#AREA XFS Space Colony~ #AUTHOR Darrik~ #RANGES 0 0 0 0 $ #FLAGS 0 #ECONOMY 0 7572613 #MOBILES #1800 merchant~ a richly dressed man~ A richly dressed man moves on his way. ~ ~ 1073741825 0 0 Z 50 0 -25 10d10+500 5d4+2 400 0 8 8 1 10 10 10 10 10 10 10 0 0 0 0 0 0 0 0 0 3 1 0 10 10 0 0 0 0 0 0 0 0 0 0 0 0 0 0 #1845 colony chef~ the colony's chef~ The space colony's chef is here, cooking up a storm. ~ ~ 3 0 0 Z 20 0 50 4d10+200 2d4+2 0 0 8 8 0 10 10 10 10 10 10 10 0 0 0 0 0 0 0 0 0 1 1 0 4 4 0 0 0 0 0 0 0 0 0 0 0 0 0 0 #1849 tourist~ a newly created tourist~ Some god abandoned a newly created tourist here. ~ ~ 1073741825 0 0 Z 1 0 0 0d0+0 0d0+0 0 0 8 8 0 10 10 10 10 10 10 10 0 0 0 0 0 0 0 0 0 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 #0 #OBJECTS #1800 datacard~ a datacard~ A datacard is here.~ ~ 13 0 16385 0 0 0 0 1 0 0 #1801 button~ a button~ A button stands out from a security console.~ ~ 39 1073741824 0 0 0 0 0 1 0 0 > push_prog 100~ pull button mpechoat $n A panel slides away and a key pops out. mpechoat $n You quickly grab it, and the panel slides closed. mpechoaround $n A panel slides away, and a key pops out. mpechoaround $n $n quickly grabs it, and the panel slides closed. mpoload 1800 give datacard $n ~ | #1803 security drone~ A security drone~ A deactivated security drone sits here.~ ~ 9 2 524289 2 6 0 0 0 1 100000 10000 E security drone~ The small droid is equipped with a repulsorlift to keep it in the air when activated. Lights installed into its dome light the area round it, and a holographic readout of the area gives the user a breakdown on all lifeforms in range. ~ A 26 32 A 26 512 #1804 A message terminal~ the message terminal~ A message terminal is embedded into the wall here.~ ~ 12 0 0 0 0 0 0 1 0 0 #1805 storage containers one some~ one of the storage containers~ Some storage containers are stacked on top of each other here. ~ ~ 15 0 0 1000000 0 0 0 1 0 0 #1806 shelves shelf some line~ a shelf~ A line of shelves runs from wall to wall~ ~ 15 0 0 1000000 0 0 0 1 0 0 #1807 space travel simulator~ space travel simulator~ ~ ~ 12 1073741824 0 0 0 0 0 1 0 0 > speech_prog goober~ mpmload 329 if rand(33) mpforce mobslave mpecho A large ship lands gently onto the landing pad. mpforce mobslave mpoload 1808 else if rand(66) mpforce mobslave mpecho The sound of metal creaking accompanies a new ship. mpforce mobslave mpoload 1809 else if rand(90) mpforce mobslave mpecho A pair of shuttles land next to each other, wings mpforce mobslave mpecho folded. mpforce mobslave mpoload 1810 endif endif endif mppurge mobslave ~ | #1808 large passenger transport ship~ large passenger transport ship~ &CA large passenger transport ship.&R&W~ ~ 12 1073741824 0 0 0 0 0 1 0 0 > rand_prog 100~ if ovnumhere(1811) >= 1 if rand(50) mppurge placeholder mpmload 329 mpforce mobslave mpecho The hatch closes and the ship engines ignite. mpforce mobslave mpoload 1812 mppurge mobslave endif else if ovnumhere(1812) >= 1 mpmload 329 mpforce mobslave mpecho The ship rises off the pad and disappears mpforce mobslave mpecho into the sky. mppurge placeholder mpforce mobslave mppurge passenger transport else mpmload 329 mpforce mobslave mpecho A large hatch opens and a stairwell telescopes out. mpforce mobslave mpoload 1811 mppurge mobslave endif endif ~ > speech_prog goober~ if ovnumhere(1811) >= 1 if rand(50) mppurge placeholder mpmload 329 mpforce mobslave mpecho The hatch closes and the ship engines ignite. mpforce mobslave mpoload 1812 mppurge mobslave endif else if ovnumhere(1812) >= 1 mpmload 329 mpforce mobslave mpecho The ship rises off the pad and disappears mpforce mobslave mpecho into the sky. mpforce mobslave mptransfer passenger 10299 mpgoto 10299 say purge else mpmload 329 mpforce mobslave mpecho A large hatch opens and a stairwell telescopes out. mpforce mobslave mpoload 1811 mppurge mobslave endif endif ~ | #1809 yt-1300 light freighter~ a light freighter~ &CA YT-1300 light freighter has landed here.&R&W~ ~ 12 1073741824 0 0 0 0 0 1 0 0 > rand_prog 100~ if ovnumhere(1813) >= 1 if rand(50) mppurge placeholder mpmload 329 mpforce mobslave mpecho The ramp raises and the ship engines start. mpforce mobslave mpoload 1814 mppurge mobslave endif else if ovnumhere(1814) >= 1 mpmload 329 mpforce mobslave mpecho The small ship rises off the pad and disappears. mpforce mobslave mpecho into the sky. mpforce mobslave mppurge freighter mpforce mobslave mppurge placeholder else mpmload 329 mpforce mobslave mpecho The loading ramp slowly lowers to the ground. mpforce mobslave mpoload 1813 mppurge mobslave endif endif ~ | #1810 pair of lambda shuttles~ lambda class shuttles (2)~ &CA pair of lambda class shuttles&R&W~ ~ 12 1073741824 0 0 0 0 0 1 0 0 > rand_prog 100~ if ovnumhere(1815) >= 1 if rand(50) mppurge placeholder mpmload 329 mpforce mobslave mpecho Both ramps raise and the engines start. mpforce mobslave mpoload 1816 mppurge mobslave endif else if ovnumhere(1816) >= 1 mpmload 329 mpforce mobslave mpecho The pair of ships rise up and disappear. mpforce mobslave mpecho into the sky. mpforce mobslave mppurge freighter mpforce mobslave mppurge placeholder else mpmload 329 mpforce mobslave mpecho The shuttles' loading ramps lower to the ground. mpforce mobslave mpoload 1815 mppurge mobslave endif endif ~ | #1811 placeholder~ a placeholder~ ~ ~ 13 0 0 0 0 0 0 1 0 0 #1812 placeholder~ a placeholder~ ~ ~ 13 0 0 0 0 0 0 1 0 0 #1813 placeholder~ a placeholder~ ~ ~ 12 0 0 0 0 0 0 1 0 0 #1814 placeholder~ a placeholder~ ~ ~ 12 0 0 0 0 0 0 1 0 0 #1815 placeholder~ a placeholder~ ~ ~ 12 0 0 0 0 0 0 1 0 0 #1816 placeholder~ a placeholder~ ~ ~ 12 0 0 0 0 0 0 1 0 0 #1820 A sales terminal was placed here.~ the sales terminal~ A sales terminal was placed here. ~ ~ 12 1073741824 0 0 0 0 0 1 0 0 E A sales terminal was placed here.~ The sales terminal for the Xizor Fleet Systems, it contains important information on items for sale by the XFS. ~ #1844 fruit salad~ a fruit salad~ A fruit salad is here, waiting to be eaten.~ ~ 19 0 1 10 10 0 0 1 3 0 #1845 a packaged ration~ a packaged ration~ A packaged ration is here, waiting to be eaten.~ ~ 19 0 1 50 50 0 0 1 7 0 #1849 dud~ a dud~ A dud is here.~ ~ 13 1073741824 0 0 0 0 0 1 0 0 #0 #ROOMS #1800 The hanger level~ The hanger for the space colony consists of a large, open canopy. Six tunnels lead out past atmosphere shields to the surrounding space. Black lines as wide as the entrances lead from space to the center of the open floor, where a large pad lies. Collapsible staircases lead down from the landing pads to the areas below. One of these staircases lead up to a security door to the upper levels. Two solid doors stand to either side of one of the entry tunnels. Keypads are imbedded next to them waiting for entry codes. The light grey durasteel walls rise high above the hanger floor. A dotted yellow line has been painted three meters off the ground, making it clear where the floor ends and where the walls begin. ~ 0 536870920 0 D5 ~ ~ 0 -1 1809 D10 ~ gladiator~ 526336 -1 1808 D10 ~ titan~ 526336 -1 1801 D10 ~ caesar~ 526336 -1 1807 E up~ The staircase is created from foldable durasteel plating. Made to crumple in the event of an accident to prevent damage to spacecraft, it is not the safest place to hang around on. The stairs lead up to a single door built over head, leading into an upper level. A keypad is imbedded into the wall next to it. A passcode is required for entry. ~ E u~ The staircase is created from foldable durasteel plating. Made to crumple in the event of an accident to prevent damage to spacecraft, it is not the safest place to hang around on. The stairs lead up to a single door built over head, leading into an upper level. A keypad is imbedded into the wall next to it. A passcode is required for entry. ~ E down d~ A large, double door covers a staircase while ships are coming and going. The staircase was created from foldable durasteel plating, and made to crumple on impact. The stairs lead down into the commercial area of the colony, open to all. ~ E doors door~ The doors for pick-ups and deliveries are solid durasteel. Nothing short of a torpedo will get through these doors. Keypads stand by each, waiting for the correct passcode. Through a thick window in each, one can make out large crates and boxes waiting to be picked up. ~ S #1801 Colony defense control~ This room is the colony's defense network hub. Everything involved in defense is controlled here. Large banks of computers rise from floor to ceiling, with control boards waiting for their controllers. The lit keys and the flashing moniters look bright shining from the glossy black paint covering every surface. An ugly, green, triple-pinstripe runs all the way around the room a meter off the floor. Black grated tunnels lead to the colony's turbo-lasers, while a shiny staircase leads up to a balcony above. A single door leads out of the room down to the hanger below. ~ 0 536870920 0 D0 ~ ~ 0 -1 1802 D1 ~ ~ 0 -1 1803 D2 ~ ~ 0 -1 1804 D3 ~ ~ 0 -1 1805 D4 ~ ~ 0 -1 1806 D5 ~ ~ 0 -1 1800 D6 ~ ~ 33554432 -1 1800 D7 ~ ~ 33554432 -1 1800 D8 ~ ~ 33554432 -1 1800 D9 ~ ~ 33554432 -1 1800 E up~ ~ E east e~ The passageway is just large enough for one person to walk into the turbo-laser control chair. Black grating floors the passageway, with the glossy black releaved only by the ugly green pinstripe that runs down the wall from the control center. ~ E west w~ The passageway is just large enough for one person to walk into the turbo-laser control chair. Black grating floors the passageway, with the glossy black releaved only by the ugly green pinstripe that runs down the wall from the control center. ~ E north n~ The passageway is just large enough for one person to walk into the turbo-laser control chair. Black grating floors the passageway, with the glossy black releaved only by the ugly green pinstripe that runs down the wall from the control center. ~ E south s~ The passageway is just large enough for one person to walk into the turbo-laser control chair. Black grating floors the passageway, with the glossy black releaved only by the ugly green pinstripe that runs down the wall from the control center. ~ E northeast ne~ The hanger is a large area with six tunnels leading out into space. Light grey walls are unreleaved except for a dotted yellow line running three meters off the floor, and six dotted yellow lines running from the center of the hanger out each of the tunnels. Collapsable stairways run up and down from the landing pad. ~ E southwest sw~ The hanger is a large area with six tunnels leading out into space. Light grey walls are unreleaved except for a dotted yellow line running three meters off the floor, and six dotted yellow lines running from the center of the hanger out each of the tunnels. Collapsable stairways run up and down from the landing pad. ~ E southeast se~ The hanger is a large area with six tunnels leading out into space. Light grey walls are unreleaved except for a dotted yellow line running three meters off the floor, and six dotted yellow lines running from the center of the hanger out each of the tunnels. Collapsable stairways run up and down from the landing pad. ~ E northwest nw~ The hanger is a large area with six tunnels leading out into space. Light grey walls are unreleaved except for a dotted yellow line running three meters off the floor, and six dotted yellow lines running from the center of the hanger out each of the tunnels. Collapsable stairways run up and down from the landing pad. ~ > act_prog p pushes a small button ~ mpechoat $n The console spits out a key, which you quickly grab. pull button mpechoaround $n The console spits out a key, which is quickly pocketed. mpoload 1800 give datacard $n ~ | S #1802 A turbo-laser~ The shiny new leather chair placed in this turret forms around the gunner in support. The large segmented viewport offers a commanding view of the surrounding area, centered on the large heavy battery cannon mounted in this turret. There is a holo-display set between the chair and the viewport. ~ 0 536870920 0 D2 ~ ~ 0 -1 1801 E south s ~ Black grating runs down a short tunnel leading to the main defense node. One can just make out the consoles on the other side of the node if one looks carefully. ~ S #1803 A turbo-laser~ The shiny new leather chair placed in this turret forms around the gunner in support. The large segmented viewport offers a commanding view of the surrounding area, centered on the large heavy battery cannon mounted in this turret. There is a holo-display set between the chair and the viewport. ~ 0 536870920 0 D3 ~ ~ 0 -1 1801 E west w~ Black grating runs down a short tunnel leading to the main defense node. One can just make out the consoles on the other side of the node if one looks carefully. ~ S #1804 A turbo-laser~ The shiny new leather chair placed in this turret forms around the gunner in support. The large segmented viewport offers a commanding view of the surrounding area, centered on the large heavy battery cannon mounted in this turret. There is a holo-display set between the chair and the viewport. ~ 0 536870920 0 D0 ~ ~ 0 -1 1801 E north n~ Black grating runs down a short tunnel leading to the main defense node. One can just make out the consoles on the other side of the node if one looks carefully. ~ S #1805 A turbo-laser~ The shiny new leather chair placed in this turret forms around the gunner in support. The large segmented viewport offers a commanding view of the surrounding area, centered on the large heavy battery cannon mounted in this turret. There is a holo-display set between the chair and the viewport. ~ 0 536870920 0 D1 ~ ~ 0 -1 1801 E east e~ Black grating runs down a short tunnel leading to the main defense node. One can just make out the consoles on the other side of the node if one looks carefully. ~ S #1806 Colony command center~ The balcony here holds the small consoles for flight and control of the space colony. Since the colony rotates very slowly, and can not move, these controls are rarely used. However, the balcony provides an almost complete view of the space around, as well as of the defense node below. ~ 0 536870920 0 D5 ~ ~ 0 -1 1801 E down d~ Looking down from the balcony, one has a birdseye view of every console and station, and therefore has a good idea of the status of the colony's defense system. The black durasteel plated staircase leads down to the center of the defense node. ~ S #1807 A package pick-up area~ Large wooden crates and durasteel shelves are piled to the ceiling, running all along the wall. The area in the middle is kept clear, with a small repulsor sled for moving the heavier items. A large durasteel bin is shoved into a corner, holding the odds and ends that have no home. ~ 0 537395208 0 D2 ~ ~ 0 -1 1800 S #1808 A package pick-up area~ Large wooden crates and durasteel shelves are piled to the ceiling, running all along the wall. The area in the middle is kept clear, with a small repulsor sled for moving the heavier items. A large durasteel bin is shoved into a corner, holding the odds and ends that have no home. ~ 0 537395208 0 D2 ~ ~ 0 -1 1800 S #1809 The commercial level~ ~ 0 -1610612728 0 D0 ~ ~ 0 -1 1810 D2 ~ ~ 0 -1 1811 D4 ~ ~ 0 -1 1800 D10 ~ nastrond~ 526336 -1 1816 S #1810 An open area~ ~ 0 -1610612728 0 D0 ~ ~ 0 -1 1852 D1 ~ ~ 0 -1 1813 D2 ~ ~ 0 -1 1809 D3 ~ ~ 0 -1 1812 D6 ~ ~ 0 -1 1853 D7 ~ ~ 0 -1 1851 S #1811 An open area~ ~ 0 -1610612728 0 D0 ~ ~ 0 -1 1809 D1 ~ ~ 0 -1 1815 D2 ~ ~ 0 -1 1855 D3 ~ ~ 0 -1 1814 D8 ~ ~ 0 -1 1856 D9 ~ ~ 0 -1 1854 S #1812 A shop stall~ ~ 0 -1342177272 0 D1 ~ ~ 0 -1 1810 S #1813 A shop stall~ ~ 0 -1342177272 0 D3 ~ ~ 0 -1 1810 S #1814 A shop stall~ ~ 0 -1342177272 0 D1 ~ ~ 0 -1 1811 S #1815 A shop stall~ ~ 0 -1342177272 0 D3 ~ ~ 0 -1 1811 S #1816 The residental level~ ~ 0 536870920 0 D0 ~ ~ 0 -1 1817 D2 ~ ~ 0 -1 1818 D4 ~ ~ 0 -1 1809 D5 ~ ~ 0 -1 1840 S #1817 The northern residential wing~ ~ 0 536870920 0 D0 ~ ~ 7 1800 1835 D1 ~ ~ 0 -1 1820 D2 ~ ~ 0 -1 1816 D3 ~ ~ 0 -1 1819 S #1818 The southern residential wing~ ~ 0 536870920 0 D0 ~ ~ 0 -1 1816 D1 ~ ~ 0 -1 1822 D2 ~ ~ 7 1800 1838 D3 ~ ~ 0 -1 1821 S #1819 The northern residential wing~ ~ 0 536870920 0 D0 ~ ~ 0 -1 1831 D1 ~ ~ 0 -1 1817 D3 ~ ~ 0 -1 1830 D9 ~ ~ 0 -1 1829 S #1820 The northern residential wing~ ~ 0 536870920 0 D0 ~ ~ 0 -1 1834 D1 ~ ~ 0 -1 1833 D2 ~ ~ 0 -1 1832 D3 ~ ~ 0 -1 1817 S #1821 The southern residential wing~ ~ 0 536870920 0 D1 ~ ~ 0 -1 1818 D2 ~ ~ 0 -1 1825 D3 ~ ~ 0 -1 1824 D7 ~ ~ 0 -1 1823 S #1822 The southern residential wing~ ~ 0 536870920 0 D1 ~ ~ 0 -1 1827 D2 ~ ~ 0 -1 1826 D3 ~ ~ 0 -1 1818 D6 ~ ~ 0 -1 1828 S #1823 Some empty quarters~ ~ 0 547356680 0 D8 ~ ~ 0 -1 1821 S #1824 Some empty quarters~ ~ 0 547356680 0 D1 ~ ~ 0 -1 1821 S #1825 An Empty Apartment~ ~ 0 547356680 0 D0 ~ ~ 0 -1 1821 S #1826 An Empty Apartment~ ~ 0 547356680 0 D0 ~ ~ 0 -1 1822 S #1827 An Empty Apartment~ ~ 0 547356680 0 D3 ~ ~ 0 -1 1822 S #1828 An Empty Apartment~ ~ 0 547356680 0 D9 ~ ~ 0 -1 1822 S #1829 Some empty quarters~ ~ 0 547356680 0 D6 ~ ~ 0 -1 1819 S #1830 Head of Security, AeKayTwelve, Personal Quarters~ ~ 0 546308104 0 D1 ~ ~ 0 -1 1819 S #1831 Security Officer Nappa's Quarters~ ~ 0 546308104 0 D2 ~ ~ 0 -1 1819 S #1832 An Empty Apartment~ ~ 0 547356680 0 D0 ~ ~ 0 -1 1820 S #1833 Otto's Shop~ ~ 0 646971400 0 D3 ~ ~ 0 -1 1820 S #1834 Jocelyn's Pad~ ~ 0 546308104 0 D2 ~ ~ 0 -1 1820 S #1835 A large apartment~ ~ 0 536870920 0 D0 ~ ~ 0 -1 1836 D2 ~ ~ 3 1800 1817 S #1836 A large bedroom~ ~ 0 612892680 0 D2 ~ ~ 0 -1 1835 D3 ~ door gate~ 2063 1800 1837 S #1837 A secret cranny~ ~ 0 537395208 0 D1 ~ ~ 7 1837 1836 S #1838 A large apartment~ ~ 0 536870920 0 D0 ~ ~ 3 1800 1818 D2 ~ ~ 0 -1 1839 S #1839 &Ya rich-looking bedroom&w~ ~ 0 546308104 0 D0 ~ ~ 0 -1 1838 S #1840 The lower level~ ~ 0 536870920 0 D0 ~ ~ 0 -1 1841 D2 ~ ~ 0 -1 1844 D4 ~ ~ 0 -1 1816 D5 ~ ~ 0 -1 1849 D10 ~ box~ 526343 1800 1850 S #1841 The colony work area~ ~ 0 637534216 0 D1 ~ ~ 0 -1 1843 D2 ~ ~ 0 -1 1840 D3 ~ ~ 0 -1 1842 S #1842 A small cargo bay and bacta tank~ ~ 0 537395208 0 D1 ~ ~ 0 -1 1841 > rand_prog 100~ feel heal $n mpecho The warmth of the bacta restores you. ~ | S #1843 A small cargo bay~ ~ 0 604504072 0 D3 ~ ~ 0 -1 1841 S #1844 The colony recreation wing~ ~ 0 536870920 0 D0 ~ ~ 0 -1 1840 D1 ~ ~ 0 -1 1845 D3 ~ ~ 0 -1 1847 S #1845 Colony mess hall~ ~ 0 536870920 0 D0 ~ ~ 0 -1 1846 D3 ~ ~ 0 -1 1844 S #1846 The primary kitchen~ ~ 0 536870920 0 D2 ~ ~ 0 -1 1845 S #1847 Colony lounge~ ~ 0 545259528 0 D0 ~ ~ 0 -1 1848 D1 ~ ~ 0 -1 1844 S #1848 Colony mail center~ ~ 0 536870920 0 D2 ~ ~ 0 -1 1847 S #1849 The engineering level~ ~ 0 637534216 0 D4 ~ ~ 0 -1 1840 S #1850 A small jail~ ~ 0 545259532 0 D3 ~ ~ 39 1800 1840 S #1851 a small shop~ ~ 0 -1879048192 1 D8 ~ ~ 0 -1 1810 S #1852 A small shop~ ~ 0 -1879048192 1 D2 ~ ~ 0 -1 1810 S #1853 A small shop~ ~ 0 -1879048192 1 D9 ~ ~ 0 -1 1810 S #1854 A small shop~ ~ 0 -1879048188 1 D6 ~ ~ 0 -1 1811 S #1855 A small shop~ ~ 0 -1879048188 1 D0 ~ ~ 0 -1 1811 S #1856 A small shop~ ~ 0 -1879048188 1 D7 ~ ~ 0 -1 1811 S #1857 Floating in a void~ ~ 0 4 1 S #1858 Floating in a void~ ~ 0 4 1 S #1859 Floating in a void~ ~ 0 4 1 S #1860 Floating in a void~ ~ 0 4 1 S #1861 Floating in a void~ ~ 0 4 1 S #1862 Floating in a void~ ~ 0 4 1 S #1863 Floating in a void~ ~ 0 4 1 S #1864 Floating in a void~ ~ 0 4 1 S #1865 Floating in a void~ ~ 0 4 1 S #1866 Floating in a void~ ~ 0 4 1 S #1867 Floating in a void~ ~ 0 4 1 S #1868 Floating in a void~ ~ 0 4 1 S #1869 Floating in a void~ ~ 0 4 1 S #1870 Floating in a void~ ~ 0 4 1 S #0 #RESETS D 0 1837 1 2 O 1 38 1 1848 O 1 32201 1 1844 O 1 1801 1 1801 D 0 1836 3 2 O 1 1804 1 1847 D 0 1818 2 2 D 0 1817 0 2 D 0 1850 3 2 O 1 38 1 1840 D 0 1840 10 2 M 1 11690 5 1846 O 1 1820 1 1809 S #SHOPS 1845 0 0 0 0 0 120 90 0 23 ; the colony's chef 0 #REPAIRS 0 #SPECIALS S #$