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Oil Spills

Oil spill creation and cleanup, with integration requirements for automatic collision and wear leaks.

System overview

Sky Fire Job includes a persistent oil spill system with:

  • Server-authoritative spill creation
  • Database persistence
  • Vehicle-origin spill creation through an external integration
  • Splash spread from moving vehicles
  • Bound and cleaned spill states
  • Item-gated cleanup validation

Spills are stored in sky_fire_oil_spills. Delete on restart is enabled by default; disable it to restore unexpired saved spills after a resource restart.

Automatic vehicle leaks require an integration

Automatic oil spills after collisions or from vehicle wear require Sky Mechanic or another connected resource. Firejob provides the visible spills, spread behavior and cleanup. Enabling Oil Spills in Firejob does not add vehicle collision or wear detection.

  • With Sky Mechanic, open /jobconfig → Mechanic Jobs → Vehicle Fluid Leaks and enable Enable fluid leaks and Frontal impact leaks. The collision must meet the configured impact requirements.
  • With another vehicle system, connect its collision or wear detection to Firejob's server-side CreateOilSpill export.
  • Firejob can also create oil spills through the Scenario Creator without Sky Mechanic.

The Cleanup settings control who can clean existing spills and which items they need. Firejob's standalone accident detection under Vehicle Fires creates vehicle fires; it does not create oil spills.

Cleanup flow

The default workflow is:

  1. Use oil_absorbent to bind a fresh spill.
  2. Use broom to sweep a bound spill.

Cleanup access can require:

  • A firefighter job
  • On-duty status
  • Correct cleanup item
  • Valid interaction distance

Absorbent minigame

The latest implementation replaces a simple timed absorbent action with an interactive spreading minigame. Firefighters must visibly cover the spill before the server accepts the bind phase.

This keeps item validation, distance checks, duty checks, and final state changes server-authoritative.

Spill spread

Moving vehicles can splash fresh spills and create smaller secondary puddles. The splash system uses configurable values for:

  • Minimum speed
  • Low, medium, and high speed tiers
  • Splash count
  • Spread radius
  • Cooldown
  • Wear reduction of the source spill

Public integrations

Other resources can create, remove, or list spills through supported exports:

  • CreateOilSpill
  • RemoveOilSpill
  • GetOilSpills