* Reverted random.dm back to Polaris as there is no need for the VOREStation customs.
* Fixed /obj/random/outside_mob so it will actually work (You can't set vars on a type!)
* Removed all wilderness code outside of the tether map. It was only setting life_disabled on mobs spawning there. We can do that with a subsystem or by dynamic maploading instead.
-Re enables the wilderness, with the temple and a rather poor crash
site.
-Updates the Lazy Mob spawner with some more optimizations, and a few
uses.
-Leaves a version of the crashsite with the original items and the new
system, I wasnt able to make it work without butchering it, and since I
am not that good of a mapper, I opted to leave it on the hands of people
that know what they are doing to improve the original, and making it
work, while leaving one that works.
-Changed the path of the teleports just to fuck up with Ketrai :)
Note to admins: Since this introduces 8 new z levels, all of which have
a check to generate or not a tree (think roughly a bit less than 100k
tiles checking for those), game init for objects went from 32 seconds to
71 seconds, so expect a rougher start on update.
Note to Ace: Does this counts as my Gateway Contest map? :P
additional notes: If performance takes a severe hit, init could be
severely reduced by reducing the trees chance to 2, or even placing
trees by hand on the maps.
This is an upgrade of the current mob spawner, what it does is use a
process identical to that of the proximity scanner to check for people
nearby, and if found, it will spawn a mob using the usual rules of the
spawner to get a new mob.
- It wont scan for new users if its on the mob cooldown.
- It comes with a range var to set which tiles should be scanned.
The idea behind this was to prepare a map with the proof of concept, and
launch this lazy loader for the wilderness, since it would fix most of
the lag issues we had given that mobs would only show up when they are
needed.