/obj/overmap/entity/visitable/sector/mining_planet name = "Mineral Rich Planet" desc = "A planet filled with valuable minerals. No life signs currently detected on the surface." scanner_desc = @{"[i]Information[/i] Atmopshere: Mix of Oxygen, Nitrogen and Phoron. DANGER Lifesigns: No immediate life-signs detected."} in_space = 0 icon_state = "globe" color = "#8F6E4C" initial_generic_waypoints = list("mining_outpost") /// Horrible copy pasta but I dont wanna mess with this since silicons is doing a mining rework/// // 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/mining_planet descriptor = "Mining planet mine ore distribution map" deep_val = 0.6 //More riches, normal is 0.7 and 0.8 rare_val = 0.4 // The check_map_sanity proc is sometimes unsatisfied with how AMAZING our ores are /datum/random_map/noise/ore/mining_planet/check_map_sanity(mapload) // am changing it so it only does this on mapload though var/rare_count = 0 var/surface_count = 0 var/deep_count = 0 //// Something is causing the ore spawn to error out, but still spawn ores for us so we'll need to keep tabs on why this is. //// Hopefully the increased rarity val will cause the error to vanish, but we'll see. - Enzo 9/8/2020 // 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++ admin_notice("RARE COUNT [rare_count]", R_DEBUG) admin_notice("SURFACE COUNT [surface_count]", R_DEBUG) admin_notice("DEEP COUNT [deep_count]", R_DEBUG) // 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