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Merge #9
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Merge #9
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Co-authored-by: I-am-Erk <[email protected]>
Fix map notes marked dangerous across overmap boundaries
Novels Item Group Revamp - kid books and literature groups added
Input event filter clean-up
* Tools.json sorting pt.8
* Make npc equiping smarter
The current stats don't represent the description and usage correctly.
Co-Authored-By: Anton Burmistrov <[email protected]>
* Mapgen file * Palette * Overmap special * Overmap terrain * Update mil_base.json * More OM tiles * Added armory and infirmary * Barracks and stuff * More barracks + military vehicles * Utilities and Comm Center * Added bunk beds * Added underground level * Added interior locked metal door * Revert "Added interior locked metal door" This reverts commit 2a69241. * Added command center * Added z+1 level * Added warehouse shelf * Added Z levels 2-4 * Added item groups and corpse piles * Update locations.json * Update mil_base_z0.json * Added IV bag * Added saline solution in iv bag to surgery item group * Added mess tray * Added more item spawn points * Resolved merge conflicts * Added more item spawns * Update furniture-storage.json * Wrapped up item placements * Update mil_base_palette.json * Added monster groups * Added starting scenario * Update scenarios.json * Added monsters * Tweaks and linting * Wrap-up * Update locations.json * Added missing monstergroup * Added specops, bio_soldier and bio_sniper to starting professions * Added shredders * Added the base to military operations map * Changed the overmap color to red * Corrected occurrences * Added laundry room * Added chairs to laundry * Enlarged the helipad * Added benches to laundry * Update mil_base_z-1.json * Tweaks * Tweaks * Minor item placement fixes * Adding palette with recent changes * Handling test failures * More test fixes * Update data/json/overmap/overmap_special/specials.json Co-Authored-By: I-am-Erk <[email protected]> * Update data/json/overmap/overmap_special/specials.json Co-Authored-By: I-am-Erk <[email protected]> Co-authored-by: I-am-Erk <[email protected]>
* Recipes and comestibles * itemgroup * Update offal_dishes.json * Update cooking.json * fix components * Update offal_dishes.json * Update data/json/recipes/food/offal_dishes.json Co-Authored-By: Jianxiang Wang (王健翔) <[email protected]> * LISTS flag * excess comma * weird array structure unnecessary * Update offal_dishes.json * Update offal_dishes.json * elimiinate charges test for calories * Update canned.json * Update canned.json * Revert "Update canned.json" This reverts commit 08920ef. * Revert "Update canned.json" This reverts commit 2836f13. * Update data/json/items/book/cooking.json Co-Authored-By: I-am-Erk <[email protected]> Co-authored-by: Jianxiang Wang (王健翔) <[email protected]> Co-authored-by: I-am-Erk <[email protected]>
* Fix reveal of bar by restaurant guide * Fix reading of enum in `om_terrain_match_type` tag
* Comestible modern json * Correct amonia plural * Correct almond pulp plural
* Added sports drink recipe * Added a new location to learn recipe It makes sense that you'd be able to learn about ORT solution from a first aid manual. * Linted recipe_food.json * Added rehydration drink item * Adjusted the new recipe * Added a "looks_like" * Linted drink.json again * Changed rehydration drink joy from -5 to -2 * Adjusted description as per suggestion * Update data/json/recipes/recipe_food.json Co-Authored-By: I-am-Erk <[email protected]> * Update data/json/recipes/recipe_food.json Co-Authored-By: I-am-Erk <[email protected]> Co-authored-by: I-am-Erk <[email protected]>
#37282) * Create MAINLINE_MODS.md * Update doc/MAINLINE_MODS.md Co-Authored-By: Curtis Merrill <[email protected]> * Update doc/MAINLINE_MODS.md Co-Authored-By: Fris0uman <[email protected]> * Update doc/MAINLINE_MODS.md Co-Authored-By: davidpwbrown <[email protected]> * Update doc/MAINLINE_MODS.md Co-Authored-By: davidpwbrown <[email protected]> * Update doc/MAINLINE_MODS.md Co-Authored-By: I-am-Erk <[email protected]> * Update doc/MAINLINE_MODS.md Co-Authored-By: I-am-Erk <[email protected]> * Update doc/MAINLINE_MODS.md Co-Authored-By: I-am-Erk <[email protected]> Co-authored-by: Curtis Merrill <[email protected]> Co-authored-by: Fris0uman <[email protected]> Co-authored-by: davidpwbrown <[email protected]> Co-authored-by: I-am-Erk <[email protected]>
Fix filthy wearable weapon drops
Add age_grow attribute documentation.
Lowered excessive reading times of some cooking books.
* Add simple unit tests for `closest_points` functions * Minor simplification and optimization of `closest_points` functions * Allow specifying minimal distance in `closest_points` functions * Use `closest_points` functions for overmap buffer search
* Obsolete flaming weapons * Add flaming weapons to crazy cataclysm
* Update professions.json * Fixed AA
Obsolete survivor helmets
Improve recipe loading speed by changing auto requirements calculation to requirements check in unit test
…me-migration Fix savegame migration of bionic basement overmap terrain
* fix magic basement spawn, update * add save support * shift dog spawns to a new house since I'm using this for the magic basement, moving the dog spawns for player survivability.
* Make bicycles more likely to exist Prior to this change, bicycles had only a 3% chance among the vehicle pool (less than half that of armored vehicles) on city streets. This seemed way too low, so I wanted to give bikes a fairer chance. Fixes #37451 This commit changes three vehicle groups, including: city_vehicles: - Bicycle equally likely as the standard car, or twice as likely as a Hippie Van. - Dirt bike as likely as a Hatchback or Hippie Van - Electric bicycle as likely as a Beetle or RV suburban_home: - Bicycle as likely as standard car - Dirt bike as likely as SUV - Electric bicycle possible, as likely as scooter or sports car parkinglot: - Bicycle as likely as car or flatbed truck - Dirt bike possible, as likely as hatchback or motorcycle * Reduce bicycle spawn frequency somewhat Based on PR feedback from other devs/players, I'm dialing back the bicycle spawn frequency significantly from my previous commit. The total adjustment now is that bicycles are roughly 1.5 - 2 times as likely to appear in city streets, suburban homes, and parking lots, as they are in the current experimental branch. Adjustments made in this commit include: In "city_vehicles" (i.e. in streets everywhere): - "bicycle" weight is 800 (originally 400), making them rarer than "car", "car_hatch", "ambulance", or "hippie_van", but more likely than "beetle", "car_mini", "bus", "rv", or "4x4_car". Same chance of spawning as a "pickup" or "suv". - "bicycle_dirt" weight is 200 (originally 0, impossible), making them as likely as "suv_electric", "motorcycle", "truck_swat", or "fire_engine" - "bicycle_electric" weight is back to 100 (originally 100) In "suburban_home": - "bicycle" weight is now 200 (originally 150), same chance as "4x4_car" or "motorcycle" - "bicycle_dirt" weight is now 150 (originally 125), same chance as "car_anmlcmpt" And in "parkinglot": - "bicycle" weight left at 1000 (originally 500) - "bicycle_dirt" removed again (back how it was before) Partially fixes #37451 * Add a bike shed to house08 and house_patio To get a few more pedal-powered bicycles and parts into the world in a less conspicuous way than simply spamming them onto the city streets Fixes #37451 As suggested by @I-am-Erk, this adds a 6x6 nestable mapgen module containing a simple metal bike shed. It's modeled after the 6x6_junk shed, with flimsier metal walls, but still having locked (pickable) metal doors, so it's not a total smash-and-grab. Inside the shed is a 50% chance of finding a "bikeshop" vehicle, most often a "bicycle", "bicycle_dirt", or "bicycle_electric", but with some chance of "tandem", "scooter", "unicycle" etc. It's furnished with a workbench and metal shelf, across which there is a low (10%) chance of seeing 1-3 "bikeshop_tools", usually a bike part (wheel, horn, foot crank, saddle) but sometimes such goodies as a wrench, screwdriver set, duct tape, or even (very low chance) a toolbox! I found two houses where this shed seems to fit well with the layout ("house08" and "house_patio"), and included the new bike shed with the same probability as "shed_6x6_woodworker". * Have correctly linted JSON My JSON failed linting, now it should work * Remove the trailing newline To see if that is enough lint removal
…_groups let reins_tackle spawn
Fix consuming menu filter cleared after consuming an item
Fixed offset for bionics slots UI
…racking Fixes overmap vehicle tracking/remembering with bike rack
rename mixed gunpowder
…ion-references Remove all references to basement_bionic from region settings
* Display wait popup when saving and applying options * Show wait popup after data files are loaded and before the save is loaded * Remove unused member of loading_ui * Do not move cursor to start
Installing gunmods takes time
#37537 make lit candle a firestarter
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