now)
Epistemics and Medical has been provided with starting basic resources.
Engineering received spare fuel to the generators so they dont have to pray that salvage mines plasma someday.
Salvager's equipment has been doubled to cover all 4 miners and moved to the inside.
Provided meteor shield cover to certain parts of the magnet incase a miner forgets to bring the magnet back and only one meteor hits for some reason.
Provided meteor shield cover above the "legally speaking" secret room
Given an entry on the left side of epistemics to provide faster access to robotics.
Increased the amount of solar panels on both sides but made more broken while at it.
* Update micro.yml
Added physics dampening, added logi autolathe, added salvage rollerbed in case they get ouchies >w<
* Update micro.yml
fixed invalid configurator, recolored uncolored pipe
* Update micro.yml
swapped epi camera router and R&D server positions
* Update micro.yml
added fuel, removed extra rad collectors, preemptively removed AI RTG
* Update micro.yml
added the damn engie fax
* Update micro.yml
firelock/air alarm fix
* Update micro.yml
medical fax and papers (this has to be the last one, right)
* Update micro.yml
changed up sec reception
* Adds Micro
* Update micro.yml
Added parallax, warp points, and several minor changes.
* Update micro.yml
Added intercoms, folders, a fax, and other stuff
* Update micro.yml
Added notes, defib cabinets, a little lighting, uh yeah I think it's ready.
* Update micro.yml
named all faxes & added one to epi, changed an air can to CO2, gave atmos a Plasma can, added emergency lights, added perma cryosleep, added DOG beds for CATs
* Update micro.yml
added detdrobe and repdrobe
* Update micro.yml
medbay curtains!!1
* Update micro.yml
invalid configurators removal
* Thanks Velcro!
lighting changes, added sec and med camera routers and telecoms.
* the classic last minute change
service telecoms and camera router
Bit late, I know.
Added disposals infront of bridge
Added jukebox
Added shipyard dock in command
Changed disposal placement infront of kitchen/bar to less inconvenient spot.
* Mega Antag Refactor
* last minute delta save
* more workshopping
* more shit
* ok tested this for once
* okkkkk sure
* generic delays for starting rules
* well darn
* nukies partially
* ouagh
* ballin' faded and smonkin wed
* obliterated the diff
* Spread my arms and soak up congratulations
* I've got plenty of love, but nothing to show for it
* but there’s too much sunlight
Shining on my laptop monitor, so I
Can’t see anything with any amount of clarity
* ok this junk
* OOK!
* fubar
* most of sloth's review
* oh boy
* eek
* hell yea!
* ASDFJASDJFvsakcvjkzjnhhhyh
* add shipyard code
* add shipyard preferred dock
* shipyard locale
* add the computer itself
* add all the pre rebase shuttles
* name the shuttle
* tweak all shuttle maps + fix test
* add some categories for future use
* rename nanotrasen to civilian
* update for new ui system and move remaining yaml into deltav folder
* good
* write tests
* wow
* helix price hike
* fix dirty dispose
* use deltav cvar file
* s
Signed-off-by: deltanedas <39013340+deltanedas@users.noreply.github.com>
---------
Signed-off-by: deltanedas <39013340+deltanedas@users.noreply.github.com>
Co-authored-by: deltanedas <@deltanedas:kde.org>
Co-authored-by: Null <56081759+NullWanderer@users.noreply.github.com>
* Returned box evac & small changes
Small adjustments made to the map, in addition to resolving issue with improperly docking evac shuttle.
* Removed prior box shuttle
* Added criminal records computer
- added an interior exit button to the xenoarch chambers
- added some extra wires in the engi outpost
- moved corpsman medicine locker
- gave det back their extra rubbers that somehow got deleted
- fixed maints above singulo not having power
- put a mass scanner on salv dock, gave them one handheld to start with
- gave perma a dinnerware crate and more instruments
- improved firing range (conveyors!!!)
* SS14-26480 Roll Traversal Distorter into regular Artifact Analyzers
Bit of a grab-bag of cleanup of Xenoarchaeology prompted by #26480.
1. Traversal distortion biases are now "up" and "down" instead of "in" and "out".
2. Node generation has been tidied up to make it a little clearer how it works.
3. Traversal Distorters have been removed from the game along with their board.
4. Traversal distortion is now done by the artifact analyzers by default.
5. Some loc strings have been made clearer.
6. The Abnormal Artifact Manipulation tech has been made slightly cheaper.
7. The aformentioned tech is now localized as Artifact Recycling, given all it does is unlock the crusher.
8. The Xenoarchaeology guidebook entry has been given a bit of a rewrite, putting all information into
one page and making sure to cover the basics that otherwise would require someone typing "Liltenhead
artifact tutorial" into Youtube.
* Fix references to deleted guidebook entry
* Add fancy button to console because @EmoGarbage404 asked me to
* migration comprete
* Fixed a goober comment
* maint fails to resolve conflicts: more at 11
* Resolve PR comments
* Make UI nice
---------
Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
(cherry picked from commit f059714a75601c73c0b7b917d0faac35c99f96fe)
* Made more things blessable
* Removed junk
* Remove whatever that was
* Make bowls blessable
* New mixablesolution component, converted everything to work with it
* Fix minor mishaps
* Fix extra spaces in bottle yml
* Fix last extra space, fix bottle havign the wrong solution name
* Remvoe unneeded event(I think), fix alcohol bottles not being mixable
* I missed cans
* Update submarine.yml
- made TEG engi-accessible
- gave hos a different gun (again)
- added more roundstart SMES, in maints near the singulo, to give more time before power goes out
- gave mime a zebra scarf
- added blast shutters between epi substation and bridge docking area
- changed up theatre dorm doors a bit (main dorm room is AA, all doors are glass now)
* fixed cloner
initial commit
- removed unsuls
- fixed maints access at bridge entrance
- added instruments to perma, books, altered visitation window
- removed secglasses from ward & hos office since theyre roundstart anyway
- removed the random spawn pill canisters because they can have ambuzol -_-
- connected toilets in perma to disposals
- perma windows made only reinforced glass since the damage from electrocution is changed
- gave sec some labellers for evidence lockers; evidence lockers added just outside brig
- door'd the entrance to sec so it was less wildly open every time the power went out; doors are now all lawyers also in the hall; gave them a generator
- adjusted role numbers slightly (less interns, more even dept counts)
Update submarine.yml
- removed duplicate jetpacks from paramedic lockers
- moved det office back to sec; old room is now a general-purpose rec room
- unspaced disposals :(
- gave bars sinks
- unlocked booze-o-mat at perma & in maints bar
- fixed dupe windoor in salv
* initial commit
- improved park theatre
- moved bridge fireaxe
- gave reporter a fax machine
- secfab moved to armory counter per ramona's suggestion
- armory is less of a cramped PITA to be in
- gave hos a lecter safe instead
- made TEG instructions similarly indestructible and immovable like the med counter paper; at this point i should really just PR some kind of plaque or something,
- singulo room got the substation treatment :)
* canisters
* minor fixes
- fixed jani maints being AA (oops!)
- fixed ID console being in AA bridge counter (made door glass so its clearer its AA too)
* Update submarine.yml
* Update submarine.yml
- west wing of med was unlocked ????
- removed sec intercom in perma
- gave perma the substation :)
- service locked the service autolathe
- fixed space area east of hospital being hard to get into
* port lighthouse and dosome work
* fix evil things
* add to pool and test
* most of the logi rework, replace viro with some cryo beds
* more reworks
* fixes
* updatey
* more fix
* techie spawn and more suit storage
* actually add the techie spawns
* name every door
* gaming
* mostly fix/add cameras
* warp point gaming
---------
Co-authored-by: deltanedas <@deltanedas:kde.org>