[Aftershock] Shuttlepad Salvor Encampment mapgen #79257
Merged
+656
−18
Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
Summary
Mods "[Aftershock] Add an Encampment around the Port Augustmoon landing pad"
Purpose of change
We want to increase the amount of decorations around the Augustmoon landing site planet-side.
There is also a bit of narrative dissonance in selling your loot to the Port Master to make up the money to get back up to the station. But there is a shortage of NPCs planet side that you can actually trade with get the money. Pushing you to just offload your junk onto the port master in order to buy passage.
Salvors would want to set up shop and trade with each other. But space on the station (presumably) comes at a massive premium and thus wouldn't be a worthwhile investment for them.
The Exoplanet could always use more cool locations to explore.
Describe the solution
UICA Port Stuff
Adds UICA port facilities around the landing pad. Standing Fuel Tanks. An antenna tower and attached communications building. A Vehicle hanger with a bar and troop barrack built into the roof. A storage warehouse to keep goods out of the weather and cold. Capacitors and Cryofluid pumps enmass.
Salvor Slum
Add a Salvor encampment/slum off to the side of the UICA port facilities. Ramshackle buildings bolted and welded together with whatever Salvors could get their hands on. And gaps filled in Foamcrete whenever it's available. A couple of structures have even been cut off from crashed ships and transported to the site for retrofitting. Equipment is setup haphazardly around the plaza while salvaged screen mirrors play poorly self made ads.
Monsters and NPCs
Lichen clusters around the building exhausts and the micro-terraforming mills clinging to the little heat they can get in the icy wastes. And a few Labbits spawn in the area seemingly unbothered by the din of market.
UICA ground personal stand guard around their assets allocating a bare minimum police force for the Salvor Encampment. Instead preferring to field Humaniform robots to keep peace in the area. If those weren't enough a Regulator patrols the front of the camp ready to protect their investments in the area.
Loot:
Again not really meant to be looted but the warehouse is absolutely stacked with UICA gear, hardware, and scraps.
Sealed crates spawn the civilian crate group pending further revisions whenever the promised crate group audit comes.
Most of the shops have been left empty for vendor use.
Valuable loot is secured behind Elocked doors and usually watched by NPCs.
Describe alternatives you've considered
I could have made the warehouse heated but opted not to for now. The UICA can save on their electric bill.
The Garage doors could spawn closed but they are open right now.
I could have put loot and some engineers in the garages but I opted against it for reasons lightly touched on in Additional Context.
I did try to add a Humaniform group for the UICA but that work got discarded when I couldn't get the spawning right. I have figured out how to do it right this time but am not inclined to do it again at this juncture.
Testing
I have loaded it into a world and checked it over to verify:
Spawning with correct layout. Spawning NPCS where expected. Spawning Monsters where expected. Checked the item spawns were where expected and in amounts vaguely deemed acceptable. No bugs with terrain and furniture combinations. (That one was tough to iron out). All structures have roofs.
Additional context
NPC Speculation:
NPCS are not included in this PR but I did have some brief thoughts I worked into the Mapgen:
Code Breaker
The NPC living in the ship fragment was set up with a pc, some electronic machinery, and some racks. I imagine they are a sort of code-breaking who buys old pre-discontinuity data storages. They restore the damaged ones themself and then crack the old corpo encryptions to get at whatever's on the drive. Most of it's moderately interesting junk but you'll score a big pay day if you bring them something that turns out to be really spicy. Could be good for tie ins to other missions as well.
Salvaged Robot Salesperson
I imagine the NPC in the building with all the drone chargers as someone who salvages robots. They sell robot parts from the ones they can't fix and a few small inactive bots they managed to restore. They are interested in buying broken robots if you can bring them any. In general they buy and sell robot parts and escrap.
Salvor Gear Fabricator
I see the NPC in the workshop ship as someone who makes and sell all the sorts of improvised and makeshift gear Salvors are known for. They aren't winners but it's the gear that'll do in a pinch when you don't have anything better. They might occasionally make some interesting stuff but it usually pales in comparison to what you get on the station. They are always interested in buying and selling scraps of nearly all verities.
Vehicle Salesperson
Currently there is actually a huge crisis with trying to get a working vehicle and keep it for any amount of time. All the vehicles on Salus are Atomic and Electric in nature (so far as I've added). But the fuel item for mini-reactors isn't currently set to spawn anywhere. So you are limited to as far as your batteries can take you. And getting a vehicle is it's own brand of disaster right now.
I am thinking it would actually be pretty nice if we had an NPC you could buy a vehicle reactor fuel from at least until it spawns more commonly. I also think it would actually be quite trivial to use some update to mapgen to potentially allow them to sell you a car we store in one of the garages. Which I think would be pretty game changing since the landing pad does tend to spawn in the middle of no where with no road connections.