Derelict and Derelict Area fixes #37499
Merged
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Fixes to derelict areas
Fixes to derelict map
Small changes to derelict map
[general]
What this does
These are pictures of an old derelict area. For vaults, areas that have sub-areas do not work, and instead they use the first subfolder's first area.

This is the area in StrongDMM. Despite being intended to be a medbay, it assumes it's a Chapel instead. The same thing applies to Derelict Bridge.

This does not add any new items to the derelict other than a few glass shards, rods and cables; changes to the map are minor. All changes in the pictures below.
Updated Derelict Map


Updated Derelict Areas
Old Derelict Map for comparison


Old Derelict Areas for comparison
Why it's good
It fixes areas that were in derelict not working despite being intended to be there. (As witnessed by mapping data and multiple APCs).
Makes the derelict MoMMI experience better by no longer being forced to massive zones with one APC each and by having actually reasonably repairable station.
Also makes the derelict more self-consistent by small changes (for example, airlocks across the entire derelict instead of being a mix of windoors and proper airlocks).
How it was tested
Copied over my branch, built it, enabled vault generation.

Spawned in as an observer, spawned as Derelict MoMMI via Ghost menu.
Ran around to confirm map changes, used MoMMI provided blueprints to check areas.
Did the same as a human.
Changelog
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