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@VaelophisNyx VaelophisNyx commented Aug 1, 2022

Document the changes in your pull request

Unreverts #14842, which appears to have accidentally been reverted entirely.

  • adds shutters to medbay storage, cloning, and genetics, and removes the unusable curtains
  • adds buttons in the CMO office to remotely open any shutters in medbay
  • fixes missing CMO shutter button
  • adds a desk to the paramedic office, and a window into the storage room
  • adds doors to the Hop Lobby, and Cargo Lobby
  • replaces the hop lobby outer wall with an enclosed garden area
  • adds more firelocks to the primary hallway, should be easier to contain a plasmaflood/fire now.
  • adds more windows to space in Security (all electrified)
  • fixes medbay treatment lacking an APC
  • puts the evac sec checkpoint on its own APC
  • adds Kreb to arrivals checkpoint
  • adds many more random event spawner locations so its harder to metagame where things happen
  • adds maint doors to the arrivals and evac sec-checkpoints
  • electrified all heads office windows (and the QM's office)
  • changes most instances of 1x2 double airlocks into a single double-wide airlock in public areas
  • perma now has fireshutters on the windows
  • completely redid electrified window wiring in perma, prison cells, and the bridge (wall-wires are bad)
  • adjusts the medbay security office so it has better window visibility
  • adds one electrified reinforced plasma-glass window to the captain's bedroom (so he can see space better :D )
  • does some interior design work to the heads & det & law offices (better carpeting)
  • fixes the placement of the CE office disposals so you can reach all the computers
  • readds the bridge, cap's, and hop's weapon rechargers
  • fixes the APCs and areas for most of the maints
  • adds robotics shutters
  • pre-wires one solar array (sometimes there's literally noone to do it)
  • probably missing some stuff, if you see an undocumented change, poke me and I'll document it

Changelog

🆑
experimental: [Gaxstation start]
rscadd: adds shutters to medbay storage, cloning, and genetics, and removes the unusable curtains
rscadd: adds buttons in the CMO office to remotely open any shutters in medbay
bugfix: fixes missing CMO shutter button
rscadd: adds a desk to the paramedic office, and a window into the storage room
rscadd: adds doors to the Hop Lobby, and Cargo Lobby
tweak: replaces the hop lobby outer wall with an enclosed garden area
rscadd: adds more firelocks to the primary hallway
rscadd: adds more windows to space in Security
bugfix: fixes medbay treatment lacking an APC
rscadd: puts the evac sec checkpoint on its own APC
rscadd: adds Kreb to arrivals checkpoint
rscadd: adds many more random event spawner locations
rscadd: adds maint doors to the arrivals and evac sec-checkpoints
rscadd: electrified all heads office windows (and the QM's office)
tweak: changes most instances of 1x2 double airlocks into a single double-wide airlock in public areas
rscadd: perma now has fireshutters on the windows
tweak: completely redid electrified window wiring in perma, prison cells, and the bridge
tweak: adjusts the medbay security office so it has better window visibility
tweak: adds electrified r-plasma-glass windows to the captain's bedroom
tweak: heads/det/law office carpets have been upgraded/added
tweak: medbay/bridge maints now not all "central" maint
tweak: one solar array comes pre-wired
rscadd: adds shutters to robotics
bugfix: the CE can now reach all three computers
bugfix: re-adds the hop/cap/bridge rechargers
experimental: [Gaxstation end]
/:cl:

@VaelophisNyx VaelophisNyx requested a review from a team as a code owner August 1, 2022 01:38
@Yogbot-13 Yogbot-13 added Feature This adds new content to the game Fix This fixes an issue. Please link issues in fix PRs Mapping Will result in a change to a map. Tweak This PR contains changes to the game. labels Aug 1, 2022
@VaelophisNyx VaelophisNyx changed the title Unreverts #14842, Adds new content to Gax Unreverts #14842, Adds new content to Gax, and fixes some stuff Aug 1, 2022
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  • way too many firelocks, notable ones include the ones in viro, the ones in genetics, the ones by the medkits, the ones in cloning, the ones in xenobio, the ones in disposals, the ones in the supermatter (the normal glass seperating the normal floors from the engine area are fine i guess), armory, perma, uhh i think execution? Pretty much any area with a directional window does not get a firelock. I also see a lot of fulltile windows that don't get firelocks either, the only places that really get firelocks on windows are medbay leading from the entrance to the treatment area.
  • too many double wide airlocks. At minimum, I'd like cargo to not have any, dorms to have the normal sized ones, and the one removed from science/HOP. Library, Chapel, and Bar can stay, they look very nice there. Also floor decals need to be adjusted for these double wide ones.
  • output for toxins test room is weird with the glass, feel free to extend it 1 down to be able to fit it better.
  • Don't know how I feel about the maint doors leading into nearly every security area, for a lowpop map this basically means the antag gets free security equipment for basically nothing. at the minimum, the red floor trim needs to be fixed at least. Looking at the other maps, at max you should have the arrivals one and maybe the escape one be accessible from maint and nothing else.
  • Evidence is supposed to be a bit private and secure, I'm good with one window facing to space (maybe even electrified) but having 3 + the 2 in the hallway leaves it a bit too open.

Overall looks pretty nice and I like the flooring you've added.

e
sorry folks biome said I can't stop you from dying to pressure damage because a shitter broke the windows
toxins do be fucky
man this station is really easy to fuck over with a plasma flood :/
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  • lots of firelocks hidden around still in windows, look at map diffs to get a sense of where they are
  • tile edge decals incorrect on the maint doors from the two security posts you added doors to, look how other departments merge in
  • dun like the double widedoor on hop!
  • can you fix this too
    image
    (look at the floor decals)

the rest looks great thank you

@VaelophisNyx
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pretty sure I have everything other than the windows around medbay treatment cleared of firelocks

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ss (2022-08-01 at 02 46 56)

@VaelophisNyx
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ss (2022-08-01 at 02 47 35)

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firelocks still
image
image
image
image
image

@VaelophisNyx
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guh
I've removed the fitness room ones like three times now
what the fuck fastdmm

@VaelophisNyx
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also the cargo changes in that last screenshot were removal of firelocks

@VaelophisNyx
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also the cargo changes in that last screenshot were removal of firelocks

actually I am a blind fuck

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or not I was on the wrong branch lmao

@ToasterBiome ToasterBiome merged commit c6ee41f into yogstation13:master Aug 2, 2022
Yogbot-13 added a commit that referenced this pull request Aug 2, 2022
@VaelophisNyx VaelophisNyx deleted the gaxfixes2 branch September 3, 2022 22:58
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4 participants