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359fcd0
Init
Posshum Mar 21, 2026
b23b15d
Random Templates init Proof of COncept
Posshum Mar 21, 2026
076410c
Skeleton Barracks Variant
Posshum Mar 21, 2026
43eab9f
Refactored some names; New locations
Posshum Mar 22, 2026
8e5352a
4 new variants to finish off the abandoned houses
Posshum Mar 22, 2026
d23cabc
Riverside Cliff Building + More Difficult variant
Posshum Mar 22, 2026
a46980b
I'd also work on the lower region but not now
Posshum Mar 22, 2026
c6075d0
Fix lower Z level
Posshum Mar 23, 2026
bced810
This should be fixed I gotta fuck around more
Posshum Mar 23, 2026
86b04f6
Fix Abandoned Houses code (aiieee)
Posshum Mar 24, 2026
6293a9e
Treesetup Init Order adjustment
Posshum Mar 24, 2026
f50dc63
Final Typo Fix
Posshum Mar 24, 2026
a9a5f75
Goblin home and Abandoned Hut Variants and Bridge
Posshum Mar 24, 2026
43e0b06
Dont forget the mapload and .dme files...
Posshum Mar 24, 2026
e5a8cbd
Lets not fuck the ticker
Posshum Mar 24, 2026
e594a43
Staircase Add
Posshum Mar 24, 2026
588581b
Door Tweaks
Posshum Mar 24, 2026
064df2d
Init Timings Changed
Posshum Mar 24, 2026
4d3ce48
Tree Custom Init Order
Posshum Mar 24, 2026
c64edc2
WAIT WHAT FUCK
Posshum Mar 24, 2026
f230cfc
Staircase Helper + Mana Fountain Fix
Posshum Mar 24, 2026
b0dc8ab
DELETE CHANDELIER!!!
Posshum Mar 24, 2026
a6be2b9
Grove Variant + Init Bandit Template (No Variants)
Posshum Mar 24, 2026
394d4dd
Ancient Church + Destroyed Building Variants
Posshum Mar 24, 2026
34d5492
Indent Fix woops + Add the Template Markers
Posshum Mar 24, 2026
17b69b9
Ancient Church Size Fix
Posshum Mar 25, 2026
1457353
Merge branch 'main' into RandomTemplates
Posshum Mar 25, 2026
c4b94e0
2 new bridge variants, 1 new major grove variant
Posshum Mar 25, 2026
7349b0c
Small tweak
Posshum Mar 25, 2026
c002e8a
Drug Ring (LMK If it's too much druqs)
Posshum Mar 25, 2026
1f6af43
Oh god this didn't get committed before I napped
Posshum Mar 25, 2026
8510b34
Wait this could just be the same map nvm we good
Posshum Mar 25, 2026
041f3f3
Wait this change didn't get added what the fuck
Posshum Mar 26, 2026
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12,335 changes: 5,331 additions & 7,004 deletions _maps/map_files/cove_world/cove_world.dmm

Large diffs are not rendered by default.

7 changes: 4 additions & 3 deletions code/__DEFINES/subsystems.dm
Original file line number Diff line number Diff line change
Expand Up @@ -121,11 +121,13 @@
#define INIT_ORDER_WARDROBE 54
#define INIT_ORDER_MAPPING 50
#define INIT_ORDER_DUNGEON 49
#define INIT_ORDER_MINOR_MAPPING 47 //CC Edit for Map Templates
#define INIT_ORDER_NETWORKS 45
#define INIT_ORDER_SPATIAL_GRID 43
#define INIT_ORDER_ECONOMY 40
#define INIT_ORDER_OUTPUTS 35
#define INIT_ORDER_ATOMS 30
#define INIT_ORDER_TREESETUP 27 // CC Edit for Map Template
#define INIT_ORDER_LANGUAGE 25
#define INIT_ORDER_MACHINES 20
#define INIT_ORDER_SKILLS 15
Expand All @@ -138,9 +140,8 @@
#define INIT_ORDER_XKEYSCORE -10
#define INIT_ORDER_STICKY_BAN -10
#define INIT_ORDER_LIGHTING -20
#define INIT_ORDER_OUTDOOR_EFFECTS -21
#define INIT_ORDER_SHUTTLE -22
#define INIT_ORDER_MINOR_MAPPING -40
#define INIT_ORDER_OUTDOOR_EFFECTS -30 //CC Edit for Map Templates
#define INIT_ORDER_SHUTTLE -40 //CC Edit for Map Templates
#define INIT_ORDER_PATH -50
#define INIT_ORDER_DISCORD -60
#define INIT_ORDER_PERSISTENCE -95
Expand Down
6 changes: 4 additions & 2 deletions code/controllers/subsystem/treestuff.dm
Original file line number Diff line number Diff line change
@@ -1,7 +1,9 @@
SUBSYSTEM_DEF(treesetup)
name = "treesetup"
init_order = INIT_ORDER_ATOMS-10
//CC Edit Begin
init_order = INIT_ORDER_TREESETUP
flags = SS_NO_FIRE
//CC Edit End

var/list/initialize_me = list()

Expand All @@ -18,4 +20,4 @@ SUBSYSTEM_DEF(treesetup)
var/obj/structure/flora/newtree/T = A
T.build_leafs()

initialize_me = list()
initialize_me = list()
Original file line number Diff line number Diff line change
@@ -0,0 +1,17 @@
/obj/effect/landmark/map_load_mark/variant/coast_S/ancient_church
name = "Ancient Church"
templates = list("ancient_church_default", "ancient_church_extended")

/datum/map_template/ancient_church
name = "ancient_church_default"
width = 14
height = 12
mappath = "modular_causticcove/_maps/map_files/templates/cove_world/coast_S/variants/ancient_church/ancient_church_default.dmm"

//Extended a little further to allow ladder travel down, far far down.
//This place also looks a little... Off. On purpose. Just like the original. Weird mapping and structural design. Feels more like a 'front' than anything, especially with how deep
// the ladder system goes... More difficult skeletons as compensation for the ability to go further down down down.
/datum/map_template/ancient_church/extended
name = "ancient_church_extended"
mappath = "modular_causticcove/_maps/map_files/templates/cove_world/coast_S/variants/ancient_church/ancient_church_extended.dmm"

Original file line number Diff line number Diff line change
@@ -0,0 +1,16 @@
/obj/effect/landmark/map_load_mark/variant/coast_S/destroyed_building
name = "Destroyed Building"
templates = list("destroyed_building_default", "destroyed_building_hoblin_takeover")

/datum/map_template/destroyed_building
name = "destroyed_building_default"
width = 13
height = 11
mappath = "modular_causticcove/_maps/map_files/templates/cove_world/coast_S/variants/destroyed_building/destroyed_building_default.dmm"

//Features a lot of Hoblins, but skeletons on a nearby map can and will attack when their AI is triggered due to the differing factions.
//Sometimes they may fight, sometimes they may not. If they do, this results in some emergent interaction and lowered difficulty.
/datum/map_template/destroyed_building/hoblin_takeover
name = "destroyed_building_hoblin_takeover"
mappath = "modular_causticcove/_maps/map_files/templates/cove_world/coast_S/variants/destroyed_building/destroyed_building_hoblin_takeover.dmm"

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