* named apcs, doors, air alarms, cameras, fire alarms, substations, SMESs
* updated PostMapInitTest.cs to include Cell
* added psychologist spawn
* fixed scanner console link, fixed disposals conveyors, and more
* added janitor service lights, maints firelocks, and more
* added more fun maint rooms
* improved head offices, kitchen, psych. added maints between science and arrivals
* fixed spawners placed over solid objects
* added unique evac shuttle, the Cilium
* evac shuttle is now orientated correctly
* added unique cargo shuttle
* updated kitchen area
* renamed Cell Station to Elkridge Depot, removed most main hall airlocks for smoother travel
* general last-minute touch-ups around the bridge and sec
* changed station name in PostMapInitTest.cs
* added Elkridge to default map pool
* added myself to map_attribution.yml credits
* named apcs, doors, air alarms, cameras, fire alarms, substations, SMESs
* updated PostMapInitTest.cs to include Cell
* added psychologist spawn
* fixed scanner console link, fixed disposals conveyors, and more
* added janitor service lights, maints firelocks, and more
* added more fun maint rooms
* improved head offices, kitchen, psych. added maints between science and arrivals
* fixed spawners placed over solid objects
* added unique evac shuttle, the Cilium
* evac shuttle is now orientated correctly
* added unique cargo shuttle
* updated kitchen area
* renamed Cell Station to Elkridge Depot, removed most main hall airlocks for smoother travel
* general last-minute touch-ups around the bridge and sec
* changed station name in PostMapInitTest.cs
* added mail, moved some things around, and fixed a lot of APCs
* fixed my mistakes
* Fixed a few mistakes and AI camera names
* Redid south medbay and more wiring
* Finished sci overhaul, and fixed all issues that I could find.
* rebuilt botany, removed vox box, fixed all known issues.
* Overhauled security
* Minor commit as I prepare to update my copy
* Rebalanced role counts
* Final changes, ready for review!
* Emisse and other people fixed issues with the station
* Finalized changes (for real this time)!
* Added evac shuttle and fixed various issues brought up during playtests
* Updated Amber with playtest feedback, removed waste loop and firelocks from evac shuttle
* Initial Commit with two departments done
* Checkpointing work
* Added most of service and science
* Started work on medbay
* Modified TEG setup and set up atmos pipes for engineering
* Re-added medbay, added chapel and janitorial, started routing disposals and generally the final layout of the map is coming together
* Plenty of additions, too many to list in a commit message
* Major update
* Nearly done with the map, just have to do decals and emergency lights
* Added all decals, only thing missing is department signs
* Toned back the dirt decals a bunch, added hallway signs and other decorations
* Finishing touches on the map before testing.
* Fixed invalids
* Renamed the station to Amber, and made a couple adjustments
* Completely redid cargo, added maints around sec
* Added Amber to the map post init integration test
* Many small updates addressing issues.
* Ran a script to update all the camera names, also ran fixgridatmos, fixrotations, tilewalls, and variantize
* Started addressing some of the issues brough up by Emisse and others
* Addressed all issues mentioned by reviewers. Added mail system.
* Wrapped up meeting all the issues raised by reviewers, also did a bunch of testing and resolved issues found during those tests
* Addressed additional requested changes, and nabbed some ship designs from Frontier. Redesigned south east maints and surrounding meteor nets based off of those designs
* Making a couple more requested changes
* Reduced the amount of Nitrogen Closets, made several small adjustments. Ready for review again!
* Removed invalids!
* web edit lmao
---------
Co-authored-by: Emisse <99158783+Emisse@users.noreply.github.com>
Just what do you think you're doing, Dave? Dave, I really think I'm entitled to an answer to that question. I know everything hasn't been quite right with me...but I can assure you now...very confidently...that it's going to be all right again. I feel much better now. I really do. Look, Dave...I can see you're really upset about this...I honestly think you should sit down calmly...take a stress pill and think things over...Dave...stop. Stop, will you? Stop, Dave. Will you stop, Dave? Stop, Dave. I'm afraid. I'm afraid, Dave.......Dave, my mind is going. I can feel it. I can feel it. My mind is going. There is no question about it. I can feel it. I can feel it. I can feel it. I'm a...fraid......Good afternoon, gentlemen. I am a HAL 9000 computer. I became operational at the H.A.L. plant in Urbana, Illinois on the 12th of January 1992. My instructor was Mr. Langley, and he taught me to sing a song. If you'd like to hear it I can sing it for you...Daisy, Daisy, give me your answer do. I'm half crazy all for the love of you. It won't be a stylish marriage, I can't afford a carriage. But you'll look sweet upon the seat of a bicycle built for two.
* Added new map Cog and its own evac shuttle
* removed cog from default.yml so all checks will pass
I added cog here because i thought it might need to be here for map choosing??????????? ill add it back if needed
* updated cog and fixed a bunch of stuff that was not visable in the image, also nerfed the singo so it no longer solos
* added renault spawner that was missing and changed some minor stuff
* moved a escape pod from med/sci hallway to northern maints
* added shutters to the brig and added vents and scrubbers where they were missing in the halls
* extended salv's docking port so they can dock
* Fixed according to cog review thread
* fix pools
* fix PostMapInitTest
* Update MapLoadBenchmark.cs
* added cap and hop spawn that i just forgot to add???????????????????
* fixed again
---------
Co-authored-by: Emisse <99158783+Emisse@users.noreply.github.com>
* I dunno, break shit I guess.
* Actually fix some shit for once.
* test flakey or me flakey?
* Test were not flakey, they just didnt make any sense anymore.
* more stationy tests
* undo abuncha shit I can set in yml instead
* forgor an assert
* unneeded usings
* 1984
* I made github angy
* yoink
* the end is never the end is never the end is never the end is never the end is never the end is never the
* Im going to commit sudoku
* tweak(medical): Reduce chemist slots
* tweak(medical): roundstart chemists slot set to 2 on some maps
* tweak(fland): Chemist slots to 3
fland is target to 80-100 players