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DEBUG: overmap::remove_npc: NPC (1) is not dead. #1234

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jkaessens opened this issue May 26, 2013 · 1 comment · Fixed by JumiDeluxe/Cataclysm-DDA#1
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DEBUG: overmap::remove_npc: NPC (1) is not dead. #1234

jkaessens opened this issue May 26, 2013 · 1 comment · Fixed by JumiDeluxe/Cataclysm-DDA#1
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<Bug> This needs to be fixed NPC / Factions NPCs, AI, Speech, Factions, Ownership

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@jkaessens
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Lure a monster near the evac shelter, let the NPC do the work and hope it dies.
The moment the NPC gets the last strike, the above message appears. Next turn, the NPC is gone, probably not as dead as it should be, as no corpse is left.

Version: changelog-205-ga62858a
Last commit: a62858a
Reproducible: randomly. seems only to happen if several zeds are hitting the NPC at the same time.

@kevingranade
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Think this got handled with one of the death cleanup cleanups, please reopen or open a new one if it happens again.

Yunatan added a commit to Yunatan/Cataclysm-DDA that referenced this issue Apr 24, 2019
# |<-- Using around 50, Maximum 72 Characters -->|
Allow character to see an opaque tile while standing on another adjacent opaque tile.

# Explain why this change is being made
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# Provide links or keys to any relevant tickets, articles or other resources
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Fixes CleverRaven#28694
matskuman5 added a commit to matskuman5/Cataclysm-DDA that referenced this issue Jun 5, 2019
fix some monster description typos

# Explain why this change is being made
grammatical reasons

# Provide links or keys to any relevant tickets, articles or other resources
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kevingranade pushed a commit that referenced this issue Jun 5, 2019
fix some monster description typos

# Explain why this change is being made
grammatical reasons

# Provide links or keys to any relevant tickets, articles or other resources
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EddiTheBambi added a commit to EddiTheBambi/Cataclysm-DDA that referenced this issue Jul 31, 2019
Hammering 1 requirement for picking up frozen liquids

# Explain why this change is being made
Player can't scoop up solid ice with their hands, need something to chip off chunks with

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Kiktamo added a commit to Kiktamo/Cataclysm-DDA that referenced this issue Jul 11, 2020
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Adds freeze dryer. Adds dehydrated royal jelly. Spoilage for Royal Jelly
# Explain why this change is being made
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Works toward resolving CleverRaven#41361
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misterprimus added a commit to misterprimus/Cataclysm-DDA that referenced this issue Jan 1, 2021
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Venera3 pushed a commit to Venera3/Cataclysm-DDA that referenced this issue Sep 21, 2021
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#### Summary
None
<!-- This section should consist of exactly one line, edit the one above.
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#### Purpose of change

It makes the cost and material content of the wolf and dino suit more closely inline with reality. It bugged me that the wolf suit didn't have any cotton in it, and that the prices seemed a bit too high for what a fursuit is. 
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#### Describe the solution

It changes the wolf suit materials to include faux fur and cotton, and changes the cost of both of them to a more realistic amount. 
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#### Testing

I loaded the game up with the settings changed, and it worked without any bugs. 
<!-- Describe what steps you took to test that this PR resolved the bug or added the feature, and what tests you performed to make sure it didn't cause any regressions.  Also include testing suggestions for reviewers and maintainers. -->

#### Additional context

 https://cdn.discordapp.com/attachments/638239225803702283/880617361995083796/unknown.png Screenshot of the wolf suit.
<!-- Add any other context (such as mock-ups, proof of concepts or screenshots) about the feature or bugfix here. -->
redrosedialtone added a commit to redrosedialtone/Cataclysm-DDA that referenced this issue Mar 20, 2022
# Explain why this change is being made
# |<----      Limit Each Line to a Maximum Of 72 Characters       ---->|

# Provide links or keys to any relevant tickets, articles or other resources
# Example: fixes CleverRaven#1234, closes CleverRaven#2345, resolves CleverRaven#3456, references CleverRaven#4567
redrosedialtone added a commit to redrosedialtone/Cataclysm-DDA that referenced this issue Mar 20, 2022
# |<-- Using around 50, Maximum 72 Characters -->|

# Explain why this change is being made
# |<----      Limit Each Line to a Maximum Of 72 Characters       ---->|

# Provide links or keys to any relevant tickets, articles or other resources
# Example: fixes CleverRaven#1234, closes CleverRaven#2345, resolves CleverRaven#3456, references CleverRaven#4567
redrosedialtone added a commit to redrosedialtone/Cataclysm-DDA that referenced this issue Mar 22, 2022
# |<-- Using around 50, Maximum 72 Characters -->|

# Explain why this change is being made
# |<----      Limit Each Line to a Maximum Of 72 Characters       ---->|

# Provide links or keys to any relevant tickets, articles or other resources
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redrosedialtone added a commit to redrosedialtone/Cataclysm-DDA that referenced this issue Mar 27, 2022
# |<-- Using around 50, Maximum 72 Characters -->|

# Explain why this change is being made
# |<----      Limit Each Line to a Maximum Of 72 Characters       ---->|

# Provide links or keys to any relevant tickets, articles or other resources
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OldFriendEr added a commit to OldFriendEr/Cataclysm-DDA that referenced this issue Apr 9, 2022
# |<-- Using around 50, Maximum 72 Characters -->|

armor part breathability will be calculated if override has invalid
value set
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I-am-Erk pushed a commit that referenced this issue Apr 16, 2022
* Flight gear

* Update data/json/items/tool_armor.json

Co-authored-by: Binrui Dong <[email protected]>

* Update data/json/items/tool_armor.json

Co-authored-by: Anton Burmistrov <[email protected]>

* Update data/json/items/tool_armor.json

Co-authored-by: chaohedgehogs <[email protected]>

* Update data/json/items/tool_armor.json

Co-authored-by: chaohedgehogs <[email protected]>

* Update data/json/items/tool_armor.json

Co-authored-by: Binrui Dong <[email protected]>

* Update tool_armor.json

Added Two-Way Radio to the helmet when on, in-built radio was a common functionality with the helmets I researched.

* Update 9mm.json

9x19mm +P+ is about double the price of 9x19mm +P as per my cursory research.

* Update suits_protection.json

* Update tool_armor.json

* Update 9mm.json

* Revert "9x19mm +P and + prices" (#49155)

* enable to override armor breathability using JSON

The breathability currently is being calculated by the least breathable
material, in some cases it contradicts the item description in this case
the nomad_bodyglove_1, witch is breathable, but has breathability 0 due
to some rubber in it. Now it can be set from JSON file. I also adjusted
the nomad_bodyglove_1 breathability values by using material
breathability of lycra and cotton.

* Update src/itype.h

Co-authored-by: haveric <[email protected]>

* will handle breathability override invalid values
# |<-- Using around 50, Maximum 72 Characters -->|

armor part breathability will be calculated if override has invalid
value set
# |<----      Limit Each Line to a Maximum Of 72 Characters       ---->|

# Provide links or keys to any relevant tickets, articles or other resources
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* breathability override no uses enum
# |<-- Using around 50, Maximum 72 Characters -->|

had a suggestion not to use arbitrary values but use defined enums
# |<----      Limit Each Line to a Maximum Of 72 Characters       ---->|

* Update src/material.h

Co-authored-by: Dillon Matchett <[email protected]>

* linted JSON

custom_underwear.json was not linted, now its good

Co-authored-by: faefux <[email protected]>
Co-authored-by: fae <[email protected]>
Co-authored-by: Binrui Dong <[email protected]>
Co-authored-by: Anton Burmistrov <[email protected]>
Co-authored-by: chaohedgehogs <[email protected]>
Co-authored-by: Angela Graves <[email protected]>
Co-authored-by: eso <[email protected]>
Co-authored-by: haveric <[email protected]>
Co-authored-by: Dillon Matchett <[email protected]>
dseguin pushed a commit that referenced this issue Apr 18, 2022
* Medical Menu Implementation

Implements the initial steps for the Medical Menu, changes including;
~keybindings.json - Adds 'View Medical' hotkey under 'N'
~action.cpp / ~action.h / ~avatar.h / handle_action.cpp / game.cpp - Adds the corresponding action to 'View Medical'
+medical_ui.cpp - Menu implementation
~display.h / display.cpp - Exposes bodypart_status_colors

* [Medical Menu] Basic Build and Test (GCC 9, Curses, LTO) Styling

Removal of a couple variables left behind from previous implementation, correct character casting.

* [Medical Menu] Extended Implementation

-Access from Player Info ('@') Menu
-Info Menu
-Scrolling Text
-Formatting
-Astyle & Clang Tidy

* [Medical Menu] Removal of widget dependency

Removed temporarily until the widget implementation is less in-progress; Code cleanup.

* Update data/raw/keybindings.json

* Refactoring



# Explain why this change is being made
# |<----      Limit Each Line to a Maximum Of 72 Characters       ---->|

# Provide links or keys to any relevant tickets, articles or other resources
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* [Medical Menu] Code Clarity

# |<-- Using around 50, Maximum 72 Characters -->|

# Explain why this change is being made
# |<----      Limit Each Line to a Maximum Of 72 Characters       ---->|

# Provide links or keys to any relevant tickets, articles or other resources
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* [Medical Menu] C++ Analysis

# |<-- Using around 50, Maximum 72 Characters -->|

# Explain why this change is being made
# |<----      Limit Each Line to a Maximum Of 72 Characters       ---->|

# Provide links or keys to any relevant tickets, articles or other resources
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* Update src/medical_ui.cpp

* [Medical Menu] Static efftype_id

# |<-- Using around 50, Maximum 72 Characters -->|

# Explain why this change is being made
# |<----      Limit Each Line to a Maximum Of 72 Characters       ---->|

# Provide links or keys to any relevant tickets, articles or other resources
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Co-authored-by: Maleclypse <[email protected]>
Co-authored-by: Kevin Granade <[email protected]>
OldFriendEr added a commit to OldFriendEr/Cataclysm-DDA that referenced this issue Jun 8, 2022
# |<-- Using around 50, Maximum 72 Characters -->|

those two particular samples were missing in the loot-table
# |<----      Limit Each Line to a Maximum Of 72 Characters       ---->|

closes CleverRaven#58255
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bombasticSlacks pushed a commit that referenced this issue Jun 8, 2022
# |<-- Using around 50, Maximum 72 Characters -->|

those two particular samples were missing in the loot-table
# |<----      Limit Each Line to a Maximum Of 72 Characters       ---->|

closes #58255
# Provide links or keys to any relevant tickets, articles or other resources
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bombasticSlacks pushed a commit to bombasticSlacks/Cataclysm-DDA that referenced this issue Jun 10, 2022
# |<-- Using around 50, Maximum 72 Characters -->|

those two particular samples were missing in the loot-table
# |<----      Limit Each Line to a Maximum Of 72 Characters       ---->|

closes CleverRaven#58255
# Provide links or keys to any relevant tickets, articles or other resources
# Example: fixes CleverRaven#1234, closes CleverRaven#2345, resolves CleverRaven#3456, references CleverRaven#4567
RobertFontan added a commit to RobertFontan/Cataclysm-DDA that referenced this issue Sep 28, 2022
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#### Summary
Features "Added an option to toggle between drug brand names and generic functional names"
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#### Purpose of change

CleverRaven#51689 Added this option for players who prefered the older version of the game. which had brand names.

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#### Describe the solution

Added a variant to the med.json adding brand names to item desciptions and use actions.  item.cpp, options.cpp, and item.h adds functionality for a toggle like the "show gun brand" option

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#### Describe alternatives you've considered

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#### Testing

Ran it until I found prescription stimulants and toggled the button to ensure it worked. (Should display adderall brand name in description)

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kebkaldanil added a commit to kebkaldanil/Cataclysm-DDA that referenced this issue Oct 13, 2022
# Explain why this change is being made
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There was some clang compilation errors and misspeling in previous commits

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Faalagorn added a commit to Faalagorn/Cataclysm-DDA that referenced this issue Mar 10, 2023
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#### Purpose of change
Fix issues in README on the main page
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#### Describe the solution
Fix link and update links to https while at it
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Update the .github link to be interacive somehow (but it doesn't work on browser for some reason)
<!-- Explain any alternative solutions, different approaches, or possibilities you've considered using to solve the same problem. -->

#### Testing
Clicking the link which brings to CONTRIBUTION directly
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dseguin pushed a commit that referenced this issue Mar 11, 2023
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#### Purpose of change
Fix issues in README on the main page
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#### Describe the solution
Fix link and update links to https while at it
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#### Describe alternatives you've considered
Update the .github link to be interacive somehow (but it doesn't work on browser for some reason)
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#### Testing
Clicking the link which brings to CONTRIBUTION directly
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#### Additional context
None
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Demivan added a commit to Demivan/Cataclysm-DDA that referenced this issue May 30, 2023
Don't allow to scan books that are owned by other character

# Explain why this change is being made
# |<----      Limit Each Line to a Maximum Of 72 Characters       ---->|
It was possible to scan books from merchant inventory without
buying them.

# Provide links or keys to any relevant tickets, articles or other resources
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fixes CleverRaven#65840
OldFriendEr added a commit to OldFriendEr/Cataclysm-DDA that referenced this issue Dec 7, 2023
# |<-- Using around 50, Maximum 72 Characters -->|

due to a bug the bar only shows up when steadiness is full, problem was
that the calculated steadiness was stored in an int while the value was
a double resulting in either empty or full bar.
# |<----      Limit Each Line to a Maximum Of 72 Characters       ---->|

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fixes CleverRaven#69954
Peakwastaken added a commit to Peakwastaken/Cataclysm-DDA that referenced this issue May 3, 2024
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Rules for suggested pull requests:
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NOTE: Please grant permission for repository maintainers to edit your PR.  It is EXTREMELY common for PRs to be held up due to trivial changes being requested and the author being unavailable to make them. -->

#### Summary
Content "Adds a new Special, Oil Platforms, to spawn in the ocean."
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#### Purpose of change
The ocean is completely devoid of content right now, and I understand it might make it very unappealing to work on before anything is actually there to make people interested in going there, so I figured I'd get the machine rolling while trying my hands at doing some mapping for CDDA !
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#### Describe the solution
This special is UNIQUE with a 5% chance of spawning per overmap, I tried using check_for_locations to prevent it from spawning to close to the short with no luck, so city_distance is what's kind of doing that for now.

It features mostly industrial loot  (Tools, electronics, work/diving clothes, heavy machinery, solar pannels), as well as quite a few skill books, medicine, food, some chemistry ingredients, and the potential for 55gal drums containing various fuel, as well as newly added crude oil (which I'd like to make a recipe to turn into fuel with a catalytic cracking reactor in the future).

There's a 20% chance for a helicopter spawn on the helipad, which might be a wreck (from the "helicopters" spawn group), and four 10% chance for single motor boat spawns by the pillars on the water. There's also up to three inflatable boats floating down below the emergency dockings on the east side.

Besides the most common types of zombies, It is mostly populated by zombie/feral mechanics or crewmen, swimmer zombies, and there are small chances of zapper/gasoline zombies to spawn. For the latter, there are four hardcoded locations with 5% chance of spawning, and some further chances in the zombie group a week in. Figured it'd work well thematically and could be interesting as either a boon or a bane depending on how you handle it.

I tried to stick as best as I could to what an oil platform could look like by doing quite a bit of research, the only thing I really skirted around was for the plume; a chimney that usually extends quite a ways out over the ocean to burn excess gas. I didn't want there to be somewhere you could just easily walk to and attract all the zombies to take a dive so easily, so it mostly goes up in height.

I went with a gravity based structure, the supporting pillars extending all the way to the bottom of the ocean, because I'd like, in a potential follow up, leave some room to add a small chance of it having a submerged hidden lab kind of thing in the concrete slab at the bottom. Such pillars usually are used to house piping that'd connect to underwater pipe-lines, so I figured it'd be good like this for now anyways ! Plus it makes it easier to justify every bit of piping that runs along the platform, which i've tried to do as best as possible.

<!-- How does the feature work, or how does this fix a bug?  The easier you make your solution to understand, the faster it can get merged. -->

#### Describe alternatives you've considered

- As said above, adding a chance for a hidden submerged lab to be connected to the pillars going down - probably for a new project if it seems like a good idea.

- Adding ramps instead of stairs to the various walkways - seemed like idle zombies liked to kill themselves by walking up and dropping back down.

- Making it bigger and globally_unique, but I'd rather have both if possible !

- Adding even more chances for gasoline zombies to spawn as time progresses.

<!-- Explain any alternative solutions, different approaches, or possibilities you've considered using to solve the same problem. -->

#### Testing

Spawning in a new world, teleporting to the ocean, seems to spawn fine.

Going around to see if I've made any mistakes, fixed all the ones I could see.

<!-- Describe what steps you took to test that this PR resolved the bug or added the feature, and what tests you performed to make sure it didn't cause any regressions.  Also include testing suggestions for reviewers and maintainers. See TESTING_YOUR_CHANGES.md -->

#### Additional context

Screenshots : (I'm not sure if this'll work but I'll try)

<blockquote class="imgur-embed-pub" lang="en" data-id="a/PHeXLWv" data-context="false" ><a href="//imgur.com/a/PHeXLWv"></a></blockquote><script async src="//s.imgur.com/min/embed.js" charset="utf-8"></script>

<!-- Add any other context (such as mock-ups, proof of concepts or screenshots) about the feature or bugfix here. -->

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By contributing to the project you agree to the term of the license and that any contribution you make will also be covered by the same license.
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Maleclypse added a commit that referenced this issue May 15, 2024
* Adds Oil Platform specials to spawn in the ocean

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#### Summary
Content "Adds a new Special, Oil Platforms, to spawn in the ocean."
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#### Purpose of change
The ocean is completely devoid of content right now, and I understand it might make it very unappealing to work on before anything is actually there to make people interested in going there, so I figured I'd get the machine rolling while trying my hands at doing some mapping for CDDA !
<!-- With a few sentences, describe your reasons for making this change.
If it relates to an existing issue, you can link it with a # followed by the GitHub issue number, like #1234.
When you submit a pull request that completely resolves an issue, use [Github's closing keywords](https://docs.github.com/en/get-started/writing-on-github/working-with-advanced-formatting/using-keywords-in-issues-and-pull-requests#linking-a-pull-request-to-an-issue)
to automatically close the issue once your pull request is merged.
If there is no related issue, explain here what issue, feature, or other concern you are addressing.  If this is a bugfix, include steps to reproduce the original bug, so your fix can be verified. -->

#### Describe the solution
This special is UNIQUE with a 5% chance of spawning per overmap, I tried using check_for_locations to prevent it from spawning to close to the short with no luck, so city_distance is what's kind of doing that for now.

It features mostly industrial loot  (Tools, electronics, work/diving clothes, heavy machinery, solar pannels), as well as quite a few skill books, medicine, food, some chemistry ingredients, and the potential for 55gal drums containing various fuel, as well as newly added crude oil (which I'd like to make a recipe to turn into fuel with a catalytic cracking reactor in the future).

There's a 20% chance for a helicopter spawn on the helipad, which might be a wreck (from the "helicopters" spawn group), and four 10% chance for single motor boat spawns by the pillars on the water. There's also up to three inflatable boats floating down below the emergency dockings on the east side.

Besides the most common types of zombies, It is mostly populated by zombie/feral mechanics or crewmen, swimmer zombies, and there are small chances of zapper/gasoline zombies to spawn. For the latter, there are four hardcoded locations with 5% chance of spawning, and some further chances in the zombie group a week in. Figured it'd work well thematically and could be interesting as either a boon or a bane depending on how you handle it.

I tried to stick as best as I could to what an oil platform could look like by doing quite a bit of research, the only thing I really skirted around was for the plume; a chimney that usually extends quite a ways out over the ocean to burn excess gas. I didn't want there to be somewhere you could just easily walk to and attract all the zombies to take a dive so easily, so it mostly goes up in height.

I went with a gravity based structure, the supporting pillars extending all the way to the bottom of the ocean, because I'd like, in a potential follow up, leave some room to add a small chance of it having a submerged hidden lab kind of thing in the concrete slab at the bottom. Such pillars usually are used to house piping that'd connect to underwater pipe-lines, so I figured it'd be good like this for now anyways ! Plus it makes it easier to justify every bit of piping that runs along the platform, which i've tried to do as best as possible.

<!-- How does the feature work, or how does this fix a bug?  The easier you make your solution to understand, the faster it can get merged. -->

#### Describe alternatives you've considered

- As said above, adding a chance for a hidden submerged lab to be connected to the pillars going down - probably for a new project if it seems like a good idea.

- Adding ramps instead of stairs to the various walkways - seemed like idle zombies liked to kill themselves by walking up and dropping back down.

- Making it bigger and globally_unique, but I'd rather have both if possible !

- Adding even more chances for gasoline zombies to spawn as time progresses.

<!-- Explain any alternative solutions, different approaches, or possibilities you've considered using to solve the same problem. -->

#### Testing

Spawning in a new world, teleporting to the ocean, seems to spawn fine.

Going around to see if I've made any mistakes, fixed all the ones I could see.

<!-- Describe what steps you took to test that this PR resolved the bug or added the feature, and what tests you performed to make sure it didn't cause any regressions.  Also include testing suggestions for reviewers and maintainers. See TESTING_YOUR_CHANGES.md -->

#### Additional context

Screenshots : (I'm not sure if this'll work but I'll try)

<blockquote class="imgur-embed-pub" lang="en" data-id="a/PHeXLWv" data-context="false" ><a href="//imgur.com/a/PHeXLWv"></a></blockquote><script async src="//s.imgur.com/min/embed.js" charset="utf-8"></script>

<!-- Add any other context (such as mock-ups, proof of concepts or screenshots) about the feature or bugfix here. -->

<!--README: Cataclysm: Dark Days Ahead is released under the Creative Commons Attribution ShareAlike 3.0 license.
The code and content of the game is free to use, modify, and redistribute for any purpose whatsoever.
By contributing to the project you agree to the term of the license and that any contribution you make will also be covered by the same license.
See http://creativecommons.org/licenses/by-sa/3.0/ for details. -->

* Of course I spot a mistake right after I create the PR

* Update data/json/furniture_and_terrain/terrain-manufactured.json

* Update data/json/furniture_and_terrain/terrain-manufactured.json

* Fixed wrong surface water type, a wrongly aligned pipe, and made the platform a little longer to avoid zombies spawning outside of its berth

* Added a catalytic cracking reactor, reworked the drum groups to make more sense where they spawn

* Fixed crude_oil's material and ammo type, removed processed fuel and the rope leading to the crane, replaced forklifts by trolleys, increased minimum city distance and liquid amount in containers

* Fixed crude_oil's material and ammo type, removed processed fuel and the rope leading to the crane, replaced forklifts by trolleys, increased minimum city distance and liquid amount in containers

* Accidentally modified the crude lamp oil energy value, this should fix it (Sorry, struggling a little with github here)

* Update data/json/mapgen/oil_platform/oil_platform_z2.json

* Update data/json/furniture_and_terrain/terrain-manufactured.json

* Update data/json/mapgen/oil_platform/oil_platform_z2.json

* Apply suggestions from code review

* Switched the tanks leading to the generators from salt water to diesel (didn't make sense)

* Update overmap_terrain_coverage_whitelist.json

* Update data/json/items/fuel.json

---------

Co-authored-by: Maleclypse <[email protected]>
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