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[MIRROR] Adds several fire alarms to Birdshot #1697

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Jan 26, 2024
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Mirrored on Nova: NovaSector/NovaSector#611
Original PR: tgstation/tgstation#81063

About The Pull Request

Several rooms were closed in by firelocks but were missing fire alarms, leading to an entrapment hazard should a fire break out with no crowbars nearby.

  • circuit lab
  • hallway outside of circuit lab
  • mech bay
  • chapel garden
  • chapel office
  • security hallway outside the office
  • warden's office
  • evidence storage
  • both dormitory private quarters
  • atmospherics gas storage
  • north and south telecomms antechambers
  • library study
  • head of personnel quarters
  • recreation hallway outside of cytology
  • also removed a short line of air supply pipes in cargo delivery office that went nowhere

In memory of a particular crewmember who perished in a horrible fire, no crowbar or fire alarm in sight.

I'm not much of a mapper, if any of these seem unnecessary or misplaced let me know and I can change it.

Why It's Good For The Game

Additional escape options should a fire break out without a crowbar handy.

Changelog

🆑 Isratosh
fix: Missing fire alarms added to several rooms on Birdshot
/:cl:

* Adds several fire alarms to Birdshot (#81063)

## About The Pull Request
Several rooms were closed in by firelocks but were missing fire alarms,
leading to an entrapment hazard should a fire break out with no crowbars
nearby.
- circuit lab
- hallway outside of circuit lab
- mech bay
- chapel garden
- chapel office
- security hallway outside the office
- warden's office
- evidence storage
- both dormitory private quarters
- atmospherics gas storage
- north and south telecomms antechambers
- library study
- head of personnel quarters
- recreation hallway outside of cytology
- also removed a short line of air supply pipes in cargo delivery office
that went nowhere

In memory of a particular crewmember who perished in a horrible fire, no
crowbar or fire alarm in sight.

I'm not much of a mapper, if any of these seem unnecessary or misplaced
let me know and I can change it.
## Why It's Good For The Game
Additional escape options should a fire break out without a crowbar
handy.
## Changelog
:cl:
fix: Missing fire alarms added to several rooms on Birdshot
/:cl:

* Adds several fire alarms to Birdshot

---------

Co-authored-by: Isratosh <[email protected]>
@Iajret Iajret merged commit f060be1 into master Jan 26, 2024
23 checks passed
@Iajret Iajret deleted the upstream-mirror-611 branch January 26, 2024 15:25
AnywayFarus added a commit that referenced this pull request Jan 26, 2024
Iajret pushed a commit that referenced this pull request Mar 29, 2024
)

* [NO GBP]Fixes some mapped SMES starting with low energy. (#82203)

## About The Pull Request
Scales them all by up to 20 to account for removing the dumb SMESRATE
define. This isn't a 100% conversion for every SMES because it would go
beyond their capacity (old SMES use to duplicate cell energy, so they
had a higher capacity than their cell parts imply). Also removes
instances of varediting their capacity to fucking 1e+600 and replaces
them with magical SMES.
## Why It's Good For The Game
So lavaland and crap don't instantly run out of power. Also I don't
think we should be varediting anything to 1e+600.
## Changelog
:cl:
fix: Fixes lavaland SMES and other crap from not starting with enough
energy.
fix: The pirate SMES are now magical instead of secretly infinite.
/:cl:

* [NO GBP]Fixes some mapped SMES starting with low energy.

---------

Co-authored-by: Pickle-Coding <[email protected]>
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3 participants