# Summary
This PR rebalances the spawn count and radius of overmap hazard
clusters, as well as adjusts some of their overmap movement behavior.
## Justification
Mining trips to exoplanets distant to the Horizon can force miners to
spend large portions of a given round just trying to navigate around
overmap hazards; in the worst cases, the sheer number of dead ends and
blind spots can result in their effective removal from the first 60-90
minutes of a round, and the worst delays can obviate the need for their
materials in the first place. While reducing these hazards would also
benefit the Horizon and offships, the primary motivation was to reduce
mining's "dead time" in any given round.
## Details
Most overmap hazard types have had their 'count' (the number of clusters
spawned) and radius reduced, to open up more navigable space on the
overmap. This has been compensated for by modifying movement
probabilities, speeds, and behaviors of overmap hazards.
The intervals between overmap hazards moving (their effective speeds)
has been made variable; different clusters of movable hazards will no
longer always proc movement at the same time.
Carp continue to have a random chance to move in a random direction
every interval. Space dust and meteors now also have a chance to spawn
in as movable hazards, but they will only ever move in one direction.
While more dangerous to passing shuttles and ships than carp, they are
also much more predictable.
The current numbers were based on observation of several randomly
generated maps during testing, but will likely need adjustment as it
faces actual miners and we accumulate their feedback. I erred on the
side of 'less difficult' to avoid overtuned rocks from smashing crew to
pieces every round.
Reverts #20467
For some reason, if you put a png into icon() and then show that to a
client, it uses a colossal amount of GPU. No idea.
Reverts to our older lobby system pending TGUI update.
Fixes#21489
## About PR
PR'd again from #21045 because a mistake I made, apologies for this.
Off-ship packages are now spawned whenever they exist in the overmap.
Adjusted the warehouse to include a small room for newer packages to
come in, given the alternative was letting them spawn and scatter out of
nowhere in the middle of the round. Packages for roundstart non-hidden
locations like exoplanets or any other location with delivery spots
aren't affected by any of these changes.
Also when an off-ship becomes available for packages, operations receive
an announcement message about it.
## Images
<img width="416" height="512" alt="grr"
src="https://github.com/user-attachments/assets/a8d82a60-e18e-4fda-ac3f-acccc256c6f6"
/>
<img width="891" height="42"
alt="469941125-59633a9b-a32f-40ea-98b8-4a38fd0d31ac"
src="https://github.com/user-attachments/assets/bf5586e6-efea-4c01-af51-6c405107a8d0"
/>
* Cargo delivery packages now have colored tags on them which should
hopefully make it easier to distinguish between them, instead of
changing the entire package's color.
* Delivering a package now outputs another, allowing you to continuously
deliver throughout the round, should you choose to.
* Fixed cargo packages runtiming on the runtime map.
https://forums.aurorastation.org/topic/20198-mission-briefing-auroras-gamemode-revolution
To-do:
- [x] Finish storyteller verbs.
- [x] Storyteller landmarks.
- [x] Proper storyteller spawning. Right now the gamemode system is
happy with just picking one storyteller and no actors.
- [x] Antagonist whitelists code.
- [x] Adding the Storyteller whitelist.
- [x] Mission map loading code.
- [x] Map in a bunch of missions.
- [ ] Storyteller adminhelps.
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Co-authored-by: Matt Atlas <liermattia@gmail.com>
Co-authored-by: DreamySkrell <>
tl;dr: instead of doing it on the last added zlevel (which is not
correct anyways...), it uses bounds received from load_new_z
---------
Co-authored-by: DreamySkrell <>
Adds some new fields to the shuttle manifest:
- Destination (Per shuttle)
- Heading (Per shuttle)
- Mission (Per shuttle)
- Departure Time (Per Shuttle)
- Return Time (Per Shuttle)
- Expedition/Mission Leader (One per shuttle)
- Shuttle Pilot (One per shuttle)
Also adds the shuttle manifest to Bridge Crew PDAs by default.
<img width="458" alt="image"
src="https://github.com/Aurorastation/Aurora.3/assets/26849270/802d9a8d-9c43-4883-a5a7-d23967616766">
* Port of Call Template Flag
* oops
* bitflags
* bitflags but frfr
* I give up + fix
* bitflags again again
* Port of Call Day changes
* remove Horizon check
* small thing :)
* check day directly now
* new proc to check port of call, and possible fix
* Requested Changes
* requested gem changes
* gem gaming
* gemmmmmmmmmmmmmmmmmmmmmmmmmmm
---------
Co-authored-by: Benedict <Ben10083@users.noreply.github.com>
* Re-adds the message of the day.
* Re-adds the MOTD and adds mechanical support for ports of call.
* sddsds
* Destroy it all!
* incorrect info
* grammar and shit
---------
Co-authored-by: Matt Atlas <liermattia@gmail.com>
* SSatlas.current_map
* hardsuit spell tab appears to clear correctly
* sdfsa
* from the moment i understood the weakness of my flesh, it disgusted me
* sdf
* SDQL2 update
* fix that verb
* cl
* fix that
* toworld
* this is pointless
* update info
* siiiiick..
* vv edit update
* fix that
* fix editing vars
* fix VV
* Port the /TG/ globals controller.
* part 1
* part 2
* oops
* part 3
* Hollow Purple
* sadas
* bsbsdb
* muda na agaki ta
* ids 1-15
* 16-31
* 41-75
* bring me back to how things used to be before i lost it all
* the strength of mayhem
* final touches
* cl
* protect some vars
* update sdql2 to use glob
* stuff?
* forgot that is not defined there
* whoops
* observ
* but it never gets better
* a
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Co-authored-by: Matt Atlas <liermattia@gmail.com>
Leaving the lobby screen list empty now adds all icon states to the lobby screen list. Also, only one dmi plays at a time.
This means that adding a new title screen is now as simple as just adding it to the dmi. Or making a new dmi for a new category.
Added a new sound when you click things in the menu - more futuristic.
The lobby menu now fades in and out smoothly.
Removes the old background object which was left in by accident.
The buttons now get bigger when you mouse over them. Responsiveness!
The lifeless live again. Or in this case, what never actually lived here.
Ports Baystation12/Baystation12#17460 probably for real this time. What this allows us to do is create shuttles on runtime and make shuttles easier by just making landmarks and a shuttle instead of areas and shuttles. Also allows runtime landmark creation via flares or whatever AND allows shuttles to use different landmarks at will.
I removed most of the overmap stuff, I think. It shouldn't be hard to slam it in whenever we need to.
Changes:
"Shuttle code has been completely reworked."
"Shuttles can now be modified to have more than one destination."
"Shuttles now have a takeoff sound."
"You can now throw mobs against walls to damage them. A lot."
"You now need a neckgrab to throw mobs."
"BEING UNBUCKLED DURING SHUTTLE LAUNCH IS DANGEROUS! Don't do it."
"Adminghosts can now interact with all shuttles."