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Overmap 4.7: Gas Giants, More Storms, 8 hours of work #1997
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https://github.com/shiptest-ss13/Shiptest/assets/94164348/a2fbbea2-a9c5-4bfd-a81a-bb45545b687b |
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sharkcarp sprite doesnt have a name, was that added by accident?
removes random sprite
Yes it was |
/// what pressure you have to be under to increase the effect of equipment meant for lavaland | ||
#define LAVALAND_EQUIPMENT_EFFECT_PRESSURE 90 | ||
#define ICEMOON_DEFAULT_ATMOS "ICEMOON_ATMOS" | ||
#define GAS_GIANT_ATMOS "GAS_GIANT_ATMOS" | ||
#define PLASMA_GIANT_ATMOS "PLASMA_GIANT_ATMOS" |
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do these do anything?
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Yep. They're the atmospherics for the tiles on gas giants
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self reminder to rework these one day. they suck rn
nitpicking ahoy |
nitpicks registered |
thank you tmt
meteors are not working right now hopefully resolving tonight
can you base on gas giants?? |
gas giants explode atmos way too hard, so they're going to the cutting room |
reminder to please for the love of god tone down the sound effect when you land on a planet. My ears would thank you. |
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
FUCK |
Signed-off-by: Bjarl <94164348+Bjarl@users.noreply.github.com>
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seems alright
/// what pressure you have to be under to increase the effect of equipment meant for lavaland | ||
#define LAVALAND_EQUIPMENT_EFFECT_PRESSURE 90 | ||
#define ICEMOON_DEFAULT_ATMOS "ICEMOON_ATMOS" | ||
#define GAS_GIANT_ATMOS "GAS_GIANT_ATMOS" | ||
#define PLASMA_GIANT_ATMOS "PLASMA_GIANT_ATMOS" |
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self reminder to rework these one day. they suck rn
…1997) <!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request Adds some content based on sprites I saw sitting around in the overmap file, mainly carp storms and dust storms. Carp storms throw space carp at you. Dust storms throw dust. Also adds gas giants, a place to harvest gasses if you're low, and don't want to stop at a planet. They *should* be persistent. Your average gas giant mix is very cold, very high pressure, and absolutely not something you want to breathe. Plasma giants are cold and allow harvesting of plasma. Electrical storms have been rebalanced to not Explode Your Ship. Minor and Moderate ones will now only shock and damage objects and mobs, major ones will still explode you, so remain careful. ![image](https://github.com/shiptest-ss13/Shiptest/assets/94164348/84257435-32de-45a5-8a8d-d9aa30021f90) Example overmap with some carp migrations. https://github.com/shiptest-ss13/Shiptest/assets/94164348/5c30fa9a-c7e4-453a-99a6-5c3564946b26 flying through a minor electrical storm https://github.com/shiptest-ss13/Shiptest/assets/94164348/db7fcdf0-3f7a-4830-821e-a4a7106632ba gas giant https://github.com/shiptest-ss13/Shiptest/assets/94164348/0a5f0575-b7d9-4e3f-9e13-942a8fdf8617 ![image](https://github.com/shiptest-ss13/Shiptest/assets/94164348/6bb5ddc2-373a-4dd9-9a63-0f6f0bdd26a9) plasma giant https://github.com/shiptest-ss13/Shiptest/assets/94164348/9268c293-39f3-4306-889e-f8c19067cec1 A particularly dusty solar system ![image](https://github.com/shiptest-ss13/Shiptest/assets/94164348/5b27e2a8-1cc1-47bb-95b8-e9d5c3ba8e71) I might try and fix ion storms but I don't see what might be breaking them. <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> ## Why It's Good For The Game More content for the overmap / balancing out some old systems <!-- Please add a short description of why you think these changes would benefit the game. If you can't justify it in words, it might not be worth adding. --> ## Changelog :cl: add: Planets now can (and will) play a sound when you land on them add: Gas / Plasma giants, cold, dockable worlds with absolutely no livable surfaces. As a matter of fact it's all chasm. All highly pressurized, gas rich, chasm. add: Dust storms and carp storms now grace the sector. add: physical storms (dust, carp, asteroid), will now only trigger if you go through them too fast. Take it easy and you might get through unscathed. add: planets will now have a name on the overmap add: overmap hazards now have a description tweak: Space carp can now survive in hyperspace, their natural habitat balance: minor and moderate electrical storms will no longer Explode you balance: asteroid storm lists have been trimmed of Extremely Deadly ones fix: restores planet naming behavior, I believe this was unintentionally removed at some point fix: Ion storms work again. Fuck you whoever touched them last. soundadd: planet_landing_1 and planet_landing_2, (tech_notification and sos_morse_code from CM respectively. I don't know how to attribute properly please tell me how if you have issue with this attribution because I did not make these sounds they're from Colonial Marines) /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> --------- Signed-off-by: Bjarl <94164348+Bjarl@users.noreply.github.com>
…1997) <!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request Adds some content based on sprites I saw sitting around in the overmap file, mainly carp storms and dust storms. Carp storms throw space carp at you. Dust storms throw dust. Also adds gas giants, a place to harvest gasses if you're low, and don't want to stop at a planet. They *should* be persistent. Your average gas giant mix is very cold, very high pressure, and absolutely not something you want to breathe. Plasma giants are cold and allow harvesting of plasma. Electrical storms have been rebalanced to not Explode Your Ship. Minor and Moderate ones will now only shock and damage objects and mobs, major ones will still explode you, so remain careful. ![image](https://github.com/shiptest-ss13/Shiptest/assets/94164348/84257435-32de-45a5-8a8d-d9aa30021f90) Example overmap with some carp migrations. https://github.com/shiptest-ss13/Shiptest/assets/94164348/5c30fa9a-c7e4-453a-99a6-5c3564946b26 flying through a minor electrical storm https://github.com/shiptest-ss13/Shiptest/assets/94164348/db7fcdf0-3f7a-4830-821e-a4a7106632ba gas giant https://github.com/shiptest-ss13/Shiptest/assets/94164348/0a5f0575-b7d9-4e3f-9e13-942a8fdf8617 ![image](https://github.com/shiptest-ss13/Shiptest/assets/94164348/6bb5ddc2-373a-4dd9-9a63-0f6f0bdd26a9) plasma giant https://github.com/shiptest-ss13/Shiptest/assets/94164348/9268c293-39f3-4306-889e-f8c19067cec1 A particularly dusty solar system ![image](https://github.com/shiptest-ss13/Shiptest/assets/94164348/5b27e2a8-1cc1-47bb-95b8-e9d5c3ba8e71) I might try and fix ion storms but I don't see what might be breaking them. <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> ## Why It's Good For The Game More content for the overmap / balancing out some old systems <!-- Please add a short description of why you think these changes would benefit the game. If you can't justify it in words, it might not be worth adding. --> ## Changelog :cl: add: Planets now can (and will) play a sound when you land on them add: Gas / Plasma giants, cold, dockable worlds with absolutely no livable surfaces. As a matter of fact it's all chasm. All highly pressurized, gas rich, chasm. add: Dust storms and carp storms now grace the sector. add: physical storms (dust, carp, asteroid), will now only trigger if you go through them too fast. Take it easy and you might get through unscathed. add: planets will now have a name on the overmap add: overmap hazards now have a description tweak: Space carp can now survive in hyperspace, their natural habitat balance: minor and moderate electrical storms will no longer Explode you balance: asteroid storm lists have been trimmed of Extremely Deadly ones fix: restores planet naming behavior, I believe this was unintentionally removed at some point fix: Ion storms work again. Fuck you whoever touched them last. soundadd: planet_landing_1 and planet_landing_2, (tech_notification and sos_morse_code from CM respectively. I don't know how to attribute properly please tell me how if you have issue with this attribution because I did not make these sounds they're from Colonial Marines) /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> --------- Signed-off-by: Bjarl <94164348+Bjarl@users.noreply.github.com>
About The Pull Request
Adds some content based on sprites I saw sitting around in the overmap file, mainly carp storms and dust storms.
Carp storms throw space carp at you. Dust storms throw dust.
Also adds gas giants, a place to harvest gasses if you're low, and don't want to stop at a planet. They should be persistent. Your average gas giant mix is very cold, very high pressure, and absolutely not something you want to breathe. Plasma giants are cold and allow harvesting of plasma.
Electrical storms have been rebalanced to not Explode Your Ship. Minor and Moderate ones will now only shock and damage objects and mobs, major ones will still explode you, so remain careful.
Example overmap with some carp migrations.
https://github.com/shiptest-ss13/Shiptest/assets/94164348/5c30fa9a-c7e4-453a-99a6-5c3564946b26
flying through a minor electrical storm
https://github.com/shiptest-ss13/Shiptest/assets/94164348/db7fcdf0-3f7a-4830-821e-a4a7106632ba
gas giant
https://github.com/shiptest-ss13/Shiptest/assets/94164348/0a5f0575-b7d9-4e3f-9e13-942a8fdf8617
plasma giant
https://github.com/shiptest-ss13/Shiptest/assets/94164348/9268c293-39f3-4306-889e-f8c19067cec1
A particularly dusty solar system
I might try and fix ion storms but I don't see what might be breaking them.
Why It's Good For The Game
More content for the overmap / balancing out some old systems
Changelog
🆑
add: Planets now can (and will) play a sound when you land on them
add: Gas / Plasma giants, cold, dockable worlds with absolutely no livable surfaces. As a matter of fact it's all chasm. All highly pressurized, gas rich, chasm.
add: Dust storms and carp storms now grace the sector.
add: physical storms (dust, carp, asteroid), will now only trigger if you go through them too fast. Take it easy and you might get through unscathed.
add: planets will now have a name on the overmap
add: overmap hazards now have a description
tweak: Space carp can now survive in hyperspace, their natural habitat
balance: minor and moderate electrical storms will no longer Explode you
balance: asteroid storm lists have been trimmed of Extremely Deadly ones
fix: restores planet naming behavior, I believe this was unintentionally removed at some point
fix: Ion storms work again. Fuck you whoever touched them last.
soundadd: planet_landing_1 and planet_landing_2, (tech_notification and sos_morse_code from CM respectively. I don't know how to attribute properly please tell me how if you have issue with this attribution because I did not make these sounds they're from Colonial Marines)
/:cl: