CleverRaven/Cataclysm-DDA

A list of locations to update

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#62,747 opened on Dec 15, 2022

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Description

Is your feature request related to a problem? Please describe.

I'm creating this issue for the purposes of organizing which locations I need to renovate in G-experimental, with the hopes of finishing this list for 0.H.

The locations I'm including have either clear problems (eg. missing a roof, road connection issues, or lack of regionalized terrains) or general design flaws. This adds a bit of subjectivity to the list, it's debatable whether some of these can truly be coined as 'issues', but I nevertheless think it's important to have them mentioned in order to create discussion.

Most of these entries are very trivial to fix, so if anyone wants to chip in, that'd be nice. :)

Solution you would like.

Here's the list of locations that should be looked at, what needs to be done, and how difficult it is to resolve.

  1. City locations:
  • abandoned shopping plaza: not much going on here currently, could use some zombie spawns, see #60080 (medium)
  • antique store: increase loot, expand antique item group (easy)
  • car dealership: needs an expansion - currently sells only 4 cars, not very profitable (medium)
  • car showroom: needs an expansion - same issue as the car dealership (medium)
  • fruit orchard: needs a roof (easy)
  • grocery: needs a proper employee/logistical area (medium)
  • house01: regionalize terrains, add bulk construction furniture (easy)
  • house02: regionalize terrains, add bulk construction furniture (easy)
  • house03: regionalize terrains, add bulk construction furniture (easy)
  • house05_ab: regionalize terrains, add bulk construction furniture (easy)
  • house20: regionalize terrains, add bulk construction furniture (easy)
  • house21: regionalize terrains, add bulk construction furniture (easy)
  • house22: regionalize terrains, add bulk construction furniture (easy)
  • house23: regionalize terrains, add bulk construction furniture (easy)
  • house24: regionalize terrains, add bulk construction furniture (easy)
  • house_library: fix wood floor under bathtub (easy)
  • hospital (3x3): needs a redesign - doesn't have an ambulance station, specialized departments, or any hospital equipment (difficult)
  • megastore: faces the wrong direction, needs a better parking lot (medium)
  • multi-unit housing: more variants, see #59930 (easy)
  • office tower (2x2): rename to 'office building', map merging needed (medium)
  • office tower (3x2): needs additional levels and map merging (medium)
  • police station: needs a better parking lot for the cop cars (medium)
  • pond: should be removed from the park list (easy)
  • small market: regionalize terrains, improve item groups (easy)
  • small office: regionalize terrains, replace place_items with items (easy)
  • strip club: faces the wrong direction (easy)
  • urban_4: fix linoleum floor under dining room table (easy)
  • urban_25: link up underground level with the main sewer line, requires #62636 (easy)
  • zoo: needs a redesign - its animals are kept in very inhumane environments, spawns need balancing, terrains should be regionalized (difficult)
  1. Wilderness locations:
  • abandoned farm: very outdated - needs roofs, regionalized terrains (difficult)
  • dairy farm: needs an expansion - lacks cattle housing and proper silos, more grazing land would be nice (medium)
  • derelict property: replace predecessor_terrain with fallback_predecessor terrain, needs a roof (medium)
  • farm_2side: integrate into the farm mutable (medium)
  • farm_stills: integrate into the farm mutable (medium)
  • farm (TWD): integrate into the farm mutable (medium)
  • gas station bunker: a bunker-less variant would be nice, fix road connection (medium)
  • golf course: fix road connection (easy)
  • hunting lodge: should be spawning in forests, far away from cities, existing connection is probably unnecessary (easy)
  • Isherwood Farms: replace old-style farm fields with newer ones, fix hard edges (medium)
  • junkyard: needs an expansion - currently has only 14 junk cars (medium)
  • lumbermill: wouldn't mind turning it into a mutable for extra randomness (difficult)
  • military base: more descriptive map symbols would be nice, replace pillars with flagpoles, replace radio tower stairs with ladders, replace rock with soil at Z-1, add tent floors. I may be missing some other stuff as well. (medium)
  • nature trail: should be converted into a city special (easy)
  • nuclear plant: should be generating next to pre-existing rivers, it's substations need to be moved to fit this change though (medium)
  • potter's cottage: should be generating next to river banks (easy)
  • private airport: copy map symbols from the regional airport for the sake of consistency (easy)
  • private resort: map merging needed, fix road connections (medium)
  • public pond: should only spawn in cities (easy)
  • public washroom: fix road connection (easy)
  • pump station: fix sewer connections (easy)
  • regional dump: fix road connection, add more trash/landfill (easy)
  • rest area: fix road connection (easy)
  • roadside food cart: fix road connection (easy)
  • shipwreck: should be generating on riverbanks instead of river centers (easy)
  • shooting range: could use a few more shooting ranges and a clubhouse (medium)
  • slime pit: regionalize terrains (easy)
  • small warehouse: should only spawn in cities (easy)
  • trailer park: I want to obsolete this, the new mobile home park already does a good job at replacing it (easy)
  • tree farm: could be expanded upon with a couple more acres (medium)

Describe alternatives you have considered.

Making separate issues for each entry on the list... I found this one easier to manage.

Additional context

I used to keep these lists around for personal use, but I figured there was no harm in sharing them. Feedback's welcome.

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