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Removes Roundstart Active Turfs #36756
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Ok so far so good... except I figured out that the Ash Lizard ruin produces active turfs by default... gonna have to squeeze a mapedit into this. |
Maps with diff: _maps/RandomRuins/LavaRuins/lavaland_surface_ash_walker1.dmm
_maps/RandomRuins/LavaRuins/lavaland_surface_swarmer_crash.dmm
Full job logs available here Please report any issues here. |
Looks like whoever did the swarner ruin already followed my advice in the OP and used a noop area. Unfortunately unless I figure out how to get rid of the air differential, I won't be able to stomp out ATs completely. |
@@ -211,6 +209,9 @@ | |||
if(istype(tunnel)) | |||
// Small chance to have forks in our tunnel; otherwise dig our tunnel. | |||
if(i > 3 && prob(20)) | |||
if(!tunnel || isspaceturf(tunnel) || istype(tunnel.loc, /area/mine/explored) || (istype(tunnel.loc, /area/lavaland/surface/outdoors) && !istype(tunnel.loc, /area/lavaland/surface/outdoors/unexplored))) |
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First two check on tunnel here are redundant you're doing it above anyway.
You look at mapdiffbot and sigh |
@MapDiffBot |
* River AT fix * Roundstart AT fix * simpler * Wait simpler is bad * Webediting * more weebediting * Remove ashwalker active turfs * Swarmer Crash has lavaland atmos * Removed redundant checks
* River AT fix * Roundstart AT fix * simpler * Wait simpler is bad * Webediting * more weebediting * Remove ashwalker active turfs * Swarmer Crash has lavaland atmos * Removed redundant checks
I got sick of MSO telling me to HEY LISTEN
The side effect is that lava/tunnels are less likely to directly "touch" certain ruins that have a lot of mineral walls around them but don't use an "unexplored" area type.
If your lava ruin is surrounded by an "explored" Lava area, you can address this by replacing that area with a no-op area where appropriate.
Currently at 10 rounds with no roundstart AT but finding these things is down to luck now.