## About The Pull Request
Pretty simple one this time.
Cleans up pinpointer code, previously the ranges at which pinpointer
arrows determined how close you were to an object were hardcoded
numbers, now I've moved those numbers over to a set of variables so you
can determine what's close/medium/far.
Autodocs pinpointer variables and subtype variables as well.
Removed a functionally useless variable off of crew pinpointers, moving
from a boolean-`has_owner` to just checking against the assigned
`pinpointer_owner` mob.
Lastly, tweaked some of the numbers on the ventpointer, a pinpointer
purchasable by shaft miners for points. Namely, I've lowered it's
minimum range to 8 from 14, meaning that you can get closer before it
says that you've arrived at your vent, as before you could still be
completely off screen and be unable to find the vent. In addition, I
adjusted the close and medium range variables to be wider than the
standard range, since in practice using the ventpointer in-round tends
to just show a red arrow for the vast majority of the time you're using
it.
## Why It's Good For The Game
Pinpointer code improvements were mostly because I was in the area and
in theory, pinpointer code should be more flexible considering how much
of the game's core game-modes rely on pinpointers to function properly.
On ventpointers, these things are clearly meant to be somewhat
inaccurate, but due to having the distance values on pinpointers
hardcoded, It was previously impossible to ever even reach close range
on the vent before it claimed you had arrived. I've lowered the close
range value to be in the ballpark of a single screenwidth of tiles in
all directions, and adjusted the other colors so that you can get a
better idea if you've switched vent targets. As a result, the
ventpointer should be a more valuable investment as a direct result.
## Changelog
🆑
balance: The mining ventpointer has been adjusted so that it can now
more accurately show the distance to the nearest vent, and will now
claim you've arrived if you're within 8 tiles away from a vent, down
from 14.
code: Several backend improvements to the pinpointer functionality and
adjustability.
/🆑
## About The Pull Request
Scanning ore vents will now tag them on GPS so you can find them easily
when you are prepared (and remove them when they are tapped). Also adds
special pinpointer to help with finding unscanned vents in a first
place. And adds missing uranium overlays for scanned vents. Because why
not.
<details>


</details>
## Why It's Good For The Game
While looking at mineral density to find vents is somewhat fun and
entertaining, having some sort of upgrade to make finding them easier
adds a bit of a progression. Also re-finding already scanned vents can
be a bit annoying. You need to fill your backpacks with GPSs and tag
them manually. It is also inconsistent with geysers that are added to
positioning after you scan them. And with tendrils, which are always
visible.
## Changelog
🆑
add: added ventpointer that points toward nearby ore vents and can be
bought with mining points
balance: scanned ore vents can now be found with GPS
fix: fixed ore vents missing overlay icon for uranium
/🆑