Moves the nuke team spawn area a bit away from the shuttle to solve #12766
Gives the nuke ops a nuclear fission explosive toy
Creates a hidden nuke op memorial easter egg with the extra space created by the move
This means two xmas trees per map, one in/near the bar and the other in/near the chapel. There's also a festivus pole in/near the RD's office. In a few cases a clearing of space in the bar came at the expense of a few chairs, tables, but if there were anything on said tables they've been moved to empty tables nearby.
Also adds a christmas tree to the centcom disembark (thank god that's generic now) and the magic robe compatible santa hat/suit to the wizards den.
Couldn't figure out how to edit bird/mini without it throwing telecomm exceptions at me due to them having special versions of those systems, so no christmas for them this year. There's not much in the way of room anyways.
Moves holodeck code to modules/holodeck. Repaths holodeck structures a little. Cleans holodeck code and prepares for additional features (multiple holodecks, etc). Should fix#4828.
Necessary map bugfixen for Asteroid, Disc, Dream, Meta, and TG.
Adds Lounge, Emergency Medical, pet center, and holdout room to the rec holodeck.
All items spawned by the holodeck will do only stamina damage, except when emagged. This allows emergency medical to be staffed with scalpels and bonesaws and such. Emergency medical has some functioning equipment but the only drugs available are in the sleeper.
Disc was left completely untouched. Dream was given only a single edit to keep the syndiebomb working. Meta and Bird are also both cleaned up now too. All map-specific custom z's were cleaned too.
Source of these tags is DM being stupid. When you use the "Generate instances based on icon states" option, for some ungodly reason it gives those instances a tag. Which is retarded, tags are supposed to be unique to each object.
I tried searching for legit uses of tag in code and found only a few landmarks and giving mobs a tag. In any event, setting tags on map objects is probably a really bad idea anyway.
Exact regex used to find these so you guys can check my work
; tag = "[^"]*"
#end/middle
(?<=\{)tag = "[^"]*";
#begin
\{tag = "[^"]*"\}
#solo
Beds (and chairs) now have buildstacktype and buildstackamount vars to handle how many sheets of what they should drop on deconstruction.
They also have a foldabletype var to handle folding into item (currently only used by roller beds) so that people can add foldable chairs in the future.
Fixes swivel chairs not dropping the correct amount of metal sheets.
Fixes#11054Fixes#10896Fixes#10049
Changes look of bomb-proof wall on toxins test site to riveted like on centcom.
Cleans up various area boundaries around the station, shouldn't have any effect on gameplay but looks cleaner when mapping.
Added a pair of large air tanks. Use them well. (hint: you can filter them out to oxygen and nitrogen and store separately)
Added an ore satchel and a shovel to the clown shuttle, because noone goes mining with only a pickaxe. That'd be silly.
Added a cultivator, spade, and a nutrimax/seed vendor to the ex-security area, somewhere. Prisoners were supplementing their diet for sure.
Added a beaker of sulfuric acid.. somewhere. I forgot where. It's probably not important.
Changed secondary recipe of Miner's Salve to be a sheet of iron+ a sheet of plasma + a twinkie in a grinder. That seems more "ghetto chemistry"
Added grinder to mining station.
Fixes being able to enter a disposal bin while buckled.
Fixes items bouncing off delivery chute when thrown into it despite entering the chute.
Fixes being able to leave disposal pipes when moving inside pipes on a janicart.
Fixes some potential runtime (null loc) when flushing the disposal units.
Fixes the thrown range when being ejected from a disposal pipe.
Adds the boards for circuit imprinter, protolathe, and rdconsole
Adds and scatters enough stock parts to build those three machines around the derelict.