-
Notifications
You must be signed in to change notification settings - Fork 4.2k
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Add a variety of marine plants #74271
Conversation
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
|
Gonna be real with you, I had no idea what I was doing with map stuff lol. |
If you want any help with future stuff just gimme a shout anywhere ^^ |
* Add a variety of marine plants CleverRaven#71844 * Ocean bed tweak * Kelp forest mutable * Kelp patch extra * Coverage test blacklist * Fix accidently using an outdated version of the ocean bed rates * Realised it should probably be a regional furniture but until CleverRaven#73602 is done that'd be a pain * Update coverage test message to reflect JSONification of whitelist * Identical str and str_pl -> str_sp * Temporarily disable OCEAN omts counting as missing for overmap_coverage_test --------- Co-authored-by: fairyarmadillo <[email protected]>
Summary
Content "Adds a variety of marine plants."
Purpose of change
Revives #71844, splitting the bugfixes to a different PR
Describe the solution
Most of this is just fairyarmadillos original PR so see that
Makes the kelp patches they gave up on spawn (I think they were just missing the "extras" entry on the overmap_terrain)
Adds a kelp forest mutable which heavily cargo cults the meadow mutable bc fairyarmadillo appeared to be trying to do a multitile map extra which isn't a thing you can do (in json at least)
Describe alternatives you've considered
I don't think we have any way to place a mutables root at non z0 zlevels which is kinda ugly but I don't feel like adding code to deal with that rn and it's easy enough to work around
I've no idea how large, varied in size or what shape kelp forests tend to be irl and don't really feel like researching it, tweaking both is pretty simple tho
Testing
Kelp patch
Example kelp forest
Example kelp forest layouts
Additional context