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Submarine Patch 11 #1075

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merged 1 commit into from
Apr 12, 2024
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rosieposieeee
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@rosieposieeee rosieposieeee commented Apr 10, 2024

About the PR

  • removed unsuls
  • fixed maints access at bridge entrance
  • added piano to perma, books, altered visitation window
  • removed secglasses from ward & hos office since theyre roundstart anyway
  • removed the random spawn pill canisters because they can have ambuzol -_-
  • connected toilets in perma to disposals
  • perma windows made only reinforced glass since the damage from electrocution is changed (they were originally only plasma because electrocution was completely off)
  • gave sec some labellers for evidence lockers; evidence lockers added just outside brig
  • double door'd the entrance to sec so it was less wildly open every time the power went out; doors are now all lawyer-access in the hall; gave them a generator
  • adjusted role numbers slightly (less interns, more even dept counts)

Changelog

🆑

  • tweak: More hotfixes for Submarine Station! Say goodbye to your damn unsulated gloves...

- removed unsuls
- fixed maints access at bridge entrance
- added instruments to perma, books, altered visitation window
- removed secglasses from ward & hos office since theyre roundstart anyway
- removed the random spawn pill canisters because they can have ambuzol -_-
- connected toilets in perma to disposals
- perma windows made only reinforced glass since the damage from electrocution is changed
- gave sec some labellers for evidence lockers; evidence lockers added just outside brig
- door'd the entrance to sec so it was less wildly open every time the power went out; doors are now all lawyers also in the hall; gave them a generator
- adjusted role numbers slightly (less interns, more even dept counts)
@deltav-mapserver
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This PR contains new or changed maps:

  • submarine.yml

Maps are being rendered. This comment will be updated if rendering them is done.
04/10/24 06:12

@stellar-novas
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removed the random spawn pill canisters because they can have ambuzol -_-

why is that bad? like yea the cure is meant to be difficult to get but it's only a couple pills, not nearly enough for the whole crew

@IamVelcroboy
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Yeah, the ambuzol is a low probability anyway. Maybe don't put 20 of them out there but 2-3 is fine.

@IamVelcroboy IamVelcroboy merged commit 1df11f2 into DeltaV-Station:master Apr 12, 2024
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nearlyNonexistent referenced this pull request in nearlyNonexistent/Horizon-Station Apr 14, 2024
initial commit

- removed unsuls
- fixed maints access at bridge entrance
- added instruments to perma, books, altered visitation window
- removed secglasses from ward & hos office since theyre roundstart anyway
- removed the random spawn pill canisters because they can have ambuzol -_-
- connected toilets in perma to disposals
- perma windows made only reinforced glass since the damage from electrocution is changed
- gave sec some labellers for evidence lockers; evidence lockers added just outside brig
- door'd the entrance to sec so it was less wildly open every time the power went out; doors are now all lawyers also in the hall; gave them a generator
- adjusted role numbers slightly (less interns, more even dept counts)
LaryNevesPR pushed a commit to LaryNevesPR/Estacao-Andromeda that referenced this pull request Jan 3, 2025
# Description

Closes DeltaV-Station#1075
It was basically impossible to eat or drink without triggering the
negative moodlet, and this feels entirely the wrong direction for
players to be penalized for these actions. So I've simply inverted the
penalty into a bonus.

# Changelog

:cl:
- tweak: Completely satiating all hunger or thirst now provides a mood
bonus instead of a penalty.
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3 participants