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Replaces General Mob Spawns in Rooms with Spawners [DONE] #2214
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Replaces General Mob Spawns in Rooms with Spawners [DONE] #2214
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Replaces General Mob Spawns in Rooms with Spawners
Replaces General Mob Spawns in Rooms with Spawners [DONE]
Jun 19, 2024
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|
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return INITIALIZE_HINT_QDEL | ||
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/obj/effect/spawner/mobspawner/proc/ReturnPlacementTurfs() |
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This proc notably does not include checks for dense objects.
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continue
var/bad_turf = FALSE
for(var/obj/O in turf_in_view)
if(O.density)
bad_turf = TRUE
break
if(!bad_turf)
. += turf_in_view
Does this work as a solution or should i keep looking into it?
My only fear with this check is if it encounters a turf that has 30+ objects on it.
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Mod Spawners are less haredcoded and can be edited in the code more easily. Mobs that have map edited names will remain untouched. fix: scatter/steel_noon_fly being the same path as scatter/steel_noon tweak: gcorp.dmm tweak: sweeper_ca.dmm tweak: apartment_lna.dmm tweak: apartment_lsa.dmm tweak: scorp.dmm replaced mobs with spawners. tweak: scorp_warehouse.dmm replaced mobs with spawners tweak: gcorp_armory replaced mobs with spawners tweak: supermarket.dmm replaced mobs with spawners. tweak: gmanager_house.dmm added a wallvent and plate for livelyness. tweak: love_train.dmm i opened the map and a bunch of charge weapons were removed due to not existing anymore. tweak: robot_city.dmm i noticed 2 turrets were shooting constantly at some robots outside of their sight lines so i changed their stat to off. Did not touch turrets at vault door. tweak: shrimp_vault.dmm replaced most with spawners but certain deliberately placed shrimp were left to their own devices. tweak: lcorp_office.dmm rearranged some things for better perspective such as doors and posters. tweak: moved office_kcorp .dmm from medium east to west tweak: dry_cleaners.dmm tweak: freezer_sw contained a varient of amber_bug/morsel that no longer exists. tweak: pet_store puts all the pets in pet boxes because that might make them not process their AI as much. tweak: gcorp_swa.dmm tweak: rat_ssa.dmm replaced the two rats with a elite spawner so its two random elite rats every intialization. Update scorp_vault.dmm replace scatter with mobspawners
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About The Pull Request
Mod Spawners are less hardcoded and can be edited in the code more easily. Mobs that have map edited names will remain untouched.
Fixes dry_cleaners.dmm having no air as mentioned in #2079
Why It's Good For The Game
Fixes some things.
Changelog
🆑
fix: scatter/steel_noon_fly being the same path as scatter/steel_noon
tweak: gcorp.dmm
tweak: sweeper_ca.dmm
tweak: apartment_lna.dmm
tweak: apartment_lsa.dmm
tweak: scorp.dmm replaced mobs with spawners.
tweak: scorp_warehouse.dmm replaced mobs with spawners
tweak: gcorp_armory replaced mobs with spawners
tweak: supermarket.dmm replaced mobs with spawners.
tweak: gmanager_house.dmm added a wallvent and plate for livelyness.
tweak: love_train.dmm i opened the map and a bunch of charge weapons were removed due to not existing anymore.
tweak: robot_city.dmm i noticed 2 turrets were shooting constantly at some robots outside of their sight lines so i changed their stat to off. Did not touch turrets at vault door.
tweak: shrimp_vault.dmm replaced most with spawners but certain deliberately placed shrimp were left to their own devices.
tweak: eye_temple.dmm moved the shock trap to a more obvious and avoidable spot.
tweak: lcorp_office.dmm rearranged some things for better perspective such as doors and posters.
tweak: moved office_kcorp .dmm from medium east to west
tweak: dry_cleaners.dmm
tweak: freezer_sw contained a varient of amber_bug/morsel that no longer exists.
tweak: pet_store puts all the pets in pet boxes because that might make them not process their AI as much.
tweak: gcorp_swa.dmm
tweak: rat_ssa.dmm replaced the two rats with a elite spawner so its two random elite rats every intialization.
/:cl: