Cleaned up contents of job lockers#40156
Cleaned up contents of job lockers#40156Hitlinemoss wants to merge 10 commits intospace-wizards:masterfrom
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Some of these are a bit anti-fun. 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. |
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.
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. |
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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.
| - 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.
| - 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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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.
| - 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. |
…on-14 into moss-lockercleanupv2
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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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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. |
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This pull request has conflicts, please resolve those before we can evaluate the pull request. |
…on-14 into moss-lockercleanupv2
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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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. |
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This pull request has conflicts, please resolve those before we can evaluate the pull request. |
…on-14 into moss-lockercleanupv2
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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 |
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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. |
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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). |

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:
DresserHeadOfSecurityFilled:
LockerFillQuartermaster:
LockerFillCaptainNoLaser:
LockerFillHeadOfPersonnel:
LockerFillChiefEngineerNoHardsuit:
LockerFillChiefMedicalOfficerNoHardsuit:
LockerFillHeadOfSecurityNoHardsuit:
LockerFreezerVaultFilled
LockerFillMedicalDoctor:
LockerFillChemistry:
LockerFillParamedic:
FillLockerScientist:
FillLockerSecurity:
FillLockerBooze:
FillLockerBotanist:
FillWardrobeScience:
FillWardrobeMedicalDoctor:
Media
Purely YAML changes, no media needed.
Requirements
Breaking changes
N/A
Changelog
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