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add more basements #37931

Merged
merged 2 commits into from
Feb 11, 2020
Merged

add more basements #37931

merged 2 commits into from
Feb 11, 2020

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curstwist
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Summary

SUMMARY: Content "Adds basements to more houses."

Purpose of change

Continue basement project.
Includes house_08 through house_12 and associated basements.
House_09 gets two variants for the bionic basement & its decoy.
House_08 basement is shared with house_dogs
House_10 basement is shared with house_suicide.

I also fixed bad stair placement for house_05ab basement.

Testing

Spawned in world.

Additional context

mostly basic basements. I did expand the bionic basements to fit their house floor plan.

House_08 & house_dogs:
house_08

bionic basements (house_09/house_09b)
bionic update
bionic decoy update

house_10 & house_suicide:
house 10

house_11
house 11

house_12
house 12

@curstwist curstwist added [JSON] Changes (can be) made in JSON Map / Mapgen Overmap, Mapgen, Map extras, Map display labels Feb 11, 2020
@I-am-Erk
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I'm so happy that the average basement is tilesetted out nicely.

],
"place_monster": [ { "monster": "mon_broken_cyborg", "x": 14, "y": 3, "chance": 100 } ]
}
},
{
"type": "mapgen",
"method": "json",
"om_terrain": [ "basement" ],
"om_terrain": [ "basement_bionic_decoy" ],
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If you give this the same ID, basement_bionic, and just comment on it being a decoy, you won't need separate overmap entries and things. The game will just select which map to use based on weight.

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@curstwist curstwist Feb 11, 2020

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I did this because bionic_basement is a scenario start location and I don't want people spawning in the wrong basement model. I don't do it to other matching basements.

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Ah, yeah I didn't notice it for the others either. that makes sense.

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2 participants