[WORK IN PROGRESS] Konyang and Point Verdant (#16714)

* starting point verdant

* major progress

* PAIN

* test

* zlevels AAGHHH OH NO

* im scream

* kawnyang

* dam thats good

* Biff Largehuge

* Look Gordon, ropes!

* wawagh

* rgrhgrhrgrh

* Gordon, you're alive! Thank God for that hazard suit.

* help

* frownie face

* wegh

* Gordon! Get away from the beams!

* Good morning, Gordon.

* Signs

* fix multiple proc definition

* initial ambience

* gay rain

* beach and some pebbles literally

* fixing conflicts aUGH

* generation

* guh?

* sewers and beach additions

* maping

* map

* womp womp

* landing zone

* fixing missing shit

* buddha

* ass

* major map updates

* implemented key doors, fixed baloon alert and tasks

* mineral color, adds ozone layer

* real fake walls

* vending subtypes for the regional market

* mooooar

* minimart pt 1

* haneunim skybox

* station mapping progress

* minimart and roboclinic

* offices progress

* bar work

* size change, some polishing of the office + police station

* map size update. Also a fuckton

* tunnels

* more work

* Why doesnt the map initialize

* broke shit

* fixing point verdant spawning, also ocean landing zone

* finishing some buildings

* mapping, village, not finished

* village, main road

* village stuff

* village stuff

* village stuff

* village stuff

* anchoring

* village stuff

* random space tiles fix

* random space tiles fix

* bin fixes

* missing initialize hint on new floors

* fix open space on basement level

* idk

* missing initialize hint

* tests again please

* tests rerun please

* oven/small be gone

* remove shuttle landmarks idk

* bad stairs fix maybe

* fix missing open space above stairs

* tests rerun please

* CircularRandomTurfAround fix

* spaces to tabs

---------

Co-authored-by: atteria <tarkona@protonmail.com>
Co-authored-by: Fluffy <65877598+FluffyGhoster@users.noreply.github.com>
Co-authored-by: DreamySkrell <107256943+DreamySkrell@users.noreply.github.com>
This commit is contained in:
kyres1
2023-09-23 21:23:38 +02:00
committed by GitHub
co-authored by atteria Fluffy DreamySkrell
parent ec2cbcef4c
commit f18d4128ad
102 changed files with 237154 additions and 10 deletions
@@ -60,3 +60,122 @@
GRASSES = list(ALWAYS_GEN),
WILDLIFE = list(POISSON_SAMPLE, 10)
)
/singleton/biome/konyang
turf_type = /turf/simulated/floor/exoplanet/konyang
generators = list(
LARGE_FLORA = list(POISSON_SAMPLE, 7),
SMALL_FLORA = list(POISSON_SAMPLE, 4),
GRASSES = list(BATCHED_NOISE, 0.1, 360, 4)
)
spawn_types = list(
LARGE_FLORA = list(
/obj/structure/flora/tree/konyang/spring = 3
),
SMALL_FLORA = list(
/obj/structure/flora/bush/konyang_reeds = 5,
/obj/structure/flora/rock/konyang = 3,
/obj/structure/flora/rock/konyang/small = 4,
/obj/structure/flora/rock/konyang/moss = 1
),
GRASSES = list(
/obj/effect/floor_decal/konyang_flowers = 3
)
)
exclusive_generators = list(LARGE_FLORA, SMALL_FLORA)
/singleton/biome/konyang/clearing
turf_type = /turf/simulated/floor/exoplanet/konyang
generators = list(
SMALL_FLORA = list(POISSON_SAMPLE, 4),
GRASSES = list(BATCHED_NOISE, 0.1, 360, 4)
)
spawn_types = list(
SMALL_FLORA = list(
/obj/structure/flora/bush/konyang_reeds = 2,
/obj/structure/flora/rock/konyang/small = 1
),
GRASSES = list(
/obj/effect/floor_decal/konyang_flowers = 2
)
)
/singleton/biome/konyang/water//shallow water more fitting for coastlines
turf_type = /turf/simulated/floor/exoplanet/water/shallow/konyang
generators = list(
SMALL_FLORA = list(POISSON_SAMPLE, 4),
GRASSES = list(BATCHED_NOISE, 0.1, 360, 5),
WILDLIFE = list(POISSON_SAMPLE, 5)
)
spawn_types = list(
SMALL_FLORA = list(
/obj/structure/flora/rock/konyang/water = 2
),
GRASSES = list(
/obj/structure/flora/bush/konyang_reeds/water = 4
),
WILDLIFE = list(
/mob/living/simple_animal/aquatic/fish = 1,
/mob/living/simple_animal/aquatic/fish/gupper = 1,
/mob/living/simple_animal/aquatic/fish/cod = 1
)
)
/singleton/biome/konyang/water/ocean//completely open water
turf_type = /turf/simulated/floor/exoplanet/water/konyang
generators = list(
WILDLIFE = list(POISSON_SAMPLE, 3)
)
spawn_types = list(
WILDLIFE = list(
/mob/living/simple_animal/hostile/retaliate/aquatic/thresher = 1
)
)
/singleton/biome/konyang/caves
turf_type = /turf/simulated/floor/exoplanet/dirt_konyang
generators = list(
SMALL_FLORA = list(POISSON_SAMPLE, 4)
)
spawn_types = list(
SMALL_FLORA = list(
/obj/structure/flora/rock/konyang = 2,
/obj/structure/flora/rock/konyang/small = 5
),
)
/singleton/biome/konyang/abandoned//long-abandoned decrepit ghost town
turf_type = /turf/simulated/floor/exoplanet/dirt_konyang
generators = list(
LARGE_FLORA = list(POISSON_SAMPLE, 7),
SMALL_FLORA = list(POISSON_SAMPLE, 4),
GRASSES = list(BATCHED_NOISE, 0.1, 360, 4)
)
spawn_types = list(
LARGE_FLORA = list(
/obj/structure/utility_pole = 2,
/obj/structure/utility_pole/street = 1,
/obj/structure/utility_pole/power/central = 1
),
SMALL_FLORA = list(
/obj/structure/flora/bush/konyang_reeds = 5,
/obj/structure/flora/rock/konyang = 3,
/obj/structure/flora/rock/konyang/small = 4,
/obj/structure/girder = 4,
/obj/effect/decal/cleanable/dirt = 8,
/obj/structure/trash_pile = 7,
/obj/structure/flora/rock/konyang/moss = 1,
/obj/structure/grille = 4,
/obj/item/stack/rods = 5,
/obj/item/material/shard = 5,
/obj/structure/flora/rock/konyang/moss = 1,
/obj/structure/lattice/catwalk/indoor/urban = 2
),
GRASSES = list(
/turf/simulated/floor/concrete = 3,
/turf/simulated/floor/asphalt = 3,
/turf/simulated/floor/sidewalk = 2,
/turf/simulated/floor/plating = 3
)
)
exclusive_generators = list(LARGE_FLORA, SMALL_FLORA)
@@ -46,6 +46,10 @@
/area/exoplanet/grass/grove
base_turf = /turf/simulated/floor/exoplanet/grass/grove
/area/exoplanet/grass/konyang
name = "Konyang Wilderness"
base_turf = /turf/simulated/floor/exoplanet/konyang
/area/exoplanet/lava
name = "\improper Planetary surface"
ambience = AMBIENCE_LAVA
@@ -0,0 +1,135 @@
//tree
/obj/structure/flora/tree/konyang
name = "jungle beet tree"
desc = "A squat tree resembling an overgrown beet, this is known for its extremely strong roots and low center of mass - making it able to survive harsh Konyanger seasonal weather."
icon = 'icons/obj/flora/konyang/beet_tree.dmi'
layer = 9
icon_state = "tree_example"
pixel_x = -32
stumptype = /obj/structure/flora/stump
/obj/effect/overlay/konyang_tree//shadow underlay
icon = 'icons/obj/flora/konyang/beet_tree.dmi'
icon_state = "shadow"
layer = ON_TURF_LAYER
/obj/structure/flora/tree/konyang/spring/Initialize(mapload)
. = ..()
cut_overlays()
overlays += /obj/effect/overlay/konyang_tree
icon_state = "beet_tree[rand(1, 3)]"
return
/obj/structure/flora/tree/konyang/blossom
desc = "A blossoming beet tree, its green canopy is beginning to take a lilac coloration as its leaves reach the end of their seasonal maturity."
icon_state = "blossom_beet_tree_example"
/obj/structure/flora/tree/konyang/blossom/Initialize(mapload)
. = ..()
cut_overlays()
overlays += /obj/effect/overlay/konyang_tree
icon_state = "blossom_beet_tree[rand(1, 3)]"
return
/obj/structure/flora/tree/konyang/fall
desc = "A marvelous example of a jungle beet tree shedding its leaves. It takes on a deep pink tone, while its leaves slowly crumple and drift into the wind."
icon_state = "fall_beet_tree_example"
/obj/structure/flora/tree/konyang/fall/Initialize(mapload)
. = ..()
cut_overlays()
overlays += /obj/effect/overlay/konyang_tree
icon_state = "fall_beet_tree[rand(1, 3)]"
return
/obj/effect/decal/cleanable/generic/beet_tree_petals
name = "beet tree petals"
desc = "A wild assortment of loose petals from a beet tree, more akin to the shedding of flowers in appearance."
icon = 'icons/obj/flora/konyang/clutter.dmi'
icon_state = "petals"
/obj/effect/decal/cleanable/generic/beet_tree_petals/New()
..()
icon_state = "petals[rand(1, 6)]"
//cliff faces
/obj/structure/konyang_cliff
name = "shale encrusted cliff face"
desc = "A difficult-to-scale cliff face uprooted by some gentle, long-term erosion. It's rather smooth, but has a few surfaces for grabbing."
icon = 'icons/obj/flora/konyang/cliff.dmi'
icon_state = "cliff1"
anchored = TRUE
density = TRUE
climbable = TRUE
//rock
/obj/structure/flora/rock/konyang
name = "dense boulder"
icon = 'icons/obj/flora/konyang/rocks.dmi'
icon_state = "rock"
/obj/structure/flora/rock/konyang/Initialize(mapload)
. = ..()
icon_state = "rock[rand(1, 7)]"
/obj/structure/flora/rock/konyang/moss
name = "moss-covered boulder"
icon_state = "moss"
/obj/structure/flora/rock/konyang/moss/Initialize(mapload)
. = ..()
icon_state = "moss[rand(1, 3)]"
/obj/structure/flora/rock/konyang/water
name = "submerged boulder"
icon_state = "rock_water"
/obj/structure/flora/rock/konyang/water/Initialize(mapload)
. = ..()
icon_state = "rock_water[rand(1, 4)]"
/obj/structure/flora/rock/konyang/small
name = "pebble cluster"
icon = 'icons/obj/flora/konyang/rocks.dmi'
icon_state = "pebble"
density = 0
/obj/structure/flora/rock/konyang/small/Initialize(mapload)
. = ..()
icon_state = "pebble[rand(1, 6)]"
/obj/structure/flora/bush/konyang_reeds
name = "grass stalks"
desc = "Thin and tall grass stalks, easy to sway to the wind and harsh to the touch."
icon = 'icons/obj/flora/konyang/grass.dmi'
icon_state = "stalks"
layer = ABOVE_MOB_LAYER
anchored = 1
/obj/structure/flora/bush/konyang_reeds/Initialize(mapload)
. = ..()
icon_state = "stalks[rand(1, 5)]"
/obj/structure/flora/bush/konyang_reeds/Crossed(atom/movable/AM, atom/oldloc)
if(istype(AM, /mob/living))
var/mob/living/L = AM
to_chat(L, "<span class='notice'>You brush through \the [src] really quite loudly.</span>")
playsound(loc, 'sound/effects/plantshake.ogg', 100, 1)
shake_animation()
..()
/obj/structure/flora/bush/konyang_reeds/water
icon_state = "water_stalks"
/obj/structure/flora/bush/konyang_reeds/water/Initialize(mapload)
. = ..()
icon_state = "water_stalks[rand(1, 5)]"
/obj/effect/floor_decal/konyang_flowers
name = "lustrous flowers"
icon = 'icons/obj/flora/konyang/grass.dmi'
icon_state = "flowers"
/obj/effect/floor_decal/konyang_flowers/Initialize(mapload)
icon_state = "flowers[rand(1,6)]"
. = ..()
@@ -0,0 +1,62 @@
/turf/simulated/floor/exoplanet/konyang
name = "dense mossy grass"
icon = 'icons/turf/flooring/exoplanet/konyang.dmi'
icon_state = "grass"
footstep_sound = /singleton/sound_category/grass_footstep
does_footprint = FALSE
/turf/simulated/floor/exoplanet/konyang/no_edge
has_edge_icon = FALSE
/obj/effect/konyang_foam
name = "coastal sea foam"
icon = 'icons/turf/flooring/exoplanet/konyang.dmi'
icon_state = "foam"
layer = 3
opacity = FALSE
anchored = TRUE
mouse_opacity = FALSE
/obj/effect/konyang_waterfall
name = "waterfall"
icon = 'icons/turf/flooring/exoplanet/konyang.dmi'
icon_state = "waterfall_top"
layer = 5
opacity = FALSE
anchored = TRUE
mouse_opacity = FALSE
/obj/effect/konyang_waterfall/mist
icon_state = "mist_center"
layer = 5.1
/turf/simulated/floor/exoplanet/konyang/wilting//manually mapped. To be surrounded by normal grass
name = "wilting mossy grass"
icon = 'icons/turf/flooring/exoplanet/konyang/moss_transition_1.dmi'
icon_state = "unsmooth"
smooth = SMOOTH_MORE | SMOOTH_BORDER | SMOOTH_NO_CLEAR_ICON
canSmoothWith = list(/turf/simulated/floor/exoplanet/konyang/wilting, /turf/simulated/floor/exoplanet/konyang/pink)
/turf/simulated/floor/exoplanet/konyang/pink//manually mapped. To be surrounded by wilting grass
name = "blossoming mossy grass"
icon = 'icons/turf/flooring/exoplanet/konyang/moss_transition_2.dmi'
icon_state = "unsmooth"
smooth = SMOOTH_TRUE
/turf/simulated/floor/exoplanet/dirt_konyang//a different path entirely so it will allow for edges to generate from grass
name = "compacted dirt"
icon = 'icons/turf/flooring/exoplanet/konyang.dmi'
icon_state = "dirt"
layer = 1.99//to let the grass edges go over it, which otherwise doesnt happen due to positioning and byond layering
footstep_sound = /singleton/sound_category/asteroid_footstep
does_footprint = FALSE
has_edge_icon = FALSE
/turf/simulated/floor/exoplanet/dirt_konyang/sand//same as above
name = "fine coastal sand"
icon = 'icons/turf/flooring/exoplanet/konyang/konyang_beach.dmi'
icon_state = "sand"
footstep_sound = /singleton/sound_category/asteroid_footstep
smooth = SMOOTH_FALSE
does_footprint = FALSE
has_edge_icon = FALSE
@@ -7,6 +7,14 @@
/turf/simulated/floor/exoplanet/water/update_dirt()
return // Water doesn't become dirty
/turf/simulated/floor/exoplanet/water/konyang
name = "deep glistening water"
desc = "Water, dense with algae and lustrous greenery. It maintains an almost glowing sea-blue sheen nonetheless."
icon_state = "unsmooth"
base_icon_state = "unsmooth"
icon = 'icons/turf/flooring/exoplanet/konyang/konyang_deep_water.dmi'
smooth = SMOOTH_TRUE
/turf/simulated/floor/exoplanet/water/shallow
name = "shallow water"
icon = 'icons/misc/beach.dmi'
@@ -21,3 +29,25 @@
user.visible_message("<span class='notice'>[user] fills \the [RG] from \the [src].</span>","<span class='notice'>You fill \the [RG] from \the [src].</span>")
else
return ..()
/turf/simulated/floor/exoplanet/water/shallow/konyang
name = "shallow glistening water"
desc = "Water, dense with algae and lustrous greenery. It maintains an almost glowing sea-blue sheen nonetheless."
icon_state = "unsmooth"
base_icon_state = "unsmooth"
icon = 'icons/turf/flooring/exoplanet/konyang/konyang_smooth_water.dmi'
smooth = SMOOTH_MORE | SMOOTH_BORDER | SMOOTH_NO_CLEAR_ICON
canSmoothWith = list(/turf/simulated/floor/exoplanet/water/shallow/konyang, /turf/simulated/floor/exoplanet/water/konyang, /turf/simulated/floor/exoplanet/water/shallow/konyang/beach)
/turf/simulated/floor/exoplanet/water/shallow/konyang/no_smooth
smooth = SMOOTH_FALSE
/turf/simulated/floor/exoplanet/water/shallow/konyang/beach
icon = 'icons/turf/flooring/exoplanet/konyang/konyang_beach.dmi'
smooth = SMOOTH_MORE | SMOOTH_BORDER | SMOOTH_NO_CLEAR_ICON
canSmoothWith = list(/turf/simulated/floor/exoplanet/water/shallow/konyang, /turf/simulated/floor/exoplanet/water/konyang, /turf/simulated/floor/exoplanet/water/shallow/konyang/beach)
/turf/simulated/floor/exoplanet/water/shallow/sewage//What horror.
name = "putrid sewage"
desc = "This is utterly vile."
color = "#9ea844"//Ew
@@ -34,3 +34,180 @@
BIOME_SEMIARID = 0.6,
BIOME_SUBHUMID = 1.0
)
/datum/exoplanet_theme/konyang
name = "Konyang"
surface_turfs = list(
/turf/simulated/mineral
)
mountain_threshold = 0.8
possible_biomes = list(
BIOME_COOL = list(
BIOME_ARID = /singleton/biome/konyang/water,
BIOME_SEMIARID = /singleton/biome/konyang/clearing,
BIOME_SUBHUMID = /singleton/biome/konyang/clearing
),
BIOME_WARM = list(
BIOME_ARID = /singleton/biome/konyang/water,
BIOME_SEMIARID = /singleton/biome/konyang/clearing,
BIOME_SUBHUMID = /singleton/biome/konyang
),
BIOME_EQUATOR = list(
BIOME_ARID = /singleton/biome/konyang/clearing,
BIOME_SEMIARID = /singleton/biome/konyang,
BIOME_SUBHUMID = /singleton/biome/konyang
)
)
heat_levels = list(
BIOME_COOL = 0.3,
BIOME_WARM = 0.6,
BIOME_EQUATOR = 1.0
)
humidity_levels = list(
BIOME_ARID = 0.3,
BIOME_SEMIARID = 0.6,
BIOME_SUBHUMID = 1.0
)
/datum/exoplanet_theme/konyang/uncharted
surface_turfs = list(
/turf/simulated/mineral
)
mountain_threshold = 0.8
possible_biomes = list(
BIOME_COOL = list(
BIOME_ARID = /singleton/biome/konyang/water,
BIOME_SEMIARID = /singleton/biome/konyang,
BIOME_SUBHUMID = /singleton/biome/konyang
),
BIOME_WARM = list(
BIOME_ARID = /singleton/biome/konyang,
BIOME_SEMIARID = /singleton/biome/konyang/clearing,
BIOME_SUBHUMID = /singleton/biome/konyang
),
BIOME_EQUATOR = list(
BIOME_ARID = /singleton/biome/konyang,
BIOME_SEMIARID = /singleton/biome/konyang,
BIOME_SUBHUMID = /singleton/biome/konyang
)
)
heat_levels = list(
BIOME_COOL = 0.3,
BIOME_WARM = 0.6,
BIOME_EQUATOR = 1.0
)
humidity_levels = list(
BIOME_ARID = 0.3,
BIOME_SEMIARID = 0.6,
BIOME_SUBHUMID = 1.0
)
/datum/exoplanet_theme/konyang/ocean
surface_turfs = list(
/turf/simulated/mineral
)
mountain_threshold = 1
possible_biomes = list(
BIOME_COOL = list(
BIOME_ARID = /singleton/biome/konyang/water,
BIOME_SEMIARID = /singleton/biome/konyang/water/ocean,
BIOME_SUBHUMID = /singleton/biome/konyang/water/ocean
),
BIOME_WARM = list(
BIOME_ARID = /singleton/biome/konyang/water,
BIOME_SEMIARID = /singleton/biome/konyang/water,
BIOME_SUBHUMID = /singleton/biome/konyang/water/ocean
),
BIOME_EQUATOR = list(
BIOME_ARID = /singleton/biome/konyang/water/ocean,
BIOME_SEMIARID = /singleton/biome/konyang/water,
BIOME_SUBHUMID = /singleton/biome/konyang/water
)
)
heat_levels = list(
BIOME_COOL = 0.3,
BIOME_WARM = 0.6,
BIOME_EQUATOR = 1.0
)
humidity_levels = list(
BIOME_ARID = 0.3,
BIOME_SEMIARID = 0.6,
BIOME_SUBHUMID = 1.0
)
/datum/exoplanet_theme/konyang/underground//more cave biomes TBD
surface_turfs = list(
/turf/simulated/mineral
)
mountain_threshold = 0.35
possible_biomes = list(
BIOME_COOL = list(
BIOME_ARID = /singleton/biome/konyang/caves,
BIOME_SEMIARID = /singleton/biome/konyang/caves,
BIOME_SUBHUMID = /singleton/biome/konyang/caves
),
BIOME_WARM = list(
BIOME_ARID = /singleton/biome/konyang/caves,
BIOME_SEMIARID = /singleton/biome/konyang/caves,
BIOME_SUBHUMID = /singleton/biome/konyang/caves
),
BIOME_EQUATOR = list(
BIOME_ARID = /singleton/biome/konyang/caves,
BIOME_SEMIARID = /singleton/biome/konyang/caves,
BIOME_SUBHUMID = /singleton/biome/konyang/caves
)
)
heat_levels = list(
BIOME_COOL = 0.3,
BIOME_WARM = 0.6,
BIOME_EQUATOR = 1.0
)
humidity_levels = list(
BIOME_ARID = 0.3,
BIOME_SEMIARID = 0.6,
BIOME_SUBHUMID = 1.0
)
/datum/exoplanet_theme/konyang/abandoned
surface_turfs = list(
/turf/simulated/mineral
)
mountain_threshold = 0.8
possible_biomes = list(
BIOME_COOL = list(
BIOME_ARID = /singleton/biome/konyang/water,
BIOME_SEMIARID = /singleton/biome/konyang,
BIOME_SUBHUMID = /singleton/biome/konyang/abandoned
),
BIOME_WARM = list(
BIOME_ARID = /singleton/biome/konyang/abandoned,
BIOME_SEMIARID = /singleton/biome/konyang/clearing,
BIOME_SUBHUMID = /singleton/biome/konyang
),
BIOME_EQUATOR = list(
BIOME_ARID = /singleton/biome/konyang,
BIOME_SEMIARID = /singleton/biome/konyang/abandoned,
BIOME_SUBHUMID = /singleton/biome/konyang/abandoned
)
)
heat_levels = list(
BIOME_COOL = 0.3,
BIOME_WARM = 0.6,
BIOME_EQUATOR = 1.0
)
humidity_levels = list(
BIOME_ARID = 0.3,
BIOME_SEMIARID = 0.6,
BIOME_SUBHUMID = 1.0
)
+14
View File
@@ -13,8 +13,11 @@
var/sizeclass = "Unknown" //The class of the design if applicable. Not a prefix. Should be things like battlestations or corvettes
var/shiptype = "Unknown" //The designated purpose of the design. Should briefly describe whether it's a combatant or study vessel for example
var/alignment = "Unknown" //For landing sites. Allows the crew to know if they're landing somewhere bad or not
var/generic_object = TRUE //Used to give basic scan descriptions of every generic overmap object that excludes noteworthy locations, ships and exoplanets
var/static_vessel = FALSE //Used to expand scan details for visible space stations
var/landing_site = FALSE //Used for unique landing sites that occupy the same overmap tile as another - for example, the implementation of Point Verdant and Konyang
layer = OVERMAP_SECTOR_LAYER
@@ -52,6 +55,17 @@
. += "<hr>"
. += "<br><center><b>Native Database Notes</b></center>"
. += "<br><small>[desc]</small>"
if(landing_site == TRUE)
. += "<hr>"
. += "<br><center><large><b>Designated Landing Zone Details</b></large>"
. += "<br><large><b>[name]</b></large></center>"
. += "<hr>"
. += "<br><center><b>Native Database Specifications</b>"
. += "<br><img src = [scanimage]></center>"
. += "<br><small><b>Governing Body:</b> [alignment]"
. += "<hr>"
. += "<br><center><b>Native Database Notes</b></center>"
. += "<br><small>[desc]</small>"
else if(generic_object == TRUE)
return desc
+2 -2
View File
@@ -70,8 +70,8 @@ var/global/area/overmap/map_overmap // Global object used to locate the overmap
var/map_high = current_map.overmap_size - OVERMAP_EDGE
var/turf/home
if (place_near_main)
var/obj/effect/overmap/visitable/main = map_sectors["1"]
if (islist(place_near_main))
var/obj/effect/overmap/visitable/main = map_sectors["1"] ? map_sectors["1"] : map_sectors[map_sectors[1]]
if(islist(place_near_main))
place_near_main = Roundm(Frand(place_near_main[1], place_near_main[2]), 0.1)
home = CircularRandomTurfAround(main, abs(place_near_main), map_low, map_low, map_high, map_high)
start_x = home.x