Recycling map supplement (MAP_RECYCLING / REC) -layout/content -contains large side rooms completely filled with damaged and broken parts (at-level, though) -rooms mostly populated by encounters (in that way very similar to STO) -debris-filled (may have unpowered recyclers in single-celled cubbies) -part-filled (damaged and broken) -disabled/broken robots mixed together -a lone lost derelict who's been hiding and was already spotted, but can't go back and is afraid to go ahead, so asks if you can help -also a group version of the above--they join you (NEITHER OF THESE ADDED YET) -derelict raiding party sent out by Warlord (only 3% chance of happening) -they're staging around the entrance area and after seeing you they head for the exit themselves, and will actually continue to the next floor (when you enter they're still around the area) -they'll need some kind of special SA to make it up to the next floor -each robot has the SA and heads straight there individually -will probably handle their transfer by type? check how WAS handles it and just do that (type would be fine, too, since they won't really take damage) -when you come down: "Hey, more reinforcements! Just in time, fall in with us. Squad C will strike the factory from cave 17 first to pull them in that direction, then we hit them from behind. Then God M... *bzzt*, right, can't talk about that." (so this basically works like the WAS entrance group) -some part-filled medium-sized cubbies dug along major corridors where there's enough space (special post-processing code for REC) -lots of recycling machines--no other types except terminals -most recycling units found in corridor cubbies -inhabitants -no combat robots! (and no combat dispatches, either) -mostly recyclers, some of which are unpowered and put in single-cell cubbies--don't actually do anything (fluff) -a couple engineers, for repairs, but no tunnelers; and no workers, dont' want them picking up the debris -a fair number of wandering N-01 Spotters -for each one that spots you you're reported to the central AI, which raises your starting presence on entering the *next* floor (+150 per) (note that it's not added to your current total, but *after* you enter the next floor) -msg says something about approaching threat to "Factory", or whatever the next floor is, and that they need to prepare / be on alert for a possible incursion "N-01 Spotter is scanning..." "ALERT: Unidentified potential threat approaching Factory." -note that the N-01 AI is overriden to use its own "spotter AI" (which is more or less like watchers, but w/other checks) -their scanning has a cool animation and sound -sends out multiple beams that trace walls, kinda like Struct Scanner, but in red (and multiple) -they can scan other hostiles, too, not just you (so if derelicts out of sight you may still see the ALERT message :D) -the same Spotter can report you again every 50 turns, so you either have to get out of there or kill them -jammers can block this effect if in range (will certainly need a message to show it's being jammed), BUT if being jammed the spotter will flee and attempt to move out of jam range to send a signal! -there is also a two-turn *delay* after a spotter scans before it sends the signal, giving hostiles a chance to take it out -they tend to move around pretty quickly, so tough to avoid them completely -derelict dialogue about Recycling could warn you to not be spotted while there (and getting out of sight ASAP, or taking out the Spotters) -to keep dispatches from entering, instead of investigations any terminal lockouts are followed by next-level presence increases like the Spotters (+50 each) -this so-called "advance presence" value is capped at 900, otherwise could get yourself into an impossible situation with too many alerts -gameplay -the exit takes you up TWO depths to ther main complex -you might be weaker on arrival in terms of parts, but then you already passed through STO as well, and will suddenly evolve 4 slots -essentially for a fairly safe opportunity to skip an entire FAC floor (pretty big!), you have to risk a higher security level, though once you get there you may have an opportunity to counteract the effect at terminals via a couple threat purges if lucky