Batch of fixes to the map
Created by: dylanstrategie
Because problems and other small oddities stacked up, again. Also includes other things I planned to add and that aren't controversial to my view, but didn't pass
- Unlinked Virology Distribution from the station again. This is intended, and yes this tends to annoy xenomorphs, so what ? Just melt the external airlock down to access the internal distribution
- Fixed a tile with no area in Cargo Bay, fixed area in the Maintenance Closet under Tcomms, removed Atmospherics Area out in space for no real reason
- Extended Escape Window Bay in the northern corner and added a LOT of chairs (and two tables, pictured below)
- Modified DJ Station solars to be fully functional, changed magical SMES cell to pre-charged SMES cell, changed external plating with catwalk
- Changed Research Outpost Atmospherics to use a mixing loop made of visible pipes, simplified loop a little bit
- Changed Mining Outpost External Airlocks to simulated. Muh hardcores (protip : heavy object airflow should be set as low as possible unless you want casualties, and you usually do NOT want to carry ore boxes inside, use the external belt)
- Changed a few external pipes to visible and placed catwalk under them for art's sake
- Re-added Podbay lightswitch
- Simplified some wire loops
- Engine load is now split in two. All four emitters no longer power from the left airlock, but instead each side powers through its respective airlock
- Engineering Access Levels fixed. PA Room and Supermatter Chamber now have Engine access. Most Engine rooms need Engine/Atmos and the rest need Engineering/Atmos. The TEG Mixing Chamber airlocks were also fixed to use standard Engineering access instead of Toxins access
- The Tcomms Waste Loop has been isolated and will now empty straight into space. Due to some very complicated pipe autism, the waste loop heated up the cooling loop. 5000 K of pure, infinite fucking CO2 versus a freezer at 70 K and 4500 kPa of CO2, do the math