<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request Surgery trays now have a small chance to become medical toolboxes. Autopsy trays can become coroner toolboxes.  They work basically the same, just that they can't be rolled around and don't slow you down when walking around. Medical toolboxes are fairly weak, but coroner toolboxes are pretty strong. Added a 1 in 1.000.000 chance for a toolbox to have four latches. <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> ## Why It's Good For The Game > Surgery trays now have a small chance to become medical toolboxes. Autopsy trays can become coroner toolboxes. > They work basically the same, just that they can't be rolled around and don't slow you down when walking around. The idea of going to the surgery room and finding a _medical toolbox_ instead of a surgery tray is inexplicably amusing to me. > Medical toolboxes are fairly weak, but coroner toolboxes are pretty strong. Healers and hurters! > Added a 1 in 1.000.000 chance for a toolbox to have four latches. peak absurdity is reached ~~next pr will include brown toolboxes, which clip to your belt~~ credit 2 @SmArtKar for sprites <!-- Argue for the merits of your changes and how they benefit the game, especially if they are controversial and/or far reaching. If you can't actually explain WHY what you are doing will improve the game, then it probably isn't good for the game in the first place. --> ## Changelog <!-- If your PR modifies aspects of the game that can be concretely observed by players or admins you should add a changelog. If your change does NOT meet this description, remove this section. Be sure to properly mark your PRs to prevent unnecessary GBP loss. You can read up on GBP and its effects on PRs in the tgstation guides for contributors. Please note that maintainers freely reserve the right to remove and add tags should they deem it appropriate. You can attempt to finagle the system all you want, but it's best to shoot for clear communication right off the bat. --> 🆑 carlarc, smartkar add: Surgery trays now have a small chance to become medical toolboxes. Autopsy trays can become coroner toolboxes. add: Added a 1 in 1.000.000 chance for a toolbox to have four latches. /🆑 <!-- Both 🆑's are required for the changelog to work! You can put your name to the right of the first 🆑 if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. -->
Making new virtual domains
REQUIRED:
- One way that the encrypted cache can spawn. This can be from a mob drop, a landmark (place a few, it'll pick one), or a signal landmark if you have a points system.
- Place a virtual domain baseturf helper in each area.
- If you're using modular safehouses, ensure that the map has ONE tile marked with the safehouse modular map loader (and set the KEY). it will need an open 7x6 area.
- Placing a safehouse area is redundant, but it will ensure there is power in the starting safehouse.
- Create the dm file that defines the map qualities. You can use the existing ones as a template.
- Place a virtual domain baseturf helper in each area.
Converting an existing map
- Create a new map using the existing map's size - give yourself enough room to enclose it with a binary wall. There's no need for any space outside of it, so ensure that it fits and is enclosed, nothing outside of this.
- Copy and paste the existing map into it.
- Find an accessible area for a safehouse, 7x6.
- Place a bottom left safehouse landmark somewhere on the map to load the safehouse.
Notes
You shouldn't need to fully enclose your map in 15 tiles of binary filler. Using one solid wall should do the trick.
For areas, ideally just one on the map and one for the safehouse. Vdoms should never last so long as to need individual area power and atmos unless you're specifically going for a gimmick.
Make it modular: Add modular map and mob segments! It adds variety. Just make sure you've set your map to have "is_modular" afterwards.
Adding some open tile padding around the safehouse is a good touch. About 7 tiles West/East for the visual effect of a larger map.
If you want to add prep gear, you can do so within the safehouse's area as long you don't overlap with goal turfs or exit spawners. The top left corner is a good spot for this, with respect for the walls, therefore [1, 1], [1, 2], [1, 3]
You can also create a specific safehouse if you find yourself needing the same gear over and over again. There is a readme for that as well.
Boss zones should give players pretty ample space, I've been using a 23x23 minimum area.
While it's not a hard set rule, 75x75 is the guideline for max size. The main issue is keeping them in the domain for too long.
You have the option of baking in your own safehouse and ignoring the 7x6 guideline. To do this, you will still need a safehouse landmark and a file to load - even if it's empty. Ensure that you have the necessary landmarks placed that normally go in a safehouse on the map itself.