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Add new locations to Aftershock #73988
Add new locations to Aftershock #73988
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data/mods/Aftershock/maps/furniture_and_terrain/terrain_spaceship.json
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data/mods/Aftershock/maps/furniture_and_terrain/furniture_habitat.json
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data/mods/Aftershock/maps/furniture_and_terrain/furniture_habitat.json
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data/mods/Aftershock/maps/furniture_and_terrain/furniture_habitat.json
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data/mods/Aftershock/maps/furniture_and_terrain/furniture_habitat.json
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Spell checker encountered unrecognized words in the in-game text added in this pull request. See below for details. Click to expand
This alert is automatically generated. You can simply disregard if this is inaccurate, or (optionally) you can also add the new words to Hints for adding a new word to the dictionary
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data/mods/Aftershock/maps/furniture_and_terrain/furniture_habitat.json
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Look at the electronic lock eoc in Xedra Evolved. Substitute computers for deduction and bob’s your uncle. |
Candlebury told to me let them know once I have crates on the maps so I imagine they have something in mind already. So I won't be adding hacking the crates to this PR. But I did have a look at the EOC anyway and it's pretty neat. I personally was too hung up on hacking tools and consuming charge I never considered just doing without a tool entirely. |
Really cool stuff. Thanks! |
Summary
Content "Add three new locations to Aftershock"
Purpose of change
There is currently a limited amount of variety to the locations you can visit in the Aftershock Exoplanet mod. This PR is the first of several that aim to expand the number of locations you can find while on the Exoplanet.
Describe the solution
This PR adds three new locations to Aftershock as well as new some new furniture and terrains for use in them:
The Shuttlepad is a fenced in landing platform with a small Space-port control building attached. The landing platform has little of interest. However the Spaceport terminal has some scrapable furniture. The racks might also spawn useful hardware. The Sealed Intermodal crates can be cracked open with oxy-torch. They contain a decent amount of random civilian loot, usually food, rarely medicine or guns. The Shuttle Landing Pad spawns quite rarely so it will usually only be found is bigger cities. Moxies can spawn on the landing platform and a skitter bot will always spawn in the spaceport terminal. The Lights in the building have a 20% chance of being active on generation.
The Malamute Freight Transport is a wreck of large treaded vehicle too massive to be restored. It's intended as a large snow crawler used for expeditions out on the icy wastes. The rear of the vehicle is dedicated to crew living quarters and can be accessed through the rear exhaust ventilations. The Midsection of the craft is is cargo bay with many racks and sealed crates. The crafts reactor is also located here locked behind a computer access terminal. Beyond that is the airlock which contains lockers for extreme climate survival. Moxies tend to spawn around this area on both sides which can make this approach difficult. Low threat robots can spawn anywhere inside the craft. The fore section of the craft is dedicated to a fabrication bay, bridge, and armory. The Fabrication bay has many useful furniture's for scrapping. The Armory is locked behind another computer access terminal. Inside Civilian guns and a worker exosuit (standard, not light) can be found. The hulls of the craft is composed of reinforced glass and metal walls. The malamute always spawns with lights on since it is implied from the working computer terminals that it still has power.
The General store is a live in connivence store that stocks a modest variety of goods. Old food, consumer electronics, small tools, magazines, frontier cryosuits, and (rarely)structural repair equipment can all be found on the sales floor. Similiar loot is also stocked in the storeroom. UICA chits can spawn in the cash register and office safe. The Register is sometimes looted while the safe always contains goodies. There is an ATM on the ground floor as is typical for modern convivence stores. (However I can remove this if there are other plans for ATM spawns.) Upstairs features modest 2 bedroom accommodations with home loot spawns. There is also a utility room with habitat life support on the second floor. Both floors have lights that have an 20% chance of being active on generation. This Chance is checked once per floor.
Terrains:
Broken vehicle treads added for use in the Malamute. Mostly copies the stats and loot table of civ spaceship hull with some reductions in loot and durability.
Inactive Metal Floor Light added for use in Aftershock buildings. It serves as a marker to be replaced with it's active light emitting version during ter_fur_transforms. This is done in anticipation of being able to turn on and off buildings lights using the yet unimplemented hacking mechanic.
Furniture:
Open and Sealed Intermodal Crates. Sealed crates can be opened with an oxy torch to get at the loot inside. Item group for sealed crates added which mostly contains civilians goods in moderate to good amounts.
Describe alternatives you've considered
I really wanted to make it so you could also hack Sealed crates as a way to open them. However all the methods of hacking are hardcoded into ways that simply wouldn't work for my purposes. In the future I may look into using an EOC to maybe somehow create a hacking mechanic.
I currently achieve turning on lights by spawning nested mapgen which executes a ter_fur_transform on the entire map tile based on a percentage chance. This execution works for single floor, single tile buildings. But breaks down on multi-tile, multi-floor buildings. I assume you can't have a single nested mapgen operate on multiple floors and tiles at once. So each tile re-rolls the chance for nested mapgen being placed. Currently this isn't much of a problem. But I have considered just not spawning the active light versions at all until I come up with a better method. One that allows for the whole building to be lights on or lights off.
Testing
Spawned the structures in manually as well as verified their natural spawning on generated Exoplanet world. Performed some limited balance testing to verify loot spawns "felt" good. Would always appreciate further balancing from more experienced community members in future.
Additional context