-All maps have been reviewed and edited.
-All maps now have areas.
-All maps should have varied resources and loot to expand or modified spawned bases.
Tested
- Pod activates immediately after selecting a map. You should now need to activate the pod again after selecting a map to deploy it.
#Fixed, player now needs to activate it again to spawn the base
- Trading ship was not added correctly.
#Fixed, it now has it's own area.
- Resetting your selected map with a pen should let you spawn a different map instead of trying to spawn the same map repeatedly.
#Fixed, player can easily reset their choice.
- Multiple pods use space as an area and thus no gravity.
#Fixed, all maps now have proper areas.
- Giant maps are difficult to find enough clear space to activate.
#All maps have their exact size in their name, players will need to compensate and clear the area to spawn large bases.
- Some pods start with unpowered airlocks.
#Fixed, all maps now have proper areas.
WIP
*Still need to add descriptions to all maps in their survival pod form, hopefully giving more context to the player on what they are about to spawn as their base.
*Still work in progress, but almost done with this little side project.
-A multipurpose survival pod that opens a list of available maps to choose from.
-All maps will have their size requirements in their name
-This is mostly intended for Off-Station roles, so any player can spawn a small base to roleplay on.
And comments them out because they have no reason to be here in the first place as they already exist in the main file with their correct numbers and all.
Dead monkey goes in, fresh monkey comes out (as a cube).
For virology, who won't have any use for the 4:1 monkey to cube ratio of the slime processor. All resources for this version are diverted to "reviving" monkeys 1:1.
Currently just code for it, nothing mapped in.
Moved markings from markings.dmi, tails.dmi, and taurs.dmi to markings_ch.dmi, tails_ch.dmi, and taurs_ch.dmi
Moved altered code to modular_chomp folder
replaces the existing weapons_ch file for the protofab designs with a modular one along with creating a modular arms file for the autolathe, in addition this makes the caseless rifle and it's magazines printable the former via the protofab and the latter via the autolathe.(I've set the rifle so it requires at least 5 levels in material, combat and phoron so that buying the crate from cargo is still viable when there's no sci or mining.)
The autolathe can now print the rest of the t1 parts that was removed back in 2017 because of the scope for upstream.
This should allow for projects to be more easily done.
The parts lathe is staying to prevent map conflicts if such place has one.