:trollface:
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@ -56,7 +56,7 @@ public sealed class PlanetSystem : EntitySystem
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{
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var map = SpawnPlanet(id, runMapInit: false);
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var mapId = Comp<MapComponent>(map).MapId;
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if (!_mapLoader.TryLoadMapWithId(mapId, path, out _, out var grids))
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if (!_mapLoader.TryLoadGrid(mapId, path, out var grid))
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{
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Log.Error($"Failed to load planet grid {path} for planet {id}!");
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Del(map);
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@ -64,12 +64,9 @@ public sealed class PlanetSystem : EntitySystem
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}
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// don't want rocks spawning inside the base
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foreach (var gridUid in grids)
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{
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_setTiles.Clear();
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var aabb = Comp<MapGridComponent>(gridUid).LocalAABB;
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_biome.ReserveTiles(map, aabb.Enlarged(0.2f), _setTiles);
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}
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_setTiles.Clear();
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var aabb = Comp<MapGridComponent>(grid.Value).LocalAABB;
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_biome.ReserveTiles(map, aabb.Enlarged(0.2f), _setTiles);
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_map.InitializeMap(map);
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return map;
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@ -115,7 +115,7 @@
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food:
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reagents:
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- ReagentId: GroundBee
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Quantity: 1
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Quantity: 5 # DeltaV - was 1
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- type: Butcherable
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spawned:
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- id: null # Should give nothing when you butcher it so we set the item id it needs to spawn to null
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@ -138,14 +138,6 @@
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- type: HTN
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rootTask:
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task: SimpleHostileCompound
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- type: Extractable # DeltaV - Make it so bees can be ground up
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grindableSolutionName: bee
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- type: SolutionContainerManager
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solutions:
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bee:
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reagents:
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- ReagentId: GroundBee
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Quantity: 5
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- type: ZombieImmune
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- type: entity
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@ -1542,7 +1542,7 @@
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appearanceDataInit:
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enum.PdaVisuals.PdaType:
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!type:String
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pda-librarian # DeltaV - no wizard resprite yet
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pda-library # DeltaV - no wizard resprite yet
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- type: PdaBorderColor
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borderColor: "#7F3300"
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- type: Icon
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@ -1,6 +1,6 @@
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# Standard Combat Hardsuits
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- type: entity
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parent: ClothingHeadSuitWithLightBase
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parent: [ ClothingHeadHardsuitBase, ClothingHeadSuitWithLightBase ]
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id: ClothingHeadHelmetHardsuitCombatStandard
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name: combat hardsuit helmet
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description: An armoured helmet with a yellow visor and dual head-mounted lights.
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@ -34,7 +34,7 @@
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# Medical Combat Hardsuits
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- type: entity
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parent: ClothingHeadSuitWithLightBase
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parent: [ ClothingHeadHardsuitBase, ClothingHeadSuitWithLightBase ]
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id: ClothingHeadHelmetHardsuitCombatMedical
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name: medical combat hardsuit helmet
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description: A lightweight armoured helmet with full-face blue visor and head-mounted light.
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@ -68,7 +68,7 @@
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# Riot Combat Hardsuits
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- type: entity
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parent: ClothingHeadSuitWithLightBase
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parent: [ ClothingHeadHardsuitBase, ClothingHeadSuitWithLightBase ]
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id: ClothingHeadHelmetHardsuitCombatRiot
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name: riot combat hardsuit helmet
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description: A heavy armoured helmet with a sealed visor with yellow slits and dual head-mounted lights.
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@ -102,7 +102,7 @@
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# Advanced Combat Hardsuits
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- type: entity
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parent: ClothingHeadSuitWithLightBase
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parent: [ ClothingHeadHardsuitBase, ClothingHeadSuitWithLightBase ]
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id: ClothingHeadHelmetHardsuitCombatAdvanced
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name: advanced combat hardsuit helmet
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description: A light but durable helmet with full-face protection and four head-mounted lights.
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