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[MERGED PR] Rationalize Donut 3 phones
#1
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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
[Image: 144845175-f07f2237-1b36-435f-830e-e18c7e17fc6c.png]
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
(u)Flappybat
(*)Changed phones on Donut 3, removed arrivals/office phones. Moved and added some phones.


PULL REQUEST DETAILS
#2
Why none in cargo or botany? Those jobs tend to use phones a fair bit.
#3
Quartermaster is the cargo phone. I'm considering moving it. Good idea on Botany.
#4
Shouldn't the bar phone be somewhere the bartender can reach without having to leave from behind the desk?
#5
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.


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