-
Notifications
You must be signed in to change notification settings - Fork 444
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We鈥檒l occasionally send you account related emails.
Already on GitHub? Sign in to your account
Automatic egg planting #6239
Automatic egg planting #6239
Conversation
Can you put this under "hive management" tab from the procs? its going to get annoying to fitler out 70000 abilities if a new one is added after every 2 weeks |
done |
code/modules/mob/living/carbon/xenomorph/abilities/queen/queen_powers.dm
Outdated
Show resolved
Hide resolved
code/modules/mob/living/carbon/xenomorph/abilities/queen/queen_powers.dm
Outdated
Show resolved
Hide resolved
duilikar review Co-authored-by: Drathek <76988376+Drulikar@users.noreply.github.com>
|
||
for(var/turf/turf in surroundings) // In every tile, w check if there are weeds, that we can build there and if it can be obscured | ||
var/obj/effect/alien/weeds/weeds = locate(/obj/effect/alien/weeds) in turf | ||
if(check_alien_construction(turf, silent = TRUE) && weeds && !check_if_can_be_obscured(turf,xeno_egg) && !istype(get_area(turf), /area/interior)) |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
My intention in previous feedback was that all egg placement checks would be in the same proc, not merely the layer test. The reason for this is so there can't ever be a difference in how eggs get placed one way or the other because they both call the same proc to test if its suitable. As far as whether it gives the user an error message, that just needs to be argument given to the proc e.g. silent
where autoplanting would set silent true, and otherwise normal planting wouldn't have that true so you get the messages.
code/modules/mob/living/carbon/xenomorph/abilities/queen/queen_abilities.dm
Show resolved
Hide resolved
code/modules/mob/living/carbon/xenomorph/abilities/queen/queen_powers.dm
Show resolved
Hide resolved
Co-authored-by: Drathek <76988376+Drulikar@users.noreply.github.com>
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
Gives the queen a verb to automatically plant eggs while on ovi . This has a cost of a slower egg laying rate. It automatically turns off if there is no more suitable space nearby.
Recommended to activate after the hive is built to avoid eggs being placed in spots you want to build stuff on.
also it doesn't auto clear hatched/destroyed eggs so xenos still have to do some roomkeeping
Explain why it's good for the game
Makes managing eggs much easier as queen. Also makes so you or a drone wont have to manually plant them and can focus on better things.
Testing Photographs and Procedure
Screenshots & Videos
Put screenshots and videos here with an empty line between the screenshots and the
<details>
tags.Changelog
馃啈 Totalepicness5
add: Queen can now automatically plant eggs using the 'Toggle Egg Autoplanting' ability and verb. This has a cost of laying eggs slower and consuming plasma as eggs are planted.
/:cl: