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Major Remap: Science Remap/AI Core Remap #19003
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Hello!
With this Remap my intent is simple. I want to make the science department feel more like a department.
Steps taken -
Feedback thread can be found here - https://forums.aurorastation.org/topic/20220-feedback-scienceai-remap-wip/#comment-174311
Here are all of the completed areas
Total AI Core redesign and relocation -
Cyborg spawn relocation
A dissection theater so the xenobiologist/arch/botanist/scientists can teach lab assistants how to operate on monkeys, protos, slimes, etc. Courtesy of 50_Noob
Exploratory Chemistry
Hazardous containment for those specimens that aren't holdable in the xenobio lab. Complete with a window to offer some further interaction. The walls are only reinforced which an arm blade can pierce through, as can a hulked vampire, horror form ling, etc.
New RnD, RD office, Meeting room, and little break area. Complete with a circuitry suite.
New Telescience. Blast doors are there for some RP purposes, nothing more really.
Went back to the old Equipment room essentially, because telescience was moved back to D2
"New" xenoarch secure storage. (See above)
New Xenobiology layout. I have some content changes coming soon. Courtesy of 50_Noob
A new foyer with some lab space to allow for the xenobiologist to work in an area not surrounded by beasts trying to eat them. Courtesy of 50_Noob.
A new layout of Xenobotany to assist with feeling more like a lab than a botanical garden.
Combined Xenological studies foyer so xenobotany and xenobiology can work together a bit more. Open to normal scientists as well