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Lizard Gas Rework, Fixes & More (#5802)
## About The Pull Request A big update that reworks the Lizard's Gas Station, that fixes existing issues and makes the role overall more interesting. A third spawner is added, which is the Manager, who will be held to a higher standard, and is expected to be in charge of interactions between Lizard's Gas and other factions, along with controlling the budget. The manager spawns in with slightly more equipment that better allow them to protect themselves, their workers, and the station itself from danger. (A unique outfit for them is also planned, but it is still a WIP) Lizard's Gas will now have their own unique budget, which is mostly for fluff, but is also intended to be used for tracking the profits, paying the workers, and for making orders through trade - as an express console (like Tarkon or Persistence) would be counterproductive as the ghost role is intended to interact with others. Entirely new map layout, highly inspired by European service stations. This reworked layout has the following features: - A bigger shopfront, with shutters and direct connection to the employee only areas. - Store area itself made bigger, with a greater variety of goods on sale, along with a pair of flatpacked quantum pads. - The removal of the old shed outside of the gas station itself, which held the majority of equipment. - A garage, being the new dedicated workspace. Now holds most of the equipment that was in the shed. - A utility closet, containing the rest of the equipment, along with a big air tank and an SMES that actually works. - A CCTV system for the gas station, so you can view both what is outside and inside from relative safety. - A proper break room, for the employees, with privacy and access to the CCTV. - A nice fancy office, for the manager, with privacy and additional ways to contact other factions (holopad and fax machine), and of course access to the CCTV. - Air conditioning, could you imagine having to work on lavaland or an icemoon without it? Three new biogenerator machines that are (currently) entirely unique to Lizard's Gas, these combine some of the functionalities of other already existing biogens, while adding much more to them to create additional incentives to both play the roles and interact with them. These could potentially be added to other ghost roles in the future, as they are intended to cover for the lack of access to certain machinery or just general lack of space or extra hands to achieve the desired outcome. The medical biogenerator specifically is also meant to cover for negative quirks that normally would result in a quick death due to the lack of access to the quirk specific medicines, or to simply treat most common injuries on lavaland - making the role accessible to way more player characters. Also currently _planned_: - New power generators, fueled by wood and biomass. - New outfit for the manager. - Fixing the prefab shutters, as their animation is broken and their sprite could use more work and additional frames. ## Why It's Good For The Game The intention is to give the gas station the means to easily be self-sufficient, along with the right tools to connect themselves to a trading partner of their choosing without being intrusive - a cargo teleporter and a pair of quantum pads. This will allow Lizard's Gas to establish a direct link with others, allowing there to be much more interactions between it and their partner of choosing with much more ease, but still requiring the other side to assist by setting up their own cargo teleporter and deploying the quantum pad on their end. Also, being a neutral faction in a (literal) hotspot, they could act as an interesting hub for interactions between other factions or themselves. Here's a much more detailed breakdown of the issues being solved: - Spawn reliance - A bad spawn entirely dictates who you can and will be able to interact with, for a ghost role which is guaranteed to spawn, the spawn location shouldn't play this much of a factor. As such, Lizard's Gas now is provided a pair of flatpacked quantum pads and a cargo teleporter to be able to cooperate with any other entity to establish a quantum pad link (Communication being done by fax or PDA). Using the Cargo Teleporter allows the Quantum Pads to be set up without needing someone to actually manually to the Gas Station. - Quirks - Certain quirks that rely on medicines completely screw you, as getting more will require a full chemical setup, such as Phobia, Brain Degeneration, or the worst offender: Asthma. This is solved by the medical biogen added to Lizard Gas. - Husked = Roundremoved - If you somehow managed to get husked, or suffer a serious infection, you are pretty much dead dead. With your only real options is being taken to the station, or praying the Persistence players somehow stumble upon your dead body. To solve that issue without giving Lizard Gas a full chem setup, they instead can just make synthflesh patches with one of the biogens. - Bad Piping & Cables - The original map had serious issues with the piping, such as certain devices not being connected, being useless, or just going through walls when it is unnecessary, the worst offender was the oxygen recycler which is meant to suck in oxygen from lavaland not even working. Cables wise, the SMES was only able to draw power, and not output any of it. - No Theft Prevention - Coming across Lizard Gas previously without knowing about it could easily result in people accidentally stealing from the Ghost Role, as most of their supplies were completely out in the open and protected by two notes left on the floor. All of those supplies are now moved inside. - No Unique Access - Anyone could wander into the Gas Station if it was unbolted, and then enter the back areas and snatch whatever they wanted, which is even more of an issue when they are now provided with three unique machines that are fairly powerful. Giving the doors special access only provided to the Gas Station workers fixes that before it is even an issue. Along with fixing the aforementioned issues, there are quite a few additions that are meant to provide the following benefits: - Interaction Incentives - Now that it is more accessible, Lizard Gas required a bit more of a unique 'stock' to provide to people visiting it, and since none of them operate any plasma-fueled vehicles, the next best thing is selling them items for convenience, at a store, a convenience store if you will. With the three new machines, Lizard Gas will have access to a lot of products they can mass produce on the spot using only biomass. They can make you a burger on the spot! Sure, it tastes very synthetic and not that high quality, but it is produced on the spot. Most of the other products are already available in Company Imports, but this will be an option to trade for it for cheaper, player interaction is a good thing! - Neutral Hub - Being able to link themselves up other locations using a Cargo Teleporter and a pair of Quantum Pads allows the Lizard Gas workers to link up with the Station, Tarkon, and the Persistence - as long as there is someone else on the other end with a Cargo Teleporter as well. This allows all three groups a Neutral ground to be in, hopefully allowing for more interactions between players without having to worry about antags, while also being able to return to their workplace quickly and with ease. - Third Spawn - Adding a Manager, which fits thematically, and is expected to be held to higher standards. Now Lizard's Gas is a three slot Ghost Role! ## Proof Of Testing <details> <summary>Screenshots/Videos</summary> Comparisons! **Old Lizard Gas:** <img width="799" height="799" alt="StrongDMM_VGH8uAiA9r" src="https://github.com/user-attachments/assets/1f72c14c-b070-4871-9058-bb7a540768c0" /> **New Lizard Gas (Icebox):** <img width="1356" height="1017" alt="dreamseeker_KLV97bjWii" src="https://github.com/user-attachments/assets/8b09df34-a64b-42a3-8af0-70de6b74fcd1" /> <img width="1356" height="1017" alt="dreamseeker_OAcImdnaPf" src="https://github.com/user-attachments/assets/86f6a343-3979-4ed6-a5eb-7e8db9ad4cc8" /> **New Lizard Gas (Lavaland):** <img width="1360" height="1017" alt="dreamseeker_N0k7u5zD8i" src="https://github.com/user-attachments/assets/3848a851-2213-44f2-bfac-eb2133f68526" /> <img width="1356" height="1017" alt="dreamseeker_dedS1dHqaB" src="https://github.com/user-attachments/assets/d928713e-8bef-40eb-acfc-dbb3ba8d5cfd" /> **The new machines & Contents:** <img width="275" height="138" alt="dreamseeker_NpTCSRoj6k" src="https://github.com/user-attachments/assets/06579bbe-11eb-4972-9fba-b5df4b30c51b" /> <img width="1189" height="973" alt="yLPMyfBjkU" src="https://github.com/user-attachments/assets/5174833f-bc91-43b6-a472-873e94c4e93b" /> <img width="1189" height="711" alt="lRgw4dVQux" src="https://github.com/user-attachments/assets/8d6cf74e-5e3e-4110-b6b5-ae1800a8f97b" /> <img width="1189" height="679" alt="7myy2173s3" src="https://github.com/user-attachments/assets/c949851c-f487-47a5-9bf5-4db6c2b62e7f" /> </details> ## Changelog 🆑 Moldb, Cerberushopeless, Dr.arielpro & Projectkepler-RU add: Added 3 new unique biomass based machinery intended for ghost roles only. They are functionally similar to cargo-orderable biogens (Organic Ration Printer, Organic Material Printer, Colonial Supply Core, Wall Med-Station) but are consolidated into much more specific roles, while also adding additional items to their lists. add: Added an additional spawner to Lizard's Gas, in the form of a manager role. add: Gave Lizard's Gas their own budget card, which can only be spent through trading with others. Their card is actually capable of withdrawals. image: New sprites used by the new biogens, taking direct inspiration from pre-existing machines to fit in nicely. map: Near complete rework of the Lizard Gas station, making it much more roomy and more akin to an European service station. /🆑 --------- Co-authored-by: Roxy <75404941+TealSeer@users.noreply.github.com>
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@@ -14,7 +14,8 @@ SUBSYSTEM_DEF(economy)
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ACCOUNT_CAR = ACCOUNT_CAR_NAME,
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ACCOUNT_CMD = ACCOUNT_CMD_NAME, // SKYRAT EDIT
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ACCOUNT_INT = ACCOUNT_INT_NAME, // BUBBER EDIT
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ACCOUNT_TAR = ACCOUNT_TAR_NAME, // END BUBBER EDIT
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ACCOUNT_TAR = ACCOUNT_TAR_NAME,
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ACCOUNT_LIZ = ACCOUNT_LIZ_NAME, // END BUBBER EDIT
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ACCOUNT_SEC = ACCOUNT_SEC_NAME)
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var/list/departmental_accounts = list()
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