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Fix ferals in hazardous waste sarcophagus #62515

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merged 1 commit into from
Dec 2, 2022

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NetSysFire
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Summary

Bugfixes "No more ferals trapped in chernobyl"

Purpose of change

Fixes #53591. I know that my complaint of lore is the main point there but I am content with just closing it.

Describe the solution

Seperate monster group GROUP_VANILLA_NO_FERAL. Can potentially be used in more than just the hazardous waste sarcophagus. Also normalized GROUP_VANILLA to 1000.

Describe alternatives you've considered

Testing

image

Teleported into the hazardous waste sarcophagus: No more ferals.

Teleported into the streets of a city: Theres still ferals and zombies.

Additional context

@github-actions github-actions bot added [JSON] Changes (can be) made in JSON Spawn Creatures, items, vehicles, locations appearing on map <Bugfix> This is a fix for a bug (or closes open issue) json-styled JSON lint passed, label assigned by github actions astyled astyled PR, label is assigned by github actions labels Dec 1, 2022
@NetSysFire NetSysFire added the Monsters Monsters both friendly and unfriendly. label Dec 1, 2022
@github-actions github-actions bot added the BasicBuildPassed This PR builds correctly, label assigned by github actions label Dec 2, 2022
@kevingranade
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I agree special radiation zonbies would be better, but this is definitely an improvement.

@kevingranade kevingranade merged commit acb5cb7 into CleverRaven:master Dec 2, 2022
@NetSysFire
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I had a brief discussion with kevin on IRC. Hazardous waste sarcophaguses (or sarcophagi?) are actually very rare in the world. Probably a handful, if not less. The one in chernobyl is the most known one, but there is also one in switzerland.
In fact, most of the stuff that came up when searching about that was from our forums, lol.

As you could imagine, I am bringing up the "not realistic" argument. However, this is salvagable. Because of XEDRA.

We officially have nuclear power plants ingame now and there is some nuclear (house hold) stuff anyways. Plus waste sarcophagi are not solely for radioactive things, also for stuff like pcb and dioxine.

I would bet XEDRA will have waste to hide. Heavily contaminated mutant bodies, alien debris from the netherium, byproducts of experiments etc etc. There are two things that could work:

  1. Having a normal hazardous waste depot and hiding the stuff in a cavern beneath or something.
  2. Having a supposedly normal hazardous waste depot but it is heavily secured with turrets ("so no vandals can leak the radioactive dioxine and pcb!111") and has no hidden area, so if you manage to have the elevator move down you will get a straight to the point alien mess.

This would both work with the lore I introduced in #59618, since they had to hastily depose of stuff once things got hectic. As always, feedback welcome.

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astyled astyled PR, label is assigned by github actions BasicBuildPassed This PR builds correctly, label assigned by github actions <Bugfix> This is a fix for a bug (or closes open issue) [JSON] Changes (can be) made in JSON json-styled JSON lint passed, label assigned by github actions Monsters Monsters both friendly and unfriendly. Spawn Creatures, items, vehicles, locations appearing on map
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Successfully merging this pull request may close these issues.

The hazardous waste sarcophagus should not have zombies inside them
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