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Oxdeception
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Just some minor issues from a code review, would like to do a local test when I have a moment too but otherwise
| id: JobPassenger | ||
| groups: | ||
| - Scarfs # DeltaV | ||
| - GroupTankHarness |
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Should Passenger not have the tank harness?
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the tank harness conflicts with other outer clothing options, which this pr adds many of for the passenger role—you may notice that the tank harness is present in some jobs but not others!
despite this, vox do seem to start with an n2 tank in their suit storage slot—they just become unable to put it back in there if they take it off and are wearing an outer clothing item without suit storage! which is weird and probably worth looking into, but probably its own problem for its own pr
I ought to probably comment this out instead of just line removing it and clarify this, though. thank you!
Oxdeception
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A bit more thorough of a run through these - everything seems to work well, just some minor issues with grouping and inconsistent layout
Co-authored-by: Oxdeception <30361731+Oxdeception@users.noreply.github.com>
performs a massive overhaul of existing loadout options, expanding the options for almost every single job in the game! particular emphasis is placed on the passenger options, some accessories for command, and finally giving everybody access to all the scarves. it also expands trinket options in the form of more plushies and a selection of personal instruments. for full details, read below!
this pr also performs some tidying of loadout groups, giving them a set order and changing some of them to parent off of other loadouts for ease of maintenance, such as the roboticist jumpsuit loadout group now parenting off the scientist one so it'll automatically retrieve all the options from there.
Why / Balance
customization is fun! and in particular, starcup is a roleplaying environment in which passengers are meant to be regular crew members arriving while on break or under similar, casual circumstances. to that end, we want as much dress-up as possible for them to happen in the loadout menu!
while most jobs should need to make a trip to the drobes to dress up beyond their typical uniforms, there are certainly some jobs (most notably service positions) and some types of clothing (scarves, shoes, and other accessories) that are minor enough to merit additional options being available at roundstart.
this also helps highlight cosmetic options that may not see much use otherwise! the generic command jumpsuit finally has a home with the admin assistants, those high heels we ported back in #189 are now widely distributed, and wider access to instruments will encourage characters for whom music might be a prominent trait but who may not be able to very consistently locate their instrument of choice!
Technical details
general changes
job specific changes
all command: nicer shoes across the board, including the laceup/leather shoes and various flavors of high heels. yes, the chief engineer also gets high heels. I didn't want them to feel left out and think that it's very funny
captain & head of personnel: the leather satchel and trench coat for a more classic, old-fashioned, but still fairly commanding look. they also get combat boots and the tall high-heeled boots for more intimidation factor
mimes: a few longcoat options and the nice shoes, because mimes deserve to be a little dapper on occasion
musician: the bartender's nightclub suit/suitskirt, and also the (currently essentially unused) mirrorshades
salvage specialist: a goliath cloak (with a modest 10h playtime requirement; you need to have killed some goliaths in your time!)
cargo tech: combat boots, plus access to the goliath cloak if you've met the salvager time requirement (for characters who might play salvage or cargo tech depending on the occasion)
courier: can now start with either of the two available mail bags!
logistics officer: everything cargo techs get, and also the trench coat for bundling up during those off-station trips
atmos tech & chief engineer: the nice workboots engineers get but these two roles don't for some reason. atmos techs also get a blue hard hat
scientist: the formal jumpsuit (it's already in the drobe, why not!) and some purple shoes for a splash of color
detective: loads of new options, including various kinds of longcoat, nice shoes and high heels, and of course they also get the trench coat
paramedic: they get the combat boots! I think they just match their outfit better
psychologist: every single color of turtleneck. no more gambling! they also get to pick from the standard backpacks if they want instead of being forced into the medical bags, or the leather satchel if they'd like that
roboticist: combat boots for more of those industrial vibes, and the tacticool jumpsuit for those looking to lean a little more towards the engineering side of the job. also, more notably, this pr gives them access to engineering goggles and makes an exception for them in the item's contraband label. given how much welding roboticists do this feels like a fair inclusion!
administrative assistant: the basically unused generic command jumpsuit/jumpskirt in case they want a taste of the tyrian purple, as well as some nice high heels. also removed the minimum limit on the outer clothing section so they aren't forced into the vest
bartender/chef: they also get the nice laceup/leather shoes and the high heels, so you don't spoil the vibe of your ritzy establishment with your sneakers. bartenders also get the mirrorshades
librarian: they also get all of the turtlenecks!
reporter: sunglasses and mirrorshades for better getting the scoop on the dealings of the station's leaders, as well as the trench coat and high heels
passengers (they need their own list)
Media
a showcase of assorted jobs making use of the new options: a detective, admin assistant, roboticist, station maid, and mime!





and here are a bunch of passengers!





Changelog
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