* 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
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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>
* tweaks
- removed lockable crate go fuck yourself. use the COUNTER.
- added red phone to bridge
- flipped spare ID so it is accessible. haha oops
- goodbye bibles
- added bridge fax machine
- gave sec checkpoints two buttons for N/S blast doors
- added atmos into the court defendant/prosecutor boxes (lol)
- one billion more station maps
- gave chem counter a smartfridge
* fix invalids
* Update submarine.yml
- wrenched the med paper (lol)
- added a 'barrier stockpile' by singulo
- gave sec jetpacks (honest to god thought they came in the sec suit storage for some reason)
- tweaked salv dock a bit
- removed salv shuttle console which definitely shouldnt still be there lol
- used black shuttle tiles in more places instead of reinf
- removed that one hall bush outside of the court that always annoys me
* haunted dungeon
* Initial work
Still needs prefab gen work to make it interesting.
* ime a worm
* weh
* Work
* Slight tweaks
---------
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
(cherry picked from commit 952b7f4c4e8e957c0c3765f7b20f2745c9297e27)
Basicly just does small fixes that were told to me.
Warden's wall monitor is now located on the table because previously it was on a wall that wasnt even accesable
Salvage was readjusted due to no shuttle and given conveyors to help moving the cargo inside
Prisoner wall lockers now contain jumpsuit and jumpskirt for any new prisoners
* initial commit
* more fixes
* forgot a cable
* minor fixes
* Update submarine.yml
* fuck that one cable
* we're so back
* its so over
* more wires fix & clown pie
* 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
* Added new Buy & Sell specific cargo pallets
* Remapped trading outpost with new pallets, tweaked texture
* Removed debug message
* Fixed/Compacted conditional checking to let old pallets still work for backwards compatability
* Update Content.Server/Cargo/Components/CargoPalletComponent.cs
Alright, updating all the references to it.
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
* Changed textures, changed to enum instead of string for pallet type check
* Few minor code tweaks/formatting fixes
* Missed the prototype change
* Update Content.Server/Cargo/Components/CargoPalletComponent.cs
* Update Content.Server/Cargo/Systems/CargoSystem.Shuttle.cs
---------
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
(cherry picked from commit c0bbbc33c19eafcc8defaa7f1ec2df42e485b435)