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Unreverts #14842, Adds new content to Gax, and fixes some stuff#15094
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ToasterBiome merged 29 commits intoyogstation13:masterfrom Aug 2, 2022
VaelophisNyx:gaxfixes2
Merged
Unreverts #14842, Adds new content to Gax, and fixes some stuff#15094ToasterBiome merged 29 commits intoyogstation13:masterfrom VaelophisNyx:gaxfixes2
ToasterBiome merged 29 commits intoyogstation13:masterfrom
VaelophisNyx:gaxfixes2
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look in the vendor folks
ToasterBiome
suggested changes
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.
toxins do be fucky
man this station is really easy to fuck over with a plasma flood :/
ToasterBiome
suggested changes
Aug 1, 2022
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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

(look at the floor decals)
the rest looks great thank you
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pretty sure I have everything other than the windows around medbay treatment cleared of firelocks |
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guh |
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also the cargo changes in that last screenshot were removal of firelocks |
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actually I am a blind fuck |
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or not I was on the wrong branch lmao |
ToasterBiome
approved these changes
Aug 2, 2022
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Document the changes in your pull request
Unreverts #14842, which appears to have accidentally been reverted entirely.
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: