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[MERGED PR] Rationalize Donut 3 phones - Printable Version +- Goonstation Forums (https://forum.ss13.co) +-- Forum: Discussion (https://forum.ss13.co/forumdisplay.php?fid=6) +--- Forum: Ideas & Suggestions (https://forum.ss13.co/forumdisplay.php?fid=8) +---- Forum: Good ideas! (https://forum.ss13.co/forumdisplay.php?fid=19) +---- Thread: [MERGED PR] Rationalize Donut 3 phones (/showthread.php?tid=17651) |
[MERGED PR] Rationalize Donut 3 phones - github_bot - 12-05-2021 PULL REQUEST DETAILS About the PR Removes the following phones from Donut 3: RD Office Security Equipment Room Chief Engineer's Office Brig Long Term Cell - North (Replaced with Robustris/Slot machine to match South when divider is raised) Pod Bay Security Arrivals Security Escape Hallway Security Chapel Office Moves the following phones on Donut 3: Captains Office -> Bridge Medbay Lobby converted to Wall Phone for visibility. Chemistry -> Science Lobby New left, old right ![]() Ignore Drug Den - Random prefab Why's this needed? Excessive number of phones. Office phones are largely pointless but these might be wanted for RP? Changelog Code: changelog PULL REQUEST DETAILS RE: [PR] Rationalize Donut 3 phones - Ikea - 12-05-2021 Why none in cargo or botany? Those jobs tend to use phones a fair bit. RE: [PR] Rationalize Donut 3 phones - Katzen - 12-05-2021 Quartermaster is the cargo phone. I'm considering moving it. Good idea on Botany. RE: [PR] Rationalize Donut 3 phones - Hydrochloric - 12-06-2021 Shouldn't the bar phone be somewhere the bartender can reach without having to leave from behind the desk? RE: [PR] Rationalize Donut 3 phones - Katzen - 12-22-2021 It already was further away on a bar table. It is much closer to the bartender now. The shutters make putting it on the bar an issue. |