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.
Updated MetaStation/z2.dmm
Updated MetaStation/z3.dmm
Updated MetaStation/z4.dmm
Updated MetaStation/z5.dmm
*Added one roll of cable coil to the bartenders' backroom closet
*Added shutters to the detective's office, improved various other ones
*Adjusted layout of the MiniSat so that telecomms is easier to access and sabotage
*Adjusted layout of execution chamber
*Fixed missing window on the emergency shuttle
*Fixed ~260 tiles having active atmos interactions on roundstart
*Fixed RD RC and AI integrity restorer being inaccessible
*Fixed broken sprite under spare office door
*Fixed newscaster behind perma basketball hoop
*Fixed AI core cameras incorrectly being on SS13 and MiniSat camera networks
*Fixed output direction of counterfeit exosuit fabricator
*Granted theatre and bartender access to all maint doors on the top-right of the service area
*Moved disposals unit in virology so you can throw bottles into it from the desk
Updated MetaStation/z2.dmm
Updated MetaStation/z3.dmm
*Added a fuel output pipe to atmospherics that connects directly to the incinerator turbine
*Added a filtration set-up on one of the rows of canister ports in atmospherics
*Added heater/freezers connected to the distro, mix tank output, and pure gas output loops
*Added more walls and privacy shutters to the corporate showroom
*Added missing health HUDs back to medbay
*Added departmental management consoles for each head of staff
*Added more security lockers to the brig
*Added rubber buckshot to the ammunition locker in the armory
*Added stacks of warning cones to security and engineering
*Added a basketball and hoop to perma
*Added privacy shutters to chemistry and improved the ones in research and genetics
*Added an air vent to the chapel mass driver
*Added a wrench to the warden's office for setting up flashers
*Adjusted some tiles outside security for better symmetry
*Adjusted layout of the teleporter room to make it less crowded
*Adjusted layout of the HoP's office to make managing paperwork easier
*Adjusted layout of the warden's office so they can better view the three brig cells
*Enlarged the emergency shuttle - making the brig, medbay,and the bridge each 1 tile higher
*Enlarged and improved the incinerator room
*Fixed beakers outputting below chemical dispensers in various places
*Fixed SMES cells being designated part of the CE's office
*Fixed broken TV and nuke sprites in the corporate showroom
*Fixed Mopficcer Sweepsky's name
*Fixed comms console on the emergency shuttle counting as station-based for autocall checks
*Fixed (possibly) the central wall block at the toxins test site - it should now be indestructible again
*Moved chemistry smartfridge up so it can be accessed from the medical lobby
*Replaced the second securitron, Inspector Johnson, with a patrolling medibot version
*Replaced the secure lab chemical dispenser with a portable variant
*Switched the locations of the AI core SMES and primary AI to stop lasering the AI from the door
*Switched the directions of the cargo conveyor belts - the longer belt is now the input belt
Updated z2.dmm and z3.dmm
*Updated Centcom to current version, with added gun/device 'museum' at the escape shuttle dock
*Added extra signs to help navigate between departments
*Added conveyor belt levers to the cargo shuttle
*Added two more air vents to the minisat walkways
*Added commemorative plaque to random tile which has been in deep space for some time
*Added condimaster to bartender's backroom
*Added stack of regular glass to EVA table for regular-glass repairs
*Added missing cargo tech locker to cargo bay
*Replaced all flooring in research firing range with disguised reinforced tiles
*Replaced screwdrivers in botany crate with wirecutters
*Fixed various issues with bot patrol routes
*Fixed conveyors on the cargo shuttle going to the wrong way
*Fixed virology break 'romm' typo
*Fixed emergency shuttle brig being blue and not counting as brig for antag redtext
*Fixed pipe near minisat teleporter occasioanlly resulting in teleported ventcrawlers
*Fixed broken bartender's closet
*Fixed misaligned air scrubber in the cargo bay
*Fixed camera names in experimentation lab and bar backroom
*Fixed odd ventcrawl movement at a vent near arrivals
*Moved mopficcer sweepsky the cleanbot to the center of the station, starting on auto-patrol
*Removed duplicate TV screens in the library private study rooms