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Jsonify beehive #62608
Jsonify beehive #62608
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So, it will always be a fixed layout instead of a randomized one?
I personally think it's better to extract beekeepers into their own faction and make bees and them neutral to each other. |
Real bees aren't even neutral to beekeepers, hence the gear. And bees magically being chill when a zombie wears a net hat but not when it's wearing a hazmat suit would make no sense.
I do have some plans for bees in general and a hive map sketched out, but no ETA. |
Yes, unfortunately that feature couldn't translate well to JSON.
Is my beehive map compatible with what you have planned or is there anything that needs to be changed? |
Heh, the outline is pretty much the same with some extra openings on my end - for the cells I'll do 2x1 alcoves (the cells are oriented horizontally) in an alternating pattern, like
and some more Z-levels. As I said with Limb Stuff coming up I'm not sure when I'll find the time, and this is a huge step in the right direction already. |
Royal jelly is no longer the panacea that it was in earlier versions of the game. Not sure the reward justifies the risk here. That said, I also don't know what else you'd put at the end of the hive. |
A maounatin of honey |
Minor note - might make sense to update to use the MON_BEEHIVE, which spawns a combination of mon_bee and mon_bee_small instead of MON_BEE. The original code I updated to use place_spawn included mon_bee (AKA giant bees), so switching to only spawn mon_bee_small (only member of MON_BEE) might unintentionally make this terrain easier than intended |
Bees evolve (for now) so they will get bigger with time anyway. |
about the Beekeeper dilemma, maybe instead of zeds it coul be Ferals(and even so i doubt it), or some kind of insect mutant gang that lives alongside the bugs. Apis being the only actual mutant here is a very old design choice but i bet this will be changed at some point with the Bee rework. |
re: the beekeepers, I feel like what this PR does is fine honestly. I feel like there's basically zero loss in just... not having them there. if giant beehives are a post-Cataclysm development, why would there be any beekeepers there at all, even feral? just pitching my two cents to the convo here, at any rate - I think removing the beekeepers and having the inhabitants only be bees and Apis is probably fine |
This issue has been automatically marked as stale because it has not had recent activity. It will be closed if no further activity occurs. Thank you for your contributions. Please do not bump or comment on this issue unless you are actively working on it. Stale issues, and stale issues that are closed are still considered. |
Summary
Content "Jsonify beehive"
Purpose of change
Continues regional terrain project and roof project.
Describe the solution
Moved the hardcoded beehive to JSON.
I overhauled its mapgen to be more dungeon-style. Now it's a maze full of hexagonal chambers, with a reward (royal jelly) at the end if the player manages to find/fight their way there. I also gave it a simple vax roof and increased the number of bees around its perimeter.
I removed the beekeepers and their gear from this location. The beehive should no longer be a battleground between the bees and the constantly reanimating zombies.
Describe alternatives you've considered
A more complex colony with a queen, drones, guards, workers, nurses, and larvae. I didn't feel compelled enough to add them here, but adding them becomes easier once their hive is moved to a more accessible format.
Testing
Loaded up an old save with the new changes. No errors occurred during migration.
Additional context
Screenshots:
This is my first time using GitHub Desktop and editing C++ so apologies for any mistakes. :)