## About The Pull Request With this PR, I'm introducing fishing bluespace capsules to the game. They can be found on the black market, but I'll get a couple more ways to get them before it's ready. Anyway, they're special bluespace capsules that spawn a fishing spot of your choice. The fishing spot can be changed by alt-clicking the capsule, and so far it has 5 choices, plus 2 locked behind emagging for obvious reasons: - Freshwater: pretty basic, you get freshwater fish from this. - Saltwater: mainly saltwater fish. - Tiziran: You get tiziran fish here, like the gunner jellyfish, armorfish, needlefish, dwarves moonfish and the new, bigger zagoskian moonfish. By the by, moonfish now periodically lay moonfish eggs, a staple of lizardfolk cuisine. - Ice fishing spot: A small ice turf with a hole dug in it; salmon, arctic char, arctic chrabs and the bonemass (skeleton fish). - Hot Spring: Somehow the new home to the ought-to-be-extinct sacabambaspis. It also doubles as a better shower overall, with mild healing on top of stamina recovery. Felinids still hate it though, and won't benefit from the healing. - Lava: A 2x2 square of pure lava. Requires an emag for obvious reasons. - Plasma: Ditto, but it's plasma instead of lava. As a sidenote, unlike standard shelter capsules, these require their area to be clear of pipes and cables on top of the other requirements, unless emagged. Obviously, I've done some changes to allow pipes and cables to not be hidden by water turfs, though I'm still keeping these reqs because I don't think these fishing spots would look great if riddled with cables and pipes. I may remove this extra req later if it proves to be a tad too tedious. Also they don't knock you back when expanding. Screenshot from a recent test (fixed the misplaced decal and tweaked a few things since then):  ## Why It's Good For The Game The idea stems from how not all fishing spots aren't designed to be accessible every round, which is fine, because we have the fish-porter for that. However, even the fish-porter should have its limits in terms of what it can provide by itself (linking is all fair and game), so I've thought having something of a middle point would been neat, also as a way to mess around with the station layout a bit, to empower the player with a little extra "terraforming". ## Changelog 🆑 add: Added fishing bluespace capsules to the game, which can be used to spawn a variety of fishing spots, from freshwater to tiziran sea to hot springs, and also lava and plasma if emagged. add: Added two new fish: the zagoskian moonfish and the sacabambaspis. Moonfish will now periodically lay moonfish eggs. map: The 'crashed pod' lavaland ruin now has a hot spring, and the cursed hotspring on icemoon now has a plastic chair and a fishing toolbox. /🆑
Random Spawners
About
Random spawners are an organized tool primarily for mapping to enhance replayability. The spawners can create objects, effects, and structures with different tweakable settings to get the desired outcome. You can make a spawner determine direction, rarity, number of items to spawn, pixel spacing between items, and even spread it over a large tile radius. This lets you control the atmosphere of a location. You could for instance spawn different piles of trash in maint or spawn decoration items for a room to give it more randomized flavor. The choice is yours!
(note the audience of this README is directed towards mappers who lack knowledge of coding)
Variables
The following variables are defined in code/game/objects/effects/spawners/random/random.dm that control how a spawner works.
loot- a list of possible items to spawn e.g. list(/obj/item, /obj/structure, /obj/effect)loot_type_path- this combines the subtypes AND type list with the loot listloot_subtype_path- this combines ONLY the subtypes (excludes theloot_subtype_path) with the loot listspawn_loot_count- how many items will be spawnedspawn_loot_double- if the same item can be spawned twice from the loot listspawn_loot_split- whether the items should be distributed to offsets 0,1,-1,2,-2,3,-3.. This overrides pixel_x/y on the spawner itselfspawn_all_loot- whether the spawner should spawn all the loot in the list (ignoresspawn_loot_count)spawn_loot_chance- the chance for the spawner to create loot (ignoresspawn_loot_count)spawn_scatter_radius- determines how big of a range (in tiles) we should scatter things in
These variables are set to the following default values for the base random.dm object that all objects inherit from:
/// these three loot values are all empty
var/list/loot
var/loot_type_path
var/loot_subtype_path
var/spawn_loot_count = 1 // by default one item will be selected from the loot list
var/spawn_loot_double = TRUE // by default duplicate items CAN be spawned from the loot list
var/spawn_loot_split = FALSE // by default items will NOT spread out on the same tile
var/spawn_all_loot = FALSE // by default the spawner will only spawn the number of items set in spawn_loot_count
var/spawn_loot_chance = 100 // by default the spawner has a 100% chance to spawn the item(s)
var/spawn_scatter_radius = 0 // by default the spawner will spawn the items ONLY on the tile it is on
However there are some categories that overwrite these default values so pay attention to the folder or category you group your spawner in. For instance the obj/effect/spawner/random/techstorage category overwrites the spawn_all_loot and the spawn_loot_split variables.
// Tech storage circuit board spawners
/obj/effect/spawner/random/techstorage
name = "generic circuit board spawner"
spawn_loot_split = TRUE
spawn_all_loot = TRUE
This means any spawner you create under the techstorage will also have those variables set to that by default. This can be overridden quite easily just be resetting the variables back to the normal state like so:
/obj/effect/spawner/random/techstorage/data_disk
name = "data disk spawner"
spawn_all_loot = FALSE // now our loot won't all be spawned
loot = list(
/obj/item/disk/data = 49,
/obj/item/disk/nuclear/fake/obvious = 1,
)
Template
All the random spawners follow the same template format to keep things consistent and unison.
/obj/effect/spawner/random/INSERT_SPAWNER_GROUP/INSERT_SPAWNER_NAME
name = "INSERT_SPAWNER_NAME spawner"
loot = list(
/obj/item/PATH/INSERT_OBJ_1,
/obj/item/PATH/INSERT_OBJ_2,
/obj/item/PATH/INSERT_OBJ_3,
)
All the capitalized code is the parts where you are supposed to swap out with your objects like so:
/obj/effect/spawner/random/medical/minor_healing
name = "minor healing spawner"
loot = list(
/obj/item/stack/medical/suture,
/obj/item/stack/medical/mesh,
/obj/item/stack/medical/gauze,
)
Find the path to different objects and add them to the list but try to be consistent with the types of the object and the spawner. For example a medical spawner shouldn't have a emag in the loot list. (use an antag spawner for that instead!)
Probability
Be aware that the loot list uses a weighted chance formula to determine probability. So if there are no numbers set in the loot list then each object defaults to 1 and has the same probability to be selected. For our above example for the minor_healing spawner each medical item has a 1/3 chance to be spawned. But if we rearranged the values to this:
/obj/effect/spawner/random/medical/minor_healing
name = "minor healing spawner"
loot = list(
/obj/item/stack/medical/suture = 2,
/obj/item/stack/medical/mesh = 1,
/obj/item/stack/medical/gauze = 1,
)
Then now suture has a 50% chance of being spawned (2/4), mesh has a 25% chance of being spawned (1/4), and gauze also has a 25% chance of being spawned (1/4). If we add another item into the mix then we get the following:
/obj/effect/spawner/random/medical/minor_healing
name = "minor healing spawner"
loot = list(
/obj/item/stack/medical/suture = 2,
/obj/item/stack/medical/mesh = 1,
/obj/item/stack/medical/gauze = 1,
/obj/item/reagent_containers/syringe = 1,
)
Suture is 40% (2/5), Mesh is 20% (1/5), Gauze is 20% (1/5), and Syringe is 20% (1/5). A weighted list has the advantage of not needing to update every item in the list when adding a new item. If the list was based on a straight percent values, then each new item would require to manually go and edit ALL the items in the list. For big lists that would become very tedious. This is why we use weighted lists to determine probability!
Style
Here are some simple guidelines that you should stick to when making a new spawner:
If ALL the items have the same chance, we should not set a weighted value to the item
Do not put /obj/item/ = 1 unless other items have different spawn chances
Good:
/obj/effect/spawner/random/medical/minor_healing
name = "minor healing spawner"
loot = list(
/obj/item/stack/medical/suture = 2,
/obj/item/stack/medical/mesh = 1,
/obj/item/stack/medical/gauze = 1,
/obj/item/reagent_containers/syringe = 1,
)
Also Good:
/obj/effect/spawner/random/medical/minor_healing
name = "minor healing spawner"
loot = list(
/obj/item/stack/medical/suture,
/obj/item/stack/medical/mesh,
/obj/item/stack/medical/gauze,
/obj/item/reagent_containers/syringe,
)
Bad:
/obj/effect/spawner/random/medical/minor_healing
name = "minor healing spawner"
loot = list(
/obj/item/stack/medical/suture = 1,
/obj/item/stack/medical/mesh = 1,
/obj/item/stack/medical/gauze = 1,
/obj/item/reagent_containers/syringe = 1,
)
Sort the list from highest probability to lowest
Sort from top to bottom. The rarest items for your spawner should be at the bottom of the list.
Good:
/obj/effect/spawner/random/contraband/armory
name = "armory loot spawner"
loot = list(
/obj/item/gun/ballistic/automatic/pistol = 8,
/obj/item/gun/ballistic/shotgun/automatic/combat = 5,
/obj/item/storage/box/syndie_kit/throwing_weapons = 3,
/obj/item/grenade/clusterbuster/teargas = 2,
/obj/item/grenade/clusterbuster = 2,
/obj/item/gun/ballistic/automatic/pistol/deagle = 1,
/obj/item/gun/ballistic/revolver/mateba = 1,
)
Bad:
/obj/effect/spawner/random/contraband/armory
name = "armory loot spawner"
loot = list(
/obj/item/storage/box/syndie_kit/throwing_weapons = 3,
/obj/item/gun/ballistic/automatic/pistol = 8,
/obj/item/gun/ballistic/revolver/mateba = 1,
/obj/item/grenade/clusterbuster/teargas = 2,
/obj/item/gun/ballistic/automatic/pistol/deagle = 1,
/obj/item/grenade/clusterbuster = 2,
/obj/item/gun/ballistic/shotgun/automatic/combat = 5,
)
Always put the loot list at the bottom of your spawner
This is just to keep things organized.
Good:
/obj/effect/spawner/random/food_or_drink/donkpockets
name = "donk pocket box spawner"
spawn_loot_double = FALSE
loot = list(
/obj/item/storage/box/donkpockets/donkpocketspicy,
/obj/item/storage/box/donkpockets/donkpocketteriyaki,
/obj/item/storage/box/donkpockets/donkpocketpizza,
/obj/item/storage/box/donkpockets/donkpocketberry,
/obj/item/storage/box/donkpockets/donkpockethonk,
)
Bad:
/obj/effect/spawner/random/food_or_drink/donkpockets
name = "donk pocket box spawner"
loot = list(
/obj/item/storage/box/donkpockets/donkpocketspicy,
/obj/item/storage/box/donkpockets/donkpocketteriyaki,
/obj/item/storage/box/donkpockets/donkpocketpizza,
/obj/item/storage/box/donkpockets/donkpocketberry,
/obj/item/storage/box/donkpockets/donkpockethonk,
)
spawn_loot_double = FALSE
Always put a comma at the last item in the loot list
This will make it easier for people to add items to your spawner later without getting frustrating code errors.
Good:
/obj/effect/spawner/random/medical/minor_healing
name = "minor healing spawner"
loot = list(
/obj/item/stack/medical/suture,
/obj/item/stack/medical/mesh,
/obj/item/stack/medical/gauze,
)
Bad:
/obj/effect/spawner/random/medical/minor_healing
name = "minor healing spawner"
loot = list(
/obj/item/stack/medical/suture,
/obj/item/stack/medical/mesh,
/obj/item/stack/medical/gauze // if someone adds an item to the list later it will cause an error
)
Keep the same tab formatting for the loot list (unless there is only one item)
Again, this is just good code organization. If there is only one item, then encase that item in loot = list(item)
Good:
/obj/effect/spawner/random/medical/minor_healing
name = "minor healing spawner"
loot = list(
/obj/item/stack/medical/suture,
/obj/item/stack/medical/mesh,
/obj/item/stack/medical/gauze,
)
Also Good:
/obj/effect/spawner/random/structure/crate_abandoned
icon = 'icons/effects/landmarks_static.dmi'
icon_state = "loot_site"
spawn_loot_chance = 20
loot = list(/obj/structure/closet/crate/secure/loot)
Bad:
/obj/effect/spawner/random/medical/minor_healing
name = "minor healing spawner"
loot = list(
/obj/item/stack/medical/suture,
/obj/item/stack/medical/mesh,
/obj/item/stack/medical/gauze,
)
Also Bad:
/obj/effect/spawner/random/medical/minor_healing
name = "minor healing spawner"
loot = list(/obj/item/stack/medical/suture,
/obj/item/stack/medical/mesh,
/obj/item/stack/medical/gauze,)
Try to keep the total combined weight of your loot list to sane values (Aim for 5, 10, 20, 50, or 100)
This makes the math probability easier for people to calculate. (this is recommended, but not always possible)
Good:
/obj/effect/spawner/random/trash/cigbutt
name = "cigarette butt spawner"
loot = list(
/obj/item/cigbutt = 65,
/obj/item/cigbutt/roach = 20,
/obj/item/cigbutt/cigarbutt = 15,
)
Also Good:
/obj/effect/spawner/random/trash/botanical_waste
name = "botanical waste spawner"
loot = list(
/obj/item/grown/bananapeel = 6,
/obj/item/grown/corncob = 3,
/obj/item/food/grown/bungopit = 1,
)
Bad:
/obj/effect/spawner/random/entertainment/money_large
name = "large money spawner"
loot = list(
/obj/item/stack/spacecash/c1 = 521,
/obj/item/stack/spacecash/c10 = 378,
/obj/item/stack/spacecash/c20 = 212,
/obj/item/stack/spacecash/c50 = 205,
/obj/item/stack/spacecash/c100 = 71,
/obj/item/stack/spacecash/c200 = 60,
/obj/item/stack/spacecash/c500 = 57,
/obj/item/stack/spacecash/c1000 = 41,
/obj/item/stack/spacecash/c10000 = 12,
)
Do not put empty items in the loot list
Instead use the spawn_loot_chance var to control the chance for the spawner to spawn nothing.
Good:
/obj/effect/spawner/random/structure/crate_abandoned
name = "locked crate spawner"
spawn_loot_chance = 20
loot = list(/obj/structure/closet/crate/secure/loot)
Bad:
/obj/effect/spawner/lootdrop/crate_spawner
name = "lootcrate spawner"
loot = list(
"" = 80
/obj/structure/closet/crate/secure/loot = 20,
)
Avoid making a spawner that is a duplicate
We don't want copy-cat spawners that are almost identical. Instead merge spawners together if possible.
Good:
/obj/effect/spawner/random/contraband/armory
name = "armory loot spawner"
icon_state = "pistol"
loot = list(
/obj/item/gun/ballistic/automatic/pistol = 8,
/obj/item/gun/ballistic/shotgun/automatic/combat = 5,
/obj/item/storage/box/syndie_kit/throwing_weapons = 3,
/obj/item/grenade/clusterbuster/teargas = 2,
/obj/item/grenade/clusterbuster = 2,
/obj/item/gun/ballistic/automatic/pistol/deagle,
/obj/item/gun/ballistic/revolver/mateba,
)
Bad:
/obj/effect/spawner/lootdrop/armory_contraband
loot = list(
/obj/item/gun/ballistic/automatic/pistol = 8,
/obj/item/gun/ballistic/shotgun/automatic/combat = 5,
/obj/item/gun/ballistic/automatic/pistol/deagle,
/obj/item/gun/ballistic/revolver/mateba
)
/obj/effect/spawner/lootdrop/armory_contraband/metastation
loot = list(
/obj/item/gun/ballistic/automatic/pistol = 8,
/obj/item/gun/ballistic/shotgun/automatic/combat = 5,
/obj/item/storage/box/syndie_kit/throwing_weapons = 3,
/obj/item/gun/ballistic/automatic/pistol/deagle,
/obj/item/gun/ballistic/revolver/mateba
)