/area/edina name = "Nova Edina wilderness" icon_state = "edina" has_gravity = STANDARD_GRAVITY clockwork_warp_allowed = FALSE // Can servants warp into this area from Reebe? clockwork_warp_fail = "The aurora borealis is interfering with your teleport! Try somewhere closer to the city." always_unpowered = TRUE //dynamic_lighting = DYNAMIC_LIGHTING_DISABLED power_light = FALSE power_equip = FALSE power_environ = FALSE outdoors = TRUE //ambientsounds = SPACE //For later /area/edina/backstreet name = "Nova Edina backstreets" icon_state = "edina_alley" clockwork_warp_allowed = TRUE ambientsounds = MAINTENANCE always_unpowered = FALSE //Sure you can have power if you want /area/edina/backstreet/supply name = "Supply Backstreets" icon_state = "edina_alley" clockwork_warp_allowed = TRUE ambientsounds = MAINTENANCE always_unpowered = FALSE //Sure you can have power if you want /area/edina/backstreet/research name = "Research Backstreets" icon_state = "edina_alley" clockwork_warp_allowed = TRUE ambientsounds = MAINTENANCE always_unpowered = FALSE //Sure you can have power if you want /area/edina/backstreet/med name = "Hospital Backstreets" icon_state = "edina_alley" clockwork_warp_allowed = TRUE ambientsounds = MAINTENANCE always_unpowered = FALSE //Sure you can have power if you want ///Nova Edina Streets/// /area/edina/street name = "Nova Edina Streets" icon_state = "edina_street" ambientsounds = null //TODO:add ? always_unpowered = FALSE //Sure you can have power if you want /area/edina/street/primary name = "Nova Edina Streets" icon_state = "edina_street" ambientsounds = null //TODO:add ? /area/edina/street/primary/princess name = "Princess Street" icon_state = "edina_street" ambientsounds = null //TODO:add ? /area/edina/street/primary/progress name = "Progress Street" icon_state = "edina_street" ambientsounds = null //TODO:add ? /area/edina/street/primary/perimeter name = "Perimeter Way" icon_state = "edina_street" ambientsounds = null //TODO:add ? /area/edina/street/primary/servitor name = "Servitor Street" icon_state = "edina_street" ambientsounds = null //TODO:add ? /area/edina/street/secondary name = "Nova Edina Streets" icon_state = "edina_street2" ambientsounds = null //TODO:add ? /area/edina/street/secondary/command name = "Command Court" icon_state = "edina_street2" ambientsounds = null //TODO:add ? /area/edina/street/secondary/supply name = "Supply Street" icon_state = "edina_street2" ambientsounds = null //TODO:add ? /area/edina/street/secondary/castle name = "Castle Way" icon_state = "edina_street2" ambientsounds = null //TODO:add ? /area/edina/street/secondary/aux name = "Auxiliary Avenue" icon_state = "edina_street2" ambientsounds = null //TODO:add ? /area/edina/street/intersection name = "Nova Edina Streets" icon_state = "edina_street2" ambientsounds = null //TODO:add ? /area/edina/street/intersection/princessprogress name = "Princess & Progress" icon_state = "edina_street2" ambientsounds = null //TODO:add ? /area/edina/street/intersection/princessperimeter name = "Princess & Perimeter" icon_state = "edina_street2" ambientsounds = null //TODO:add ? /area/edina/street/intersection/princessperimeter/north name = "Perimeter & N Princess" icon_state = "edina_street2" ambientsounds = null //TODO:add ? /area/edina/street/intersection/princessperimeter/south name = "Perimeter & S Princess" icon_state = "edina_street2" ambientsounds = null //TODO:add ? /area/edina/street/intersection/princessservitor name = "Servitor & Princess" icon_state = "edina_street2" ambientsounds = null //TODO:add ? /area/edina/street/intersection/servsuppaux name = "Servitor, Supply, & Auxiliary" icon_state = "edina_street2" ambientsounds = null //TODO:add ? /area/edina/street/intersection/progcastaux name = "Progress, Castle, & Auxiliary" icon_state = "edina_street2" ambientsounds = null //TODO:add ? /area/edina/street/street2 //Just so laying areas is easier icon_state = "edina_street2" /area/edina/protected //Prevents ice storms name = "Sheltered Nova Edina" /////////////////Edina specific derivitives/////////////////////////////////// /area/edina/crew_quarters clockwork_warp_allowed = TRUE area_flags = BLOBS_ALLOWED | VALID_TERRITORY /area/edina/crew_quarters/holo_atrium name = "Hologram atrium" /area/edina/crew_quarters/store/clothes name = "Clothes Store" /area/edina/crew_quarters/store/plushies name = "Plushies Store" /area/edina/crew_quarters/store/pet name = "Pet Store" ////////////////Mapping helper///////////////////////// /obj/effect/mapping_helpers/planet_z name = "planet z helper" layer = POINT_LAYER /obj/effect/mapping_helpers/planet_z/Initialize(mapload) . = ..() var/datum/space_level/S = SSmapping.get_level(z) S.traits["Planet"] = TRUE //This probably doesn't work as I expect. But maybe!!