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<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request List of changes: !!__I AM TRYING TO FIND WAYS TO CUT DOWN ON THE BRIGHT CHERRY RED WITHOUT COMPROMISING LOOKS. IF YOU HAVE SUGGESTIONS LET ME KNOW__!! Ranger was extended by 2 tiles, allowing me to re-map certain areas. ! - Medical was re-mapped to be more customizable and have space to actually move around, aswell as giving the Specialist better quarters. ! - Supply was also given similar treatment - though overall move-space is a bit more limited, the N+S specialist gets a proper office like the rest. I'm a little uncertain about this area and might adjust it some more based on player feedback. - Security and Engineering have also been adjusted, though less significantly. Both have their own crew quarters. ~~! - Removed some gun cases because pre-filled gun cases don't exist anymore I guess?~~ Nevermind, this was because my branch was 2 days out of date. ! - Security's gear was changed - I removed the generic armor vest and gave them the VI variants instead, aswell as giving them three more energy bolas (these CANNOT be reclaimed or purchased anywhere to my knowledge. So you get four for the whole round that vanish once you use them), a box of evidence bags, and a black cap alternative. - Telecommunications was given new floor subtypes with the telecomms air-mix so that the holofield has purpose again and is more in-line with the original ranger's telecomms. ! - The Engineer Specialist's plasma-cutter was removed and replaced with an angle grinder and inducer combo. ! - The Ready Room was painted a darker shade of red to differentiate itself. - The Port/North engine nacelle now has a scrubbers port and a distro port, for refilling or emptying - meaning they can actually be used. I also removed one scrubber and one air pump, since I felt having 2 was unnecessary and it's already specialty equipment. - More Intercoms & Better Holopad placement so that the Ship AI can interact with the crew better. - Engispec, Medspec, and Secspec now have prescription versions of their HUDs that spawn in their lockers. - Autolathe was moved to the central atrium. - A secure morgue tray was added to the engine nacelle behind Medbay. - A secure closet and spare EVA suit were added to the engine nacelle behind Security, for holding prisoner belongings. - A soap holder was added to the restroom. - I repurposed the closet in the cryo-room to be an intern's locker, rather than a holdover from when it had plasmaperson equipment in it. TODO: ~~Make the sunflower seeds in the food crate actually edible. ~~ ~~Add Ship Access Restrictions to:~~ ~~Air Cycler, Quarters Windows Shutters, Bridge Captain Nest~~ ~~Add NT posters to the walls in the main halls. ~~ ~~Move the vent inside the air tank to not have a cyan pipe over top of it.~~ <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> ![image](https://github.com/user-attachments/assets/ef2d924d-8b56-4a67-b4cc-09361098fa89) ## Why It's Good For The Game QoL changes <!-- Please add a short description of why you think these changes would benefit the game. If you can't justify it in words, it might not be worth adding. --> ## Changelog :cl: add: Various minor fixes & QOL adjustments to the Ranger. Major changes include updating all of the Specialist quarters and a complete re-arrangement of the Medical and Supply areas. /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. -->
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