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Re-adds new paths for fancy new mobs on the beach.
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@@ -95,7 +95,7 @@
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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)
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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))
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mobs_to_pick_from = list(
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///mob/living/simple_mob/snake //VORESTATION AI TEMPORARY REMOVAL
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/mob/living/simple_mob/vore/giant_snake
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)
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/obj/tether_away_spawner/beach_outside_friendly
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@@ -106,7 +106,7 @@
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prob_fall = 25
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guard = 40
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mobs_to_pick_from = list(
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// /mob/living/simple_mob/fennec //VORESTATION AI TEMPORARY REMOVAL
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/mob/living/simple_mob/fennec
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)
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/obj/tether_away_spawner/beach_cave
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@@ -117,11 +117,11 @@
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prob_fall = 40
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guard = 20
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mobs_to_pick_from = list(
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/*/mob/living/simple_mob/hostile/frog = 3, //Frogs are 3x more likely to spawn than,
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/mob/living/simple_mob/vore/frog = 3, //Frogs are 3x more likely to spawn than,
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/mob/living/simple_mob/hostile/deathclaw = 1, //these deathclaws are, with these values,
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/mob/living/simple_mob/hostile/giant_spider = 3,
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/mob/living/simple_mob/hostile/giant_snake = 1,
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/mob/living/simple_mob/hostile/giant_spider/ion = 2*/ //VORESTATION AI TEMPORARY REMOVAL
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/mob/living/simple_mob/animal/giant_spider = 3,
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/mob/living/simple_mob/vore/giant_snake = 1,
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/mob/living/simple_mob/animal/giant_spider/ion = 2
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)
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// These are step-teleporters, for map edge transitions
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