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Cleaned up contents of job lockers#40156

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Hitlinemoss wants to merge 10 commits intospace-wizards:masterfrom
Hitlinemoss:moss-lockercleanupv2
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Cleaned up contents of job lockers#40156
Hitlinemoss wants to merge 10 commits intospace-wizards:masterfrom
Hitlinemoss:moss-lockercleanupv2

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@Hitlinemoss
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@Hitlinemoss Hitlinemoss commented Sep 6, 2025

About the PR

Removes redundant/pointless items from job lockers, and reduces random variability of locker conents across the board. Retooled version of #38550.

Why / Balance

To my knowledge, maintainers' current stance on job lockers is that they should only contain job-essential equipment. To that end, having them sometimes roll for non-essential joke items causes them to be cluttered and makes that essential equipment harder to access. In addition, removing random variance for job-essential items makes equipping yourself with one of these lockers more consistent. I don't think these changes should have any significant impact on game balance, since any removed items should be easily accessible from other places in the department (usually vending machines or lathes).

Ideally, once these baseline changes are merged, I can work on a follow-up PR to more thoroughly clean up job lockers, wardrobe lockers, and wardrobe vendors; as it stands currently, job lockers often contain clothing (including headsets!) that really should just be put in a wardrobe for the sake of reducing clutter. (For some reason Medical has this problem the worst, to the point of even the CMO having articles of clothing in their locker despite having a dedicated dresser.) Naturally this would require making sure wardrobe vendors are actually mapped on all stations.

Technical details

YAML changes to the following prototypes:

LockerFillSalvageSpecialist:

  • Now always spawns with two flares (previously 0-3 at random)

DresserHeadOfSecurityFilled:

  • Now spawns with a neck gaiter (moved from HoS's locker)

LockerFillQuartermaster:

  • No longer spawns with cigarettes (previously a 50% chance; if a QM character does not smoke this is useless, if a QM character smokes they will likely have cigarettes as a trinket anyway)

LockerFillCaptainNoLaser:

  • No longer spawns with a premium cigar case (previously a 25% chance; if a Captain character does not smoke this is useless, if a Captain character smokes they will likely have some kind of smokables as a trinket anyway)
  • No longer spawns with a nukie plushie (previously a 10% chance)

LockerFillHeadOfPersonnel:

  • No longer spawns with a premium cigar case (previously a 25% chance; if a HoP character does not smoke this is useless, if a HoP character smokes they will likely have some kind of smokables as a trinket anyway)
  • No longer spawns with an Ian backpack (previously a 50% chance; currently a loadout playtime reward so having it also spawn randomly in the locker is odd)

LockerFillChiefEngineerNoHardsuit:

  • No longer spawns with a cigar case (previously a 15% chance; if a CE character does not smoke this is useless, if a QM character smokes they will likely have a cigar case as a trinket anyway)

LockerFillChiefMedicalOfficerNoHardsuit:

  • No longer spawns with CMO's cloak or beret (these are already in the CMO's dresser)

LockerFillHeadOfSecurityNoHardsuit:

  • No longer spawns with a premium cigar case (previously a 50% chance; if a HoS character does not smoke this is useless, if a HoS character smokes they will likely have some kind of smokables as a trinket anyway)
  • No longer spawns with a neck gaiter (moved to HoS's dresser)

LockerFreezerVaultFilled

  • Now spawns with a premium cigar case (the spawns from the Captain/HoP/HoS's lockers have been removed, so this was added as a guaranteed spawn to compensate)

LockerFillMedicalDoctor:

  • No longer spawns with a health analyzer (previously a 60% chance)
  • No longer spawns with a head mirror (previously a 10% chance)

LockerFillChemistry:

  • Now always spawns with two beaker boxes (previously a 30% chance for the second)
  • Now always spawns with a hand labeler (previously a 50% chance)

LockerFillParamedic:

  • No longer has a chance to spawn with a medkit (previously a 30% chance; medbays generally have a whole back room where medical supplies are kept, so one random medkit in a job locker is unnecessary)

FillLockerScientist:

  • Now always spawns with a network configurator (previously a 50% chance)

FillLockerSecurity:

  • Now always spawns with a seclite (previously an 80% chance)
  • Now always spawns with a flash (previously a 50% chance)
  • Now always spawns with a Space Law book (previously a 50% chance)
  • No longer has a chance to spawn with a grey security jumpsuit (previously a 30% chance)
  • No longer has a chance to spawn with a holoprojector (previously a 60% chance; the security belt already contains one)
  • No longer has a chance to spawn with an anti-inflatable armament (previously a 10% chance)

FillLockerBooze:

  • Now always contains exactly one box of beanbag shells and exactly two bar rags (previously had one of each or two of one at random. I think? I don't know exactly what !type:AllSelector did here.)

FillLockerBotanist:

  • Now always spawns with a robust harvest bottle (previously a 30% chance)
  • No longer spawns with a trucker hat (previously a 10% chance)

FillWardrobeScience:

  • No longer spawns with glasses (previously a 50% chance)
  • No longer spawns with a crowbar (previously a 10% chance; Half-Life reference is funny, but I'm trying to reduce item clutter regardless)

FillWardrobeMedicalDoctor:

  • No longer spawns with glasses (previously a 30% chance)
  • Now always spawns with latex gloves (previously a 40% chance)

Media

Purely YAML changes, no media needed.

Requirements

Breaking changes

N/A

Changelog

🆑

  • tweak: Most job lockers have been adjusted to reduce clutter and variability.

@PJBot PJBot added S: Untriaged Status: Indicates an item has not been triaged and doesn't have appropriate labels. S: Needs Review Status: Requires additional reviews before being fully accepted. Not to be replaced by S: Approved. size/S Denotes a PR that changes 10-99 lines. Changes: No C# Changes: Requires no C# knowledge to review or fix this item. labels Sep 6, 2025
@Hitlinemoss Hitlinemoss changed the title Adjusted contents of job lockers Cleaned up contents of job lockers (also all paper-pushers have APPROVED/DENIED stamps now) Sep 6, 2025
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Entvari commented Sep 6, 2025

Some of these are a bit anti-fun.
Locker clutter seriously isn't that big of a deal and the occasional little rare joke like a crowbar in science equipment or a nukie plushie in the Captain locker are perfectly fine by my opinion.

Also I'd suggest making a secondary PR that increases/alters the stamp thief objective, while I like every head having approve/deny stamps, it'd make this objective very easy.

@FairlySadPanda FairlySadPanda added P3: Standard Priority: Default priority for repository items. DB: Beginner Friendly Difficulty: Great for beginners. Unambiguous in scope, and explains how to achieve the result. A: Service Area: Service department, including cooking, botany, etc A: Cargo/Salvage Area: Cargo department or Salvage. A: Command Area: Command department, where it isn't applicable to other departments. A: Engineering Area: Engineering department, including Atmospherics. A: Medical Area: Medical department, including Chemistry A: Science Area: Science department, not including Silicons. A: Security Area: Security department, including Detectives, HoS T: New Feature Type: New feature or content, or extending existing content T: Content Removal Type: Removal of content or code that is not related to code clean-up. and removed S: Untriaged Status: Indicates an item has not been triaged and doesn't have appropriate labels. labels Sep 6, 2025
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This triage is a bit mental

image

Think this should be broken up by department, and the stamp change also broken out.

@Hitlinemoss
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Think this should be broken up by department,

These are a lot of individual small changes (most lockers only have 1-2 things adjusted, most departments only have 2-3 lockers affected), so that would be obnoxious because we'd have like five entirely independent PRs to remove smokables from heads' lockers.

and the stamp change also broken out.

Yeah sure. The author of #39868 mentioned on discord that I should probably put the stamps inside of a stamp box of some sort anyway (similarly to that PR's tote for circuit boards), which is probably a good idea.

@Hitlinemoss Hitlinemoss changed the title Cleaned up contents of job lockers (also all paper-pushers have APPROVED/DENIED stamps now) Cleaned up contents of job lockers Sep 6, 2025
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I agree some of the jokey stuff with low probs is probably fine. Makes the game seem a little more alive.

Comment on lines -50 to -51
- id: PlushieNuke
prob: 0.1
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I dunno this ones kinda funny, I don't think its hurting anything. Definitely a reminder / meme about captains being the center of nukie mode.

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The maintainer stance on job lockers (to my most recent current knowledge) is "should only contain the most essential job-related equipment" (see #37375 (comment)). I think this is especially important for heads' lockers, since they tend to be the most common targets of theft, so random clutter is undesirable.

Comment on lines 91 to 93
- id: BoxBeaker
- id: BoxBeaker
prob: 0.3
amount: 2
- id: BoxPillCanister
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I suppose more beakers is fine. Kinda funny it made the chemists share though.
I would consider adding a second canister box since they are essentially expendable when handing them out.

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@Hitlinemoss Hitlinemoss Sep 6, 2025

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Adjusting the contents of lockers in a more-detailed balance-affecting way is beyond the scope of this PR (and why I closed the preceding PR), so adjusting chemistry lockers will come in a future PR.

Comment on lines 89 to -90
- id: BookSpaceLaw
prob: 0.5
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I dunno if we need 1 book per officer. The guidebook is always available.

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I think the book is valuable for newer players if only because A.) it immediately opens the right section of the guidebook, and B.) it provides an IC way for experienced players to tell cadets "read up on Space Law before you go out on patrol".

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Newer players can/must play the Cadet role, which has one in its loadout

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Regardless, I still think making the lockers a consistent source of a Space Law book is useful, if only because (to my knowledge) other sources of the book depend on random/map-specific spawns. I've had fun RP moments like "warden literally throws a Space Law book at the captain because they're repeatedly insisting in a sentence that's too high" and I want to encourage that sort of thing.

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This pull request has conflicts, please resolve those before we can evaluate the pull request.

@github-actions github-actions bot added the S: Merge Conflict Status: Needs to resolve merge conflicts before it can be accepted label Sep 11, 2025
@github-actions github-actions bot removed the S: Merge Conflict Status: Needs to resolve merge conflicts before it can be accepted label Sep 16, 2025
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Made some tweaks to this PR. I think the only "open issues" now (assuming nothing I changed needs re-review) are the nukie plushie in the captain's locker and the Space Law books in the Security lockers.

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southbridge-fur commented Sep 21, 2025

Honestly I'm not a huge fan of how many percentage things have been changed to either guaranteed or removed entirely. I'd prefer those remain as I think they add a lot of variety to the game.

Edit: I am always someone who loves item clutter personally so I don't see it as a bad thing.

@github-actions github-actions bot added the S: Merge Conflict Status: Needs to resolve merge conflicts before it can be accepted label Sep 27, 2025
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This pull request has conflicts, please resolve those before we can evaluate the pull request.

@github-actions github-actions bot removed the S: Merge Conflict Status: Needs to resolve merge conflicts before it can be accepted label Sep 27, 2025
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Hitlinemoss commented Sep 27, 2025

Honestly I'm not a huge fan of how many percentage things have been changed to either guaranteed or removed entirely. I'd prefer those remain as I think they add a lot of variety to the game.

In my eyes, randomized items aren't ideal for job lockers since they're intended to hold key job equipment, and should serve as a consistent baseline for what an individual player has access to at the start of their shift. For instance, I think that a random chance for security to not have seclites in the locker is kind of just a pointless inconvenience. Randomized departmental resources are probably better suited for map spawns (e.g, Cargo spawning with randomized crates in the cargo bay).

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Hrosts commented Sep 28, 2025

The linked judgement is on "common useful goods vs strictly needed items". This change primarily touches useless fluff items/variation, which aren't mentioned there. I'd like a separate opinion on this. +1 to the "this is anti-fun" crowd.

@github-actions github-actions bot added the S: Merge Conflict Status: Needs to resolve merge conflicts before it can be accepted label Oct 1, 2025
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github-actions bot commented Oct 1, 2025

This pull request has conflicts, please resolve those before we can evaluate the pull request.

@github-actions github-actions bot removed the S: Merge Conflict Status: Needs to resolve merge conflicts before it can be accepted label Oct 2, 2025
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I'm putting DNM on this until we have decided on the loadout/locker/equipment guidelines here space-wizards/docs#524

@slarticodefast slarticodefast added the S: DO NOT MERGE Status: Open item that should NOT be merged. DNM. Allows test to run unlike draft. label Oct 13, 2025
@github-actions github-actions bot added the S: Merge Conflict Status: Needs to resolve merge conflicts before it can be accepted label Oct 25, 2025
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This pull request has conflicts, please resolve those before we can evaluate the pull request.

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Given this PR is effectively frozen until the roundstart-items design doc is finished I'm just going to mark it as a draft for now since I'm likely going to need to touch it up to fit said doc's design anyway.

@Hitlinemoss Hitlinemoss marked this pull request as draft October 28, 2025 18:52
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With the roundstart equipment design doc on the horizon, I'm going to close this PR since I think ideally I want to supersede it with a different, larger PR that touches on roundstart items more broadly (lockers, but also loadouts and vendors as well).

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Labels

A: Cargo/Salvage Area: Cargo department or Salvage. A: Command Area: Command department, where it isn't applicable to other departments. A: Engineering Area: Engineering department, including Atmospherics. A: Medical Area: Medical department, including Chemistry A: Science Area: Science department, not including Silicons. A: Security Area: Security department, including Detectives, HoS A: Service Area: Service department, including cooking, botany, etc Changes: No C# Changes: Requires no C# knowledge to review or fix this item. DB: Beginner Friendly Difficulty: Great for beginners. Unambiguous in scope, and explains how to achieve the result. P3: Standard Priority: Default priority for repository items. S: DO NOT MERGE Status: Open item that should NOT be merged. DNM. Allows test to run unlike draft. S: Merge Conflict Status: Needs to resolve merge conflicts before it can be accepted S: Needs Review Status: Requires additional reviews before being fully accepted. Not to be replaced by S: Approved. size/S Denotes a PR that changes 10-99 lines. T: Content Removal Type: Removal of content or code that is not related to code clean-up. T: New Feature Type: New feature or content, or extending existing content

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