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Fixes Med-Sci Remap Oversights

Open LightFire53 opened this issue 2 years ago • 0 comments

What Does This PR Do

A point because it applies as a blanket: Moves various pieces of wall furniture for easier reading/access

Medbay

  • Replaces random obstruction spawners with wooden barricades on OR 3
  • Removes construction access from the internal medbay maintenance doors
  • Removes construction access from the coldroom storage on the medbay facing side
  • Replaces construction access on the coldroom storage maintenance side with atmospheric technician
  • Tweaks dirt spawners in OR 3
  • Changed the abandoned medical equipment storage to require medbay access instead of psychologist
  • Adds an extra fire alarm below the coroner office
  • Adds a medical intercom to medbay lobby
  • Adds coroner access to the body disposal door, and makes it a reinforced windoor due to the speed of bodies ejected into it
  • Adds morgue, paramedic's office and virology to medbay's quarantine lockdown
  • Makes medbay treatment 2's APC in line with the rest of medbay regarding charge
  • Adds a request console to Chemistry
  • Adds another windoor to Chemistry for further security
  • Gives Runtime a cat toy
  • Replaces Viro's glass airlocks with solid airlocks for isolation rooms

Science

  • Re-areas science lobby to be science hallway instead of primary hallway (No player facing change)
  • Adds a cell charger, scanning modules, AI status display and status display to Research and Development
  • Adjust's robotics floor decals around the fabricators
  • Adds Sci SOP to Experimentor, R&D, Genetics and Robotics
  • Also adds Cyborg and Ripley manuals to Robotics, as well as AI status and regular status displays
  • Connects the RD office door button with the door
  • Changed the solid airlock to a glass airlock leading to the server room from the RD office
  • Adds fire alarm to Sci chem and firelocks
  • Renames the windoor in the test chamber from Research Delivery to Area control access
  • Also adds camera viewing equipment for the test chamber when the blast doors are activated
  • Adds intercom to genetics back room
  • Adds requests console and status display to Genetics, re-arranges the location of the fire alarm so 2 aren't required almost side by side
  • Adds a fire closet, a requests console, and experimentor guide to the Experimentor
  • Adds a light switch to toxins mixing and a fire alarm to the launch room
  • Made Xeno more aesthetic by adjusting the size of the kill room down by a tile, and shifting the top set of pens left one tile
    • This resulted in minor changes to the abandoned medical stuff in the maintenance beside
  • Downsizes the amount of biohazard suits in Xenobio from 5 to 3
  • Adds an intercom to the xenobio airlock
  • Adds AI status and status displays to Xenobio
  • Re-route's xeno's space disposal system to not run under walls but instead through maintenance
  • Adds Biohazard lockdown to Experimentor, Xenobiology, and Genetics
  • Adds a bell to Robotics desk, R&D, Medical reception and Chemistry

Departures

  • Adds a few more status displays
  • Adds an intercom to Departures security
  • Adds an emergency locker and an air cannister to departures maintenance

Maintenance

  • Removed the wiring set up for maintenance robotics to prevent accidental area shenanigans
    • Removed the air alarm in the weed room for the same reason
    • As well as the APC outside janitorial
    • Same with the fire alarm in maintenance medical
    • And the APC in Toxins EVA maintenance
  • Adds cyborg analyzer to maintenance robotics
  • Removed DISPOSALS TO SPACE from maintenance robotics
    • No disposals are present
  • Adds finishing touches to maintenance bathroom
  • Adds blast door controls for maintenance xenobiology
  • Removed the wall under the freezer airlock and wooden barricade to the Kentucky Fried Vox room
  • Adds a bell to the rage cage
  • Adds firelocks to Turbine airlocks
  • Relocates a fungus spawner to prevent what could be a bug where it overwrote the reinforced wall with a regular wall
  • Connects the atmospherics maintenance room with the engineering checkpoint
  • Adds 2 more maintenance power cable connections for both departments
    • This is done because each department only had one point of connection to the main power grid. These are still in maintenance and thus sabotageable
  • Replaced a random obstruction spawner with a grille to ensure relative easy of movement by the engineering checkpoint

Fixes #18793 (to close the issue)

Why It's Good For The Game

Oversights and whoopsies are bad.

Images of changes

As most of these are small changes (or outright invisible as it's variables), I will post the bigger/notable ones here. MapDiffBot can show you the specifics if you want every nook and cranny.

Xenobio

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Morgue

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Robotics reading

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For Science's viewing pleasure

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Genetics adjustments

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Experiment safely

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Atmos checkpoint connection

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THE most important change in this PR:

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Testing

Loaded up local server Checked OR 3 Checked access changes on doors in medical first as CE for the former construction access, then as CMO to ensure it still worked Same with the stuff in the morgue Activated quarantine lockdown to check doors Became RD, checked on Biohazard control to ensure it worked as intended Wandered maintenance, made sure there were no breaches/extraneous area equipment Checked on departures to make sure changes applied there Viewed runtimes to ensure nothing else occured

Changelog

:cl: tweak: Various mapping tweaks to Medical and Science on BoxStation /:cl:

LightFire53 avatar Aug 13 '22 02:08 LightFire53