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[Aftershock] Add Habitat Block 1 to Exoplanet. Also adds Reinforced Glass Display cases and Electronic Lock doors. #74174
[Aftershock] Add Habitat Block 1 to Exoplanet. Also adds Reinforced Glass Display cases and Electronic Lock doors. #74174
Conversation
…t Itemgroup. Start to Add Habblock palette and mapgen
…pawns in Exoplanet. Complete Core implementation of Hab block 1. Adjust Hacking difficulty on Reinforced Glass Case. Lint Json.
…ics, and Gunstore mapgen. The Life Support room is now locked by a hackable door.
… either a cafe or a dinner.
…and nested map gen.
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Looks really nice! |
Co-authored-by: John Candlebury <[email protected]>
Glad to hear. |
Summary
Content "Adds one variant of Habitat Block to the Aftershock Exoplanet. Also adds hackable display cases and doors."
Purpose of change
There is a need for more variety of structures in the Aftershock Exoplanet mod. This PR is second in a series of PRs aimed at increasing the number of locations on the Aftershock Exoplanet. This PR aims to tackle Habitat Blocks which are referred to at several points in the project repo but not currently implemented.
Describe the solution
This PR adds one variant of Habitat Block.
The First floor is composed of a corner parking lot with two spaces. (I imagine not many people on Salus have cars since I never see them but I have no idea what the cannon is. I also couldn't fit more.) Right behind the parking lot is a wing of 8 motel style rooms. Compact seems to be an operative word for Salus IV. So for this Hab Block I tried to keep the resident spaces as minimal as possible. Each room is equipped with the bare minimum: 2 sleep pods, kitchenette and fridge, storage board, table and chair, and one tile washroom.
The front airlock leads into a lobby which connects the services to the residential wing. In the lobby is a duo of vending machines selling food stuffs. There is also a nice bench and display of native alien flora. (Not sure if it's toxic, opps!) The two bathrooms connected to the lobby are guaranteed to spawn. As well as a the laundromat which comes equipped with ATM meant to imply a coin machine.
The other 3 rooms are all populated using nested map gen.
Slot 1 is located left of the airlock and will always be used by a dining related service. Currently it can be either a Cafe or a Dinner.
Slot 1 Cafe
Slot 1 Diner
Slot 2 is located right of the Airlock and always filled a commercial service if some kind. Currently it can be:
Grocer 20%, Library 20%, Home Robotics Shop 10%, Civilian Gun Shop 10%, Clothes Shop 20%, or Pharmacy 10%
Slot 2 Grocer
Slot 2 Gun Store (Front Door and Stock door are sealed by hackable metal doors. Guns are stored in hackable display cases.)
Slot 2 Robotics Shop. (Front door and stock door are sealed by hackable metal doors. Robots are sealed in hackable display cases. Robots spawned are small mostly consumer/commercial grade bots. (See Domestic robot storage group))
Slot 2 Clothes store
Slot 2 Hardware Store
Slot 2 Library
Slot 2 Pharmacy
Slot 3 is located straight ahead of after the Airlock. Slot 3 is always filled with some resident service. Currently it can be:
Indoor Garden, Arcade, Sauna, Resident Storage Lockers, or Gym
Slot 3 Resident Storage Lockers
Slot 3 Sauna
Slot 3 Arcade
Slot 3 Gym
Slot 3 Indoor Garden
And that was the first floor.
Floor two contains another 8 motel style rooms located directly above the first wing. Fire escapes line the sides of the residential wing. At the end of the hall is a life support room which houses most of the buildings related life support systems. Beyond the airlock a large section of roof from the first floor is accessible for colonist use. The washrooms are guaranteed to spawn. Beyond the roof can be slotted with:
Xeno Garden, Community Garden, Aerocraft Landing Pad, Solar Panels, and mostly empty.
Xeno Garden
Solar Panels
Community Garden
Aerocraft Pad (Some sealed civilian crates on the roof.)
Mostly Empty
Describe alternatives you've considered
I've considered using slightly more static Mapgen to save time. However I do like the feeling of smaller services clustered into larger structures. Since it allows colonists to access more services without having to exit climate controlled environments.
I've considered adding even more variants for each slot but I should probably leave this one alone for now.
I strongly considered making a a set of structures shells that are populated using nested mapgen. Structures that conditionally interlock with adjacent structures using tubes. However I had serious concerns over:
Ultimately I want to explore the concept more but am not ready to put into this structure.
Testing
Loaded into an Exoplanet world and verified the structures were spawning. Teleported to the structures to verify presence of enemies and correct execution of nested Mapgen. Verified all variants spawning. Eyeballed the loot amounts to decent(ish) values. (Feedback and balance adjustments always welcome).
Additional context