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Signed-off-by: Raikyr0 <Kurohana@hotmail.com.au>
Signed-off-by: Raikyr0 <Kurohana@hotmail.com.au>
Signed-off-by: Raikyr0 <Kurohana@hotmail.com.au>
Signed-off-by: Raikyr0 <Kurohana@hotmail.com.au>
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Tested, also unrelated test failure. |
Mnemotechnician
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Other than that should be fine
| - type: wireLayout | ||
| id: HighSec | ||
| wires: | ||
| - !type:AccessWireAction # Euphoria |
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Adding an access wire to high-security airlocks is an odd choice. This kinda negates the fact that they are supposed to be high-sec.
| - !type:AccessWireAction # Euphoria |
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High Sec ones have an electrified grille and welded plate, to even reach the wires so it's not as bad.
| id: Computer | ||
| dummyWires: 3 | ||
| wires: | ||
| - !type:AccessWireAction # Euphoria |
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Why does a generic computer need an access wire? As far as I'm concerned we don't have access-locked computers, except maybe the shipyard console, but that one should have a separate wire layout.
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Mostly to cover all the bases, if new PCs get added (but can't be remoted by AI) but has access.
Vending Machines have an access wire, but it doesn't do anything by default, since the coke machine doesn't have access.
About the PR
This PR adds the Access Wire to
All Airlocks (Including High Security and Docks)
Anomaly Generator
Computers
Why / Balance
Cutting the Access Wire makes the entity all access. For breaking and entering, currently one would disable the power to get in, thus leaving no doorlogs or emag the door or simply blow up the door or going through the wall. Doing this just gives the doorlogger more use. Engineering can also do this to set doors to all access in an emergency. It would return to what used to be normal on our old engine.
Adding the Access wire on the Anomaly Generator and Computers adds additional ways to sabotage or use something in an emergency without access.
Changelog
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