* various retooling
- moved bar & arcade to food court
- retooled west wing of hospital
- fixed atmos markers in gas area
- fixed some misc emergency lights, lowered overall emergency light amount in maints
- removed barbershop, laundry made smaller and slid over a bit
- epi gets their maints back for real
- SIX SMES's. power problems better be fixed or im eating my hat
- removed any labyrinth loot of value pending a full labyrinth redo out of scope for this patch
- WIP supply room for the big hole left by the old bar & arcade/cafe area
* minor touchups
* Update submarine.yml
- added a park substation
- minor tweaks & cleanup
* remove unnecessary extra SMESs
* fix erroneous tiles
* fixgridatmos & variantize
* Update submarine.yml
- added a central hospital substation
- retooled the sec & engi outposts
- labyrinth REMOVED.
- made the robotics room """bigger"""
* sorry prototypes file
* Update submarine.yml
- bingus room
- ai containment room
- minor tweaks & cleanup
* minor fixes again
* cave time
* further refinement of cave area
* old xenobio lab
* decal'd up
* 1 more light
* glass airlocks in xenolab
* ICU door & cave prison
* Update submarine.yml
- added some railings / line stuff
- borg chargers at logi lobby
- fixed some tiles
- retooled ICU a little
* signage babeyyyyy
* Update submarine.yml
removed laika, added SOME stalagmites but not all
* Update submarine.yml
stalagmites, sec main area rejiggering, detailing
* button fixes
- made all buttons directional
- named janitor service light buttons
- added some missing jani lights
* stuff
- moved brigmedics room into sec
- moved detective out of sec
- prettified more substations
- added martial artist, tweaked some crew numbers
* custom escape pod
* custom evac shuttle - NTES Propeller
* fix some wiring on evac shuttle
* rotate some items & telecomms added
also intercomms
* more room at arrivals in case evac shuttle flips
* swap to metem machines
* strengthen armory
* armory touch-ups
* a treat for the warden
* fix stinky decals
* added laser box
and fixed armory more and also apparently never added the metem machine ??????? i swear i did this, must have not saved it
* add secondary sec entrance
also added some posters
* swap armory & wardens room
* armory touchups
* Update submarine.yml
- added blast doors to holding cells
- fixed corpsman door
- added some more cameras
- stuck some secret doors around
- added ninja bombing targets
- minor touchups
* fix some connections
* Update submarine.yml
* Update submarine.yml
* Update submarine.yml
* Update submarine.yml
* Update submarine.yml
* Update submarine.yml
* Update submarine.yml
* Update submarine.yml
* Update submarine.yml
* Update submarine.yml
* Update submarine.yml
* sec checkpoint 2
* minor fixes + panopticon
* fix power near arrivals
* missed two wires fuck
* Update submarine.yml
* atmos maint changes
* more external access points
* camera monitor fixes
* fix area around camera router a bit
power, etc
* fix test failure
PROTIP: dont throw darts
* inconsistent windows at bars
* Update submarine.yml
* Update submarine.yml
* retool cargo dock significantly
* single tile that was gonna annoy me
* forgot lights oops
* Update submarine.yml
* improved ICU way more
* Update submarine.yml
- contraband crate
- minor ICU touchups
* minor fixes
* cloning room tweaks
* decal'd up the bar
* catch up to recent additions (+ psych office, better med, EPI cams, cryo)
* Fixed more cams, named APCs, colored distro and waste
* named ALL apcs after testing
* more cams fix, betterer cryosleepTM
* Expands Shoukou's medical
Everything from the right of medical,
From the right of medical up to the bridge needs to be checked because I moved ALL OF IT.
* Update shoukou.yml
* Update shoukou.yml
* tweaks done put in the PR changelog
* more tweaks, enough for PR, all good.
* fixed solution
* fixed few fucked up station beacons
* FIX: cams, some accesses, more jobs, more lockers, perma prepped.
* brought more jobs slots to service, and borgs
* buncha changes
moved comms, made the hospital a little less prone to maints shenanigans, connected the psychologist offices directly to the main hall, added another exit to urgent care, gave perma a visitation area and moved the brigmedics room, made perma less prone to escapes, turned the cafe into an arcade, turned the rightmost mall kitchen into a laundromat, removed the halloween stuff
* raise pop to fifty
* fix hos safe & cleaned up salv a little
also hid a few aloe and galaxythistle around the maze just to help the caustic issues
* siobhan for epi
* PR commit, merged atmosia update, upgraded comms, fixed a few power issues
* ran important mapping CMDs, yeepee
* merging fuck file
* redone the changes, removed tiny fans, fixed robotics
* fixed solution smh
* added more priso slots
* terminated TEG, put wood corner instead
---------
Co-authored-by: rosieposie <roseknight9999@gmail.com>
* wawa
* A LOT of changes, will write a proper commit
* Final tweaks for Submarine station.
* Finaler tweaks, fixed power on a few places etc etc.
* edits 4 map
* fix sln file
* woopsies, fix !
* removed mediborg from available jobs
* Fixed musician spawn point lacking
* tweaked submarine: fixed evac screens, added material reclaimer in disposals
* submarine update:
-resorted chemistry
-drippy closets up
-THE CRYO IS REAAAAAAL
-beacons, they're here
-stuff
* fixed shuttel, now it's hammurabi's because it's sick and I can't be bothered to build a whole ass evac shuttle meself
* oopsy woopsie wrong file directory uwu
* emergency fixes, weewoo now it's good
* last changes, on god:
-adjusted maints
-new 3R#0!/ beacon somewhere
-AME has enough cores to power station properly roundstart
* fix cryopod, FULLY READY NOW.
* Final commit, changes the shuttle, added perma cryopod, all clean and good to go.
---------
Co-authored-by: Velcroboy <107660393+IamVelcroboy@users.noreply.github.com>
* Remove non-salvage testing map from pool
* Revert "Remove non-salvage testing map from pool"
This reverts commit 2e1c7ce84f.
* Remove non-salvage testing map from pool
---------
Co-authored-by: Jeff <>
* Revert "Removes Prisoner selection from maps (#262)"
This reverts commit d73f485fa2.
* Fix alwaysUseSpawner, add DesiredSpawnPointType
Prisoners are now forced to spawn in the prison again.
* Updated map prototypes for prisoner
Yaaay, we love confinement!
* Update asterisk.yml
Add a drain to the cell area :trollface:
---------
Co-authored-by: Colin-Tel <113523727+Colin-Tel@users.noreply.github.com>
* Shoukou from Nyanotrasen.
Adds Shoko to the rebase.
TO-DO: Ensure that everything is actualy in order in the uh... (reads paper) 79.... thousand lines of yml.
Make it work.
* Updating it to the "acceptable state"
Incase i need to go back if i frick it up.
* Updated the map a bit.
* Changed Shoko further.
* Final changes to departments.
* Final changes to Shoukou, ready to be reviewed.
* Whoops, Now its done~
* Changed the requested things.
* Gave logistics working telecoms.
* Update shoukou.yml
* .
* Added finer details.
* Adjusted alot.
Adjusted pipes in new department places.
Adjusted fire alarms.
Adjusted mistakes of mine.
Fixed the the ingame map.
* Added shutters to lawyers office for private talks.
* Updates
* Adjustments (check desc)
Adjusted cables in salvage's room so they are not under the damn wall while also chaging normal wall for reinforced one.
Added tiles under cargo's substation, LO's office, CE's office.
Got rid of tiny fan in salvage's airlock and atmo's TEG burn chamber.
Added airlocks to cargo.
Made more room in cargo's loading bay.
Expanded doors and added blast doors for cargo shuttle's entrance.
Exchanged some windows in LO's office to reinforced walls and added shutters.
Changed switche's location of detective's office shutters
Added MV cables in security so prisoners have actual power.
Fire alarm has been moved 2 tiles to right and reconnected in command's meeting room.
Moved some engineering hardsuits to the back
The atmos fax should have been named.... hopefully.
Did the obligatory tilewindows, tilewalls, fixrotations,fixgridatmos commands
* Adjustments part 2
Added light at the end of extension of shuttle.
Repaired conveyor belts in cargo.
Exchanged corpsman locker filled to corpsman filled with hardsuit.
Added tiny fan and reversed airlocks in cargo to actualy be able to dock.
Changed the entire area which used to be a side kitchen with eating area and flipping it. Added a window where now resides eating area that looks upon cargo's shuttle.
Changed food in command to be more consistent
Adjusted arrival docks to be more closer aka 5 tiles between eachother instead of 7 so that shuttle can dock properly incase the evac gets destroyed.
* Added mystagogue hardsuit locker.
A quick fix.
* Adjustments to adjustments.
Shady cigs instead of vendomat in the new eating area.
Removed a light on a window.
Added a glass firelock in the new side kitchen and linked it.
Readjusted docking in cargo for cargo's shuttle.
Changed location of the salvage shuttle CONSOLE to be nearby of the magnet.
Got rid of the conveyor belt since there really is no point for it to be there anymore, replaced the airtight with an another door and firelock that was linked.
Adjusted LV cable so it doesnt go thro a wall and reaches the autolathe and airlock doors that have been placed for cargo shuttle
Changed location of the magnet.
(God im tired and depressed, not specificly from this. Hope you are having a fantastic day whoever is reading this)
* Updated SMES's and Substations names.
Updated name of substations near service, in engineering, nearby of epistemics., in command, both security substations, Camera's one, medicals, logistics, upper solars.
Updated SMES's name in engineering of AME, in TEG, on both solars.
Removed 6 MV cables in security because they were causin 2 substations to be connected to eachother
* Anchored the station
Any bump will be meaningless as the station holds still as the big station it is.
---------
Signed-off-by: Adrian16199 <144424013+Adrian16199@users.noreply.github.com>
Signed-off-by: Colin-Tel <113523727+Colin-Tel@users.noreply.github.com>
Co-authored-by: Colin-Tel <113523727+Colin-Tel@users.noreply.github.com>
* Update asterisk.yml
Added Prisoner spawns (no job in the prototype yet)
Added random food/drink spawners at kitchen/bar
Added intercoms to all departments and other areas of interest
removed one of the 4 radiators on the cool loop of the TEG
* Added atmos tech and other map changes
changed to Angle's parallax
changes to secondary evac and its nearby maints
added atmos tech slot and their drobe
minor fixes
* Updated Asterisk
Made atmos waste pipe more obvious
added a couple drink vending machines
fixed gravity access
fixed missing link on the artifact pad
removed interrogator lamp
* Update asterisk.yml
I hate wallmount nanomeds
* Update asterisk.yml
Security changes
* Adds Asterisk Station
The map renderer is a bitch ass motherfucker.
* Update default.yml
added Asterisk to pool, and alphabetized the list.
* Update PostMapInitTest.cs
forgot I had to do this shit
* Update asterisk.yml
I forgot the cool role
* Update asterisk.yml
Added station maps
* Update asterisk.yml
Added JobSpawns for salvage and made some other adjustments
* Update asterisk.yml
Changes made after Velcro's review