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Remove Feral Archaelogist #78840

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merged 1 commit into from
Dec 29, 2024
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Holli-Git
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@Holli-Git Holli-Git commented Dec 29, 2024

Summary

None

Purpose of change

Feral archaeologists were originally added as part of an archaeological dig for a mine, and was also added in as a reference to indiana jones. I do plan on removing the dig sites for them, but I am saving that for another PR as I want to make this PR focus entirely on the feral, as there has been controversy around it before.

A. Archaeologists are not that common. From the Bureau of Labour Statistics, the number is placed at 7 720. https://www.bls.gov/oes/current/oes193091.htm. This would make archaeologists astronomically rare to find in CDDA, to the point of them being essentially non-existent.

B. The job of archaeologist wouldn't make a feral any different from a regular one. They're not like feral mechanics where they have a set specific type of clothes and tools to use as weapons, and so they'd more or less be equivalent to a regular feral. In fact, the only difference is that they wield a shovel and have somewhat different drops. To me this feels like way too specific of a feral, akin to having a "civil engineer" feral, or an "office worker" feral.

C. The mine finale of a digsite doesn't make much sense, and was the main justification for having these specific ferals. It's a dig site buried below many meters of rock, uses dynamite (very bad in a digsite where you try to preserve artifacts), and presumes to have regular mining operations despite the fact it's clearly a very very old and therefore an extraordinarily important digsite. They also don't appear to spawn there anymore, instead chilling at the top of mines.

EDIT: It was suggested I include the original PR suggesting removal of them. #67707. The main argument for removal was that a feral could not sustain itself at the bottom of a mine, that it was very obscure, and that it was an indiana jones reference. The current solution was to have it spawn in the office of the mine, and to reduce the chance of spawning with a bullwhip. I don't think this is a sufficient reason, as it doesn't solve the problem of archaeologists being an extremely rare profession, or why it could not be a regular feral. There is a fair amount to read and parse in that PR, so apologies if something was misconstrued, misunderstood, or missed.

Describe the solution

Removes them.

Describe alternatives you've considered

N/A

EDIT: Turning the above ground feral archaeologist into a regular feral.

Testing

Spawned a bunch in, loaded in after the change, working as intended
image

Additional context

@github-actions github-actions bot added [JSON] Changes (can be) made in JSON Map / Mapgen Overmap, Mapgen, Map extras, Map display Monsters Monsters both friendly and unfriendly. Fields / Furniture / Terrain / Traps Objects that are part of the map or its features. EOC: Effects On Condition Anything concerning Effects On Condition Mods: Xedra Evolved Anything to do with Xedra Evolved labels Dec 29, 2024
@github-actions github-actions bot requested a review from Maleclypse December 29, 2024 18:55
@github-actions github-actions bot added the astyled astyled PR, label is assigned by github actions label Dec 29, 2024
@RenechCDDA
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This was previously suggested for removal in #67707 and the consensus was apparently to keep it

@github-actions github-actions bot added the json-styled JSON lint passed, label assigned by github actions label Dec 29, 2024
@Holli-Git
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This was previously suggested for removal in #67707 and the consensus was apparently to keep it

Exactly why I made this PR. I think the justifications for the consensus are incorrect, and that they should've been removed in the first place.

@Night-Pryanik
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Move it to No Hope instead of removing.

@RenechCDDA
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This was previously suggested for removal in #67707 and the consensus was apparently to keep it

Exactly why I made this PR. I think the justifications for the consensus are incorrect, and that they should've been removed in the first place.

If the justifications for removing it have already been shot down once, it really behooves you to mention that before starting on another justification. Cause you're justifying against the previous argument, right? Not just sweeping it under the rug and hoping nobody raises a winning objection this time?

You understand why it would be unfair not to mention it, I hope.

@Holli-Git
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Holli-Git commented Dec 29, 2024

You understand why it would be unfair not to mention it, I hope.

That is true, Admittedly, I was unsure how exactly to phrase it, but I'll add it into my PR in a moment.

EDIT: It has been done

@kevingranade kevingranade merged commit a16268b into CleverRaven:master Dec 29, 2024
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What does it add to have a labeled archaologist? Nothing, they're no different from any other feral, so they have no reason to exist.

If you want them in no hope you can add them there.

@github-actions github-actions bot added the BasicBuildPassed This PR builds correctly, label assigned by github actions label Dec 29, 2024
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astyled astyled PR, label is assigned by github actions BasicBuildPassed This PR builds correctly, label assigned by github actions EOC: Effects On Condition Anything concerning Effects On Condition Fields / Furniture / Terrain / Traps Objects that are part of the map or its features. [JSON] Changes (can be) made in JSON json-styled JSON lint passed, label assigned by github actions Map / Mapgen Overmap, Mapgen, Map extras, Map display Mods: Xedra Evolved Anything to do with Xedra Evolved Monsters Monsters both friendly and unfriendly.
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4 participants