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7196ebb10a
Slightly increases potency of Spacevines random seeds, and increases range of areas which can spawn them. Makes Comet Expulsion event populate a whole bunch of meteors on the overmap, but most of them are just traveling in random directions. Makes it less trivial for bridge crew to just scoot one tile to the left and everything's fine. Tested it multiple times on local instance to find numbers that tended to make the overmap dangerous, but not bullet-hell levels. It should be okay for the Horizon to get hit once or thrice- dodging them all ought to be a really nice trick. Also increased minimum spawn distance from the edges of the overmap on round start to prevent comet spawn from deciding 'hey fuck you' and nuking you with 4 meteors to the face and 0 time to maneuver. That's too mean, even for me. changes: - balance: "Spacevines event has more area types to potentially spawn in." - balance: "Spacevines event potency_min increased from 70 -> 85." - balance: "Comet Expulsion event chances slightly increased with greater weighting towards Bridge Crew availability." - balance: "Comet Expulsion event now generates many overmap hazards, mostly in random directions, to make evasion less trivial." - balance: "Comet Expulsion event meteors now have a small chance to do greater damage." - balance: "Horizon and other overmap visitable sites minimum spawn distance from overmap edge increased from 2 to 4." - qol: "Provided additional admin logging for Comet Expulsion event."
/* The overmap system allows adding new maps to the big 'galaxy' map. There's overmap zlevel, that looks like a map. On it, token objects (overmap objects) are moved, representing ship movement etc. No actual turfs are moved, you would need exploration shuttles or teleports to move atoms between different sectors/ships. Unless stated otherwise, you just need to place any of things below somewhere on the map and they'll handle the rest. ************************************************************* # How to make new sector ************************************************************* 0. Map whatever. 1. Make /obj/effect/overmap/visitable/sector/[whatever] If you want explorations shuttles be able to dock here, remember to set waypoints lists 2. Put /obj/effect/overmap/visitable/sector/[whatever] on the map. Even if it's multiz, only one is needed, on any z. 3. Done. ************************************************************* # How to make new ship ************************************************************* 0. Map whatever. 1. Make /obj/effect/overmap/visitable/ship/[whatever] If you want explorations shuttles be able to dock here, remember to set waypoints lists 2. Put /obj/effect/overmap/visitable/ship/[whatever] on the map. If it's multiz, only one is needed, on any z. 3. Put Helm Console anywhere on the map. 4. Put Engines Control Console anywhere on the map. 5. Put some engines hooked up to gas supply anywhere on the map. 6. Done. ************************************************************* # Overmap object ************************************************************* /obj/effect/overmap/visitable ### WHAT IT DOES Lets overmap know this place should be represented on the map as a sector/ship. If this zlevel (or any of connected ones for multiz) doesn't have this object, you won't be able to travel there by ovemap means. ### HOW TO USE 1. Create subtype for your ship/sector. Use /ship one for ships. 2. Put it anywhere on the ship/sector map. It will do the rest on its own during init. If your thing is multiz, only one is needed per multiz sector/ship. If it's player's main base (e.g Aurora), set 'base' var to 1, so it adds itself to station_levels list. If this place cannot be reached or left with EVA, set 'in_space' var to 0 If you want exploration shuttles (look below) to be able to dock here, set up waypoints lists. generic_waypoints is list of landmark_tags of waypoints any shttle should be able to visit. restricted_waypoints is list of 'shuttle name = list(landmark_tags)' pairs for waypoints only those shuttles can visit ************************************************************* # Helm console ************************************************************* /obj/machinery/computer/ship/helm ### WHAT IT DOES Lets you steer ship around on overmap. Lets you use autopilot. ### HOW TO USE Just place it anywhere on the ship. ************************************************************* # Engines control console ************************************************************* /obj/machinery/computer/ship/engines ### WHAT IT DOES Lets use set thrust limits for engines of your ship. Lets you shutdown/restart the engines. Lets you check status of engines. ### HOW TO USE Just place it anywhere on the ship. ************************************************************* # Thermal engines ************************************************************* /obj/machinery/atmospherics/unary/engine ### WHAT IT DOES Lets your ship move on the map at all. ### HOW TO USE Put them on map, hook up to pipes with any gas. Heavier gas (CO2/plasma) + More pressure = more thrust. ************************************************************* # Exploration shuttle terminal ************************************************************* /obj/machinery/computer/shuttle_control/explore ### WHAT IT DOES Lets you control shuttles that can change destinations and visit other sectors/ships. ### HOW TO USE 1. Define starting shuttle landmark. 2. Define a /datum/shuttle/autodock/overmap for your shuttle. Same as normal shuttle, aside from 'range' var - how many squares on overmap it can travel on its own. 3. Place console anywhere on the ship/sector. Set shuttle_tag to shuttle's name. 4. Use. You can select destinations if you're in range (on same tile by defualt) on the map and sector has waypoints lists defined */