/obj/overmap/entity/visitable/sector/classd name = "Class D Moon" desc = "A rocky planet with radioactive hazards abundant." scanner_desc = @{"[i]Stellar Body[/i]: [i]Class[/i]: D-Class Planet [i]Habitability[/i]: Extremely Low (Low Temperature, Toxic Atmosphere, Radioactive Hazards) [b]Notice[/b]: Planetary environment not suitable for life. Landing may be hazardous."} icon_state = "globe" in_space = 0 color = "#eaa17c" initial_generic_waypoints = list("classd_east","classd_west","classd_north","classd_south") // Shuttle landing area waypoints /obj/effect/shuttle_landmark/premade/classd/east name = "Class D - Eastern Zone" landmark_tag = "classd_east" /obj/effect/shuttle_landmark/premade/classd/west name = "Class D - Western Zone" landmark_tag = "classd_west" /obj/effect/shuttle_landmark/premade/classd/north name = "Class D - Northern Zone" landmark_tag = "classd_north" /obj/effect/shuttle_landmark/premade/classd/south name = "Class D - Southern Zone" landmark_tag = "classd_south" ///Ore Seeding //This is a special subtype of the thing that generates ores on a map //It will generate more rich ores because of the lower numbers than the normal one /datum/random_map/noise/ore/classd descriptor = "classd ore distribution map" deep_val = 0.6 //More riches, normal is 0.7 and 0.8 rare_val = 0.5 //The check_map_sanity proc is sometimes unsatisfied with how AMAZING our ores are /datum/random_map/noise/ore/classd/check_map_sanity(mapload) var/rare_count = 0 var/surface_count = 0 var/deep_count = 0 // Increment map sanity counters. for(var/value in map) if(value < rare_val) surface_count++ else if(value < deep_val) rare_count++ else deep_count++ // Sanity check. if(surface_count < 100) admin_notice("Insufficient surface minerals. Rerolling...", R_DEBUG) return 0 else if(rare_count < 50) admin_notice("Insufficient rare minerals. Rerolling...", R_DEBUG) return 0 else if(deep_count < 50) admin_notice("Insufficient deep minerals. Rerolling...", R_DEBUG) return 0 else return 1 // -- Objs -- // // Two mob spawners that are placed on the map that spawn some mobs! // They keep track of their mob, and when it's dead, spawn another (only if nobody is looking) // Note that if your map has step teleports, mobs may wander through them accidentally and not know how to get back /obj/tether_away_spawner/beach_outside name = "Beach Outside Spawner" //Just a name faction = "beach_out" //Sets all the mobs to this faction so they don't infight atmos_comp = TRUE //Sets up their atmos tolerances to work in this setting, even if they don't normally (20% up/down tolerance for each gas, and heat) prob_spawn = 100 //Chance of this spawner spawning a mob (once this is missed, the spawner is 'depleted' and won't spawn anymore) prob_fall = 25 //Chance goes down by this much each time it spawns one (not defining and prob_spawn 100 means they spawn as soon as one dies) //guard = 40 //They'll stay within this range (not defining this disables them staying nearby and they will wander the map (and through step teleports)) mobs_to_pick_from = list( /mob/living/simple_mob/vore/aggressive/frog = 6, //Frogs are 3x more likely to spawn than, /mob/living/simple_mob/vore/aggressive/deathclaw = 2, //these deathclaws are, with these values, /mob/living/simple_mob/animal/giant_spider = 4, /mob/living/simple_mob/vore/aggressive/giant_snake = 2, /mob/living/simple_mob/animal/giant_spider/webslinger = 2 ) /obj/tether_away_spawner/classd/crater name = "Class D Crater Spawner" faction = "crater" atmos_comp = TRUE prob_spawn = 100 prob_fall = 30 //guard = 20 mobs_to_pick_from = list( /mob/living/simple_mob/vore/aggressive/corrupthound = 1, /mob/living/simple_mob/vore/aggressive/corrupthound/prettyboi = 3, /mob/living/simple_mob/mechanical/corrupt_maint_drone = 2 )