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Adds Chibi Station #1495
Adds Chibi Station #1495
Conversation
also added slot for CE
As a botany player, I would request that if we can only have 2 vending machines, that you replace the clothing one with the one that gives tools. it's much more useful especially with loadouts added on now. |
Works for me |
some things i noticed:
an idea i had was have engi start on EA, vving it should stay active when it gets loaded. so if theres no engi they get power and if there is they can use remote or bolt it closed depending on ce/engi |
80 pop on chibi when? |
I’m sorry, I have no idea what this means.
My line of reasoning was using it for the jet pack, but you’re right, I could just give them N2 and O2
Counter points:
Sure I could give them another plasma can.
I don’t understand this.
I’ve messed around with this, and the last time I tried, loading a map that has a door with EMAC enabled via either vv or the remote cannot be un-EMACd, so I won’t be doing that. |
2 logic gates, wire each side's doors status ports to logic gates input and its outputs to the opposite side's bolt ports
jetpack gas has nothing to do with thrust it makes, being pure oxy or nitrogen just lets you breathe it optimally
i thought its like 5 minimum for traitor
just copy shoukou
try having it bolted open then, that should work |
My bad, yeah I've had that done before you brought it up.
addressed
I forgot where to check 😭
|
also bolted open the front of engineering, and dirtied up Salvage some more.
@deltanedas I believe I addressed the lack of traitor/thief objectives, and thankfully I did it without mapping in all the dressers/lockers |
lgtm then |
Please tell me the evac shuttle is tiny |
It's huge |
Noooo |
moves a wall over and makes a maintenance shaft a little bigger
galoshes, brig timer, atmos airlock stuff, logistics door remote, the spare ID cabinet unlock thing in the vault, vault being doublethick on the exterior, medibot/cleanbot spawns, uhhh yeah
intercoms
added screens and soap, fixrotations, tilewindows, variantized
fugitive spawn points, circuit imprinter, added the shitter to the prison cell
linked disposals conveyor/recycler to lever, added animal spawners, moved/added some beacons
Named SMESs, added library beacon
added more posters
Post-Velcro review changes; EVA suit in epi, replaced arrivals screens, unlinked air sensor in cargo, removed nuke disk from jail /j
About the PR
Adds a teeny-tiny pipsqueak station for crew of at most 10 in number.
Why / Balance
This map addresses the need for a very-low population map that can be played with very few players. It aims to achieve this goal by reducing excess jobs that don't have a real use in very-low-pop games, instead focusing on the core departments and the minimum of what they really need.
The soft cap of this map is 10 players, but there are 20 total job slots (not including passenger) in case of additional players.
Media
Changelog
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