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Massive Ruin Fixes + Removals PR (shiptest-ss13#2334)
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This PR is made so I can stop getting angry at the ruins beyond saving
that are still ingame. My criteria for a ruin being removed is if
another ruin already does its niche better, if the ruin is outdated
and/or the ruin is excessively small or unbalanced. For ruins that dont
meet this criteria but are still outdated, they will be getting balance
fixes and touch ups or a total remap.

This PR is a draft for now because I will need to update the PR
changelog and description as I make changes and communicate with the
maptainers on what stays and what goes.

Adds departmental RND lootdrop spawners for circuit imprinters,
protolathes and techfabs. Excludes omnisci and basic boards from the
drops.
Fixed a space tile under a door and replaced the omnilathe with a
medical lathe on dangerousresearch
Fixed the whitesands saloon not spawning which may have caused some
sandplanets to spawn without a ruin
Fixed harmfactory's nonfunctional traps to now be as lethal as intended.
Also changed the loot in the vault to better reflect the ruin's theme
and difficulty (cargo techfab board instead of omnilathe, adv plasma
cutter instead of combat medkit, less gold more cash, kept the cyberarm
implant).
Fixed provinggrounds magical SMES FINALLY by adding a terminal on the
back. The map should finally function as intended.
Fixed a few dirs on fire extinguisher cabinets and blast door assemblies
in singularity_lab
Removed mechtransport.dmm for being small and bad
Removed some leftover gasthelizards.dmm cruft (VILE)
Removed nucleardump for being an utter mess of an oldcode ruin
Removed gondolaasteroid for being large and empty besides gondolas.
better suited for a jungle planet IMO.
Removed Jungle_Spider. Literally just a box with spiders and cloning
equipment. Small, bad, hard to find, unjustified loot.
Removed Golem_Hijack. Like jungle spider but it was free rnd, an AI
core, a full BSRPED and three golem corpses. With no enemies or
obstacles.
Removed rockplanet_clock for being a tiny lootbox that doesnt fit with
the lore. Also had a quantumn pad.
Removed whitesands_surface_youreinsane. Its a silly little reference to
an old event that unfortunately resulted in a subpar ruin. Could return
as a wasteplanet greeble ruin, but it has to go for now.
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Normally I'm all for remapping instead of removing ruins, but some ruins
are very much beyond saving. Clearing out space for better ruins to take
the spotlight is always nice. Some older ruins are fine but are missing
certain things or have loot that worked fine in the past, but doesn't
reflect the balance we want for ruins in the present.

I will be PR'ing ruins to replace the ones I remove.
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:cl:
add: departmental RND lootdrop spawners for imprinters, protolathes and
techfabs
fix: dangerous_research.dmm now no longer has a space tile under a door
and a medical lathe instead of an omnilathe
fix: whitesands_surface_camp_saloon can now spawn again after its remap
into a functional ruin
fix: harmfactory.dmm's traps now work and loot has been adjusted to fit
the ruin better
fix: provinggrounds.dmm now has a working SMES and power
fix: singularity_lab fire extinguishers and a few poddoors now have
correct dirs
del: mechtransport.dmm and associated code
del: gasthelizards areas
del: nucleardump.dmm and associated code
del: gondolaasteroid.dmm and associated code
del: jungle_spider.dmm and associated code
del: whitesands_golem_hijack.dmm and associated code
del: rockplanet_clock.dmm and associated code
del: whitesands_surface_youreinsane.dmm and associated code
/:cl:

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Signed-off-by: zevo <[email protected]>
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Zevotech authored and Mirag1993 committed Nov 18, 2023
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