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The Grasslands Alpha #2285
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The Grasslands Alpha #2285
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!! DO NOT MERGE THIS UNTIL LAVALANDPLANETSYSTEM.CS HAS BEEN UPDATED !! After more than two months and constant iteration, my second child is here for you all to see. For a variety of reasons, it still isn't quite ready to be merged, but you all can now test the fruits of my labor as I work to finally be done with this project. The Grasslands is a Lavaland-alternative that I have stuffed with so many features that there is no way I could possibly list them here. Instead, here is a list of everything that this PR entails at the time of writing: Total new files: 335 - Added 1 new planet - Added 8 new grids - Added 8 new mobs, as well as 11 variants of existing mobs - Added 18 new pieces of clothing - Added 1 food item variant - Added 2 new reagents - Added 14 new reactions - Added 23 new construction recipes - Added 12 new materials, as well as 1 variant of existing materials - Added 9 new weapons, as well as 1 variant of existing weapons - Added 15 new tools, as well as 6 variants of existing tools - Added 3 variants of existing tiles - Added 10 new miscellaneous objects - Added 9 new machines, as well as 5 new lathes/shops - Added 26 new structures, as well as 5 variants of existing structures Total changed files: 2 - Gave torches a tag for construction purposes - Fixed N13 tent texture for no reason If you desire more detail, you can read the design document in the Grasslands direction thread on discord. While you're there, feel free to post your critiques and comments. https://discord.com/channels/1301753657024319488/1449188179965120605/1455725795078049943 Testing this is fairly simple. Most of the new things can be spawned in, and the Grasslands itself is accessible through ghost warping, admin teleporting, or simply taking the mining shuttle. 🆑 Gawdayumeet * add: The Grasslands * add: A very large number of mobs, objects, structures, places, and secrets.
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RSI Diff Bot; head commit 65c19da merging into 813f62f Resources/Textures/_Nuclear14/Structures/Walls/nc14/tents.rsi
Resources/Textures/_DEN/Unrefined/Mobs/necromancer.rsi
Resources/Textures/_DEN/Unrefined/Mobs/phorvect.rsi
Resources/Textures/_DEN/Unrefined/Objects/Clothing/carp_scale_mail.rsi
Resources/Textures/_DEN/Unrefined/Objects/Clothing/chainmail_bikini.rsi
Resources/Textures/_DEN/Unrefined/Objects/Clothing/chainmail_shirt.rsi
Resources/Textures/_DEN/Unrefined/Objects/Clothing/dark_dragonscale.rsi
Resources/Textures/_DEN/Unrefined/Objects/Clothing/dragonscale_bikini_dark.rsi
Resources/Textures/_DEN/Unrefined/Objects/Clothing/dragonscale_bikini_gold.rsi
Resources/Textures/_DEN/Unrefined/Objects/Clothing/gold_chainmail_bikini.rsi
Resources/Textures/_DEN/Unrefined/Objects/Clothing/gold_collar.rsi
Resources/Textures/_DEN/Unrefined/Objects/Clothing/gold_dragonscale.rsi
Resources/Textures/_DEN/Unrefined/Objects/Clothing/leather_bikini.rsi
Resources/Textures/_DEN/Unrefined/Objects/Clothing/leather_helmet.rsi
Resources/Textures/_DEN/Unrefined/Objects/Clothing/leather_jerkin.rsi
Resources/Textures/_DEN/Unrefined/Objects/Clothing/protection_amulet.rsi
Resources/Textures/_DEN/Unrefined/Objects/Clothing/steel_collar.rsi
Resources/Textures/_DEN/Unrefined/Objects/Clothing/steel_helmet.rsi
Resources/Textures/_DEN/Unrefined/Objects/Tools/compass.rsi
Resources/Textures/_DEN/Unrefined/Objects/Tools/paint_bucket.rsi
Resources/Textures/_DEN/Unrefined/Objects/Tools/stone_knife.rsi
Resources/Textures/_DEN/Unrefined/Objects/Tools/stone_pickaxe.rsi
Resources/Textures/_DEN/Unrefined/Objects/Tools/stone_shovel.rsi
Resources/Textures/_DEN/Unrefined/Objects/Tools/tent_package.rsi
Resources/Textures/_DEN/Unrefined/Objects/Tools/vellum_map.rsi
Resources/Textures/_DEN/Unrefined/Objects/Weapons/moonlightwood_staff.rsi
Resources/Textures/_DEN/Unrefined/Objects/Weapons/steel_handaxe.rsi
Resources/Textures/_DEN/Unrefined/Objects/Weapons/steel_knife.rsi
Resources/Textures/_DEN/Unrefined/Objects/Weapons/steel_mace.rsi
Resources/Textures/_DEN/Unrefined/Objects/Weapons/steel_spear.rsi
Resources/Textures/_DEN/Unrefined/Structures/Doors/cloth_tent_flaps.rsi
Resources/Textures/_DEN/Unrefined/Structures/Doors/leather_tent_flaps.rsi
Resources/Textures/_DEN/Unrefined/Structures/Misc/Quest/evil_root.rsi
Resources/Textures/_DEN/Unrefined/Structures/Misc/Quest/great_furnace.rsi
Resources/Textures/_DEN/Unrefined/Structures/Misc/Quest/hunter_statue.rsi
Resources/Textures/_DEN/Unrefined/Structures/Misc/Quest/moonlightwood_tree.rsi
Resources/Textures/_DEN/Unrefined/Structures/Misc/Quest/mystic_anvil.rsi
Resources/Textures/_DEN/Unrefined/Structures/Storage/wood_barrel.rsi
Resources/Textures/_DEN/Unrefined/Structures/Walls/tent.rsi
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Behold my elite hacking skills. Altered the code for LavalandPlanets to allow for capping the maximum number loaded at a time, as well as giving the option to force a specific one. Both of these are controlled by CVars, so admins can alter them at run-time. I sincerely hope that this is the only actual coding I have to do for this project.
Let's try this again
Added some missing lines that for some reason are necessary, in spite the many tests that I've done previous.
Changed all the sprite licenses to the first usable ones. It took a lot of Ctrl-V.
At this point, I'm honestly astonished that my work didn't brick my computer somehow.
One day, I'll finally be able to make things without any issues. Large variety of ungrammatical junk removed.
Please let this end.
Seems not.
guhhhhhh
I would really like to go to bed someday soon.
Please work
Contributor
Author
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I have received word that an overhaul is required. At least this way, I can avoid having to find whatever is causing the sprites to break so much. |
The vast majority of new items, structures, and features have been removed, alongside all constructions and machines. Had to be done.
No reason you'd ever need to see more than 240 animals in one shift, anyways.
Since the system keeps complaining, issues keep getting fixed
The compasses have had their medium/close ranges adjusted to better fit the large area they are designed to work in. The melee weapons have been nerfed slightly to better balance with each other, and to make the angry skeleton warriors slightly less of a jump in danger than their less-armed counterparts.
One day, I'll remember to linter files myself before pushing.
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(The code has been updated. I would still very much recommend doing testing before merging.)
(EDIT: A large chunk of this update has been scoured to better fit with the rest of the game. Rest in Peace, clay sump.)
After more than two months and constant iteration, my second child is here for you all to see and test as I work to finally be done with this project.
The Grasslands is a moderately-safer Lavaland-alternative. Here is a list of everything that this PR entails at the time of writing:
If you desire more detail, you can read the design document in the Grasslands direction thread on discord. While you're there, feel free to post your critiques and comments. https://discord.com/channels/1301753657024319488/1449188179965120605/1455725795078049943
Testing this is fairly simple. Most of the new things can be spawned in, and the Grasslands itself is accessible through ghost warping, admin teleporting, or simply taking the mining shuttle. You can also force Grasslands to spawn using [> cvar lavaland.force_map="Grasslands"] in console.
Changelog
🆑 Gawdayumeet
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