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feat: huge loadout update#604

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princesspengy merged 33 commits intomainfrom
loadout-update
Dec 6, 2025
Merged

feat: huge loadout update#604
princesspengy merged 33 commits intomainfrom
loadout-update

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@princesspengy princesspengy commented Nov 29, 2025

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

  • all jobs now have access to all basic colored scarves and pride scarves
  • plushie trinket options have been expanded
  • a selection of instruments is now available as trinkets! I picked these based on what instruments that felt smaller and more personal in scope—pan flutes are in, big trombones and cellos are out.
  • added the flipped eyepatch to all of the loadouts that were missing it
  • most jobs that only had access to the standard backpacks can now also take the leather satchel. it's also been given to assorted other jobs based on vibes
  • many new colors of shoes have been distributed across all jobs to (hopefully) better compliment their existing palettes

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)

  • casual green jumpsuit/jumpskirt they were missing
  • loungewear for those days where you really don't give a fuck
  • a few casual mnk outfits for style (as well as the dress for extra style)
  • the tacticool jumpsuit/jumpskirt for the nice tider-esque vibes and pleasant color scheme
  • a full set of kimonos for some variety
  • poncho, because it's cute and an otherwise unrepresented style of outerwear
  • long winter coat, because they already have all the other winter coats
  • trench coat, for "classy stranger from out of town" vibes
  • combat boots, leather shoes, and laceup shoes for style
  • high heels for especially ostentatious style
  • the beanie because casual headwear was a bit lacking
  • warning cone. beep beep
  • instead of the separate plushie tab, passengers can now wear an extra plushie in their head slot (and/or a snake plushie in their neck slot)
  • passengers also get all of the turtlenecks! no more gambling!
  • cheap sunglasses for style points

Media

a showcase of assorted jobs making use of the new options: a detective, admin assistant, roboticist, station maid, and mime!
imageimageimageimageimage

and here are a bunch of passengers!
imageimageimageimageimage

Changelog
🆑

  • add: huge loadout update!! new options are now available for characters across almost every job, as well as new trinkets! please note: some of your characters may have had their loadouts changed as a result, so be sure to check on them!
  • add: gave the roboticist access to the engineering goggles, and made an exception for them in the item's contraband label
  • tweak: the loadout menu has had its contents rearranged, some for organizational reasons and others as a result of new parenting systems to keep things tidier within the codebase

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@Oxdeception Oxdeception left a comment

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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

Comment thread Resources/Locale/en-US/_DV/preferences/loadout-groups.ftl Outdated
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!

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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

Comment thread Resources/Prototypes/Loadouts/role_loadouts.yml Outdated
Comment thread Resources/Prototypes/Loadouts/role_loadouts.yml Outdated
Comment thread Resources/Prototypes/_starcup/Loadouts/loadout_groups.yml
Comment thread Resources/Prototypes/_starcup/Loadouts/loadout_groups.yml
Comment thread Resources/Prototypes/Loadouts/Jobs/Security/security_officer.yml Outdated
Comment thread Resources/Prototypes/_starcup/Loadouts/loadout_groups.yml
Comment thread Resources/Prototypes/_starcup/Loadouts/Jobs/Science/scientist.yml Outdated
Comment thread Resources/Prototypes/Loadouts/Jobs/Civilian/bartender.yml Outdated
Comment thread Resources/Prototypes/_Impstation/Loadouts/Jobs/Civilian/librarian.yml Outdated
princesspengy and others added 3 commits December 5, 2025 17:42
Co-authored-by: Oxdeception <30361731+Oxdeception@users.noreply.github.com>
@princesspengy princesspengy added this pull request to the merge queue Dec 6, 2025
Merged via the queue into main with commit 4700c24 Dec 6, 2025
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@princesspengy princesspengy deleted the loadout-update branch December 6, 2025 02:41
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2 participants