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https://github.com/CHOMPStation2/CHOMPStation2.git
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Merge pull request #3610 from Cyrelius/master
Update southern_cross_defines.dm
This commit is contained in:
@@ -6,8 +6,8 @@
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step_in = 1
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dir_in = 1 //Facing North.
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step_energy_drain = 3
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health = 200 //God this is low
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maxhealth = 200 //Don't forget to update the /old variant if you change this number.
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health = 250 //God this is low //Chompedit, increased it a bit.
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maxhealth = 250 //Don't forget to update the /old variant if you change this number. //Chompedit, increased health.
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deflect_chance = 30
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damage_absorption = list("brute"=0.7,"fire"=0.7,"bullet"=0.7,"laser"=0.7,"energy"=0.7,"bomb"=0.7)
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max_temperature = 25000
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@@ -19,23 +19,24 @@
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force = 15
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max_equip = 4
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max_hull_equip = 3
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max_weapon_equip = 3
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//Chompedit start
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max_hull_equip = 2
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max_weapon_equip = 2
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max_utility_equip = 3
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max_universal_equip = 3
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max_special_equip = 4
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max_universal_equip = 2
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max_special_equip = 2
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//Chompedit end
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encumbrance_gap = 2
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starting_components = list(
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/obj/item/mecha_parts/component/hull/durable,
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/obj/item/mecha_parts/component/hull, //Chompedit, normal hull
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/obj/item/mecha_parts/component/actuator,
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/obj/item/mecha_parts/component/armor/alien,
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/obj/item/mecha_parts/component/gas,
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/obj/item/mecha_parts/component/electrical
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)
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cloak_possible = TRUE
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cloak_possible = FALSE //Chompedit Cloaking is too much for something like this, and is moderately useless anyway.
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phasing_possible = TRUE
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switch_dmg_type_possible = TRUE
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@@ -99,16 +100,16 @@
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internal_damage_threshold = 25
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force = 20
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phasing_energy_drain = 300
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//Chompedit start
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max_hull_equip = 2
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max_weapon_equip = 1
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max_utility_equip = 2
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max_universal_equip = 2
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max_weapon_equip = 3
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max_utility_equip = 3
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max_universal_equip = 4
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max_special_equip = 2
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//Chompedit end
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phasing_possible = TRUE
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switch_dmg_type_possible = TRUE
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cloak_possible = FALSE
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cloak_possible = TRUE //Chompedit Allows Janus to cloak.
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/obj/mecha/combat/phazon/janus/take_damage(amount, type="brute")
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..()
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@@ -162,4 +163,4 @@
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..()
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health = 25
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maxhealth = 150 //Just slightly worse.
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cell.charge = rand(0, (cell.charge/2))
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cell.charge = rand(0, (cell.charge/2))
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@@ -216,6 +216,11 @@
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/obj/item/mecha_parts/component/armor/alien
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name = "strange mecha plating"
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step_delay = 2
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//Chompedit start This armour is dogshit and needs this to improve it.
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damage_minimum = 12
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minimum_penetration = 15
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//Chompedit end
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damage_absorption = list(
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"brute"=0.7,
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"fire"=0.7,
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@@ -577,21 +577,23 @@
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build_path = /obj/item/mecha_parts/mecha_equipment/repair_droid
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/* These are way too OP to be buildable
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*/ //CHOMPEdit upstream whines too much.
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/datum/design/item/mecha/combat_shield
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name = "linear combat shield"
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desc = "Linear shield projector. Deploys a large, familiar, and rectangular shield in one direction at a time."
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id = "mech_shield_droid"
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req_tech = list(TECH_PHORON = 3, TECH_MAGNET = 6, TECH_ILLEGAL = 4)
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materials = list(MAT_STEEL = 8000, MAT_GOLD = 2000, MAT_SILVER = 3000, MAT_PHORON = 5000, MAT_GLASS = 3750)
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req_tech = list(TECH_PHORON = 5, TECH_MAGNET = 7, TECH_ILLEGAL = 5) //Chompedit bumped up a little
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materials = list(MAT_STEEL = 8000, MAT_GOLD = 2000, MAT_SILVER = 3000, MAT_PHORON = 5000, MAT_VERDANTIUM = 2000, MAT_GLASS = 3750) //Chompedit Also bumped up a little
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build_path = /obj/item/mecha_parts/mecha_equipment/combat_shield
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/datum/design/item/mecha/omni_shield
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name = "Omni Shield"
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desc = "Integral shield projector. Can only protect the exosuit, but has no weak angles."
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id = "mech_shield_omni"
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req_tech = list(TECH_PHORON = 3, TECH_MAGNET = 6, TECH_ILLEGAL = 4)
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materials = list(MAT_STEEL = 8000, MAT_GOLD = 2000, MAT_SILVER = 3000, MAT_PHORON = 5000, MAT_GLASS = 3750)
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req_tech = list(TECH_PHORON = 5, TECH_MAGNET = 7, TECH_ILLEGAL = 5) //Chompedit bumped up a little
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materials = list(MAT_STEEL = 8000, MAT_GOLD = 2000, MAT_SILVER = 3000, MAT_PHORON = 5000, MAT_VERDANTIUM = 2000, MAT_GLASS = 3750) //Chompedit Also bumped up a little
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build_path = /obj/item/mecha_parts/mecha_equipment/omni_shield
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/* //CHOMPEdit closing comment.
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*/
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/datum/design/item/mecha/crisis_drone
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@@ -56,4 +56,56 @@
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id = "scarab_right_legs"
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build_path = /obj/item/mecha_parts/part/scarab_right_legs
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time = 20
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materials = list(DEFAULT_WALL_MATERIAL = 30000)
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materials = list(DEFAULT_WALL_MATERIAL = 30000)
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/datum/design/item/mechfab/phazon
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category = list("Phazon")
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req_tech = list(TECH_MATERIAL = 7, TECH_BLUESPACE = 5, TECH_MAGNET = 6, TECH_PHORON = 3, TECH_ARCANE = 1)
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/datum/design/item/mechfab/phazon/chassis
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name = "Phazon Chassis"
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id = "phazon_chassis"
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build_path = /obj/item/mecha_parts/chassis/phazon
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time = 10
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materials = list(DEFAULT_WALL_MATERIAL = 30000, MAT_DURASTEEL = 4000, MAT_PHORON = 4000, MAT_GOLD = 5000, MAT_VERDANTIUM = 4000)
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/datum/design/item/mechfab/phazon/torso
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name = "Phazon Torso"
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id = "phazon_torso"
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build_path = /obj/item/mecha_parts/part/phazon_torso
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time = 30
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materials = list(DEFAULT_WALL_MATERIAL = 30000, MAT_DURASTEEL = 2000, MAT_PHORON = 6000, MAT_GOLD = 6000, MAT_VERDANTIUM = 2000)
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/datum/design/item/mechfab/phazon/head
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name = "Phazon Head"
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id = "phazon_head"
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build_path = /obj/item/mecha_parts/part/phazon_head
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time = 20
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materials = list(DEFAULT_WALL_MATERIAL = 10000, MAT_DURASTEEL = 1000, MAT_PHORON = 4000, MAT_GOLD = 4000, MAT_VERDANTIUM = 500)
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/datum/design/item/mechfab/phazon/left_arm
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name = "Phazon Left Arm"
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id = "phazon_left_arm"
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build_path = /obj/item/mecha_parts/part/phazon_left_arm
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time = 20
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materials = list(DEFAULT_WALL_MATERIAL = 15000, MAT_PHORON = 2000, MAT_GOLD = 2000, MAT_VERDANTIUM = 500)
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/datum/design/item/mechfab/phazon/right_arm
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name = "Phazon Right Arm"
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id = "phazon_right_arm"
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build_path = /obj/item/mecha_parts/part/phazon_right_arm
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time = 20
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materials = list(DEFAULT_WALL_MATERIAL = 15000, MAT_PHORON = 2000, MAT_GOLD = 2000, MAT_VERDANTIUM = 500)
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/datum/design/item/mechfab/phazon/left_leg
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name = "Phazon Left Legs"
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id = "phazon_left_legs"
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build_path = /obj/item/mecha_parts/part/phazon_left_leg
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time = 20
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materials = list(DEFAULT_WALL_MATERIAL = 15000, MAT_PHORON = 2000, MAT_GOLD = 2000, MAT_VERDANTIUM = 500)
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/datum/design/item/mechfab/phazon/right_leg
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name = "Phazon Right Legs"
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id = "phazon_right_legs"
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build_path = /obj/item/mecha_parts/part/phazon_right_leg
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time = 20
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materials = list(DEFAULT_WALL_MATERIAL = 15000, MAT_PHORON = 2000, MAT_GOLD = 2000, MAT_VERDANTIUM = 500)
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@@ -146,13 +146,13 @@
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// First, place a bunch of submaps. This comes before tunnel/forest generation as to not interfere with the submap.(This controls POI limit generation, increase or lower its values to have more or less POI's)
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// Cave submaps are first.
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seed_submaps(list(Z_LEVEL_SURFACE_MINE), 60, /area/surface/cave/unexplored/normal, /datum/map_template/surface/mountains/normal)
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seed_submaps(list(Z_LEVEL_SURFACE_MINE), 60, /area/surface/cave/unexplored/deep, /datum/map_template/surface/mountains/deep)
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seed_submaps(list(Z_LEVEL_SURFACE_MINE), 80, /area/surface/cave/unexplored/normal, /datum/map_template/surface/mountains/normal) //CHOMPEdit bumped up from 60 to 80
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seed_submaps(list(Z_LEVEL_SURFACE_MINE), 80, /area/surface/cave/unexplored/deep, /datum/map_template/surface/mountains/deep) //CHOMPEdit bumped up from 60 to 80
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// Plains to make them less plain.
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seed_submaps(list(Z_LEVEL_SURFACE), 80, /area/surface/outside/plains/normal, /datum/map_template/surface/plains) // Center area is WIP until map editing settles down.
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seed_submaps(list(Z_LEVEL_SURFACE), 140, /area/surface/outside/plains/normal, /datum/map_template/surface/plains) // Center area is WIP until map editing settles down. //CHOMPEdit bumped up from 80 to 140
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// Wilderness is next.
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seed_submaps(list(Z_LEVEL_SURFACE_WILD), 60, /area/surface/outside/wilderness/normal, /datum/map_template/surface/wilderness/normal)
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seed_submaps(list(Z_LEVEL_SURFACE_WILD), 60, /area/surface/outside/wilderness/deep, /datum/map_template/surface/wilderness/deep)
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seed_submaps(list(Z_LEVEL_SURFACE_WILD), 150, /area/surface/outside/wilderness/normal, /datum/map_template/surface/wilderness/normal) //CHOMPEdit bumped up from 60 to 150
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seed_submaps(list(Z_LEVEL_SURFACE_WILD), 150, /area/surface/outside/wilderness/deep, /datum/map_template/surface/wilderness/deep) //CHOMPEdit bumped up from 60 to 150
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// If Space submaps are made, add a line to make them here as well.
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// Now for the tunnels. (This decides the load order of ore generation and cave generation. Check Random_Map to see % )
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