From bba44e1f193982465ab54a3f93cec5b9ea1e90d7 Mon Sep 17 00:00:00 2001 From: iaada Date: Sun, 28 Sep 2025 17:35:52 -0500 Subject: [PATCH 1/9] first draft --- .../round-flow/starting-equipment.md | 94 +++++++++++++++++++ 1 file changed, 94 insertions(+) create mode 100644 src/en/space-station-14/round-flow/starting-equipment.md diff --git a/src/en/space-station-14/round-flow/starting-equipment.md b/src/en/space-station-14/round-flow/starting-equipment.md new file mode 100644 index 000000000..2f49e1842 --- /dev/null +++ b/src/en/space-station-14/round-flow/starting-equipment.md @@ -0,0 +1,94 @@ +# Round Start Player Equipment + +There are many locations players can recieve gear and equipment for their job at the start of a round, or mid-round via promotion. This document outlines those various locations and what items are expected to be available to players in those locations. Written following the decision in [Maintainer Meeting (27 September 2025)](https://hedgedoc.spacestation14.com/Wtd4OwYZThqutLbR3y-e4g) and expanded upon. + + +## Loadout +Players spawn with these items, and possibly can choose between a small set of options. These items are generally cosmetic. + +Players should spawn with department identifying clothing. Players should not spawn with job-essential equipment. Late-join and promoted players are expected to visit their department to collect the gear needed to properly do their job. + +**Good:** + - Jumpsuit + - Hardhat + - Sterile mask + +**Bad:** + - Toolbelt + - Insulated gloves + - Rollerbed + +Question: Should gloves in loadouts in general be replaced with fingerless versions? Gloves are widely available in many places, and starting with real gloves removes intentionality from antags trying to hide their prints. + +## Lockers +Players spawn near these, and spend a few moments getting dressed and preparing for the shift. Lockers are intended to contain everything a player needs to do their job to a reasonable degree. Maps should have more lockers than job spawns. + +Department lockers should spawn with job-essential equipment. A player should generally want most items in the locker, or be able to conceive a situation where they would want them. Lockers should not spawn with cosmetic items or expendable equipment that another member of the department might want to raid. + +**Good:** + - Toolbelt + - Hardsuit + - Disabler + +**Bad:** + - Compressed matter + - Jumpsuit + - Beer bottle + + +## Vendors +These spawn in departments, and players can visit them to share additional gear. Departments typically have two types of vendors: equipment vendors and clothing vendors. They can be restocked through a purchase from cargo mid-round. + +Equipment vendors should spawn with expendable equipment, spare tools, and optional tools. They should not spawn with non-department gear or gear which is easily available (such as in an autolathe). + +**Good:** + - Medical topicals + - Riot shield + - RCD + +**Bad:** + - Flashlight + - Hand labeler + - Welding mask + +Clothing vendors should spawn with equipable items typical of a department's colors or aesthetic qualities. Items should reflect the standard uniform of a department employee at round start. + +**Good:** + - Jumpsuit + - Hardhat + - Jackboots + +**Bad:** + - Any item which can't be equipped. + - High-power items (hardsuits). + +Question: Should eyewear in general and insuls specifically be moved to the drobe? + +## Lathe +Most departments can print additional gear from a machine using shared resources. Some have an autolathe to print spare gear, while others have department specific lathes for this purpose. + +Items available to be printed round start from lathes might be tools or expendables. In both cases the options available should be the basic, minimum gear to do the job. Better gear is often available later in the round as a result of science research. + +**Good:** + - MV Cable + - Toolbelt (and tools) + - Syringe + +**Bad:** + - RCD + - Grenade + - Grappling gun + + +## Mapped +Some tools or materials might be laid out around the department for players to share. These items should be handled with a spawner to control and standardize their use through YAML. + +Mapped items are shared department resources that every player has access to, and which a command member might try to ration. They are often consumable materials but can also include spare equipment. + +**Good:** + - Glass + - Handcuffs + - Banana peel + +**Bad:** + - Powerful tools otherwise unavailable round start. \ No newline at end of file From c2c8a8c6948b6e1040dcbc51d3e90c88a39c8fb1 Mon Sep 17 00:00:00 2001 From: iaada Date: Sun, 28 Sep 2025 17:40:54 -0500 Subject: [PATCH 2/9] spellcheck --- .../space-station-14/round-flow/starting-equipment.md | 10 +++++----- 1 file changed, 5 insertions(+), 5 deletions(-) diff --git a/src/en/space-station-14/round-flow/starting-equipment.md b/src/en/space-station-14/round-flow/starting-equipment.md index 2f49e1842..febe3fd09 100644 --- a/src/en/space-station-14/round-flow/starting-equipment.md +++ b/src/en/space-station-14/round-flow/starting-equipment.md @@ -1,12 +1,12 @@ # Round Start Player Equipment -There are many locations players can recieve gear and equipment for their job at the start of a round, or mid-round via promotion. This document outlines those various locations and what items are expected to be available to players in those locations. Written following the decision in [Maintainer Meeting (27 September 2025)](https://hedgedoc.spacestation14.com/Wtd4OwYZThqutLbR3y-e4g) and expanded upon. +There are many locations where players can receive gear and equipment for their job at the start of a round, or mid-round via promotion. This document outlines those various locations and what items are expected to be available to players in those locations. Written following the decision in [Maintainer Meeting (27 September 2025)](https://hedgedoc.spacestation14.com/Wtd4OwYZThqutLbR3y-e4g). ## Loadout Players spawn with these items, and possibly can choose between a small set of options. These items are generally cosmetic. -Players should spawn with department identifying clothing. Players should not spawn with job-essential equipment. Late-join and promoted players are expected to visit their department to collect the gear needed to properly do their job. +Players should spawn with department-identifying clothing. Players should not spawn with job-essential equipment. Late-join and promoted players are expected to visit their department to collect the gear needed to properly do their job. **Good:** - Jumpsuit @@ -39,7 +39,7 @@ Department lockers should spawn with job-essential equipment. A player should ge ## Vendors These spawn in departments, and players can visit them to share additional gear. Departments typically have two types of vendors: equipment vendors and clothing vendors. They can be restocked through a purchase from cargo mid-round. -Equipment vendors should spawn with expendable equipment, spare tools, and optional tools. They should not spawn with non-department gear or gear which is easily available (such as in an autolathe). +Equipment vendors should spawn with expendable equipment, spare tools, and optional tools. They should not spawn with non-department gear or gear that is easily available (such as in an autolathe). **Good:** - Medical topicals @@ -59,13 +59,13 @@ Clothing vendors should spawn with equipable items typical of a department's col - Jackboots **Bad:** - - Any item which can't be equipped. + - Any item that can't be equipped. - High-power items (hardsuits). Question: Should eyewear in general and insuls specifically be moved to the drobe? ## Lathe -Most departments can print additional gear from a machine using shared resources. Some have an autolathe to print spare gear, while others have department specific lathes for this purpose. +Most departments can print additional gear from a machine using shared resources. Some have an autolathe to print spare gear, while others have department-specific lathes for this purpose. Items available to be printed round start from lathes might be tools or expendables. In both cases the options available should be the basic, minimum gear to do the job. Better gear is often available later in the round as a result of science research. From a3e6bd67d65f8bbc0498cefbeb28ff6ee6f62907 Mon Sep 17 00:00:00 2001 From: iaada Date: Sun, 28 Sep 2025 20:57:35 -0500 Subject: [PATCH 3/9] second draft --- .../round-flow/starting-equipment.md | 96 ++++++++++++------- 1 file changed, 64 insertions(+), 32 deletions(-) diff --git a/src/en/space-station-14/round-flow/starting-equipment.md b/src/en/space-station-14/round-flow/starting-equipment.md index febe3fd09..216b28809 100644 --- a/src/en/space-station-14/round-flow/starting-equipment.md +++ b/src/en/space-station-14/round-flow/starting-equipment.md @@ -1,94 +1,126 @@ # Round Start Player Equipment -There are many locations where players can receive gear and equipment for their job at the start of a round, or mid-round via promotion. This document outlines those various locations and what items are expected to be available to players in those locations. Written following the decision in [Maintainer Meeting (27 September 2025)](https://hedgedoc.spacestation14.com/Wtd4OwYZThqutLbR3y-e4g). +## Overview +This document provides a general outline for what types of items are expected to be available to crew at the start of the round. +This document follows the decision made in [Maintainer Meeting (27 September 2025)](https://hedgedoc.spacestation14.com/Wtd4OwYZThqutLbR3y-e4g). There have been many PRs attempting to change what players get on round start. Round start equipment affects every player every round, so definitions need to be established for where players get what equipment. This way maintainers have a firmer base for evaluating these PRs. -## Loadout -Players spawn with these items, and possibly can choose between a small set of options. These items are generally cosmetic. +## Locations +There's five main locations crew can obtain job equipment. The items they spawn with in their [Loadout](starting-equipment/loadouts.md), the items that spawn in department [Lockers], items available in department [Vendors], items printed from [Lathes], and items [Mapped] by the map creator. Of these only a loadout is unavailable mid-round to players receiving a promotion or looking to steal gear. Therefore important items and necessary job equipment should **not** be given in loadouts. -Players should spawn with department-identifying clothing. Players should not spawn with job-essential equipment. Late-join and promoted players are expected to visit their department to collect the gear needed to properly do their job. +Mid-round a sixth location exists for aquring job equipment, that being purchases from cargo. There is currently no design document to link to establishing item availability from cargo. -**Good:** +### Player Loadouts + +{{#template ../../../../templates/stub.md}} + +Players spawn with these items and can possibly choose between a small set of options. These items are generally cosmetic and/or clothing. + +Players should spawn with department-identifying clothing. Players should not spawn with job-essential equipment. All station roles - whether the player is round start, late join, or promoted - are expected to visit their department to collect the gear needed to properly do their job. This helps to connect a player to their department and their coworkers before they begin in earnest. + +```admonish success "{Good:}" - Jumpsuit - Hardhat - Sterile mask +``` -**Bad:** +```admonish failure "{Bad:}" - Toolbelt - Insulated gloves - - Rollerbed + - Nuke disk +``` -Question: Should gloves in loadouts in general be replaced with fingerless versions? Gloves are widely available in many places, and starting with real gloves removes intentionality from antags trying to hide their prints. +```admonish question +Should gloves in loadouts be removed or replaced with fingerless versions? Gloves are widely available in-round, and starting with real gloves removes intentionality from antags trying to hide their prints. +``` -## Lockers +### Lockers Players spawn near these, and spend a few moments getting dressed and preparing for the shift. Lockers are intended to contain everything a player needs to do their job to a reasonable degree. Maps should have more lockers than job spawns. -Department lockers should spawn with job-essential equipment. A player should generally want most items in the locker, or be able to conceive a situation where they would want them. Lockers should not spawn with cosmetic items or expendable equipment that another member of the department might want to raid. +Department lockers should spawn with all job-essential equipment. A player should generally want most items in their locker, or be able to conceive a situation where they would want them. Lockers should not spawn with cosmetic items or contain expendable equipment that another member of their department might want to raid. -**Good:** +```admonish success "{Good:}" - Toolbelt - Hardsuit - Disabler +``` -**Bad:** +```admonish failure "{Bad:}" - Compressed matter - Jumpsuit - Beer bottle +``` -## Vendors -These spawn in departments, and players can visit them to share additional gear. Departments typically have two types of vendors: equipment vendors and clothing vendors. They can be restocked through a purchase from cargo mid-round. +### Vendors +These spawn in departments and players can visit them to share additional gear. Departments typically have two types of vendors: equipment vendors and clothing vendors. They can be restocked through a purchase from cargo mid-round. -Equipment vendors should spawn with expendable equipment, spare tools, and optional tools. They should not spawn with non-department gear or gear that is easily available (such as in an autolathe). +Equipment vendors should spawn with expendable equipment, spare tools, and optional tools. They should not spawn with non-department gear or gear that is easily available (such as in an autolathe), even if those items would be useful to the job. -**Good:** +```admonish success "{Good:}" - Medical topicals - Riot shield - RCD +``` -**Bad:** +```admonish failure "{Bad:}" - Flashlight - Hand labeler - Welding mask +``` + +```admonish question +Should department vendors contain items for the purpose of distributing them to crew? The EngiVend currently has 8 crowbars, and that's the only reason I can think why it would. +``` Clothing vendors should spawn with equipable items typical of a department's colors or aesthetic qualities. Items should reflect the standard uniform of a department employee at round start. -**Good:** +```admonish success "{Good:}" - Jumpsuit - Hardhat - Jackboots +``` -**Bad:** - - Any item that can't be equipped. +```admonish failure "{Bad:}" + - Anything that can't be equipped. - High-power items (hardsuits). +``` -Question: Should eyewear in general and insuls specifically be moved to the drobe? +```admonish question +Should eyewear in general and insuls specifically be moved to the drobe? They're currently found in equipment vendors, but they're clothing and arguably break expectations. +``` -## Lathe +### Lathes Most departments can print additional gear from a machine using shared resources. Some have an autolathe to print spare gear, while others have department-specific lathes for this purpose. Items available to be printed round start from lathes might be tools or expendables. In both cases the options available should be the basic, minimum gear to do the job. Better gear is often available later in the round as a result of science research. -**Good:** +```admonish success "{Good:}" - MV Cable - - Toolbelt (and tools) - Syringe + - Disabler +``` -**Bad:** +```admonish failure "{Bad:}" - RCD - Grenade - Grappling gun - - -## Mapped -Some tools or materials might be laid out around the department for players to share. These items should be handled with a spawner to control and standardize their use through YAML. +``` + + +### Mapped +Some tools or materials might be laid out around the department for players to share. A spawner should exist for these to control and standardize their use through YAML, should a mapper choose to use it. Mapped items are shared department resources that every player has access to, and which a command member might try to ration. They are often consumable materials but can also include spare equipment. -**Good:** +```admonish success "{Good:}" - Glass - Handcuffs - Banana peel +``` + +```admonish failure "{Bad:}" + - Powerful tools otherwise unavailable round start. +``` -**Bad:** - - Powerful tools otherwise unavailable round start. \ No newline at end of file +[Core Design Principles](../core-design/design-principles.md) \ No newline at end of file From 3f4a1b71d7343e36d61550eceabe4dc4c3142e3d Mon Sep 17 00:00:00 2001 From: iaada Date: Sun, 28 Sep 2025 23:39:44 -0500 Subject: [PATCH 4/9] third draft --- .../round-flow/starting-equipment.md | 122 +----------------- .../round-flow/starting-equipment/lathes.md | 29 +++++ .../round-flow/starting-equipment/loadouts.md | 37 ++++++ .../round-flow/starting-equipment/lockers.md | 37 ++++++ .../round-flow/starting-equipment/mapped.md | 27 ++++ .../round-flow/starting-equipment/vendors.md | 46 +++++++ 6 files changed, 183 insertions(+), 115 deletions(-) create mode 100644 src/en/space-station-14/round-flow/starting-equipment/lathes.md create mode 100644 src/en/space-station-14/round-flow/starting-equipment/loadouts.md create mode 100644 src/en/space-station-14/round-flow/starting-equipment/lockers.md create mode 100644 src/en/space-station-14/round-flow/starting-equipment/mapped.md create mode 100644 src/en/space-station-14/round-flow/starting-equipment/vendors.md diff --git a/src/en/space-station-14/round-flow/starting-equipment.md b/src/en/space-station-14/round-flow/starting-equipment.md index 216b28809..c8aa86533 100644 --- a/src/en/space-station-14/round-flow/starting-equipment.md +++ b/src/en/space-station-14/round-flow/starting-equipment.md @@ -1,126 +1,18 @@ # Round Start Player Equipment ## Overview -This document provides a general outline for what types of items are expected to be available to crew at the start of the round. -This document follows the decision made in [Maintainer Meeting (27 September 2025)](https://hedgedoc.spacestation14.com/Wtd4OwYZThqutLbR3y-e4g). There have been many PRs attempting to change what players get on round start. Round start equipment affects every player every round, so definitions need to be established for where players get what equipment. This way maintainers have a firmer base for evaluating these PRs. +This document section provides a general outline for what types of items are expected to be available to crew at the start of the round, segmented by the locations where the gear is found. -## Locations -There's five main locations crew can obtain job equipment. The items they spawn with in their [Loadout](starting-equipment/loadouts.md), the items that spawn in department [Lockers], items available in department [Vendors], items printed from [Lathes], and items [Mapped] by the map creator. Of these only a loadout is unavailable mid-round to players receiving a promotion or looking to steal gear. Therefore important items and necessary job equipment should **not** be given in loadouts. +This document follows the decision made in [Maintainer Meeting (27 September 2025)](https://hedgedoc.spacestation14.com/Wtd4OwYZThqutLbR3y-e4g). There have been many PRs attempting to change what players get on round start. Round start equipment affects every round, so definitions need to be established for where players get what equipment. This way maintainers have a firmer base for evaluating these PRs. -Mid-round a sixth location exists for aquring job equipment, that being purchases from cargo. There is currently no design document to link to establishing item availability from cargo. +## Forward + +There's five main locations crew can obtain job equipment. The items they spawn with in their [Loadout](starting-equipment/loadouts.md), the items that spawn in [Department Lockers](starting-equipment/lockers.md), items available in [Department Vending Machines](starting-equipment/vendors.md), items printed from [Lathes](starting-equipment/lathes.md), and items [Mapped](starting-equipment/mapped.md) by the map creator. -### Player Loadouts +Of these only the loadout is unavailable for mid-round players receiving a promotion or looking to steal gear. Therefore important items and necessary job equipment should **not** be given in loadouts. This pushes players to visit their department to collect the gear needed to properly do their jobs, thereby connecting them to their department and to their coworkers before they start working in earnest. -{{#template ../../../../templates/stub.md}} +Job-essential equipment is found in job lockers located within departments and staff rooms. Additional important items - mainly expendable and optional gear - can be obtained in vending machines. Suplimental tools and materials can be aquired from lathes or found mapped around the department. -Players spawn with these items and can possibly choose between a small set of options. These items are generally cosmetic and/or clothing. - -Players should spawn with department-identifying clothing. Players should not spawn with job-essential equipment. All station roles - whether the player is round start, late join, or promoted - are expected to visit their department to collect the gear needed to properly do their job. This helps to connect a player to their department and their coworkers before they begin in earnest. - -```admonish success "{Good:}" - - Jumpsuit - - Hardhat - - Sterile mask -``` - -```admonish failure "{Bad:}" - - Toolbelt - - Insulated gloves - - Nuke disk -``` - -```admonish question -Should gloves in loadouts be removed or replaced with fingerless versions? Gloves are widely available in-round, and starting with real gloves removes intentionality from antags trying to hide their prints. -``` - -### Lockers -Players spawn near these, and spend a few moments getting dressed and preparing for the shift. Lockers are intended to contain everything a player needs to do their job to a reasonable degree. Maps should have more lockers than job spawns. - -Department lockers should spawn with all job-essential equipment. A player should generally want most items in their locker, or be able to conceive a situation where they would want them. Lockers should not spawn with cosmetic items or contain expendable equipment that another member of their department might want to raid. - -```admonish success "{Good:}" - - Toolbelt - - Hardsuit - - Disabler -``` - -```admonish failure "{Bad:}" - - Compressed matter - - Jumpsuit - - Beer bottle -``` - - -### Vendors -These spawn in departments and players can visit them to share additional gear. Departments typically have two types of vendors: equipment vendors and clothing vendors. They can be restocked through a purchase from cargo mid-round. - -Equipment vendors should spawn with expendable equipment, spare tools, and optional tools. They should not spawn with non-department gear or gear that is easily available (such as in an autolathe), even if those items would be useful to the job. - -```admonish success "{Good:}" - - Medical topicals - - Riot shield - - RCD -``` - -```admonish failure "{Bad:}" - - Flashlight - - Hand labeler - - Welding mask -``` - -```admonish question -Should department vendors contain items for the purpose of distributing them to crew? The EngiVend currently has 8 crowbars, and that's the only reason I can think why it would. -``` - -Clothing vendors should spawn with equipable items typical of a department's colors or aesthetic qualities. Items should reflect the standard uniform of a department employee at round start. - -```admonish success "{Good:}" - - Jumpsuit - - Hardhat - - Jackboots -``` - -```admonish failure "{Bad:}" - - Anything that can't be equipped. - - High-power items (hardsuits). -``` - -```admonish question -Should eyewear in general and insuls specifically be moved to the drobe? They're currently found in equipment vendors, but they're clothing and arguably break expectations. -``` - -### Lathes -Most departments can print additional gear from a machine using shared resources. Some have an autolathe to print spare gear, while others have department-specific lathes for this purpose. - -Items available to be printed round start from lathes might be tools or expendables. In both cases the options available should be the basic, minimum gear to do the job. Better gear is often available later in the round as a result of science research. - -```admonish success "{Good:}" - - MV Cable - - Syringe - - Disabler -``` - -```admonish failure "{Bad:}" - - RCD - - Grenade - - Grappling gun -``` - - -### Mapped -Some tools or materials might be laid out around the department for players to share. A spawner should exist for these to control and standardize their use through YAML, should a mapper choose to use it. - -Mapped items are shared department resources that every player has access to, and which a command member might try to ration. They are often consumable materials but can also include spare equipment. - -```admonish success "{Good:}" - - Glass - - Handcuffs - - Banana peel -``` - -```admonish failure "{Bad:}" - - Powerful tools otherwise unavailable round start. -``` [Core Design Principles](../core-design/design-principles.md) \ No newline at end of file diff --git a/src/en/space-station-14/round-flow/starting-equipment/lathes.md b/src/en/space-station-14/round-flow/starting-equipment/lathes.md new file mode 100644 index 000000000..cfadd9879 --- /dev/null +++ b/src/en/space-station-14/round-flow/starting-equipment/lathes.md @@ -0,0 +1,29 @@ +# Department Lathes + +{{#template ../../../../templates/stub.md}} + +## Overview + +Most departments can print additional job gear from a machine using shared resources. Some have an autolathe to print spare gear, while others have department-specific lathes for this purpose. + +## Requirements + +Items available to be printed round start from lathes might be tools or expendables. In both cases the options available should be the basic, minimum gear to do the job. Better gear is often available later in the round as a result of science research. + +```admonish success "Good:" + - MV Cable + - Syringe + - Disabler +``` + +```admonish failure "Bad:" + - RCD + - Grenade + - Grappling gun +``` + +## Questions for a full doc + +```admonish question +What makes a department lathe unique? Why do some departments get them but not others? +``` \ No newline at end of file diff --git a/src/en/space-station-14/round-flow/starting-equipment/loadouts.md b/src/en/space-station-14/round-flow/starting-equipment/loadouts.md new file mode 100644 index 000000000..94bff75f5 --- /dev/null +++ b/src/en/space-station-14/round-flow/starting-equipment/loadouts.md @@ -0,0 +1,37 @@ +# Player Loadouts + +{{#template ../../../../templates/stub.md}} + +## Overview + +Loadouts are the items given to a player when they first spawn. Loadouts are different for each role, and loadouts for station jobs give players a small set of options to choose from. These items are generally cosmetic and/or clothing. + +## Requirements + +Station role loadouts should spawn with department-identifying clothing. They should not spawn with job-essential equipment. + +```admonish success "Good:" + - Jumpsuit + - Hardhat + - Sterile mask +``` + +```admonish failure "Bad:" + - Toolbelt + - Insulated gloves + - Nuke disk +``` + +## Questions for a full doc + +```admonish question +Should gloves in loadouts be removed / replaced with fingerless versions? Gloves are widely available in-round, and starting with real gloves removes intentionality from antags trying to hide their prints. +``` + +```admonish question +What items should be available in trinkets? +``` + +```admonish question +What kinds of items are appropriate for loadout options? +``` \ No newline at end of file diff --git a/src/en/space-station-14/round-flow/starting-equipment/lockers.md b/src/en/space-station-14/round-flow/starting-equipment/lockers.md new file mode 100644 index 000000000..23423a26c --- /dev/null +++ b/src/en/space-station-14/round-flow/starting-equipment/lockers.md @@ -0,0 +1,37 @@ +# Department Lockers + +{{#template ../../../../templates/stub.md}} + +## Overview + +Many jobs on the station have specific lockers where players can find their equipment for the round. Round start players spawn near them and spend a few moments getting dressed and preparing for the shift. Lockers are intended to contain everything a player needs in order to do their job. Maps should have more lockers than there are job spawns. + +## Requirements + +Department lockers should spawn with all job-essential equipment. A player should generally want most items in their locker, or have a clear picture of why they would want them. Lockers should not spawn with cosmetic items or contain expendable equipment that another member of their department might want to raid. + +```admonish success "Good:" + - Toolbelt + - Hardsuit + - Disabler +``` + +```admonish failure "Bad:" + - Compressed matter + - Jumpsuit + - Beer bottle +``` + +## Questions for a full doc + +```admonish question +Should every job have a locker? What does a librarian locker look like? +``` + +```admonish question +What are the specific mapping requirements for lockers? +``` + +```admonish question +Should optional / situational tools like t-ray scanners or tutorial books be included in lockers? +``` \ No newline at end of file diff --git a/src/en/space-station-14/round-flow/starting-equipment/mapped.md b/src/en/space-station-14/round-flow/starting-equipment/mapped.md new file mode 100644 index 000000000..ec3512709 --- /dev/null +++ b/src/en/space-station-14/round-flow/starting-equipment/mapped.md @@ -0,0 +1,27 @@ +# Mapped Starting Gear + +{{#template ../../../../templates/stub.md}} + +## Overview + +Maps often contain gear around the department for players. A spawner should exist for these to control and standardize their use through YAML, should a mapper choose to use it. + +## Requirements + +Mapped items are shared department resources that players divide amongst themselves. They are often consumable materials but can also include spare equipment. + +```admonish success "Good:" + - Glass + - Handcuffs + - Banana peel +``` + +```admonish failure "Bad:" + - Powerful tools otherwise unavailable round start. +``` + +## Questions for a full doc + +```admonish question +What spawners should exist? What should they have? +``` \ No newline at end of file diff --git a/src/en/space-station-14/round-flow/starting-equipment/vendors.md b/src/en/space-station-14/round-flow/starting-equipment/vendors.md new file mode 100644 index 000000000..13784949d --- /dev/null +++ b/src/en/space-station-14/round-flow/starting-equipment/vendors.md @@ -0,0 +1,46 @@ +# Department Vending Machines + +{{#template ../../../../templates/stub.md}} + +## Overview + +Department vending machines are access-locked vendors located inside a department. They contain items specific to that department, and players need to share the gear inside. Departments typically have two types of vending machines: equipment and clothing. They can be restocked through a purchase from cargo mid-round. + +## Requirements + +Equipment vendors contain expendable equipment, spare tools, and optional tools. Gear they provide should be regularly useful to the respective department. They should not have gear that is easily available (such as in an autolathe), even if those items would be useful to the job. + +```admonish success "Good:" + - Compressed matter + - Syringe + - Riot shield +``` + +```admonish failure "Bad:" + - Flashlight + - Hand labeler + - Welding mask +``` + +Clothing vendors should spawn with equipable items typical of a department's colors or aesthetic qualities. Items should reflect the standard uniform of a department employee (i.e., Nanotrasen approved). + +```admonish success "Good:" + - Jumpsuit + - Hardhat + - Jackboots +``` + +```admonish failure "Bad:" + - Anything that can't be equipped. + - High-power items (hardsuits). +``` + +## Questions for a full doc + +```admonish question +Should department vendors contain items for the purpose of distributing them to crew? For example the EngiVend currently has 8 crowbars and 4 welding masks. +``` + +```admonish question +Should eyewear in general and insuls specifically be moved to the drobe? They're currently found in equipment vendors, but they're clothing and arguably break expectations. +``` \ No newline at end of file From de8d4914e9c2ac9c81cbfb707f737065d2446f86 Mon Sep 17 00:00:00 2001 From: iaada Date: Fri, 3 Oct 2025 17:09:55 -0500 Subject: [PATCH 5/9] Draft nextone --- .../round-flow/starting-equipment.md | 12 ++++++------ .../round-flow/starting-equipment/lathes.md | 6 ------ .../round-flow/starting-equipment/loadouts.md | 18 +++++++++++++++++- .../round-flow/starting-equipment/lockers.md | 10 +++++----- .../round-flow/starting-equipment/mapped.md | 4 ++-- .../round-flow/starting-equipment/vendors.md | 19 ++++++++++++------- 6 files changed, 42 insertions(+), 27 deletions(-) diff --git a/src/en/space-station-14/round-flow/starting-equipment.md b/src/en/space-station-14/round-flow/starting-equipment.md index c8aa86533..cfa894334 100644 --- a/src/en/space-station-14/round-flow/starting-equipment.md +++ b/src/en/space-station-14/round-flow/starting-equipment.md @@ -2,17 +2,17 @@ ## Overview -This document section provides a general outline for what types of items are expected to be available to crew at the start of the round, segmented by the locations where the gear is found. +This section provides a general outline for what types of items are expected to be available to players at the start of their shift. It's particularly concerned with tools needed for regular station jobs. -This document follows the decision made in [Maintainer Meeting (27 September 2025)](https://hedgedoc.spacestation14.com/Wtd4OwYZThqutLbR3y-e4g). There have been many PRs attempting to change what players get on round start. Round start equipment affects every round, so definitions need to be established for where players get what equipment. This way maintainers have a firmer base for evaluating these PRs. +This follows the decision made in [Maintainer Meeting (27 September 2025)](https://hedgedoc.spacestation14.com/Wtd4OwYZThqutLbR3y-e4g#Roundstart-Locker-and-Vendor-Equipment-ArtisticRoomba). In summary, PRs changing round start equipment are very common and represent a high workload due to subjective and unclear definitions of what should be available. Round start equipment affects every round, so definitions need to be established for where players get what equipment. ## Forward - -There's five main locations crew can obtain job equipment. The items they spawn with in their [Loadout](starting-equipment/loadouts.md), the items that spawn in [Department Lockers](starting-equipment/lockers.md), items available in [Department Vending Machines](starting-equipment/vendors.md), items printed from [Lathes](starting-equipment/lathes.md), and items [Mapped](starting-equipment/mapped.md) by the map creator. -Of these only the loadout is unavailable for mid-round players receiving a promotion or looking to steal gear. Therefore important items and necessary job equipment should **not** be given in loadouts. This pushes players to visit their department to collect the gear needed to properly do their jobs, thereby connecting them to their department and to their coworkers before they start working in earnest. +There's five main locations crew can obtain equipment for their role. The items they spawn with in their [Loadout](starting-equipment/loadouts.md), the items that spawn in [Department Lockers](starting-equipment/lockers.md), items available in [Department Vending Machines](starting-equipment/vendors.md), items printed from [Lathes](starting-equipment/lathes.md), and items [Mapped](starting-equipment/mapped.md) by the map creator. -Job-essential equipment is found in job lockers located within departments and staff rooms. Additional important items - mainly expendable and optional gear - can be obtained in vending machines. Suplimental tools and materials can be aquired from lathes or found mapped around the department. +Of these only the loadout is unavailable for mid-round players receiving a promotion or looking to steal gear. Therefore important items and necessary job equipment should **not** be given in loadouts. This pushes players to visit their department to collect the gear needed to properly do their jobs, connecting them to their department and to their coworkers before they start working in earnest. + +Job-essential equipment is found in job lockers located within departments or job specific rooms. They should contain everything needed for a player to perform their job. Additional important items - mainly expendable and optional gear - can be obtained in nearby vending machines. Suplimental tools and materials can be aquired from lathes or found mapped around the department/room. [Core Design Principles](../core-design/design-principles.md) \ No newline at end of file diff --git a/src/en/space-station-14/round-flow/starting-equipment/lathes.md b/src/en/space-station-14/round-flow/starting-equipment/lathes.md index cfadd9879..12d6ca1e2 100644 --- a/src/en/space-station-14/round-flow/starting-equipment/lathes.md +++ b/src/en/space-station-14/round-flow/starting-equipment/lathes.md @@ -21,9 +21,3 @@ Items available to be printed round start from lathes might be tools or expendab - Grenade - Grappling gun ``` - -## Questions for a full doc - -```admonish question -What makes a department lathe unique? Why do some departments get them but not others? -``` \ No newline at end of file diff --git a/src/en/space-station-14/round-flow/starting-equipment/loadouts.md b/src/en/space-station-14/round-flow/starting-equipment/loadouts.md index 94bff75f5..6fe3afb40 100644 --- a/src/en/space-station-14/round-flow/starting-equipment/loadouts.md +++ b/src/en/space-station-14/round-flow/starting-equipment/loadouts.md @@ -8,7 +8,7 @@ Loadouts are the items given to a player when they first spawn. Loadouts are dif ## Requirements -Station role loadouts should spawn with department-identifying clothing. They should not spawn with job-essential equipment. +Station role loadouts should spawn with department-identifying clothing. At minimum players should spawn with a PDA, a backpack (or variant), a headset with their department's coms channel, and a jumpsuit. Loadouts should **not** contain job-essential equipment that allows a player to do their job without ever visiting their department. ```admonish success "Good:" - Jumpsuit @@ -28,10 +28,26 @@ Station role loadouts should spawn with department-identifying clothing. They sh Should gloves in loadouts be removed / replaced with fingerless versions? Gloves are widely available in-round, and starting with real gloves removes intentionality from antags trying to hide their prints. ``` +```admonish question +Should loadouts contain armor? Should an exception be made for command like HoS and Captain? +``` + ```admonish question What items should be available in trinkets? ``` ```admonish question What kinds of items are appropriate for loadout options? +``` + +```admonish question +What's worthy of a playtime unlock? +``` + +```admonish question +How do ghost role and antagonist loadouts differ from station loadouts? +``` + +```admonish question +How should loadouts be adjusted for species traits? ``` \ No newline at end of file diff --git a/src/en/space-station-14/round-flow/starting-equipment/lockers.md b/src/en/space-station-14/round-flow/starting-equipment/lockers.md index 23423a26c..bc949147d 100644 --- a/src/en/space-station-14/round-flow/starting-equipment/lockers.md +++ b/src/en/space-station-14/round-flow/starting-equipment/lockers.md @@ -4,11 +4,11 @@ ## Overview -Many jobs on the station have specific lockers where players can find their equipment for the round. Round start players spawn near them and spend a few moments getting dressed and preparing for the shift. Lockers are intended to contain everything a player needs in order to do their job. Maps should have more lockers than there are job spawns. +Many jobs on the station have specific lockers where players can find their equipment for the round. Round start players spawn near them and spend a few moments sorting through them to prepare for the shift, while mid-round players seek them out for the same reason. Lockers are intended to contain the vital equipment a player needs in order to do their job. Maps are expected to have more lockers than there are job spawns. ## Requirements -Department lockers should spawn with all job-essential equipment. A player should generally want most items in their locker, or have a clear picture of why they would want them. Lockers should not spawn with cosmetic items or contain expendable equipment that another member of their department might want to raid. +Department lockers should spawn with all job-essential equipment. A player should want most items found in their locker, or have a clear picture of why they would want them. Lockers should not spawn with cosmetic items, optional/situational tools, or contain expendable equipment that another member of their department might want to raid. ```admonish success "Good:" - Toolbelt @@ -19,7 +19,7 @@ Department lockers should spawn with all job-essential equipment. A player shoul ```admonish failure "Bad:" - Compressed matter - Jumpsuit - - Beer bottle + - Riot shield ``` ## Questions for a full doc @@ -29,9 +29,9 @@ Should every job have a locker? What does a librarian locker look like? ``` ```admonish question -What are the specific mapping requirements for lockers? +What are the specific mapping requirements for lockers? Question might be better answered by linking to a mapping doc. ``` ```admonish question -Should optional / situational tools like t-ray scanners or tutorial books be included in lockers? +Should optional / situational tools like t-ray scanners or tutorial books be included in lockers? Where would the line be drawn for optional tools? ``` \ No newline at end of file diff --git a/src/en/space-station-14/round-flow/starting-equipment/mapped.md b/src/en/space-station-14/round-flow/starting-equipment/mapped.md index ec3512709..08fd98eef 100644 --- a/src/en/space-station-14/round-flow/starting-equipment/mapped.md +++ b/src/en/space-station-14/round-flow/starting-equipment/mapped.md @@ -4,14 +4,14 @@ ## Overview -Maps often contain gear around the department for players. A spawner should exist for these to control and standardize their use through YAML, should a mapper choose to use it. +Maps often contain gear scattered around a department for players to take. These are typically materials. A spawner should exist for these to control and standardize their use through YAML, should a mapper choose to use it. ## Requirements Mapped items are shared department resources that players divide amongst themselves. They are often consumable materials but can also include spare equipment. ```admonish success "Good:" - - Glass + - Plastic - Handcuffs - Banana peel ``` diff --git a/src/en/space-station-14/round-flow/starting-equipment/vendors.md b/src/en/space-station-14/round-flow/starting-equipment/vendors.md index 13784949d..3a7fe3ddb 100644 --- a/src/en/space-station-14/round-flow/starting-equipment/vendors.md +++ b/src/en/space-station-14/round-flow/starting-equipment/vendors.md @@ -4,11 +4,11 @@ ## Overview -Department vending machines are access-locked vendors located inside a department. They contain items specific to that department, and players need to share the gear inside. Departments typically have two types of vending machines: equipment and clothing. They can be restocked through a purchase from cargo mid-round. +Department vending machines are access-locked vendors located somewhere inside their respective department. They contain items specific to that department, and players need to share the gear inside. Departments typically have two types of vending machines: equipment and clothing. They can be restocked through a purchase from cargo mid-round. ## Requirements -Equipment vendors contain expendable equipment, spare tools, and optional tools. Gear they provide should be regularly useful to the respective department. They should not have gear that is easily available (such as in an autolathe), even if those items would be useful to the job. +Equipment vendors contain expendable equipment, spare tools, and optional tools. Gear they provide should be regularly useful and sought by players. They should not have gear that is easily available (such as in an autolathe), even if those items would be useful to the job. ```admonish success "Good:" - Compressed matter @@ -22,17 +22,18 @@ Equipment vendors contain expendable equipment, spare tools, and optional tools. - Welding mask ``` -Clothing vendors should spawn with equipable items typical of a department's colors or aesthetic qualities. Items should reflect the standard uniform of a department employee (i.e., Nanotrasen approved). +Clothing vendors (typically called "Drobes") should spawn with clothing typical of a department's colors or aesthetic qualities. Clothes should reflect the standard uniform of a department employee and include anything available in a loadout (exluding prestige rewards). Every item in a Drobe must be equippable or be considered clothing in an abstract sense (walking cane). Particularly powerful clothing should instead be found in department lockers. ```admonish success "Good:" - Jumpsuit - - Hardhat - Jackboots + - Hardhat ``` ```admonish failure "Bad:" - - Anything that can't be equipped. - - High-power items (hardsuits). + - Hand labeler + - Galoshes + - Hardsuit ``` ## Questions for a full doc @@ -42,5 +43,9 @@ Should department vendors contain items for the purpose of distributing them to ``` ```admonish question -Should eyewear in general and insuls specifically be moved to the drobe? They're currently found in equipment vendors, but they're clothing and arguably break expectations. +Should eyewear in general and insuls specifically be moved to the drobe? What is considered too powerful for a drobe, or should that even be a standard? +``` + +```admonish question +Should tutorial books be added to equipment vendors? ``` \ No newline at end of file From 5a65dc5cd851cfe8f5efc83f98f176381d92f25c Mon Sep 17 00:00:00 2001 From: iaada Date: Fri, 3 Oct 2025 17:23:49 -0500 Subject: [PATCH 6/9] summary --- src/SUMMARY.md | 7 +++++++ 1 file changed, 7 insertions(+) diff --git a/src/SUMMARY.md b/src/SUMMARY.md index add297f08..ec5eabd60 100644 --- a/src/SUMMARY.md +++ b/src/SUMMARY.md @@ -189,6 +189,13 @@ Space Station 14 - [Xenoborgs](en/space-station-14/round-flow/antagonists/Xenoborgs.md) - [Pursuer](en/space-station-14/round-flow/antagonists/pursuer.md) + - [Starting Equipment](en/space-station-14/round-flow/starting-equipment.md) + - [Lathes](en/space-station-14/round-flow/starting-equipment/lathes.md) + - [Loadouts](en/space-station-14/round-flow/starting-equipment/loadouts.md) + - [Lockers](en/space-station-14/round-flow/starting-equipment/lockers.md) + - [Mapped](en/space-station-14/round-flow/starting-equipment/mapped.md) + - [Vendors](en/space-station-14/round-flow/starting-equipment/vendors.md) + - [Proposals]() - [Cleanup Crew Gamemode](en/space-station-14/round-flow/proposals/cleanup-crew-gamemode.md) - [Game Director](en/space-station-14/round-flow/proposals/game-director.md) From fce9a77e84d2d39897ccd45e6581c0e6ed83d49d Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?=C4=81da?= Date: Fri, 3 Oct 2025 17:34:09 -0500 Subject: [PATCH 7/9] let a weird line in there --- src/en/space-station-14/round-flow/starting-equipment.md | 3 --- 1 file changed, 3 deletions(-) diff --git a/src/en/space-station-14/round-flow/starting-equipment.md b/src/en/space-station-14/round-flow/starting-equipment.md index cfa894334..ed2ec1a69 100644 --- a/src/en/space-station-14/round-flow/starting-equipment.md +++ b/src/en/space-station-14/round-flow/starting-equipment.md @@ -13,6 +13,3 @@ There's five main locations crew can obtain equipment for their role. The items Of these only the loadout is unavailable for mid-round players receiving a promotion or looking to steal gear. Therefore important items and necessary job equipment should **not** be given in loadouts. This pushes players to visit their department to collect the gear needed to properly do their jobs, connecting them to their department and to their coworkers before they start working in earnest. Job-essential equipment is found in job lockers located within departments or job specific rooms. They should contain everything needed for a player to perform their job. Additional important items - mainly expendable and optional gear - can be obtained in nearby vending machines. Suplimental tools and materials can be aquired from lathes or found mapped around the department/room. - - -[Core Design Principles](../core-design/design-principles.md) \ No newline at end of file From fb94df6cb8823b5bb5d36a3ca6ad7b35851c5b41 Mon Sep 17 00:00:00 2001 From: iaada Date: Mon, 6 Oct 2025 23:57:09 -0500 Subject: [PATCH 8/9] expand lockers --- .../round-flow/starting-equipment.md | 6 ++--- .../round-flow/starting-equipment/lathes.md | 2 +- .../round-flow/starting-equipment/lockers.md | 23 ++++++++++++++++--- .../round-flow/starting-equipment/vendors.md | 2 +- 4 files changed, 25 insertions(+), 8 deletions(-) diff --git a/src/en/space-station-14/round-flow/starting-equipment.md b/src/en/space-station-14/round-flow/starting-equipment.md index cfa894334..bb942c932 100644 --- a/src/en/space-station-14/round-flow/starting-equipment.md +++ b/src/en/space-station-14/round-flow/starting-equipment.md @@ -8,11 +8,11 @@ This follows the decision made in [Maintainer Meeting (27 September 2025)](https ## Forward -There's five main locations crew can obtain equipment for their role. The items they spawn with in their [Loadout](starting-equipment/loadouts.md), the items that spawn in [Department Lockers](starting-equipment/lockers.md), items available in [Department Vending Machines](starting-equipment/vendors.md), items printed from [Lathes](starting-equipment/lathes.md), and items [Mapped](starting-equipment/mapped.md) by the map creator. +There's five main locations where crew can obtain equipment for their role. The items they spawn with in their [Loadout](starting-equipment/loadouts.md), the items that spawn in [Job Lockers](starting-equipment/lockers.md), items available in [Department Vending Machines](starting-equipment/vendors.md), items printed from [Lathes](starting-equipment/lathes.md), and items [Mapped](starting-equipment/mapped.md) by the map creator. -Of these only the loadout is unavailable for mid-round players receiving a promotion or looking to steal gear. Therefore important items and necessary job equipment should **not** be given in loadouts. This pushes players to visit their department to collect the gear needed to properly do their jobs, connecting them to their department and to their coworkers before they start working in earnest. +Of these, only the loadout is unavailable for mid-round players receiving a promotion or looking to steal gear. Therefore important items and necessary job equipment should **not** be given in loadouts. This pushes players to visit their department to collect the gear needed to properly do their jobs, connecting them to their department and to their coworkers before they start working in earnest. -Job-essential equipment is found in job lockers located within departments or job specific rooms. They should contain everything needed for a player to perform their job. Additional important items - mainly expendable and optional gear - can be obtained in nearby vending machines. Suplimental tools and materials can be aquired from lathes or found mapped around the department/room. +Job-essential equipment is found in job lockers located within departments or job-specific rooms. They should contain everything needed for a player to perform their job. Additional important items - mainly expendable and optional gear - can be obtained in nearby vending machines. Supplemental tools and materials can be acquired from lathes or found mapped around the department/room. [Core Design Principles](../core-design/design-principles.md) \ No newline at end of file diff --git a/src/en/space-station-14/round-flow/starting-equipment/lathes.md b/src/en/space-station-14/round-flow/starting-equipment/lathes.md index 12d6ca1e2..450b60ec5 100644 --- a/src/en/space-station-14/round-flow/starting-equipment/lathes.md +++ b/src/en/space-station-14/round-flow/starting-equipment/lathes.md @@ -1,4 +1,4 @@ -# Department Lathes +# Lathe Equipment {{#template ../../../../templates/stub.md}} diff --git a/src/en/space-station-14/round-flow/starting-equipment/lockers.md b/src/en/space-station-14/round-flow/starting-equipment/lockers.md index bc949147d..8f8449f20 100644 --- a/src/en/space-station-14/round-flow/starting-equipment/lockers.md +++ b/src/en/space-station-14/round-flow/starting-equipment/lockers.md @@ -1,14 +1,14 @@ -# Department Lockers +# Job Lockers {{#template ../../../../templates/stub.md}} ## Overview -Many jobs on the station have specific lockers where players can find their equipment for the round. Round start players spawn near them and spend a few moments sorting through them to prepare for the shift, while mid-round players seek them out for the same reason. Lockers are intended to contain the vital equipment a player needs in order to do their job. Maps are expected to have more lockers than there are job spawns. +Many jobs on the station have specific lockers where players can find their equipment for the round. Round-start players spawn near them and spend a few moments sorting through them to prepare for the shift, while mid-round players seek them out for the same reason. Lockers are intended to contain the vital equipment a player needs in order to do their job. Maps are expected to have more lockers than there are job spawns. ## Requirements -Department lockers should spawn with all job-essential equipment. A player should want most items found in their locker, or have a clear picture of why they would want them. Lockers should not spawn with cosmetic items, optional/situational tools, or contain expendable equipment that another member of their department might want to raid. +Job lockers for a department's standard crew should spawn with all job-essential equipment for that department. A player should want most items found in their locker, or have a clear picture of why they would want them. Lockers should not spawn with cosmetic items, optional/situational tools, or contain expendable equipment that another member of their department might want to raid. ```admonish success "Good:" - Toolbelt @@ -22,6 +22,15 @@ Department lockers should spawn with all job-essential equipment. A player shoul - Riot shield ``` +Lockers for specialized jobs in a department (including department heads) should include any equipment present in a "lesser" locker, unless that job has specialized equipment that is equal to or better than the "lesser" equipment. For example, a toolbelt can be replaced by a toolbelt with more space, but an RCD can't be replaced by an RPD. This is another measure meant to prevent players from raiding multiple lockers for gear. A player shouldn't want anything from a locker they have access to that wasn't provided in their own locker. + +In addition to their own specialized gear, there are several items present in all command lockers. + - A personal stamp. + - A headset with encryption keys for their department and for command. + - A door remote controlling their department's airlocks. + - A box containing spare department encryption keys. + - A box containing spare circuit boards. + ## Questions for a full doc ```admonish question @@ -34,4 +43,12 @@ What are the specific mapping requirements for lockers? Question might be better ```admonish question Should optional / situational tools like t-ray scanners or tutorial books be included in lockers? Where would the line be drawn for optional tools? +``` + +```admonish question +Should equipment lockers include items which only have a chance to appear? What kind of items should only appear sometimes? +``` + +```admonish question +Should cargo be able to purchase new job lockers? ``` \ No newline at end of file diff --git a/src/en/space-station-14/round-flow/starting-equipment/vendors.md b/src/en/space-station-14/round-flow/starting-equipment/vendors.md index 3a7fe3ddb..5c79da63a 100644 --- a/src/en/space-station-14/round-flow/starting-equipment/vendors.md +++ b/src/en/space-station-14/round-flow/starting-equipment/vendors.md @@ -22,7 +22,7 @@ Equipment vendors contain expendable equipment, spare tools, and optional tools. - Welding mask ``` -Clothing vendors (typically called "Drobes") should spawn with clothing typical of a department's colors or aesthetic qualities. Clothes should reflect the standard uniform of a department employee and include anything available in a loadout (exluding prestige rewards). Every item in a Drobe must be equippable or be considered clothing in an abstract sense (walking cane). Particularly powerful clothing should instead be found in department lockers. +Clothing vendors (typically called "Drobes") should spawn with clothing typical of a department's colors or aesthetic qualities. Clothes should reflect the standard uniform of a department employee and include anything available in a loadout (excluding prestige rewards). Every item in a Drobe must be equippable or be considered clothing in an abstract sense (walking cane). Particularly powerful clothing should instead be found in department lockers. ```admonish success "Good:" - Jumpsuit From b68e16bc7f03de36eb2388895401951cb95a0539 Mon Sep 17 00:00:00 2001 From: iaada Date: Fri, 17 Oct 2025 19:09:53 -0500 Subject: [PATCH 9/9] finish vendors --- .../round-flow/starting-equipment/lathes.md | 2 +- .../round-flow/starting-equipment/lockers.md | 4 +-- .../round-flow/starting-equipment/vendors.md | 32 +++++++++---------- 3 files changed, 19 insertions(+), 19 deletions(-) diff --git a/src/en/space-station-14/round-flow/starting-equipment/lathes.md b/src/en/space-station-14/round-flow/starting-equipment/lathes.md index 450b60ec5..cffc42135 100644 --- a/src/en/space-station-14/round-flow/starting-equipment/lathes.md +++ b/src/en/space-station-14/round-flow/starting-equipment/lathes.md @@ -8,7 +8,7 @@ Most departments can print additional job gear from a machine using shared resou ## Requirements -Items available to be printed round start from lathes might be tools or expendables. In both cases the options available should be the basic, minimum gear to do the job. Better gear is often available later in the round as a result of science research. +Items available to be printed round start from lathes might be tools or expendables. In both cases the options available should be the basic, minimum gear to do the job. Specialized equipment should be acquired later in-round either through purchases at cargo or as a result of science research. ```admonish success "Good:" - MV Cable diff --git a/src/en/space-station-14/round-flow/starting-equipment/lockers.md b/src/en/space-station-14/round-flow/starting-equipment/lockers.md index 8f8449f20..4d30f6cbb 100644 --- a/src/en/space-station-14/round-flow/starting-equipment/lockers.md +++ b/src/en/space-station-14/round-flow/starting-equipment/lockers.md @@ -29,7 +29,7 @@ In addition to their own specialized gear, there are several items present in al - A headset with encryption keys for their department and for command. - A door remote controlling their department's airlocks. - A box containing spare department encryption keys. - - A box containing spare circuit boards. + - A box containing spare circuit boards for vital machines and computers. ## Questions for a full doc @@ -50,5 +50,5 @@ Should equipment lockers include items which only have a chance to appear? What ``` ```admonish question -Should cargo be able to purchase new job lockers? +Should cargo be able to purchase new job lockers? Should they be actual lockers or a crate with the items inside? ``` \ No newline at end of file diff --git a/src/en/space-station-14/round-flow/starting-equipment/vendors.md b/src/en/space-station-14/round-flow/starting-equipment/vendors.md index 5c79da63a..96a76c840 100644 --- a/src/en/space-station-14/round-flow/starting-equipment/vendors.md +++ b/src/en/space-station-14/round-flow/starting-equipment/vendors.md @@ -1,14 +1,18 @@ # Department Vending Machines -{{#template ../../../../templates/stub.md}} - ## Overview -Department vending machines are access-locked vendors located somewhere inside their respective department. They contain items specific to that department, and players need to share the gear inside. Departments typically have two types of vending machines: equipment and clothing. They can be restocked through a purchase from cargo mid-round. +Department vending machines are access-locked vendors located somewhere inside their respective department. They contain items specific to that department, for use by that department, and players need to share the gear inside. Departments typically have two types of vending machines: equipment and clothing. They can be restocked through a purchase from cargo mid-round. ## Requirements -Equipment vendors contain expendable equipment, spare tools, and optional tools. Gear they provide should be regularly useful and sought by players. They should not have gear that is easily available (such as in an autolathe), even if those items would be useful to the job. +A deparment vendor should have enough stock to supply two naked players with the neccesary gear to work the job. An untouched pair of vending machines should have two complete sets of spare tools and uniforms. + +### Equipment Vendor + +Equipment vendors contain expendable equipment, spare tools, and optional tools. Gear they provide should be regularly useful and sought by players. They should not have gear that is easily available (such as in an autolathe), even if those items would be useful to the job. Nor should they have gear in excess for the purpose of distributing it to non-department players (such as an Engi-Vend with 8 crowbars). + +Items in an equipment vendor should never be clothing. This includes all eyewear and gloves, even if such items are important tools for the job. They should instead be found in the department's respective clothing vendor. There are two exceptions: an item which can be worn but isn't clothing - such as a whistle - and clothing that is not worn by the player themselves - such as a medical gown to give to patients. ```admonish success "Good:" - Compressed matter @@ -22,7 +26,11 @@ Equipment vendors contain expendable equipment, spare tools, and optional tools. - Welding mask ``` -Clothing vendors (typically called "Drobes") should spawn with clothing typical of a department's colors or aesthetic qualities. Clothes should reflect the standard uniform of a department employee and include anything available in a loadout (excluding prestige rewards). Every item in a Drobe must be equippable or be considered clothing in an abstract sense (walking cane). Particularly powerful clothing should instead be found in department lockers. +The order of gear in a vendor should loosely follow the importance of the item. Spare tools should be at the top, followed by expendable equipment, and lastly stituational and optional gear. + +### Clothing Vendor + +Clothing vendors (typically called "Drobes") should spawn with clothing typical of a department's colors or aesthetic qualities. Clothes should reflect the standard uniform of a department employee and include anything available in a loadout (excluding prestige rewards). Every item in a Drobe must be equippable. Particularly powerful clothing should instead be found in department lockers. ```admonish success "Good:" - Jumpsuit @@ -36,16 +44,8 @@ Clothing vendors (typically called "Drobes") should spawn with clothing typical - Hardsuit ``` -## Questions for a full doc - -```admonish question -Should department vendors contain items for the purpose of distributing them to crew? For example the EngiVend currently has 8 crowbars and 4 welding masks. -``` +The order of clothing in a Drobe from top to bottom should go: `Head -> Eyes -> Mask -> Ears -> Back -> Belt -> InnerClothing -> OuterClothing -> Neck -> Gloves -> Feet`. -```admonish question -Should eyewear in general and insuls specifically be moved to the drobe? What is considered too powerful for a drobe, or should that even be a standard? -``` +### Combined Vendors -```admonish question -Should tutorial books be added to equipment vendors? -``` \ No newline at end of file +Certain individual roles on the station have a dedicated vending machine due to the specific nature of that role. Unlike other vendors these only need enough stock to resupply one player. If they contain non-clothing items, they should not use "Drobe" as part of their name. \ No newline at end of file