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Xeno landmark changes #4711
Xeno landmark changes #4711
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This PR has been inactive for long enough to be automatically marked as stale. This means it is at risk of being auto closed in ~ 7 days, please address any outstanding review items and ensure your PR is finished, if these are all true and you are auto-staled anyway, you need to actively ask maintainers if your PR will be merged. Once you have done any of the previous actions then you should request a maintainer remove the stale label on your PR, to reset the stale timer. If you feel no maintainer will respond in that time, you may wish to close this PR youself, while you seek maintainer comment, as you will then be able to reopen the PR yourself |
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
Conflicts have been resolved. A maintainer will review the pull request shortly. |
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
Conflicts have been resolved. A maintainer will review the pull request shortly. |
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
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Mapping seems fine, for some reason in the map editor gibs and glass shards show up as 2x1, probably unrelated.
Most seems to be just find and replace and edits are ratehr minor across the board for tiles/movement of a few landmarks.
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Mapping seems fine, for some reason in the map editor gibs and glass shards show up as 2x1, probably unrelated.
Most seems to be just find and replace and edits are ratehr minor across the board for tiles/movement of a few landmarks.
Conflicts have been resolved. A maintainer will review the pull request shortly. |
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
Conflicts have been resolved. A maintainer will review the pull request shortly. |
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
This PR has been inactive for long enough to be automatically marked as stale. This means it is at risk of being auto closed in ~ 7 days, please address any outstanding review items and ensure your PR is finished, if these are all true and you are auto-staled anyway, you need to actively ask maintainers if your PR will be merged. Once you have done any of the previous actions then you should request a maintainer remove the stale label on your PR, to reset the stale timer. If you feel no maintainer will respond in that time, you may wish to close this PR youself, while you seek maintainer comment, as you will then be able to reopen the PR yourself |
About the pull request
Miscellaneous landmark changes consistency
(Also removed a seemingly unused piece of tunnel code I hope it didn't break everything)
Explain why it's good for the game
Nest landmarks are legacy from floor nests.
Tunnel structures always spawn, while landmarks only spawn on specific game modes.
It doesn't make sense for a mapped weed node or tunnel to be somewhere where a player could not manually place one.
Changelog
🆑
del: Removed nest landmarks
code: Added landmarks for thick versions of xeno structures
code: Added the ability to set hive faction for xeno structure landmarks
code: Added checks for node and tunnel landmarks
maptweak: Replaced all tunnels with tunnel landmarks
maptweak: Movement and deletion of weeds to be able to spread correctly
maptweak: Tunnels slightly moved or turf under and near tunnels changed to allow replacement tunnels to be created.
/:cl: