(Fland) APC power limit pass, telecoms, evac shuttle fixes by CawsForConcern · Pull Request #2427 · ss14Starlight/space-station-14 (original) (raw)

added 2 commits

December 12, 2025 03:11

@CawsForConcern

…elecoms to spread out power loads (no APC over 20kW)

@CawsForConcern

@github-actions github-actions Bot added the S: Needs Review

Status: Requires additional reviews before being fully accepted. Not to be replaced by S: Approved.

label

Dec 12, 2025

@CawsForConcern

Happyrobot33 added a commit that referenced this pull request

Dec 15, 2025

@Happyrobot33

Short description

Adds adds a new APC to Scienec

Adds a Starlight variant of the emergency_delta.yml evac shuttle (to avoid merge conflicts with upstream). The EVA room on the upstream version of this shuttle was entirely unpowered. Fland and Orwell use this evac shuttle.

This shouldn't merge conflict with #2427 , the evac shuttle files are identical.

Why we need to add this

Media (Video/Screenshots)

n/a

Checks

Changelog

🆑 CawsForConcern

Happyrobot33 added a commit that referenced this pull request

Jan 4, 2026

@Happyrobot33

Short description

Bugfixes and QoL, fixing issues the community has reported and adding things they've requested.

See Media for the specific fixes, they're all just easier to see visually.

Why we need to add this

Media (Video/Screenshots)

image

fig. 1 - This maints door was Salvage access only. Now it's correctly Salvage + Mining access.

image

fig. 2 - I added a second Service Request Computer in the Bar. Players consistently have trouble finding these when they're in the 'backrooms' of service areas (usually areas behind the Kitchen). The original terminal North of Kitchen / East of Bar / South of Hydroponics is still there, this is just an easier-to-find alternative.

image

fig. 3 - I was asked to change this gas input to the SM chamber from air injectors to passive vents for easier cooling of the SM. Players can still make this one-way and behave like air injectors by just building a gas pump

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fig. 4 - This LV wire (highlighted, right room) was missing, leaving the bottom half of Chemistry unpowered. This was my bad, error made in #2427 by me.

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fig. 5 - The turret controls were previously WeaponEnergyTurretCommandControlPanel (wrong) instead of WeaponEnergyTurretAIControlPanel (correct). Turrets controls should behave correctly now.

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fig. 6 - HOS weapon spawner mapped. This is just going to replace the manual placement of the WT550 + mags on maps. No functional difference.

Checks

Changelog

🆑 CawsForConcern

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